Stage 17 round 6 (#4/#5/#6): draft persistence wire + gateway + UI #20

Merged
developer merged 1 commits from feature/stage-17-round-6-drafts into development 2026-06-08 11:08:42 +00:00
22 changed files with 721 additions and 7 deletions
+2
View File
@@ -66,6 +66,8 @@ func (s *Server) registerRoutes() {
u.POST("/games/:id/complaint", s.handleComplaint)
u.GET("/games/:id/history", s.handleHistory)
u.GET("/games/:id/gcg", s.handleExportGCG)
u.GET("/games/:id/draft", s.handleGetDraft)
u.PUT("/games/:id/draft", s.handleSaveDraft)
}
if s.matchmaker != nil {
u.POST("/lobby/enqueue", s.handleEnqueue)
+68
View File
@@ -318,6 +318,74 @@ func (s *Server) handleExportGCG(c *gin.Context) {
})
}
// draftTileDTO is one tile a player has laid on the board but not yet submitted.
type draftTileDTO struct {
Row int `json:"row"`
Col int `json:"col"`
Letter string `json:"letter"`
Blank bool `json:"blank"`
}
// draftDTO is a player's persisted client-side composition for a game (Stage 17): the
// preferred rack tile order (an opaque client string) and the board tiles laid but not yet
// submitted. The gateway forwards the JSON verbatim; this layer owns its shape.
type draftDTO struct {
RackOrder string `json:"rack_order"`
BoardTiles []draftTileDTO `json:"board_tiles"`
}
// draftDTOFrom projects a stored draft into its wire DTO.
func draftDTOFrom(d game.Draft) draftDTO {
tiles := make([]draftTileDTO, 0, len(d.BoardTiles))
for _, t := range d.BoardTiles {
tiles = append(tiles, draftTileDTO{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
}
return draftDTO{RackOrder: d.RackOrder, BoardTiles: tiles}
}
// toDomain maps an inbound draft DTO to the domain draft.
func (d draftDTO) toDomain() game.Draft {
tiles := make([]game.DraftTile, 0, len(d.BoardTiles))
for _, t := range d.BoardTiles {
tiles = append(tiles, game.DraftTile{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
}
return game.Draft{RackOrder: d.RackOrder, BoardTiles: tiles}
}
// handleGetDraft returns the player's saved composition for a game (Stage 17), or an empty
// draft when none is stored.
func (s *Server) handleGetDraft(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
d, err := s.games.GetDraft(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, draftDTOFrom(d))
}
// handleSaveDraft upserts the player's composition for a game (Stage 17). The service
// rejects a non-player with ErrNotAPlayer.
func (s *Server) handleSaveDraft(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
var req draftDTO
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
if err := s.games.SaveDraft(c.Request.Context(), gameID, uid, req.toDomain()); err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, okResponse{OK: true})
}
// handleListGames returns the caller's active and finished games for the lobby.
func (s *Server) handleListGames(c *gin.Context) {
uid, ok := userID(c)
+25
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@@ -73,3 +73,28 @@ func TestSubmitPlayRejectsBadGameID(t *testing.T) {
t.Fatalf("submit play bad game id = %d, want 400", rec.Code)
}
}
func TestGetDraftRequiresUserID(t *testing.T) {
path := "/api/v1/user/games/" + uuid.New().String() + "/draft"
rec := do(t, newRoutingServer(), http.MethodGet, path, "", nil)
if rec.Code != http.StatusUnauthorized {
t.Fatalf("get draft without X-User-ID = %d, want 401", rec.Code)
}
}
func TestSaveDraftRejectsBadGameID(t *testing.T) {
headers := map[string]string{"X-User-ID": uuid.New().String()}
rec := do(t, newRoutingServer(), http.MethodPut, "/api/v1/user/games/not-a-uuid/draft", `{"rack_order":"","board_tiles":[]}`, headers)
if rec.Code != http.StatusBadRequest {
t.Fatalf("save draft bad game id = %d, want 400", rec.Code)
}
}
func TestSaveDraftRejectsBadBody(t *testing.T) {
headers := map[string]string{"X-User-ID": uuid.New().String()}
path := "/api/v1/user/games/" + uuid.New().String() + "/draft"
rec := do(t, newRoutingServer(), http.MethodPut, path, `not json`, headers)
if rec.Code != http.StatusBadRequest {
t.Fatalf("save draft bad body = %d, want 400", rec.Code)
}
}
+16
View File
@@ -2,6 +2,7 @@ package backendclient
import (
"context"
"encoding/json"
"net/http"
"net/url"
"strconv"
@@ -337,6 +338,21 @@ func (c *Client) Hint(ctx context.Context, userID, gameID string) (HintResultRes
return out, err
}
// GetDraft returns the player's saved composition for a game (Stage 17) as the backend's
// raw JSON body. The gateway forwards it verbatim, never interpreting its shape.
func (c *Client) GetDraft(ctx context.Context, userID, gameID string) (json.RawMessage, error) {
var out json.RawMessage
err := c.do(ctx, http.MethodGet, c.gamePath(gameID, "/draft"), userID, "", nil, &out)
return out, err
}
// SaveDraft upserts the player's composition for a game (Stage 17). body is the client's
// {rack_order, board_tiles} JSON, forwarded verbatim — a json.RawMessage marshals as-is, so
// there is no double-encode.
func (c *Client) SaveDraft(ctx context.Context, userID, gameID string, body json.RawMessage) error {
return c.do(ctx, http.MethodPut, c.gamePath(gameID, "/draft"), userID, "", body, nil)
}
// Evaluate previews a tentative play's legality and score. The tiles are addressed by
// alphabet index (Stage 13).
func (c *Client) Evaluate(ctx context.Context, userID, gameID, dir string, tiles []PlayTileJSON) (EvalResultResp, error) {
+11
View File
@@ -252,6 +252,17 @@ func encodeWordCheck(r backendclient.WordCheckResp) []byte {
return b.FinishedBytes()
}
// encodeDraftView builds a DraftView payload wrapping the player's composition JSON. The
// string is empty for the save acknowledgement (the client ignores that payload).
func encodeDraftView(jsonStr string) []byte {
b := flatbuffers.NewBuilder(256)
j := b.CreateString(jsonStr)
fb.DraftViewStart(b)
fb.DraftViewAddJson(b, j)
b.Finish(fb.DraftViewEnd(b))
return b.FinishedBytes()
}
// encodeHistory builds a History payload (the decoded move journal).
func encodeHistory(r backendclient.HistoryResp) []byte {
b := flatbuffers.NewBuilder(1024)
+30
View File
@@ -7,6 +7,7 @@ package transcode
import (
"context"
"encoding/json"
"errors"
"scrabble/gateway/internal/backendclient"
@@ -38,6 +39,8 @@ const (
MsgGameHistory = "game.history"
MsgChatList = "chat.list"
MsgChatNudge = "chat.nudge"
MsgDraftGet = "draft.get"
MsgDraftSave = "draft.save"
)
// Request is one decoded Execute call.
@@ -108,6 +111,8 @@ func NewRegistry(backend *backendclient.Client, tg TelegramValidator, defaultLan
r.ops[MsgGameHistory] = Op{Handler: historyHandler(backend), Auth: true}
r.ops[MsgChatList] = Op{Handler: chatListHandler(backend), Auth: true}
r.ops[MsgChatNudge] = Op{Handler: nudgeHandler(backend), Auth: true}
r.ops[MsgDraftGet] = Op{Handler: getDraftHandler(backend), Auth: true}
r.ops[MsgDraftSave] = Op{Handler: saveDraftHandler(backend), Auth: true}
registerStage8(r, backend)
registerStage11(r, backend, tg, defaultLanguages)
return r
@@ -421,3 +426,28 @@ func nudgeHandler(backend *backendclient.Client) Handler {
return encodeChat(res), nil
}
}
// getDraftHandler returns the player's saved composition (Stage 17). It reuses
// GameActionRequest for the game id and wraps the backend's raw JSON in a DraftView.
func getDraftHandler(backend *backendclient.Client) Handler {
return func(ctx context.Context, req Request) ([]byte, error) {
in := fb.GetRootAsGameActionRequest(req.Payload, 0)
raw, err := backend.GetDraft(ctx, req.UserID, string(in.GameId()))
if err != nil {
return nil, err
}
return encodeDraftView(string(raw)), nil
}
}
// saveDraftHandler upserts the player's composition (Stage 17), forwarding the opaque JSON
// string verbatim. It echoes an empty DraftView as a well-formed acknowledgement.
func saveDraftHandler(backend *backendclient.Client) Handler {
return func(ctx context.Context, req Request) ([]byte, error) {
in := fb.GetRootAsDraftRequest(req.Payload, 0)
if err := backend.SaveDraft(ctx, req.UserID, string(in.GameId()), json.RawMessage(in.Json())); err != nil {
return nil, err
}
return encodeDraftView(""), nil
}
}
@@ -0,0 +1,82 @@
package transcode_test
import (
"context"
"io"
"net/http"
"testing"
flatbuffers "github.com/google/flatbuffers/go"
"scrabble/gateway/internal/transcode"
fb "scrabble/pkg/fbs/scrabblefb"
)
// TestDraftSaveForwardsRawJSON checks the save handler forwards the client's composition JSON
// to the backend verbatim (the "no double-encode" contract, Stage 17) with the user header.
func TestDraftSaveForwardsRawJSON(t *testing.T) {
const body = `{"rack_order":"1,0","board_tiles":[{"row":7,"col":7,"letter":"Q","blank":false}]}`
backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPut || r.URL.Path != "/api/v1/user/games/g-1/draft" {
t.Errorf("unexpected %s %s", r.Method, r.URL.Path)
}
if got := r.Header.Get("X-User-ID"); got != "u-3" {
t.Errorf("X-User-ID = %q, want u-3", got)
}
raw, _ := io.ReadAll(r.Body)
if string(raw) != body {
t.Errorf("forwarded body = %q, want %q (verbatim)", raw, body)
}
_, _ = w.Write([]byte(`{"ok":true}`))
})
defer cleanup()
reg := transcode.NewRegistry(backend, nil)
op, ok := reg.Lookup(transcode.MsgDraftSave)
if !ok {
t.Fatal("draft.save not registered")
}
b := flatbuffers.NewBuilder(64)
gid := b.CreateString("g-1")
j := b.CreateString(body)
fb.DraftRequestStart(b)
fb.DraftRequestAddGameId(b, gid)
fb.DraftRequestAddJson(b, j)
b.Finish(fb.DraftRequestEnd(b))
if _, err := op.Handler(context.Background(), transcode.Request{Payload: b.FinishedBytes(), UserID: "u-3"}); err != nil {
t.Fatalf("handler: %v", err)
}
}
// TestDraftGetWrapsBackendJSON checks the get handler wraps the backend's stored draft JSON in
// a DraftView verbatim (the gateway never interprets the shape).
func TestDraftGetWrapsBackendJSON(t *testing.T) {
const stored = `{"rack_order":"2,0,1","board_tiles":[]}`
backend, cleanup := fakeBackend(t, func(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodGet || r.URL.Path != "/api/v1/user/games/g-2/draft" {
t.Errorf("unexpected %s %s", r.Method, r.URL.Path)
}
_, _ = w.Write([]byte(stored))
})
defer cleanup()
reg := transcode.NewRegistry(backend, nil)
op, _ := reg.Lookup(transcode.MsgDraftGet)
b := flatbuffers.NewBuilder(32)
gid := b.CreateString("g-2")
fb.GameActionRequestStart(b)
fb.GameActionRequestAddGameId(b, gid)
b.Finish(fb.GameActionRequestEnd(b))
payload, err := op.Handler(context.Background(), transcode.Request{Payload: b.FinishedBytes(), UserID: "u-4"})
if err != nil {
t.Fatalf("handler: %v", err)
}
v := fb.GetRootAsDraftView(payload, 0)
if string(v.Json()) != stored {
t.Fatalf("DraftView.json = %q, want %q (verbatim)", v.Json(), stored)
}
}
+14
View File
@@ -236,6 +236,20 @@ table HintResult {
hints_remaining:int;
}
// DraftRequest saves the player's client-side composition for a game (Stage 17): a single
// JSON string of {rack_order, board_tiles} the client serializes itself, so the wire carries
// no tile array. The gateway forwards json verbatim to the backend, which owns its shape.
table DraftRequest {
game_id:string;
json:string;
}
// DraftView returns the player's stored composition as the same opaque JSON string (empty
// when none is stored). A draft get reuses GameActionRequest for its game id.
table DraftView {
json:string;
}
// History is a game's decoded move journal — the source for client board replay.
table History {
game_id:string;
+71
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@@ -0,0 +1,71 @@
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type DraftRequest struct {
_tab flatbuffers.Table
}
func GetRootAsDraftRequest(buf []byte, offset flatbuffers.UOffsetT) *DraftRequest {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &DraftRequest{}
x.Init(buf, n+offset)
return x
}
func FinishDraftRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsDraftRequest(buf []byte, offset flatbuffers.UOffsetT) *DraftRequest {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &DraftRequest{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedDraftRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *DraftRequest) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *DraftRequest) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *DraftRequest) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *DraftRequest) Json() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func DraftRequestStart(builder *flatbuffers.Builder) {
builder.StartObject(2)
}
func DraftRequestAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
}
func DraftRequestAddJson(builder *flatbuffers.Builder, json flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(json), 0)
}
func DraftRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+60
View File
@@ -0,0 +1,60 @@
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type DraftView struct {
_tab flatbuffers.Table
}
func GetRootAsDraftView(buf []byte, offset flatbuffers.UOffsetT) *DraftView {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &DraftView{}
x.Init(buf, n+offset)
return x
}
func FinishDraftViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsDraftView(buf []byte, offset flatbuffers.UOffsetT) *DraftView {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &DraftView{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedDraftViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *DraftView) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *DraftView) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *DraftView) Json() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func DraftViewStart(builder *flatbuffers.Builder) {
builder.StartObject(1)
}
func DraftViewAddJson(builder *flatbuffers.Builder, json flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(json), 0)
}
func DraftViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}
+15
View File
@@ -29,6 +29,21 @@ test('placing a tile and confirming via ✅ commits the move', async ({ page })
await expect(page.locator('.make')).toBeHidden();
});
test('a placed tile is saved as a draft and restored on reopening the game', async ({ page }) => {
await openGame(page);
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(30).click();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
await page.waitForTimeout(600); // let the debounced draft save flush to the mock store
// Leave the game and reopen it. The mock keeps the saved composition, so the pending tile is
// restored without re-placing it (Stage 17 #4/#6).
await page.evaluate(() => (location.hash = '/'));
await page.getByRole('button', { name: /Ann/ }).click();
await expect(page.locator('[data-cell]').first()).toBeVisible();
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
});
test('new game: variant buttons show a rules summary and the move-limit', async ({ page }) => {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
+53 -7
View File
@@ -12,7 +12,7 @@
import { app, handleError, showToast } from '../lib/app.svelte';
import { GatewayError } from '../lib/client';
import { t } from '../lib/i18n/index.svelte';
import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView } from '../lib/model';
import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView, Tile } from '../lib/model';
import { replay } from '../lib/board';
import { centre, premiumGrid } from '../lib/premiums';
import { variantNameKey } from '../lib/variants';
@@ -33,6 +33,7 @@
toSubmit,
type Placement,
} from '../lib/placement';
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
let { id }: { id: string } = $props();
@@ -127,15 +128,43 @@
view = st;
moves = hist.moves;
setCachedGame(id, st, hist.moves);
placement = newPlacement(st.rack);
rackIds = st.rack.map((_, i) => i);
preview = null;
selected = null;
dirOverride = undefined;
await applyDraft(st);
recompute();
} catch (e) {
handleError(e);
}
}
let draftSaveTimer: ReturnType<typeof setTimeout> | null = null;
// scheduleDraftSave persists the composition (rack order + pending tiles) after a short
// debounce; best-effort, so a failed save never interrupts play (Stage 17).
function scheduleDraftSave() {
if (draftSaveTimer) clearTimeout(draftSaveTimer);
draftSaveTimer = setTimeout(() => {
void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
}, 500);
}
// applyDraft restores the player's saved composition over a freshly loaded state: the rack
// order (when still a valid permutation of the rack) and the board tiles whose cell is still
// free. Best-effort — a draft fetch never blocks opening the game.
async function applyDraft(st: StateView) {
let order = st.rack.map((_, i) => i);
let tiles: Tile[] = [];
try {
const parsed = parseDraft(await gateway.draftGet(id));
if (parsed) {
order = validRackOrder(parsed.rackOrder, st.rack.length) ?? order;
const committed = replay(moves);
tiles = liveDraftTiles(parsed.tiles, (r, c) => !!committed[r]?.[c]);
}
} catch {
/* best-effort */
}
rackIds = order;
const rack = order.map((i) => st.rack[i]);
placement = tiles.length ? placementFromHint(tiles, rack) : newPlacement(rack);
}
async function loadChat() {
try {
messages = await gateway.chatList(id);
@@ -226,13 +255,16 @@
drag = null;
}
function onRackDown(e: PointerEvent, index: number) {
if (!isMyTurn || busy) return;
// Tiles may be arranged on the opponent's turn too (Stage 17 #5): only placement is
// relaxed — the preview and Make-move stay your-turn-only, so an off-turn draft is
// position-only (never scored or submitted).
if (busy || gameOver) return;
beginDrag({ from: 'rack', index }, e);
}
// A pending tile can be dragged back to the rack, but only on the unzoomed board: when
// zoomed the one-finger gesture scrolls the board, so recall there is via double-tap.
function onBoardDown(e: PointerEvent, row: number, col: number) {
if (!isMyTurn || busy || zoomed) return;
if (busy || zoomed || gameOver) return;
beginDrag({ from: 'board', row, col }, e);
}
function cellUnder(x: number, y: number): { row: number; col: number } | null {
@@ -274,6 +306,7 @@
rackIds = order.map((i) => rackIds[i] ?? i);
placement = newPlacement(order.map((i) => placement.rack[i]));
selected = null;
scheduleDraftSave();
}
function onWinMove(e: PointerEvent) {
if (!downInfo) return;
@@ -342,6 +375,7 @@
// Dropped a pending tile back onto the rack → recall it to its original slot.
placement = recallAt(placement, di.src.row, di.src.col);
recompute();
scheduleDraftSave();
}
swallowClick = true;
setTimeout(() => (swallowClick = false), 60);
@@ -359,6 +393,11 @@
window.removeEventListener('pointerdown', onExtraPointer);
clearHover();
clearReorder();
// Flush a pending draft save so leaving mid-composition still persists it (Stage 17).
if (draftSaveTimer) {
clearTimeout(draftSaveTimer);
void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
}
telegramClosingConfirmation(false);
});
@@ -378,6 +417,7 @@
function onRecall(row: number, col: number) {
placement = recallAt(placement, row, col);
recompute();
scheduleDraftSave();
}
function attemptPlace(index: number, row: number, col: number) {
if (board[row]?.[col]) return;
@@ -391,6 +431,7 @@
placement = place(placement, index, row, col);
telegramHaptic('select');
recompute();
scheduleDraftSave();
}
function chooseBlank(letter: string) {
if (!blankPrompt) return;
@@ -398,12 +439,15 @@
blankPrompt = null;
telegramHaptic('select');
recompute();
scheduleDraftSave();
}
let previewTimer: ReturnType<typeof setTimeout> | null = null;
function recompute() {
preview = null;
if (previewTimer) clearTimeout(previewTimer);
// Off-turn the composition is position-only: no score preview or evaluate (Stage 17 #5).
if (!isMyTurn) return;
const sub = toSubmit(placement, dirOverride);
if (!sub) return;
previewTimer = setTimeout(async () => {
@@ -436,6 +480,7 @@
preview = null;
selected = null;
dirOverride = undefined;
scheduleDraftSave();
}
async function doPass() {
@@ -507,6 +552,7 @@
setTimeout(() => (shuffling = false), 600);
// A short "shake": a few quick light taps rather than one.
for (let i = 0; i < 4; i++) setTimeout(() => telegramHaptic('light'), i * 55);
scheduleDraftSave();
}
function openExchange() {
resetPlacement();
@@ -729,7 +775,7 @@
/>
</div>
{#if !gameOver && placement.pending.length > 0}
<button class="make" onclick={commit} disabled={busy || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
<button class="make" onclick={commit} disabled={busy || !isMyTurn || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
{/if}
</div>
{:else}
+2
View File
@@ -10,6 +10,8 @@ export { ChatPostRequest } from './scrabblefb/chat-post-request.js';
export { CheckWordRequest } from './scrabblefb/check-word-request.js';
export { ComplaintRequest } from './scrabblefb/complaint-request.js';
export { CreateInvitationRequest } from './scrabblefb/create-invitation-request.js';
export { DraftRequest } from './scrabblefb/draft-request.js';
export { DraftView } from './scrabblefb/draft-view.js';
export { EmailLoginRequest } from './scrabblefb/email-login-request.js';
export { EmailRequestRequest } from './scrabblefb/email-request-request.js';
export { EnqueueRequest } from './scrabblefb/enqueue-request.js';
@@ -0,0 +1,60 @@
// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
export class DraftRequest {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):DraftRequest {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsDraftRequest(bb:flatbuffers.ByteBuffer, obj?:DraftRequest):DraftRequest {
return (obj || new DraftRequest()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsDraftRequest(bb:flatbuffers.ByteBuffer, obj?:DraftRequest):DraftRequest {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new DraftRequest()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
gameId():string|null
gameId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
gameId(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
json():string|null
json(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
json(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
static startDraftRequest(builder:flatbuffers.Builder) {
builder.startObject(2);
}
static addGameId(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, gameIdOffset, 0);
}
static addJson(builder:flatbuffers.Builder, jsonOffset:flatbuffers.Offset) {
builder.addFieldOffset(1, jsonOffset, 0);
}
static endDraftRequest(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createDraftRequest(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset, jsonOffset:flatbuffers.Offset):flatbuffers.Offset {
DraftRequest.startDraftRequest(builder);
DraftRequest.addGameId(builder, gameIdOffset);
DraftRequest.addJson(builder, jsonOffset);
return DraftRequest.endDraftRequest(builder);
}
}
+48
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@@ -0,0 +1,48 @@
// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
export class DraftView {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):DraftView {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsDraftView(bb:flatbuffers.ByteBuffer, obj?:DraftView):DraftView {
return (obj || new DraftView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsDraftView(bb:flatbuffers.ByteBuffer, obj?:DraftView):DraftView {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new DraftView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
json():string|null
json(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
json(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
static startDraftView(builder:flatbuffers.Builder) {
builder.startObject(1);
}
static addJson(builder:flatbuffers.Builder, jsonOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, jsonOffset, 0);
}
static endDraftView(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createDraftView(builder:flatbuffers.Builder, jsonOffset:flatbuffers.Offset):flatbuffers.Offset {
DraftView.startDraftView(builder);
DraftView.addJson(builder, jsonOffset);
return DraftView.endDraftView(builder);
}
}
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@@ -83,6 +83,13 @@ export interface GatewayClient {
checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
complaint(gameId: string, word: string, note: string): Promise<void>;
// --- draft (Stage 17) ---
/** The player's server-persisted client-side composition (rack order + board tiles), so a
* reload or a second device resumes the same arrangement. The JSON is opaque to the
* gateway; the client owns the {rack_order, board_tiles} shape. */
draftGet(gameId: string): Promise<string>;
draftSave(gameId: string, json: string): Promise<void>;
// --- chat ---
chatPost(gameId: string, body: string): Promise<ChatMessage>;
chatList(gameId: string): Promise<ChatMessage[]>;
+16
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@@ -3,6 +3,7 @@ import { describe, expect, it } from 'vitest';
import * as fb from '../gen/fbs/scrabblefb';
import { BLANK_INDEX, setAlphabet } from './alphabet';
import {
decodeDraftView,
decodeFriendList,
decodeGameList,
decodeInvitation,
@@ -11,6 +12,7 @@ import {
decodeStateView,
decodeStats,
encodeCheckWord,
encodeDraftSave,
encodeExchange,
encodeStateRequest,
encodeSubmitPlay,
@@ -18,6 +20,20 @@ import {
} from './codec';
describe('codec', () => {
it('round-trips a draft save request and view (Stage 17)', () => {
const json = '{"rack_order":"1,0","board_tiles":[]}';
const req = fb.DraftRequest.getRootAsDraftRequest(new ByteBuffer(encodeDraftSave('g1', json)));
expect(req.gameId()).toBe('g1');
expect(req.json()).toBe(json);
const b = new Builder(64);
const j = b.createString('{"x":1}');
fb.DraftView.startDraftView(b);
fb.DraftView.addJson(b, j);
b.finish(fb.DraftView.endDraftView(b));
expect(decodeDraftView(b.asUint8Array())).toBe('{"x":1}');
});
it('encodes a SubmitPlayRequest with alphabet indices (Stage 13)', () => {
setAlphabet('english', [
{ index: 0, letter: 'a', value: 1 },
+19
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@@ -73,6 +73,18 @@ export function encodeStateRequest(gameId: string, includeAlphabet: boolean): Ui
return finish(b, fb.StateRequest.endStateRequest(b));
}
// encodeDraftSave wraps the player's composition JSON (Stage 17). The string is opaque on the
// wire — the gateway forwards it verbatim and only the client reads {rack_order, board_tiles}.
export function encodeDraftSave(gameId: string, json: string): Uint8Array {
const b = new Builder(256);
const gid = b.createString(gameId);
const j = b.createString(json);
fb.DraftRequest.startDraftRequest(b);
fb.DraftRequest.addGameId(b, gid);
fb.DraftRequest.addJson(b, j);
return finish(b, fb.DraftRequest.endDraftRequest(b));
}
export function encodeSubmitPlay(
gameId: string,
dir: 'H' | 'V',
@@ -359,6 +371,13 @@ export function decodeWordCheck(buf: Uint8Array): WordCheckResult {
return { word: s(r.word()), legal: r.legal() };
}
// decodeDraftView returns the player's stored composition JSON (empty when none is stored or
// for the save acknowledgement); the caller parses {rack_order, board_tiles}.
export function decodeDraftView(buf: Uint8Array): string {
const v = fb.DraftView.getRootAsDraftView(new ByteBuffer(buf));
return v.json() ?? '';
}
export function decodeHistory(buf: Uint8Array): History {
const h = fb.History.getRootAsHistory(new ByteBuffer(buf));
const moves: MoveRecord[] = [];
+45
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@@ -0,0 +1,45 @@
import { describe, expect, it } from 'vitest';
import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from './draft';
import type { PendingTile } from './placement';
describe('draft', () => {
it('round-trips the rack order and board tiles', () => {
const pending: PendingTile[] = [
{ rackIndex: 2, row: 7, col: 7, letter: 'Q', blank: false },
{ rackIndex: 0, row: 7, col: 8, letter: 'I', blank: true },
];
const parsed = parseDraft(serializeDraft([3, 0, 1, 2], pending));
expect(parsed).not.toBeNull();
expect(parsed!.rackOrder).toEqual([3, 0, 1, 2]);
expect(parsed!.tiles).toEqual([
{ row: 7, col: 7, letter: 'Q', blank: false },
{ row: 7, col: 8, letter: 'I', blank: true },
]);
});
it('parses an empty or malformed draft as null', () => {
expect(parseDraft('')).toBeNull();
expect(parseDraft('not json')).toBeNull();
});
it('parses a draft with no rack order or tiles', () => {
expect(parseDraft(JSON.stringify({ rack_order: '', board_tiles: [] }))).toEqual({ rackOrder: [], tiles: [] });
});
it('accepts a valid rack permutation and rejects a stale one', () => {
expect(validRackOrder([2, 0, 1], 3)).toEqual([2, 0, 1]);
expect(validRackOrder([0, 1], 3)).toBeNull(); // wrong length (the rack changed)
expect(validRackOrder([0, 0, 1], 3)).toBeNull(); // a duplicate, not a permutation
expect(validRackOrder([0, 1, 3], 3)).toBeNull(); // an index out of range
});
it('drops draft tiles whose cell is now occupied', () => {
const tiles = [
{ row: 7, col: 7, letter: 'A', blank: false },
{ row: 7, col: 8, letter: 'B', blank: false },
];
expect(liveDraftTiles(tiles, (r, c) => r === 7 && c === 7)).toEqual([
{ row: 7, col: 8, letter: 'B', blank: false },
]);
});
});
+59
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@@ -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));
}
+12
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@@ -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);
+6
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@@ -114,6 +114,12 @@ export function createTransport(baseUrl: string): GatewayClient {
async complaint(id, word, note) {
await exec('game.complaint', codec.encodeComplaint(id, word, note));
},
async draftGet(id) {
return codec.decodeDraftView(await exec('draft.get', codec.encodeGameAction(id)));
},
async draftSave(id, json) {
await exec('draft.save', codec.encodeDraftSave(id, json));
},
async chatPost(id, body) {
return codec.decodeChatMessage(await exec('chat.post', codec.encodeChatPost(id, body)));