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.
59 lines
2.0 KiB
TypeScript
59 lines
2.0 KiB
TypeScript
// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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export class StateRequest {
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bb: flatbuffers.ByteBuffer|null = null;
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bb_pos = 0;
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__init(i:number, bb:flatbuffers.ByteBuffer):StateRequest {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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static getRootAsStateRequest(bb:flatbuffers.ByteBuffer, obj?:StateRequest):StateRequest {
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return (obj || new StateRequest()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsStateRequest(bb:flatbuffers.ByteBuffer, obj?:StateRequest):StateRequest {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new StateRequest()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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gameId():string|null
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gameId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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gameId(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 4);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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includeAlphabet():boolean {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
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}
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static startStateRequest(builder:flatbuffers.Builder) {
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builder.startObject(2);
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}
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static addGameId(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset) {
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builder.addFieldOffset(0, gameIdOffset, 0);
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}
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static addIncludeAlphabet(builder:flatbuffers.Builder, includeAlphabet:boolean) {
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builder.addFieldInt8(1, +includeAlphabet, +false);
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}
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static endStateRequest(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createStateRequest(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset, includeAlphabet:boolean):flatbuffers.Offset {
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StateRequest.startStateRequest(builder);
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StateRequest.addGameId(builder, gameIdOffset);
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StateRequest.addIncludeAlphabet(builder, includeAlphabet);
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return StateRequest.endStateRequest(builder);
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}
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}
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