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.
205 lines
5.2 KiB
Go
205 lines
5.2 KiB
Go
package server
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import (
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"net/http"
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"github.com/gin-gonic/gin"
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"scrabble/backend/internal/engine"
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)
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// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
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// backend treats that header as the sole identity input.
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// handleProfile returns the authenticated account's own profile.
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func (s *Server) handleProfile(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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acc, err := s.accounts.GetByID(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, profileResponseFor(acc))
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}
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// submitPlayRequest places tiles in a direction on the player's turn. Each tile's Letter
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// is a wire alphabet index (Stage 13); for a blank it is the designated letter's index.
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type submitPlayRequest struct {
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Dir string `json:"dir"`
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Tiles []struct {
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Row int `json:"row"`
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Col int `json:"col"`
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Letter int `json:"letter"`
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Blank bool `json:"blank"`
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} `json:"tiles"`
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}
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// tilesFromRequest maps a play/evaluate request's index-addressed tiles to engine tile
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// records for the game's variant (Stage 13: a placed blank carries its designated letter's
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// index with Blank set). An out-of-range index surfaces as engine.ErrIllegalPlay (HTTP 400).
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func tilesFromRequest(variant engine.Variant, req submitPlayRequest) ([]engine.TileRecord, error) {
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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letter, err := engine.LetterForIndex(variant, t.Letter)
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if err != nil {
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return nil, err
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}
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: letter, Blank: t.Blank})
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}
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return tiles, nil
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}
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// handleSubmitPlay validates, scores and commits a placement.
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func (s *Server) handleSubmitPlay(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req submitPlayRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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dir, ok := parseDirection(req.Dir)
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if !ok {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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tiles, err := tilesFromRequest(variant, req)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, dir, tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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s.writeMoveResult(c, res)
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}
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// handleGameState returns the player's view of a game.
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func (s *Server) handleGameState(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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view, err := s.games.GameState(c.Request.Context(), gameID, uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto, err := stateDTOFrom(view, c.Query("include_alphabet") == "true")
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if err != nil {
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s.abortErr(c, err)
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return
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}
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s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
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c.JSON(http.StatusOK, dto)
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}
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// enqueueRequest joins the per-variant auto-match pool.
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type enqueueRequest struct {
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Variant string `json:"variant"`
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}
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// handleEnqueue joins the auto-match pool for a variant.
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func (s *Server) handleEnqueue(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req enqueueRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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variant, err := engine.ParseVariant(req.Variant)
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if err != nil {
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abortBadRequest(c, "unknown variant")
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return
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}
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res, err := s.matchmaker.Enqueue(c.Request.Context(), uid, variant)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// handlePoll reports whether the caller has been paired since queueing.
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func (s *Server) handlePoll(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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res, err := s.matchmaker.Poll(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// chatPostRequest posts a per-game chat message.
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type chatPostRequest struct {
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Body string `json:"body"`
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}
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// handleChatPost stores a chat message from the authenticated player. The sender
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// IP is taken from the gateway-forwarded X-Forwarded-For header.
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func (s *Server) handleChatPost(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req chatPostRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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msg, err := s.social.PostMessage(c.Request.Context(), gameID, uid, req.Body, clientIP(c))
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, chatDTOFrom(msg))
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}
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