Files
galaxy-game/pkg/transcoder/lobby.go
T
Ilia Denisov ce7a66b3e6 ui/phase-11: map wired to live game state
Replaces the Phase 10 map stub with live planet rendering driven by
`user.games.report`, and wires the header turn counter to the same
data. Phase 11's frontend sits on a per-game `GameStateStore` that
lives in `lib/game-state.svelte.ts`: the in-game shell layout
instantiates one per game, exposes it through Svelte context, and
disposes it on remount. The store discovers the game's current turn
through `lobby.my.games.list`, fetches the matching report, and
exposes a TS-friendly snapshot to the header turn counter, the map
view, and the inspector / order / calculator tabs that later phases
will plug onto the same instance.

The pipeline forced one cross-stage decision: the user surface needs
the current turn number to know which report to fetch, but
`GameSummary` did not expose it. Phase 11 extends the lobby
catalogue (FB schema, transcoder, Go model, backend
gameSummaryWire, gateway decoders, openapi, TS bindings,
api/lobby.ts) with `current_turn:int32`. The data was already
tracked in backend's `RuntimeSnapshot.CurrentTurn`; surfacing it is
a wire change only. Two alternatives were rejected: a brand-new
`user.games.state` message (full wire-flow for one field) and
hard-coding `turn=0` (works for the dev sandbox, which never
advances past zero, but renders the initial state for any real
game). The change crosses Phase 8's already-shipped catalogue per
the project's "decisions baked back into the live plan" rule —
existing tests and fixtures are updated in the same patch.

The state binding lives in `map/state-binding.ts::reportToWorld`:
one Point primitive per planet across all four kinds (local /
other / uninhabited / unidentified) with distinct fill colours,
fill alphas, and point radii so the user can tell them apart at a
glance. The planet engine number is reused as the primitive id so
a hit-test result resolves directly to a planet without an extra
lookup table. Zero-planet reports yield a well-formed empty world;
malformed dimensions fall back to 1×1 so a bad report cannot crash
the renderer.

The map view's mount effect creates the renderer once and skips
re-mount on no-op refreshes (same turn, same wrap mode); a turn
change or wrap-mode flip disposes and recreates it. The renderer's
external API does not yet expose `setWorld`; Phase 24 / 34 will
extract it once high-frequency updates land. The store installs a
`visibilitychange` listener that calls `refresh()` when the tab
regains focus.

Wrap-mode preference uses `Cache` namespace `game-prefs`, key
`<gameId>/wrap-mode`, default `torus`. Phase 11 reads through
`store.wrapMode`; Phase 29 wires the toggle UI on top of
`setWrapMode`.

Tests: Vitest unit coverage for `reportToWorld` (every kind,
ids, styling, empty / zero-dimension edges, priority order) and
for the store lifecycle (init success, missing-membership error,
forbidden-result error, `setTurn`, wrap-mode persistence across
instances, `failBootstrap`). Playwright e2e mocks the gateway for
`lobby.my.games.list` and `user.games.report` and asserts the
live data path: turn counter shows the reported turn,
`active-view-map` flips to `data-status="ready"`, and
`data-planet-count` matches the fixture count. The zero-planet
regression and the missing-membership error path are covered.

Phase 11 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 21:17:17 +02:00

892 lines
34 KiB
Go

package transcoder
import (
"errors"
"fmt"
"time"
lobbymodel "galaxy/model/lobby"
lobbyfbs "galaxy/schema/fbs/lobby"
flatbuffers "github.com/google/flatbuffers/go"
)
// MyGamesListRequestToPayload converts a typed lobbymodel.MyGamesListRequest
// to FlatBuffers bytes suitable for the authenticated gateway transport.
func MyGamesListRequestToPayload(request *lobbymodel.MyGamesListRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode my games list request payload: request is nil")
}
builder := flatbuffers.NewBuilder(32)
lobbyfbs.MyGamesListRequestStart(builder)
offset := lobbyfbs.MyGamesListRequestEnd(builder)
lobbyfbs.FinishMyGamesListRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToMyGamesListRequest converts FlatBuffers payload bytes into
// lobbymodel.MyGamesListRequest.
func PayloadToMyGamesListRequest(data []byte) (result *lobbymodel.MyGamesListRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode my games list request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode my games list request payload", &result, &err)
_ = lobbyfbs.GetRootAsMyGamesListRequest(data, 0)
return &lobbymodel.MyGamesListRequest{}, nil
}
// MyGamesListResponseToPayload converts lobbymodel.MyGamesListResponse to
// FlatBuffers bytes suitable for the authenticated gateway transport.
func MyGamesListResponseToPayload(response *lobbymodel.MyGamesListResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode my games list response payload: response is nil")
}
builder := flatbuffers.NewBuilder(512)
itemOffsets := make([]flatbuffers.UOffsetT, len(response.Items))
for index := range response.Items {
itemOffsets[index] = encodeGameSummary(builder, response.Items[index])
}
itemsVector := finishOffsetVector(builder, itemOffsets)
lobbyfbs.MyGamesListResponseStart(builder)
if itemsVector != 0 {
lobbyfbs.MyGamesListResponseAddItems(builder, itemsVector)
}
offset := lobbyfbs.MyGamesListResponseEnd(builder)
lobbyfbs.FinishMyGamesListResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToMyGamesListResponse converts FlatBuffers payload bytes into
// lobbymodel.MyGamesListResponse.
func PayloadToMyGamesListResponse(data []byte) (result *lobbymodel.MyGamesListResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode my games list response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode my games list response payload", &result, &err)
response := lobbyfbs.GetRootAsMyGamesListResponse(data, 0)
out := &lobbymodel.MyGamesListResponse{
Items: make([]lobbymodel.GameSummary, 0, response.ItemsLength()),
}
summary := new(lobbyfbs.GameSummary)
for index := 0; index < response.ItemsLength(); index++ {
if !response.Items(summary, index) {
return nil, fmt.Errorf("decode my games list response payload: items[%d] is missing", index)
}
out.Items = append(out.Items, decodeGameSummary(summary))
}
return out, nil
}
// PublicGamesListRequestToPayload converts lobbymodel.PublicGamesListRequest to
// FlatBuffers bytes.
func PublicGamesListRequestToPayload(request *lobbymodel.PublicGamesListRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode public games list request payload: request is nil")
}
builder := flatbuffers.NewBuilder(32)
lobbyfbs.PublicGamesListRequestStart(builder)
lobbyfbs.PublicGamesListRequestAddPage(builder, int32(request.Page))
lobbyfbs.PublicGamesListRequestAddPageSize(builder, int32(request.PageSize))
offset := lobbyfbs.PublicGamesListRequestEnd(builder)
lobbyfbs.FinishPublicGamesListRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToPublicGamesListRequest converts FlatBuffers payload bytes into
// lobbymodel.PublicGamesListRequest.
func PayloadToPublicGamesListRequest(data []byte) (result *lobbymodel.PublicGamesListRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode public games list request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode public games list request payload", &result, &err)
request := lobbyfbs.GetRootAsPublicGamesListRequest(data, 0)
return &lobbymodel.PublicGamesListRequest{
Page: int(request.Page()),
PageSize: int(request.PageSize()),
}, nil
}
// PublicGamesListResponseToPayload converts lobbymodel.PublicGamesListResponse
// to FlatBuffers bytes.
func PublicGamesListResponseToPayload(response *lobbymodel.PublicGamesListResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode public games list response payload: response is nil")
}
builder := flatbuffers.NewBuilder(512)
itemOffsets := make([]flatbuffers.UOffsetT, len(response.Items))
for index := range response.Items {
itemOffsets[index] = encodeGameSummary(builder, response.Items[index])
}
itemsVector := finishOffsetVector(builder, itemOffsets)
lobbyfbs.PublicGamesListResponseStart(builder)
if itemsVector != 0 {
lobbyfbs.PublicGamesListResponseAddItems(builder, itemsVector)
}
lobbyfbs.PublicGamesListResponseAddPage(builder, int32(response.Page))
lobbyfbs.PublicGamesListResponseAddPageSize(builder, int32(response.PageSize))
lobbyfbs.PublicGamesListResponseAddTotal(builder, int32(response.Total))
offset := lobbyfbs.PublicGamesListResponseEnd(builder)
lobbyfbs.FinishPublicGamesListResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToPublicGamesListResponse converts FlatBuffers payload bytes into
// lobbymodel.PublicGamesListResponse.
func PayloadToPublicGamesListResponse(data []byte) (result *lobbymodel.PublicGamesListResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode public games list response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode public games list response payload", &result, &err)
response := lobbyfbs.GetRootAsPublicGamesListResponse(data, 0)
out := &lobbymodel.PublicGamesListResponse{
Items: make([]lobbymodel.GameSummary, 0, response.ItemsLength()),
Page: int(response.Page()),
PageSize: int(response.PageSize()),
Total: int(response.Total()),
}
summary := new(lobbyfbs.GameSummary)
for index := 0; index < response.ItemsLength(); index++ {
if !response.Items(summary, index) {
return nil, fmt.Errorf("decode public games list response payload: items[%d] is missing", index)
}
out.Items = append(out.Items, decodeGameSummary(summary))
}
return out, nil
}
// MyApplicationsListRequestToPayload converts lobbymodel.MyApplicationsListRequest
// to FlatBuffers bytes.
func MyApplicationsListRequestToPayload(request *lobbymodel.MyApplicationsListRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode my applications list request payload: request is nil")
}
builder := flatbuffers.NewBuilder(32)
lobbyfbs.MyApplicationsListRequestStart(builder)
offset := lobbyfbs.MyApplicationsListRequestEnd(builder)
lobbyfbs.FinishMyApplicationsListRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToMyApplicationsListRequest converts FlatBuffers payload bytes into
// lobbymodel.MyApplicationsListRequest.
func PayloadToMyApplicationsListRequest(data []byte) (result *lobbymodel.MyApplicationsListRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode my applications list request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode my applications list request payload", &result, &err)
_ = lobbyfbs.GetRootAsMyApplicationsListRequest(data, 0)
return &lobbymodel.MyApplicationsListRequest{}, nil
}
// MyApplicationsListResponseToPayload converts lobbymodel.MyApplicationsListResponse
// to FlatBuffers bytes.
func MyApplicationsListResponseToPayload(response *lobbymodel.MyApplicationsListResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode my applications list response payload: response is nil")
}
builder := flatbuffers.NewBuilder(512)
itemOffsets := make([]flatbuffers.UOffsetT, len(response.Items))
for index := range response.Items {
itemOffsets[index] = encodeApplicationSummary(builder, response.Items[index])
}
itemsVector := finishOffsetVector(builder, itemOffsets)
lobbyfbs.MyApplicationsListResponseStart(builder)
if itemsVector != 0 {
lobbyfbs.MyApplicationsListResponseAddItems(builder, itemsVector)
}
offset := lobbyfbs.MyApplicationsListResponseEnd(builder)
lobbyfbs.FinishMyApplicationsListResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToMyApplicationsListResponse converts FlatBuffers payload bytes into
// lobbymodel.MyApplicationsListResponse.
func PayloadToMyApplicationsListResponse(data []byte) (result *lobbymodel.MyApplicationsListResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode my applications list response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode my applications list response payload", &result, &err)
response := lobbyfbs.GetRootAsMyApplicationsListResponse(data, 0)
out := &lobbymodel.MyApplicationsListResponse{
Items: make([]lobbymodel.ApplicationSummary, 0, response.ItemsLength()),
}
app := new(lobbyfbs.ApplicationSummary)
for index := 0; index < response.ItemsLength(); index++ {
if !response.Items(app, index) {
return nil, fmt.Errorf("decode my applications list response payload: items[%d] is missing", index)
}
out.Items = append(out.Items, decodeApplicationSummary(app))
}
return out, nil
}
// MyInvitesListRequestToPayload converts lobbymodel.MyInvitesListRequest
// to FlatBuffers bytes.
func MyInvitesListRequestToPayload(request *lobbymodel.MyInvitesListRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode my invites list request payload: request is nil")
}
builder := flatbuffers.NewBuilder(32)
lobbyfbs.MyInvitesListRequestStart(builder)
offset := lobbyfbs.MyInvitesListRequestEnd(builder)
lobbyfbs.FinishMyInvitesListRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToMyInvitesListRequest converts FlatBuffers payload bytes into
// lobbymodel.MyInvitesListRequest.
func PayloadToMyInvitesListRequest(data []byte) (result *lobbymodel.MyInvitesListRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode my invites list request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode my invites list request payload", &result, &err)
_ = lobbyfbs.GetRootAsMyInvitesListRequest(data, 0)
return &lobbymodel.MyInvitesListRequest{}, nil
}
// MyInvitesListResponseToPayload converts lobbymodel.MyInvitesListResponse
// to FlatBuffers bytes.
func MyInvitesListResponseToPayload(response *lobbymodel.MyInvitesListResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode my invites list response payload: response is nil")
}
builder := flatbuffers.NewBuilder(512)
itemOffsets := make([]flatbuffers.UOffsetT, len(response.Items))
for index := range response.Items {
itemOffsets[index] = encodeInviteSummary(builder, response.Items[index])
}
itemsVector := finishOffsetVector(builder, itemOffsets)
lobbyfbs.MyInvitesListResponseStart(builder)
if itemsVector != 0 {
lobbyfbs.MyInvitesListResponseAddItems(builder, itemsVector)
}
offset := lobbyfbs.MyInvitesListResponseEnd(builder)
lobbyfbs.FinishMyInvitesListResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToMyInvitesListResponse converts FlatBuffers payload bytes into
// lobbymodel.MyInvitesListResponse.
func PayloadToMyInvitesListResponse(data []byte) (result *lobbymodel.MyInvitesListResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode my invites list response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode my invites list response payload", &result, &err)
response := lobbyfbs.GetRootAsMyInvitesListResponse(data, 0)
out := &lobbymodel.MyInvitesListResponse{
Items: make([]lobbymodel.InviteSummary, 0, response.ItemsLength()),
}
invite := new(lobbyfbs.InviteSummary)
for index := 0; index < response.ItemsLength(); index++ {
if !response.Items(invite, index) {
return nil, fmt.Errorf("decode my invites list response payload: items[%d] is missing", index)
}
out.Items = append(out.Items, decodeInviteSummary(invite))
}
return out, nil
}
// OpenEnrollmentRequestToPayload converts lobbymodel.OpenEnrollmentRequest to
// FlatBuffers bytes suitable for the authenticated gateway transport.
func OpenEnrollmentRequestToPayload(request *lobbymodel.OpenEnrollmentRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode open enrollment request payload: request is nil")
}
builder := flatbuffers.NewBuilder(64)
gameID := builder.CreateString(request.GameID)
lobbyfbs.OpenEnrollmentRequestStart(builder)
lobbyfbs.OpenEnrollmentRequestAddGameId(builder, gameID)
offset := lobbyfbs.OpenEnrollmentRequestEnd(builder)
lobbyfbs.FinishOpenEnrollmentRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToOpenEnrollmentRequest converts FlatBuffers payload bytes into
// lobbymodel.OpenEnrollmentRequest.
func PayloadToOpenEnrollmentRequest(data []byte) (result *lobbymodel.OpenEnrollmentRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode open enrollment request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode open enrollment request payload", &result, &err)
request := lobbyfbs.GetRootAsOpenEnrollmentRequest(data, 0)
return &lobbymodel.OpenEnrollmentRequest{
GameID: string(request.GameId()),
}, nil
}
// OpenEnrollmentResponseToPayload converts lobbymodel.OpenEnrollmentResponse to
// FlatBuffers bytes suitable for the authenticated gateway transport.
func OpenEnrollmentResponseToPayload(response *lobbymodel.OpenEnrollmentResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode open enrollment response payload: response is nil")
}
builder := flatbuffers.NewBuilder(64)
gameID := builder.CreateString(response.GameID)
status := builder.CreateString(response.Status)
lobbyfbs.OpenEnrollmentResponseStart(builder)
lobbyfbs.OpenEnrollmentResponseAddGameId(builder, gameID)
lobbyfbs.OpenEnrollmentResponseAddStatus(builder, status)
offset := lobbyfbs.OpenEnrollmentResponseEnd(builder)
lobbyfbs.FinishOpenEnrollmentResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToOpenEnrollmentResponse converts FlatBuffers payload bytes into
// lobbymodel.OpenEnrollmentResponse.
func PayloadToOpenEnrollmentResponse(data []byte) (result *lobbymodel.OpenEnrollmentResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode open enrollment response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode open enrollment response payload", &result, &err)
response := lobbyfbs.GetRootAsOpenEnrollmentResponse(data, 0)
return &lobbymodel.OpenEnrollmentResponse{
GameID: string(response.GameId()),
Status: string(response.Status()),
}, nil
}
// GameCreateRequestToPayload converts lobbymodel.GameCreateRequest to
// FlatBuffers bytes.
func GameCreateRequestToPayload(request *lobbymodel.GameCreateRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode game create request payload: request is nil")
}
builder := flatbuffers.NewBuilder(256)
gameName := builder.CreateString(request.GameName)
description := builder.CreateString(request.Description)
turnSchedule := builder.CreateString(request.TurnSchedule)
targetEngineVersion := builder.CreateString(request.TargetEngineVersion)
lobbyfbs.GameCreateRequestStart(builder)
lobbyfbs.GameCreateRequestAddGameName(builder, gameName)
lobbyfbs.GameCreateRequestAddDescription(builder, description)
lobbyfbs.GameCreateRequestAddMinPlayers(builder, int32(request.MinPlayers))
lobbyfbs.GameCreateRequestAddMaxPlayers(builder, int32(request.MaxPlayers))
lobbyfbs.GameCreateRequestAddStartGapHours(builder, int32(request.StartGapHours))
lobbyfbs.GameCreateRequestAddStartGapPlayers(builder, int32(request.StartGapPlayers))
lobbyfbs.GameCreateRequestAddEnrollmentEndsAtMs(builder, request.EnrollmentEndsAt.UTC().UnixMilli())
lobbyfbs.GameCreateRequestAddTurnSchedule(builder, turnSchedule)
lobbyfbs.GameCreateRequestAddTargetEngineVersion(builder, targetEngineVersion)
offset := lobbyfbs.GameCreateRequestEnd(builder)
lobbyfbs.FinishGameCreateRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToGameCreateRequest converts FlatBuffers payload bytes into
// lobbymodel.GameCreateRequest.
func PayloadToGameCreateRequest(data []byte) (result *lobbymodel.GameCreateRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode game create request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode game create request payload", &result, &err)
request := lobbyfbs.GetRootAsGameCreateRequest(data, 0)
return &lobbymodel.GameCreateRequest{
GameName: string(request.GameName()),
Description: string(request.Description()),
MinPlayers: int(request.MinPlayers()),
MaxPlayers: int(request.MaxPlayers()),
StartGapHours: int(request.StartGapHours()),
StartGapPlayers: int(request.StartGapPlayers()),
EnrollmentEndsAt: time.UnixMilli(request.EnrollmentEndsAtMs()).UTC(),
TurnSchedule: string(request.TurnSchedule()),
TargetEngineVersion: string(request.TargetEngineVersion()),
}, nil
}
// GameCreateResponseToPayload converts lobbymodel.GameCreateResponse to
// FlatBuffers bytes.
func GameCreateResponseToPayload(response *lobbymodel.GameCreateResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode game create response payload: response is nil")
}
builder := flatbuffers.NewBuilder(256)
gameOffset := encodeGameSummary(builder, response.Game)
lobbyfbs.GameCreateResponseStart(builder)
lobbyfbs.GameCreateResponseAddGame(builder, gameOffset)
offset := lobbyfbs.GameCreateResponseEnd(builder)
lobbyfbs.FinishGameCreateResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToGameCreateResponse converts FlatBuffers payload bytes into
// lobbymodel.GameCreateResponse.
func PayloadToGameCreateResponse(data []byte) (result *lobbymodel.GameCreateResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode game create response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode game create response payload", &result, &err)
response := lobbyfbs.GetRootAsGameCreateResponse(data, 0)
game := response.Game(nil)
if game == nil {
return nil, errors.New("decode game create response payload: game is missing")
}
return &lobbymodel.GameCreateResponse{
Game: decodeGameSummary(game),
}, nil
}
// ApplicationSubmitRequestToPayload converts lobbymodel.ApplicationSubmitRequest
// to FlatBuffers bytes.
func ApplicationSubmitRequestToPayload(request *lobbymodel.ApplicationSubmitRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode application submit request payload: request is nil")
}
builder := flatbuffers.NewBuilder(128)
gameID := builder.CreateString(request.GameID)
raceName := builder.CreateString(request.RaceName)
lobbyfbs.ApplicationSubmitRequestStart(builder)
lobbyfbs.ApplicationSubmitRequestAddGameId(builder, gameID)
lobbyfbs.ApplicationSubmitRequestAddRaceName(builder, raceName)
offset := lobbyfbs.ApplicationSubmitRequestEnd(builder)
lobbyfbs.FinishApplicationSubmitRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToApplicationSubmitRequest converts FlatBuffers payload bytes into
// lobbymodel.ApplicationSubmitRequest.
func PayloadToApplicationSubmitRequest(data []byte) (result *lobbymodel.ApplicationSubmitRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode application submit request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode application submit request payload", &result, &err)
request := lobbyfbs.GetRootAsApplicationSubmitRequest(data, 0)
return &lobbymodel.ApplicationSubmitRequest{
GameID: string(request.GameId()),
RaceName: string(request.RaceName()),
}, nil
}
// ApplicationSubmitResponseToPayload converts lobbymodel.ApplicationSubmitResponse
// to FlatBuffers bytes.
func ApplicationSubmitResponseToPayload(response *lobbymodel.ApplicationSubmitResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode application submit response payload: response is nil")
}
builder := flatbuffers.NewBuilder(256)
appOffset := encodeApplicationSummary(builder, response.Application)
lobbyfbs.ApplicationSubmitResponseStart(builder)
lobbyfbs.ApplicationSubmitResponseAddApplication(builder, appOffset)
offset := lobbyfbs.ApplicationSubmitResponseEnd(builder)
lobbyfbs.FinishApplicationSubmitResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToApplicationSubmitResponse converts FlatBuffers payload bytes into
// lobbymodel.ApplicationSubmitResponse.
func PayloadToApplicationSubmitResponse(data []byte) (result *lobbymodel.ApplicationSubmitResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode application submit response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode application submit response payload", &result, &err)
response := lobbyfbs.GetRootAsApplicationSubmitResponse(data, 0)
app := response.Application(nil)
if app == nil {
return nil, errors.New("decode application submit response payload: application is missing")
}
return &lobbymodel.ApplicationSubmitResponse{
Application: decodeApplicationSummary(app),
}, nil
}
// InviteRedeemRequestToPayload converts lobbymodel.InviteRedeemRequest to
// FlatBuffers bytes.
func InviteRedeemRequestToPayload(request *lobbymodel.InviteRedeemRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode invite redeem request payload: request is nil")
}
return encodeInviteAction(request.GameID, request.InviteID, true)
}
// PayloadToInviteRedeemRequest converts FlatBuffers payload bytes into
// lobbymodel.InviteRedeemRequest.
func PayloadToInviteRedeemRequest(data []byte) (result *lobbymodel.InviteRedeemRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode invite redeem request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode invite redeem request payload", &result, &err)
request := lobbyfbs.GetRootAsInviteRedeemRequest(data, 0)
return &lobbymodel.InviteRedeemRequest{
GameID: string(request.GameId()),
InviteID: string(request.InviteId()),
}, nil
}
// InviteRedeemResponseToPayload converts lobbymodel.InviteRedeemResponse to
// FlatBuffers bytes.
func InviteRedeemResponseToPayload(response *lobbymodel.InviteRedeemResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode invite redeem response payload: response is nil")
}
builder := flatbuffers.NewBuilder(256)
inviteOffset := encodeInviteSummary(builder, response.Invite)
lobbyfbs.InviteRedeemResponseStart(builder)
lobbyfbs.InviteRedeemResponseAddInvite(builder, inviteOffset)
offset := lobbyfbs.InviteRedeemResponseEnd(builder)
lobbyfbs.FinishInviteRedeemResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToInviteRedeemResponse converts FlatBuffers payload bytes into
// lobbymodel.InviteRedeemResponse.
func PayloadToInviteRedeemResponse(data []byte) (result *lobbymodel.InviteRedeemResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode invite redeem response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode invite redeem response payload", &result, &err)
response := lobbyfbs.GetRootAsInviteRedeemResponse(data, 0)
invite := response.Invite(nil)
if invite == nil {
return nil, errors.New("decode invite redeem response payload: invite is missing")
}
return &lobbymodel.InviteRedeemResponse{
Invite: decodeInviteSummary(invite),
}, nil
}
// InviteDeclineRequestToPayload converts lobbymodel.InviteDeclineRequest to
// FlatBuffers bytes.
func InviteDeclineRequestToPayload(request *lobbymodel.InviteDeclineRequest) ([]byte, error) {
if request == nil {
return nil, errors.New("encode invite decline request payload: request is nil")
}
return encodeInviteAction(request.GameID, request.InviteID, false)
}
// PayloadToInviteDeclineRequest converts FlatBuffers payload bytes into
// lobbymodel.InviteDeclineRequest.
func PayloadToInviteDeclineRequest(data []byte) (result *lobbymodel.InviteDeclineRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode invite decline request payload: data is empty")
}
defer recoverLobbyDecodePanic("decode invite decline request payload", &result, &err)
request := lobbyfbs.GetRootAsInviteDeclineRequest(data, 0)
return &lobbymodel.InviteDeclineRequest{
GameID: string(request.GameId()),
InviteID: string(request.InviteId()),
}, nil
}
// InviteDeclineResponseToPayload converts lobbymodel.InviteDeclineResponse to
// FlatBuffers bytes.
func InviteDeclineResponseToPayload(response *lobbymodel.InviteDeclineResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode invite decline response payload: response is nil")
}
builder := flatbuffers.NewBuilder(256)
inviteOffset := encodeInviteSummary(builder, response.Invite)
lobbyfbs.InviteDeclineResponseStart(builder)
lobbyfbs.InviteDeclineResponseAddInvite(builder, inviteOffset)
offset := lobbyfbs.InviteDeclineResponseEnd(builder)
lobbyfbs.FinishInviteDeclineResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToInviteDeclineResponse converts FlatBuffers payload bytes into
// lobbymodel.InviteDeclineResponse.
func PayloadToInviteDeclineResponse(data []byte) (result *lobbymodel.InviteDeclineResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode invite decline response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode invite decline response payload", &result, &err)
response := lobbyfbs.GetRootAsInviteDeclineResponse(data, 0)
invite := response.Invite(nil)
if invite == nil {
return nil, errors.New("decode invite decline response payload: invite is missing")
}
return &lobbymodel.InviteDeclineResponse{
Invite: decodeInviteSummary(invite),
}, nil
}
// LobbyErrorResponseToPayload converts lobbymodel.ErrorResponse to FlatBuffers
// bytes suitable for the authenticated gateway transport.
func LobbyErrorResponseToPayload(response *lobbymodel.ErrorResponse) ([]byte, error) {
if response == nil {
return nil, errors.New("encode lobby error response payload: response is nil")
}
builder := flatbuffers.NewBuilder(128)
code := builder.CreateString(response.Error.Code)
message := builder.CreateString(response.Error.Message)
lobbyfbs.ErrorBodyStart(builder)
lobbyfbs.ErrorBodyAddCode(builder, code)
lobbyfbs.ErrorBodyAddMessage(builder, message)
errorOffset := lobbyfbs.ErrorBodyEnd(builder)
lobbyfbs.ErrorResponseStart(builder)
lobbyfbs.ErrorResponseAddError(builder, errorOffset)
offset := lobbyfbs.ErrorResponseEnd(builder)
lobbyfbs.FinishErrorResponseBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToLobbyErrorResponse converts FlatBuffers payload bytes into
// lobbymodel.ErrorResponse.
func PayloadToLobbyErrorResponse(data []byte) (result *lobbymodel.ErrorResponse, err error) {
if len(data) == 0 {
return nil, errors.New("decode lobby error response payload: data is empty")
}
defer recoverLobbyDecodePanic("decode lobby error response payload", &result, &err)
response := lobbyfbs.GetRootAsErrorResponse(data, 0)
body := response.Error(nil)
if body == nil {
return nil, errors.New("decode lobby error response payload: error is missing")
}
return &lobbymodel.ErrorResponse{
Error: lobbymodel.ErrorBody{
Code: string(body.Code()),
Message: string(body.Message()),
},
}, nil
}
func encodeInviteAction(gameID, inviteID string, redeem bool) ([]byte, error) {
builder := flatbuffers.NewBuilder(128)
gameOffset := builder.CreateString(gameID)
inviteOffset := builder.CreateString(inviteID)
if redeem {
lobbyfbs.InviteRedeemRequestStart(builder)
lobbyfbs.InviteRedeemRequestAddGameId(builder, gameOffset)
lobbyfbs.InviteRedeemRequestAddInviteId(builder, inviteOffset)
offset := lobbyfbs.InviteRedeemRequestEnd(builder)
lobbyfbs.FinishInviteRedeemRequestBuffer(builder, offset)
} else {
lobbyfbs.InviteDeclineRequestStart(builder)
lobbyfbs.InviteDeclineRequestAddGameId(builder, gameOffset)
lobbyfbs.InviteDeclineRequestAddInviteId(builder, inviteOffset)
offset := lobbyfbs.InviteDeclineRequestEnd(builder)
lobbyfbs.FinishInviteDeclineRequestBuffer(builder, offset)
}
return builder.FinishedBytes(), nil
}
func finishOffsetVector(builder *flatbuffers.Builder, offsets []flatbuffers.UOffsetT) flatbuffers.UOffsetT {
if len(offsets) == 0 {
return 0
}
builder.StartVector(4, len(offsets), 4)
for index := len(offsets) - 1; index >= 0; index-- {
builder.PrependUOffsetT(offsets[index])
}
return builder.EndVector(len(offsets))
}
func encodeGameSummary(builder *flatbuffers.Builder, summary lobbymodel.GameSummary) flatbuffers.UOffsetT {
gameID := builder.CreateString(summary.GameID)
gameName := builder.CreateString(summary.GameName)
gameType := builder.CreateString(summary.GameType)
status := builder.CreateString(summary.Status)
ownerUserID := builder.CreateString(summary.OwnerUserID)
lobbyfbs.GameSummaryStart(builder)
lobbyfbs.GameSummaryAddGameId(builder, gameID)
lobbyfbs.GameSummaryAddGameName(builder, gameName)
lobbyfbs.GameSummaryAddGameType(builder, gameType)
lobbyfbs.GameSummaryAddStatus(builder, status)
lobbyfbs.GameSummaryAddOwnerUserId(builder, ownerUserID)
lobbyfbs.GameSummaryAddMinPlayers(builder, int32(summary.MinPlayers))
lobbyfbs.GameSummaryAddMaxPlayers(builder, int32(summary.MaxPlayers))
lobbyfbs.GameSummaryAddEnrollmentEndsAtMs(builder, summary.EnrollmentEndsAt.UTC().UnixMilli())
lobbyfbs.GameSummaryAddCreatedAtMs(builder, summary.CreatedAt.UTC().UnixMilli())
lobbyfbs.GameSummaryAddUpdatedAtMs(builder, summary.UpdatedAt.UTC().UnixMilli())
lobbyfbs.GameSummaryAddCurrentTurn(builder, summary.CurrentTurn)
return lobbyfbs.GameSummaryEnd(builder)
}
func decodeGameSummary(summary *lobbyfbs.GameSummary) lobbymodel.GameSummary {
return lobbymodel.GameSummary{
GameID: string(summary.GameId()),
GameName: string(summary.GameName()),
GameType: string(summary.GameType()),
Status: string(summary.Status()),
OwnerUserID: string(summary.OwnerUserId()),
MinPlayers: int(summary.MinPlayers()),
MaxPlayers: int(summary.MaxPlayers()),
EnrollmentEndsAt: time.UnixMilli(summary.EnrollmentEndsAtMs()).UTC(),
CreatedAt: time.UnixMilli(summary.CreatedAtMs()).UTC(),
UpdatedAt: time.UnixMilli(summary.UpdatedAtMs()).UTC(),
CurrentTurn: summary.CurrentTurn(),
}
}
func encodeApplicationSummary(builder *flatbuffers.Builder, app lobbymodel.ApplicationSummary) flatbuffers.UOffsetT {
applicationID := builder.CreateString(app.ApplicationID)
gameID := builder.CreateString(app.GameID)
applicantUserID := builder.CreateString(app.ApplicantUserID)
raceName := builder.CreateString(app.RaceName)
status := builder.CreateString(app.Status)
lobbyfbs.ApplicationSummaryStart(builder)
lobbyfbs.ApplicationSummaryAddApplicationId(builder, applicationID)
lobbyfbs.ApplicationSummaryAddGameId(builder, gameID)
lobbyfbs.ApplicationSummaryAddApplicantUserId(builder, applicantUserID)
lobbyfbs.ApplicationSummaryAddRaceName(builder, raceName)
lobbyfbs.ApplicationSummaryAddStatus(builder, status)
lobbyfbs.ApplicationSummaryAddCreatedAtMs(builder, app.CreatedAt.UTC().UnixMilli())
lobbyfbs.ApplicationSummaryAddDecidedAtMs(builder, unixMilliFromOptional(app.DecidedAt))
return lobbyfbs.ApplicationSummaryEnd(builder)
}
func decodeApplicationSummary(app *lobbyfbs.ApplicationSummary) lobbymodel.ApplicationSummary {
return lobbymodel.ApplicationSummary{
ApplicationID: string(app.ApplicationId()),
GameID: string(app.GameId()),
ApplicantUserID: string(app.ApplicantUserId()),
RaceName: string(app.RaceName()),
Status: string(app.Status()),
CreatedAt: time.UnixMilli(app.CreatedAtMs()).UTC(),
DecidedAt: optionalUnixMilli(app.DecidedAtMs()),
}
}
func encodeInviteSummary(builder *flatbuffers.Builder, invite lobbymodel.InviteSummary) flatbuffers.UOffsetT {
inviteID := builder.CreateString(invite.InviteID)
gameID := builder.CreateString(invite.GameID)
inviterUserID := builder.CreateString(invite.InviterUserID)
invitedUserID := builder.CreateString(invite.InvitedUserID)
code := builder.CreateString(invite.Code)
raceName := builder.CreateString(invite.RaceName)
status := builder.CreateString(invite.Status)
lobbyfbs.InviteSummaryStart(builder)
lobbyfbs.InviteSummaryAddInviteId(builder, inviteID)
lobbyfbs.InviteSummaryAddGameId(builder, gameID)
lobbyfbs.InviteSummaryAddInviterUserId(builder, inviterUserID)
lobbyfbs.InviteSummaryAddInvitedUserId(builder, invitedUserID)
lobbyfbs.InviteSummaryAddCode(builder, code)
lobbyfbs.InviteSummaryAddRaceName(builder, raceName)
lobbyfbs.InviteSummaryAddStatus(builder, status)
lobbyfbs.InviteSummaryAddCreatedAtMs(builder, invite.CreatedAt.UTC().UnixMilli())
lobbyfbs.InviteSummaryAddExpiresAtMs(builder, invite.ExpiresAt.UTC().UnixMilli())
lobbyfbs.InviteSummaryAddDecidedAtMs(builder, unixMilliFromOptional(invite.DecidedAt))
return lobbyfbs.InviteSummaryEnd(builder)
}
func decodeInviteSummary(invite *lobbyfbs.InviteSummary) lobbymodel.InviteSummary {
return lobbymodel.InviteSummary{
InviteID: string(invite.InviteId()),
GameID: string(invite.GameId()),
InviterUserID: string(invite.InviterUserId()),
InvitedUserID: string(invite.InvitedUserId()),
Code: string(invite.Code()),
RaceName: string(invite.RaceName()),
Status: string(invite.Status()),
CreatedAt: time.UnixMilli(invite.CreatedAtMs()).UTC(),
ExpiresAt: time.UnixMilli(invite.ExpiresAtMs()).UTC(),
DecidedAt: optionalUnixMilli(invite.DecidedAtMs()),
}
}
// unixMilliFromOptional returns 0 when the pointer is nil, else the
// millisecond UTC timestamp. The transcoder uses 0 as the "not set"
// sentinel because FlatBuffers tables do not carry per-field presence
// flags, and 0 is unreachable for any realistic decided/redeemed time.
// optionalUnixMilli (defined in user.go) is the decode counterpart.
func unixMilliFromOptional(t *time.Time) int64 {
if t == nil {
return 0
}
return t.UTC().UnixMilli()
}
func recoverLobbyDecodePanic[T any](message string, result **T, err *error) {
if recovered := recover(); recovered != nil {
*result = nil
*err = fmt.Errorf("%s: panic recovered: %v", message, recovered)
}
}