A single tile that only extended a word perpendicular to the client-declared
direction was rejected: the UI always sent dir=H for one-tile plays (the
dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing
"А" above "БАК" to form "АБАК" failed the solver's main-word-length check even
though the word is in the dictionary.
Make the backend infer a play's orientation from the placed tiles and the board
(internal/engine.resolveDirection): two or more tiles by the line they share, a
lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction
becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests
and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V"
(SubmitPlayDir) so a rebuilt game matches the one committed.
UI: stop computing/sending direction; the preview now shows the words a move
forms with its total score (game.previewWords); the make-move control is disabled
until the play is confirmed legal; the "your turn" label hides while tiles are
pending. Delete the orphaned Controls.svelte.
Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode
and the loadtest edge client to the new contract. Bake the decision into
ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README.
Dragging a rack tile and dropping it back on the rack reorders it: the dragged tile is
lifted out (the drag ghost stands in) and the tiles at/after the pointer's drop slot slide
right to open a gap there, so the drop position is visible. On drop the rack and its stable
ids are permuted (reorderIndices, unit-tested). Reorder applies only with no pending tiles,
so it stays a clean permutation; dropping on a board cell still places as before. Server
persistence of the order follows (#4).
Lock the polish branch's behaviour so a future UI edit surfaces as a failing
assertion to re-agree or fix.
Unit (vitest, node env):
- placement: recallIndex, cellOccupied/isBlankSlot, non-linear direction, the
single-tile submit default, and placementFromHint blank-fallback / rack-exhausted.
- banner: the marquee scroll-cycle repeat-then-advance, stop(), root-relative and
multiple links.
- client.GatewayError. Extract the check-word constraints out of Game.svelte into a
pure lib/checkword.ts (sanitize + canCheck) and cover them.
E2E (playwright mock, Chromium + WebKit):
- commit via the 🏁 control, history slide-down + close, the exchange dialog,
check-word input sanitising + verdict, resign-to-finished, and the Settings
board-label mode changing the on-board labels.