Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 11s
CI / ui (pull_request) Successful in 32s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m7s

Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):

- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
  GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
  (rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
  JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
  load (lib/draft.ts), plus #5 -- tiles may be arranged on the
  opponent's turn (placement relaxed; the preview and Make-move stay
  your-turn-only, so an off-turn draft is position-only).

Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
This commit is contained in:
Ilia Denisov
2026-06-07 22:25:29 +02:00
parent 353dff20c4
commit f5c2404123
22 changed files with 721 additions and 7 deletions
+59
View File
@@ -0,0 +1,59 @@
// Draft (client-side composition) serialization, kept pure for unit tests. The server stores
// the JSON opaquely (Stage 17); only the client interprets {rack_order, board_tiles}. The rack
// order is a comma-joined permutation of the server rack's indices, in the player's visual
// order; the board tiles are the tiles laid but not yet submitted.
import type { Tile } from './model';
import type { PendingTile } from './placement';
interface DraftData {
rack_order: string;
board_tiles: Tile[];
}
/** serializeDraft builds the JSON to persist: the rack order and the pending board tiles. */
export function serializeDraft(rackOrder: number[], pending: PendingTile[]): string {
const data: DraftData = {
rack_order: rackOrder.join(','),
board_tiles: pending.map((p) => ({ row: p.row, col: p.col, letter: p.letter, blank: p.blank })),
};
return JSON.stringify(data);
}
/** parseDraft decodes a stored draft, or null when empty or malformed. */
export function parseDraft(json: string): { rackOrder: number[]; tiles: Tile[] } | null {
if (!json) return null;
try {
const d = JSON.parse(json) as Partial<DraftData>;
const rackOrder = String(d.rack_order ?? '')
.split(',')
.filter((s) => s !== '')
.map(Number);
const tiles = Array.isArray(d.board_tiles) ? d.board_tiles : [];
return { rackOrder, tiles };
} catch {
return null;
}
}
/**
* validRackOrder returns order when it is a permutation of [0, len), else null — so a stale
* order (the rack changed since the draft was saved) is ignored and the server order is kept.
*/
export function validRackOrder(order: number[], len: number): number[] | null {
if (order.length !== len) return null;
const seen = new Set<number>();
for (const i of order) {
if (!Number.isInteger(i) || i < 0 || i >= len || seen.has(i)) return null;
seen.add(i);
}
return order;
}
/**
* liveDraftTiles drops saved tiles whose cell is now occupied on the committed board (the
* opponent has since played there) — the position-only reconcile after a refresh.
*/
export function liveDraftTiles(tiles: Tile[], occupied: (row: number, col: number) => boolean): Tile[] {
return tiles.filter((t) => !occupied(t.row, t.col));
}