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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.
81 lines
4.1 KiB
Markdown
81 lines
4.1 KiB
Markdown
# scrabble-ui
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Pure-HTML5 game client — **plain Svelte 5 (runes) + TypeScript + Vite**, no
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SvelteKit. Talks to the `gateway` over **Connect-RPC + FlatBuffers**; embeddable in
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platform webviews and packageable to native via Capacitor.
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Stage 7 ships the **playable slice**: sign in (guest / email), the "my games" lobby,
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auto-match, the board (place tiles by drag or tap, pass, exchange, resign), hint,
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word-check + complaint, per-game chat and nudge, the live in-app stream, i18n (en/ru),
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theme, and the profile. **Stage 8** adds friends/blocks (with one-time friend codes),
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friend-game invitations, profile editing + email binding, the statistics screen, the
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lobby notification badge, and the in-game history + GCG export (share or download,
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finished games only).
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## Scripts
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```sh
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pnpm install
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pnpm start # mock mode (VITE_MOCK): lobby -> game with no backend, :5173
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pnpm dev # against a running gateway (Vite proxies /scrabble.edge.v1.Gateway -> :8081)
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pnpm check # svelte-check / tsc
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pnpm test:unit # Vitest (pure logic + FlatBuffers codec)
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pnpm test:e2e # Playwright smoke against the mock
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pnpm build # static bundle into dist/ (prod ~67 KB gzip JS)
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pnpm codegen # regenerate src/gen from edge.proto + scrabble.fbs (dev-time)
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```
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`GATEWAY_URL` overrides the dev proxy target; `VITE_GATEWAY_URL` sets the runtime
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gateway origin for a packaged (non-proxied) build. `VITE_TELEGRAM_BOT_ID` (Stage 11)
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enables the "Link Telegram" web sign-in (the Login Widget) — inert until the site
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domain is registered with BotFather (`/setdomain`); `VITE_TELEGRAM_LINK` is the
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share-to-Telegram deep-link base (Stage 9).
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## How it talks to the gateway
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A single Connect `Execute(message_type, payload)` carries every unary op; the request
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and response bodies are **FlatBuffers** tables (`pkg/fbs/scrabble.fbs`) in `payload`.
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The session token rides in `Authorization: Bearer`; a domain failure comes back in
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`result_code`. `Subscribe` is the live event stream. `lib/transport.ts` is the real
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client; `lib/mock/` is an in-memory fake selected by `MODE === 'mock'` (and tree-shaken
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out of production). Both speak the plain `lib/model.ts` types via `lib/codec.ts`.
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**No board on the wire:** `StateView` is a summary + rack only, so the client
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reconstructs the 15×15 board by replaying the decoded move journal (`game.history`).
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**The play loop is alphabet-agnostic (Stage 13):** the rack and the play / exchange /
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word-check requests carry **alphabet indices**, and the client caches each variant's
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`(index, letter, value)` table — sent once behind `StateRequest.include_alphabet` — in
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`lib/alphabet.ts`, rendering the rack and blank chooser from it. **Premium squares**
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(`lib/premiums.ts`) stay a client-side geometry map **ported from
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`scrabble-solver/rules/rules.go`** (pinned by a Vitest parity test); **tile values and the
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alphabet now come from the server table** (their parity lives in the Go `engine.AlphabetTable`
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test). Board, tiles and effects are pure CSS + Unicode — no image/font/SVG assets.
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## Codegen
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`src/gen/` is **committed**; CI builds it, it is not regenerated there (the same model
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as the Go committed jet/fbs output). `pnpm codegen` runs `flatc --ts` on
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`../pkg/fbs/scrabble.fbs` and `buf generate` (`protoc-gen-es`) on the edge proto. Needs
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`flatc` 23.5.26 and `buf` on PATH.
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## Theming
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Design tokens are CSS custom properties (`src/app.css`); light/dark follows
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`prefers-color-scheme` or an explicit choice in Settings. The token system is
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**Telegram-themeParams-ready** (`lib/theme.ts`) — a Mini App can override the tokens at
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runtime; the Telegram SDK itself is wired in the Telegram stage.
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## Layout
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```
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src/
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lib/ model, client facade, transport (+ mock), codec, board replay,
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placement state machine, premiums (geometry), alphabet cache, stats, share,
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i18n, theme, session, router, app store
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components/ Header, Menu (+ badge), Modal, Toast, TabBar, Screen
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screens/ Login, Lobby, NewGame, Profile, Settings, About, Friends, Stats
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game/ Game, Board, Rack, Controls, MakeMove, Chat
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gen/ committed edge codegen (FlatBuffers + Connect)
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e2e/ Playwright smoke + social specs (mock)
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```
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