ce7a66b3e6
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>
261 lines
10 KiB
TypeScript
261 lines
10 KiB
TypeScript
// Helpers that build FlatBuffers payloads for the lobby Playwright
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// suite. Mirrors what `pkg/transcoder/lobby.go` produces in production,
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// so the forged response goes through the same TS decoder the lobby
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// page uses.
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import { Builder } from "flatbuffers";
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import {
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AccountResponse,
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AccountView,
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EntitlementSnapshot,
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} from "../../../src/proto/galaxy/fbs/user";
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import {
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ApplicationSubmitResponse,
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ApplicationSummary,
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GameCreateResponse,
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GameSummary,
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InviteDeclineResponse,
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InviteRedeemResponse,
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InviteSummary,
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MyApplicationsListResponse,
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MyGamesListResponse,
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MyInvitesListResponse,
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PublicGamesListResponse,
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} from "../../../src/proto/galaxy/fbs/lobby";
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export interface GameFixture {
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gameId: string;
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gameName: string;
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gameType: string;
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status: string;
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ownerUserId?: string;
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minPlayers?: number;
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maxPlayers?: number;
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enrollmentEndsAtMs?: bigint;
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createdAtMs?: bigint;
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updatedAtMs?: bigint;
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currentTurn?: number;
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}
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export interface ApplicationFixture {
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applicationId: string;
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gameId: string;
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applicantUserId: string;
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raceName: string;
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status: string;
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createdAtMs?: bigint;
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decidedAtMs?: bigint;
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}
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export interface InviteFixture {
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inviteId: string;
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gameId: string;
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inviterUserId: string;
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invitedUserId?: string;
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code?: string;
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raceName: string;
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status: string;
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createdAtMs?: bigint;
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expiresAtMs?: bigint;
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decidedAtMs?: bigint;
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}
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const DEFAULT_TIME_MS = 1_780_000_000_000n;
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function encodeGame(builder: Builder, game: GameFixture): number {
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const gameId = builder.createString(game.gameId);
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const gameName = builder.createString(game.gameName);
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const gameType = builder.createString(game.gameType);
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const status = builder.createString(game.status);
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const ownerUserId = builder.createString(game.ownerUserId ?? "");
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GameSummary.startGameSummary(builder);
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GameSummary.addGameId(builder, gameId);
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GameSummary.addGameName(builder, gameName);
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GameSummary.addGameType(builder, gameType);
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GameSummary.addStatus(builder, status);
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GameSummary.addOwnerUserId(builder, ownerUserId);
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GameSummary.addMinPlayers(builder, game.minPlayers ?? 2);
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GameSummary.addMaxPlayers(builder, game.maxPlayers ?? 8);
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GameSummary.addEnrollmentEndsAtMs(builder, game.enrollmentEndsAtMs ?? DEFAULT_TIME_MS);
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GameSummary.addCreatedAtMs(builder, game.createdAtMs ?? DEFAULT_TIME_MS);
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GameSummary.addUpdatedAtMs(builder, game.updatedAtMs ?? DEFAULT_TIME_MS);
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GameSummary.addCurrentTurn(builder, game.currentTurn ?? 0);
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return GameSummary.endGameSummary(builder);
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}
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function encodeApplication(builder: Builder, app: ApplicationFixture): number {
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const applicationId = builder.createString(app.applicationId);
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const gameId = builder.createString(app.gameId);
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const applicantUserId = builder.createString(app.applicantUserId);
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const raceName = builder.createString(app.raceName);
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const status = builder.createString(app.status);
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ApplicationSummary.startApplicationSummary(builder);
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ApplicationSummary.addApplicationId(builder, applicationId);
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ApplicationSummary.addGameId(builder, gameId);
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ApplicationSummary.addApplicantUserId(builder, applicantUserId);
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ApplicationSummary.addRaceName(builder, raceName);
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ApplicationSummary.addStatus(builder, status);
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ApplicationSummary.addCreatedAtMs(builder, app.createdAtMs ?? DEFAULT_TIME_MS);
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ApplicationSummary.addDecidedAtMs(builder, app.decidedAtMs ?? 0n);
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return ApplicationSummary.endApplicationSummary(builder);
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}
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function encodeInvite(builder: Builder, invite: InviteFixture): number {
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const inviteId = builder.createString(invite.inviteId);
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const gameId = builder.createString(invite.gameId);
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const inviterUserId = builder.createString(invite.inviterUserId);
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const invitedUserId = builder.createString(invite.invitedUserId ?? "");
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const code = builder.createString(invite.code ?? "");
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const raceName = builder.createString(invite.raceName);
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const status = builder.createString(invite.status);
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InviteSummary.startInviteSummary(builder);
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InviteSummary.addInviteId(builder, inviteId);
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InviteSummary.addGameId(builder, gameId);
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InviteSummary.addInviterUserId(builder, inviterUserId);
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InviteSummary.addInvitedUserId(builder, invitedUserId);
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InviteSummary.addCode(builder, code);
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InviteSummary.addRaceName(builder, raceName);
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InviteSummary.addStatus(builder, status);
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InviteSummary.addCreatedAtMs(builder, invite.createdAtMs ?? DEFAULT_TIME_MS);
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InviteSummary.addExpiresAtMs(builder, invite.expiresAtMs ?? DEFAULT_TIME_MS);
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InviteSummary.addDecidedAtMs(builder, invite.decidedAtMs ?? 0n);
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return InviteSummary.endInviteSummary(builder);
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}
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export function buildMyGamesListPayload(games: GameFixture[]): Uint8Array {
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const builder = new Builder(256);
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const offsets = games.map((g) => encodeGame(builder, g));
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const items = MyGamesListResponse.createItemsVector(builder, offsets);
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MyGamesListResponse.startMyGamesListResponse(builder);
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MyGamesListResponse.addItems(builder, items);
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builder.finish(MyGamesListResponse.endMyGamesListResponse(builder));
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return builder.asUint8Array();
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}
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export function buildPublicGamesListPayload(
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games: GameFixture[],
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page = 1,
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pageSize = 50,
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): Uint8Array {
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const builder = new Builder(256);
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const offsets = games.map((g) => encodeGame(builder, g));
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const items = PublicGamesListResponse.createItemsVector(builder, offsets);
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PublicGamesListResponse.startPublicGamesListResponse(builder);
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PublicGamesListResponse.addItems(builder, items);
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PublicGamesListResponse.addPage(builder, page);
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PublicGamesListResponse.addPageSize(builder, pageSize);
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PublicGamesListResponse.addTotal(builder, games.length);
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builder.finish(PublicGamesListResponse.endPublicGamesListResponse(builder));
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return builder.asUint8Array();
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}
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export function buildMyApplicationsListPayload(
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applications: ApplicationFixture[],
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): Uint8Array {
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const builder = new Builder(256);
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const offsets = applications.map((a) => encodeApplication(builder, a));
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const items = MyApplicationsListResponse.createItemsVector(builder, offsets);
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MyApplicationsListResponse.startMyApplicationsListResponse(builder);
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MyApplicationsListResponse.addItems(builder, items);
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builder.finish(MyApplicationsListResponse.endMyApplicationsListResponse(builder));
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return builder.asUint8Array();
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}
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export function buildMyInvitesListPayload(invites: InviteFixture[]): Uint8Array {
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const builder = new Builder(256);
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const offsets = invites.map((i) => encodeInvite(builder, i));
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const items = MyInvitesListResponse.createItemsVector(builder, offsets);
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MyInvitesListResponse.startMyInvitesListResponse(builder);
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MyInvitesListResponse.addItems(builder, items);
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builder.finish(MyInvitesListResponse.endMyInvitesListResponse(builder));
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return builder.asUint8Array();
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}
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export function buildGameCreateResponsePayload(game: GameFixture): Uint8Array {
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const builder = new Builder(256);
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const summary = encodeGame(builder, game);
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GameCreateResponse.startGameCreateResponse(builder);
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GameCreateResponse.addGame(builder, summary);
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builder.finish(GameCreateResponse.endGameCreateResponse(builder));
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return builder.asUint8Array();
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}
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export function buildApplicationSubmitResponsePayload(
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application: ApplicationFixture,
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): Uint8Array {
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const builder = new Builder(128);
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const app = encodeApplication(builder, application);
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ApplicationSubmitResponse.startApplicationSubmitResponse(builder);
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ApplicationSubmitResponse.addApplication(builder, app);
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builder.finish(ApplicationSubmitResponse.endApplicationSubmitResponse(builder));
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return builder.asUint8Array();
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}
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export function buildInviteRedeemResponsePayload(invite: InviteFixture): Uint8Array {
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const builder = new Builder(128);
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const summary = encodeInvite(builder, invite);
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InviteRedeemResponse.startInviteRedeemResponse(builder);
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InviteRedeemResponse.addInvite(builder, summary);
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builder.finish(InviteRedeemResponse.endInviteRedeemResponse(builder));
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return builder.asUint8Array();
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}
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export function buildInviteDeclineResponsePayload(invite: InviteFixture): Uint8Array {
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const builder = new Builder(128);
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const summary = encodeInvite(builder, invite);
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InviteDeclineResponse.startInviteDeclineResponse(builder);
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InviteDeclineResponse.addInvite(builder, summary);
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builder.finish(InviteDeclineResponse.endInviteDeclineResponse(builder));
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return builder.asUint8Array();
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}
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export interface AccountFixture {
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userId: string;
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email: string;
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userName: string;
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displayName: string;
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}
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export function buildAccountResponsePayload(account: AccountFixture): Uint8Array {
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const builder = new Builder(256);
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const planCode = builder.createString("free");
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const source = builder.createString("internal");
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const reasonCode = builder.createString("");
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EntitlementSnapshot.startEntitlementSnapshot(builder);
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EntitlementSnapshot.addPlanCode(builder, planCode);
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EntitlementSnapshot.addIsPaid(builder, false);
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EntitlementSnapshot.addSource(builder, source);
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EntitlementSnapshot.addReasonCode(builder, reasonCode);
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EntitlementSnapshot.addStartsAtMs(builder, 0n);
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EntitlementSnapshot.addEndsAtMs(builder, 0n);
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EntitlementSnapshot.addUpdatedAtMs(builder, 0n);
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const entitlement = EntitlementSnapshot.endEntitlementSnapshot(builder);
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const userId = builder.createString(account.userId);
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const email = builder.createString(account.email);
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const userName = builder.createString(account.userName);
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const displayName = builder.createString(account.displayName);
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const preferredLanguage = builder.createString("en");
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const timeZone = builder.createString("UTC");
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const declaredCountry = builder.createString("");
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AccountView.startAccountView(builder);
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AccountView.addUserId(builder, userId);
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AccountView.addEmail(builder, email);
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AccountView.addUserName(builder, userName);
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AccountView.addDisplayName(builder, displayName);
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AccountView.addPreferredLanguage(builder, preferredLanguage);
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AccountView.addTimeZone(builder, timeZone);
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AccountView.addDeclaredCountry(builder, declaredCountry);
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AccountView.addEntitlement(builder, entitlement);
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AccountView.addCreatedAtMs(builder, 0n);
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AccountView.addUpdatedAtMs(builder, 0n);
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const view = AccountView.endAccountView(builder);
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AccountResponse.startAccountResponse(builder);
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AccountResponse.addAccount(builder, view);
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builder.finish(AccountResponse.endAccountResponse(builder));
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return builder.asUint8Array();
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}
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