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scrabble-game/ui
Ilia Denisov 1654131904
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feat(offline): wire the local game source into the game screen (Phase B3.2)
The game screen now drives a local vs_ai game through the offline engine, dispatched by
game id — completing the playable local game (on top of the source, #193). Online play
is unchanged.

- gamesource.ts: gameSource(id) returns the local source for a `local:` id, else the
  gateway (the same game-loop interface). The offline engine stays OUT of the app entry
  bundle — it is dynamically imported on first use (a separate chunk), so online-only
  users never pay for it (the app entry stays within its size budget).
- localgame/id.ts: the tiny id helper (no engine imports) the dispatcher branches on.
- Game.svelte: the game-loop calls (state/history/submit/pass/exchange/resign/hint/
  evaluate/draft) go through gameSource(id) instead of the gateway directly; a local
  game's robot-reply events route through the same app event hub the network stream
  feeds, so the screen reacts to opponent_moved / game_over identically.

Behaviour-preserving for network games (gameSource returns the gateway for them). Local
verify green: check + test:unit + build + bundle-size gate + e2e (196 passed).
2026-07-06 09:24:55 +02:00
..
2026-06-03 00:55:38 +02:00

scrabble-ui

Pure-HTML5 game client — plain Svelte 5 (runes) + TypeScript + Vite, no SvelteKit. Talks to the gateway over Connect-RPC + FlatBuffers; embeddable in platform webviews and packageable to native via Capacitor.

The playable slice: sign in (guest / email), the "my games" lobby, auto-match, the board (place tiles by drag or tap, pass, exchange, resign), hint, word-check + complaint, per-game chat and nudge, the live in-app stream, i18n (en/ru), theme, and the profile. Social surfaces add friends/blocks (with one-time friend codes), friend-game invitations, profile editing + email binding, the statistics screen, the lobby notification badge, and the in-game history + GCG export (share or download, finished games only).

Scripts

pnpm install
pnpm start        # mock mode (VITE_MOCK): lobby -> game with no backend, :5173
pnpm dev          # against a running gateway (Vite proxies /scrabble.edge.v1.Gateway -> :8081)
pnpm check        # svelte-check / tsc
pnpm test:unit    # Vitest (pure logic + FlatBuffers codec)
pnpm test:e2e     # Playwright smoke against the mock
pnpm build        # static bundle into dist/ (prod app ~97 KB gzip JS; per-chunk budget: scripts/bundle-size.mjs)
pnpm codegen      # regenerate src/gen from edge.proto + scrabble.fbs (dev-time)

GATEWAY_URL overrides the dev proxy target; VITE_GATEWAY_URL sets the runtime gateway origin for a packaged (non-proxied) build. VITE_TELEGRAM_BOT_ID enables the "Link Telegram" web sign-in (the Login Widget) — inert until the site domain is registered with BotFather (/setdomain); VITE_TELEGRAM_LINK is the friend-invite Mini App link for the single bot (full URL https://t.me/<bot>/<app>). VITE_TELEGRAM_GAME_CHANNEL_NAME is the "Play in Telegram" link shown on the landing page.

The build has two entries: the game SPA (index.html, served at /app/ and /telegram/) and a lightweight landing page (landing.html, served at /).

How it talks to the gateway

A single Connect Execute(message_type, payload) carries every unary op; the request and response bodies are FlatBuffers tables (pkg/fbs/scrabble.fbs) in payload. The session token rides in Authorization: Bearer; a domain failure comes back in result_code. Subscribe is the live event stream; its game events carry a state delta that lib/gamedelta.ts applies to the per-game cache (lib/gamecache.ts), so a move renders without a follow-up game.state (a gap falls back to a refetch). lib/transport.ts is the real client; lib/mock/ is an in-memory fake selected by MODE === 'mock' (and tree-shaken out of production). Both speak the plain lib/model.ts types via lib/codec.ts.

No board on the wire: StateView is a summary + rack only, so the client reconstructs the 15×15 board by replaying the decoded move journal (game.history). The play loop is alphabet-agnostic: the rack and the play / exchange / word-check requests carry alphabet indices, and the client caches each variant's (index, letter, value) table — sent once behind StateRequest.include_alphabet — in lib/alphabet.ts, rendering the rack and blank chooser from it. Premium squares (lib/premiums.ts) stay a client-side geometry map ported from scrabble-solver/rules/rules.go (pinned by a Vitest parity test); tile values and the alphabet now come from the server table (their parity lives in the Go engine.AlphabetTable test). Board, tiles and effects are pure CSS + Unicode — no image/font/SVG assets.

Codegen

src/gen/ is committed; CI builds it, it is not regenerated there (the same model as the Go committed jet/fbs output). pnpm codegen runs flatc --ts on ../pkg/fbs/scrabble.fbs and buf generate (protoc-gen-es) on the edge proto. Needs flatc 23.5.26 and buf on PATH.

Theming

Design tokens are CSS custom properties (src/app.css); light/dark follows prefers-color-scheme or an explicit choice in Settings. The token system is Telegram-themeParams-ready (lib/theme.ts) — a Mini App can override the tokens at runtime; the Telegram SDK itself is wired in the Telegram stage.

Layout

src/
  lib/         model, client facade, transport (+ mock), codec, board replay,
               placement state machine, premiums (geometry), alphabet cache, stats, share,
               i18n, theme, session, router, app store
  components/  Header, Menu (+ badge), Modal, Toast, TabBar, Screen
  screens/     Login, Lobby, NewGame, Profile, Settings, About, Friends, Stats
  game/        Game, Board, Rack, Controls, MakeMove, Chat
  gen/         committed edge codegen (FlatBuffers + Connect)
e2e/           Playwright smoke + social specs (mock)