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.
110 lines
2.6 KiB
Go
110 lines
2.6 KiB
Go
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package scrabblefb
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type PlayTile struct {
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_tab flatbuffers.Table
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}
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func GetRootAsPlayTile(buf []byte, offset flatbuffers.UOffsetT) *PlayTile {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &PlayTile{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishPlayTileBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsPlayTile(buf []byte, offset flatbuffers.UOffsetT) *PlayTile {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &PlayTile{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedPlayTileBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *PlayTile) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *PlayTile) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *PlayTile) Row() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *PlayTile) MutateRow(n int32) bool {
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return rcv._tab.MutateInt32Slot(4, n)
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}
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func (rcv *PlayTile) Col() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *PlayTile) MutateCol(n int32) bool {
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return rcv._tab.MutateInt32Slot(6, n)
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}
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func (rcv *PlayTile) Letter() byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.GetByte(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *PlayTile) MutateLetter(n byte) bool {
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return rcv._tab.MutateByteSlot(8, n)
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}
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func (rcv *PlayTile) Blank() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *PlayTile) MutateBlank(n bool) bool {
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return rcv._tab.MutateBoolSlot(10, n)
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}
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func PlayTileStart(builder *flatbuffers.Builder) {
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builder.StartObject(4)
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}
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func PlayTileAddRow(builder *flatbuffers.Builder, row int32) {
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builder.PrependInt32Slot(0, row, 0)
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}
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func PlayTileAddCol(builder *flatbuffers.Builder, col int32) {
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builder.PrependInt32Slot(1, col, 0)
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}
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func PlayTileAddLetter(builder *flatbuffers.Builder, letter byte) {
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builder.PrependByteSlot(2, letter, 0)
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}
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func PlayTileAddBlank(builder *flatbuffers.Builder, blank bool) {
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builder.PrependBoolSlot(3, blank, false)
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}
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func PlayTileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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