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
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:
@@ -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));
|
||||
}
|
||||
Reference in New Issue
Block a user