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:
@@ -93,6 +93,7 @@ export class MockGateway implements GatewayClient {
|
||||
private blocks: AccountRef[] = [];
|
||||
private invitations: Invitation[] = mockInvitations();
|
||||
private readonly stats: Stats = { ...MOCK_STATS };
|
||||
private readonly drafts = new Map<string, string>();
|
||||
|
||||
constructor() {
|
||||
// Seed the per-variant alphabet cache the rack, blank chooser and scoring read, so the
|
||||
@@ -230,6 +231,7 @@ export class MockGateway implements GatewayClient {
|
||||
g.rack.push(...draw(variant, drawn));
|
||||
g.bagLen -= drawn;
|
||||
g.view.toMove = (seat + 1) % g.view.players;
|
||||
this.drafts.delete(gameId);
|
||||
this.scheduleOpponentReply(gameId);
|
||||
return { move: structuredClone(move), game: structuredClone(g.view) };
|
||||
}
|
||||
@@ -263,6 +265,7 @@ export class MockGateway implements GatewayClient {
|
||||
};
|
||||
g.moves.push(move);
|
||||
g.view.moveCount += 1;
|
||||
this.drafts.delete(gameId);
|
||||
if (action === 'resign') {
|
||||
g.view.status = 'finished';
|
||||
g.view.endReason = 'resignation';
|
||||
@@ -319,6 +322,15 @@ export class MockGateway implements GatewayClient {
|
||||
}
|
||||
async complaint(): Promise<void> {}
|
||||
|
||||
// --- draft (Stage 17): an in-memory composition store, so the reload/off-turn flow is
|
||||
// exercised without a backend. A committed move clears the actor's own draft, as on the server.
|
||||
async draftGet(gameId: string): Promise<string> {
|
||||
return this.drafts.get(gameId) ?? '';
|
||||
}
|
||||
async draftSave(gameId: string, json: string): Promise<void> {
|
||||
this.drafts.set(gameId, json);
|
||||
}
|
||||
|
||||
// --- chat ---
|
||||
async chatPost(gameId: string, body: string): Promise<ChatMessage> {
|
||||
const g = this.game(gameId);
|
||||
|
||||
Reference in New Issue
Block a user