Files
scrabble-game/pkg/fbs/scrabblefb/EvalRequest.go
T
Ilia Denisov 92f48a3b12
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Backend infers play direction; UI previews words and gates submit on legality
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.
2026-06-11 22:42:33 +02:00

87 lines
2.2 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type EvalRequest struct {
_tab flatbuffers.Table
}
func GetRootAsEvalRequest(buf []byte, offset flatbuffers.UOffsetT) *EvalRequest {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &EvalRequest{}
x.Init(buf, n+offset)
return x
}
func FinishEvalRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsEvalRequest(buf []byte, offset flatbuffers.UOffsetT) *EvalRequest {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &EvalRequest{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedEvalRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *EvalRequest) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *EvalRequest) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *EvalRequest) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *EvalRequest) Tiles(obj *PlayTile, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
x := rcv._tab.Vector(o)
x += flatbuffers.UOffsetT(j) * 4
x = rcv._tab.Indirect(x)
obj.Init(rcv._tab.Bytes, x)
return true
}
return false
}
func (rcv *EvalRequest) TilesLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func EvalRequestStart(builder *flatbuffers.Builder) {
builder.StartObject(2)
}
func EvalRequestAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
}
func EvalRequestAddTiles(builder *flatbuffers.Builder, tiles flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(tiles), 0)
}
func EvalRequestStartTilesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func EvalRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}