90eaf4964b
Tests · Go / test (push) Successful in 10s
Tests · Integration / integration (push) Successful in 12s
Tests · UI / test (push) Successful in 19s
Tests · Go / test (pull_request) Successful in 9s
Tests · Integration / integration (pull_request) Successful in 12s
Tests · UI / test (pull_request) Successful in 19s
Live play now exchanges per-variant alphabet indices instead of concrete letters (rack out; submit-play, evaluate, exchange, word-check in). The client caches each variant's (index, letter, value) table behind StateRequest.include_alphabet and renders the rack and blank chooser from it, dropping the hardcoded value/alphabet tables. History, the durable journal and GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged). - pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet; StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile]; Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated). - engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/ DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test. - backend server edge maps index<->letter (new thin game.Service.GameVariant); game.Service domain methods, engine.Game and the robot keep one letter-based play path. The gateway forwards indices verbatim (no alphabet table). - ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts is geometry-only; the mock seeds a fixture table; the UI normalises display to upper case (codec + cache), leaving placement/board/checkword unchanged. Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value tables. Discharges TODO-4.
77 lines
2.2 KiB
TypeScript
77 lines
2.2 KiB
TypeScript
// automatically generated by the FlatBuffers compiler, do not modify
|
|
|
|
import * as flatbuffers from 'flatbuffers';
|
|
|
|
export class PlayTile {
|
|
bb: flatbuffers.ByteBuffer|null = null;
|
|
bb_pos = 0;
|
|
__init(i:number, bb:flatbuffers.ByteBuffer):PlayTile {
|
|
this.bb_pos = i;
|
|
this.bb = bb;
|
|
return this;
|
|
}
|
|
|
|
static getRootAsPlayTile(bb:flatbuffers.ByteBuffer, obj?:PlayTile):PlayTile {
|
|
return (obj || new PlayTile()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
|
|
}
|
|
|
|
static getSizePrefixedRootAsPlayTile(bb:flatbuffers.ByteBuffer, obj?:PlayTile):PlayTile {
|
|
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
|
|
return (obj || new PlayTile()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
|
|
}
|
|
|
|
row():number {
|
|
const offset = this.bb!.__offset(this.bb_pos, 4);
|
|
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
|
|
}
|
|
|
|
col():number {
|
|
const offset = this.bb!.__offset(this.bb_pos, 6);
|
|
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
|
|
}
|
|
|
|
letter():number {
|
|
const offset = this.bb!.__offset(this.bb_pos, 8);
|
|
return offset ? this.bb!.readUint8(this.bb_pos + offset) : 0;
|
|
}
|
|
|
|
blank():boolean {
|
|
const offset = this.bb!.__offset(this.bb_pos, 10);
|
|
return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
|
|
}
|
|
|
|
static startPlayTile(builder:flatbuffers.Builder) {
|
|
builder.startObject(4);
|
|
}
|
|
|
|
static addRow(builder:flatbuffers.Builder, row:number) {
|
|
builder.addFieldInt32(0, row, 0);
|
|
}
|
|
|
|
static addCol(builder:flatbuffers.Builder, col:number) {
|
|
builder.addFieldInt32(1, col, 0);
|
|
}
|
|
|
|
static addLetter(builder:flatbuffers.Builder, letter:number) {
|
|
builder.addFieldInt8(2, letter, 0);
|
|
}
|
|
|
|
static addBlank(builder:flatbuffers.Builder, blank:boolean) {
|
|
builder.addFieldInt8(3, +blank, +false);
|
|
}
|
|
|
|
static endPlayTile(builder:flatbuffers.Builder):flatbuffers.Offset {
|
|
const offset = builder.endObject();
|
|
return offset;
|
|
}
|
|
|
|
static createPlayTile(builder:flatbuffers.Builder, row:number, col:number, letter:number, blank:boolean):flatbuffers.Offset {
|
|
PlayTile.startPlayTile(builder);
|
|
PlayTile.addRow(builder, row);
|
|
PlayTile.addCol(builder, col);
|
|
PlayTile.addLetter(builder, letter);
|
|
PlayTile.addBlank(builder, blank);
|
|
return PlayTile.endPlayTile(builder);
|
|
}
|
|
}
|