feat(ui): single-word rule indicators + auto-match select redesign
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CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 46s
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Surface the per-game "single word" rule to the client and refine the random-opponent New Game screen. - Wire: thread multiple_words_per_turn into the GameView and Invitation FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both the backend push-event and gateway REST paths. - In-game indicators (single-word games only): a small 1 in the status bar's score-preview slot (yields to the live preview) and a centred "One word per turn" label in the history-drawer header. Standard games show neither. - Invitation card gains a "One word per turn" line for single-word invitations. - Auto-match redesign: variant plaques are mutually-exclusive selects (highlight on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom "Start game" button (disabled until a variant is chosen) confirms. The rule toggle appears once a Russian variant is selected. - Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
This commit is contained in:
@@ -63,6 +63,7 @@ table GameView {
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players:int;
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to_move:int;
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turn_timeout_secs:int;
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multiple_words_per_turn:bool;
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move_count:int;
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end_reason:string;
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seats:[SeatView];
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@@ -445,6 +446,7 @@ table Invitation {
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turn_timeout_secs:int;
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hints_allowed:bool;
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hints_per_player:int;
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multiple_words_per_turn:bool;
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dropout_tiles:string;
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status:string;
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game_id:string;
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@@ -109,8 +109,20 @@ func (rcv *GameView) MutateTurnTimeoutSecs(n int32) bool {
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return rcv._tab.MutateInt32Slot(16, n)
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}
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func (rcv *GameView) MoveCount() int32 {
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func (rcv *GameView) MultipleWordsPerTurn() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
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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 *GameView) MutateMultipleWordsPerTurn(n bool) bool {
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return rcv._tab.MutateBoolSlot(18, n)
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}
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func (rcv *GameView) MoveCount() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
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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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@@ -118,11 +130,11 @@ func (rcv *GameView) MoveCount() int32 {
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}
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func (rcv *GameView) MutateMoveCount(n int32) bool {
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return rcv._tab.MutateInt32Slot(18, n)
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return rcv._tab.MutateInt32Slot(20, n)
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}
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func (rcv *GameView) EndReason() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
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o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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@@ -130,7 +142,7 @@ func (rcv *GameView) EndReason() []byte {
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}
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func (rcv *GameView) Seats(obj *SeatView, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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x := rcv._tab.Vector(o)
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x += flatbuffers.UOffsetT(j) * 4
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@@ -142,7 +154,7 @@ func (rcv *GameView) Seats(obj *SeatView, j int) bool {
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}
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func (rcv *GameView) SeatsLength() int {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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return rcv._tab.VectorLen(o)
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}
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@@ -150,7 +162,7 @@ func (rcv *GameView) SeatsLength() int {
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}
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func (rcv *GameView) LastActivityUnix() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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o := flatbuffers.UOffsetT(rcv._tab.Offset(26))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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@@ -158,11 +170,11 @@ func (rcv *GameView) LastActivityUnix() int64 {
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}
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func (rcv *GameView) MutateLastActivityUnix(n int64) bool {
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return rcv._tab.MutateInt64Slot(24, n)
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return rcv._tab.MutateInt64Slot(26, n)
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}
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func GameViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(11)
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builder.StartObject(12)
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}
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func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
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@@ -185,20 +197,23 @@ func GameViewAddToMove(builder *flatbuffers.Builder, toMove int32) {
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func GameViewAddTurnTimeoutSecs(builder *flatbuffers.Builder, turnTimeoutSecs int32) {
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builder.PrependInt32Slot(6, turnTimeoutSecs, 0)
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}
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func GameViewAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
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builder.PrependBoolSlot(7, multipleWordsPerTurn, false)
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}
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func GameViewAddMoveCount(builder *flatbuffers.Builder, moveCount int32) {
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builder.PrependInt32Slot(7, moveCount, 0)
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builder.PrependInt32Slot(8, moveCount, 0)
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}
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func GameViewAddEndReason(builder *flatbuffers.Builder, endReason flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(endReason), 0)
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builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(endReason), 0)
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}
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func GameViewAddSeats(builder *flatbuffers.Builder, seats flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(seats), 0)
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builder.PrependUOffsetTSlot(10, flatbuffers.UOffsetT(seats), 0)
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}
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func GameViewStartSeatsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func GameViewAddLastActivityUnix(builder *flatbuffers.Builder, lastActivityUnix int64) {
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builder.PrependInt64Slot(10, lastActivityUnix, 0)
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builder.PrependInt64Slot(11, lastActivityUnix, 0)
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}
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func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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@@ -126,15 +126,19 @@ func (rcv *Invitation) MutateHintsPerPlayer(n int32) bool {
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return rcv._tab.MutateInt32Slot(16, n)
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}
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func (rcv *Invitation) DropoutTiles() []byte {
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func (rcv *Invitation) MultipleWordsPerTurn() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return nil
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return false
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}
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func (rcv *Invitation) Status() []byte {
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func (rcv *Invitation) MutateMultipleWordsPerTurn(n bool) bool {
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return rcv._tab.MutateBoolSlot(18, n)
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}
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func (rcv *Invitation) DropoutTiles() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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@@ -142,7 +146,7 @@ func (rcv *Invitation) Status() []byte {
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return nil
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}
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func (rcv *Invitation) GameId() []byte {
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func (rcv *Invitation) Status() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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@@ -150,8 +154,16 @@ func (rcv *Invitation) GameId() []byte {
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return nil
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}
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func (rcv *Invitation) ExpiresAtUnix() int64 {
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func (rcv *Invitation) GameId() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *Invitation) ExpiresAtUnix() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(26))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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@@ -159,11 +171,11 @@ func (rcv *Invitation) ExpiresAtUnix() int64 {
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}
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func (rcv *Invitation) MutateExpiresAtUnix(n int64) bool {
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return rcv._tab.MutateInt64Slot(24, n)
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return rcv._tab.MutateInt64Slot(26, n)
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}
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func InvitationStart(builder *flatbuffers.Builder) {
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builder.StartObject(11)
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builder.StartObject(12)
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}
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func InvitationAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
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@@ -189,17 +201,20 @@ func InvitationAddHintsAllowed(builder *flatbuffers.Builder, hintsAllowed bool)
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func InvitationAddHintsPerPlayer(builder *flatbuffers.Builder, hintsPerPlayer int32) {
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builder.PrependInt32Slot(6, hintsPerPlayer, 0)
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}
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func InvitationAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
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builder.PrependBoolSlot(7, multipleWordsPerTurn, false)
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}
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func InvitationAddDropoutTiles(builder *flatbuffers.Builder, dropoutTiles flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(7, flatbuffers.UOffsetT(dropoutTiles), 0)
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builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(dropoutTiles), 0)
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}
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func InvitationAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(status), 0)
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builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(status), 0)
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}
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func InvitationAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(gameId), 0)
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builder.PrependUOffsetTSlot(10, flatbuffers.UOffsetT(gameId), 0)
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}
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func InvitationAddExpiresAtUnix(builder *flatbuffers.Builder, expiresAtUnix int64) {
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builder.PrependInt64Slot(10, expiresAtUnix, 0)
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builder.PrependInt64Slot(11, expiresAtUnix, 0)
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}
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func InvitationEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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+26
-22
@@ -30,17 +30,18 @@ type SeatView struct {
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// GameView is the shared, non-private game summary.
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type GameView struct {
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ID string
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Variant string
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DictVersion string
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Status string
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Players int
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ToMove int
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TurnTimeoutSecs int
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MoveCount int
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EndReason string
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Seats []SeatView
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LastActivityUnix int64
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ID string
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Variant string
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DictVersion string
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Status string
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Players int
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ToMove int
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TurnTimeoutSecs int
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MultipleWordsPerTurn bool
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MoveCount int
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EndReason string
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Seats []SeatView
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LastActivityUnix int64
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}
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// TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank
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@@ -103,17 +104,18 @@ type InvitationInvitee struct {
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// Invitation is a friend-game invitation with its settings and invitees.
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type Invitation struct {
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ID string
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Inviter AccountRef
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Invitees []InvitationInvitee
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Variant string
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TurnTimeoutSecs int
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HintsAllowed bool
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HintsPerPlayer int
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DropoutTiles string
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Status string
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GameID string
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ExpiresAtUnix int64
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ID string
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Inviter AccountRef
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Invitees []InvitationInvitee
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Variant string
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TurnTimeoutSecs int
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HintsAllowed bool
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HintsPerPlayer int
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MultipleWordsPerTurn bool
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DropoutTiles string
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Status string
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GameID string
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ExpiresAtUnix int64
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}
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// BuildGameView builds a GameView table from g and returns its offset.
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@@ -151,6 +153,7 @@ func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
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fb.GameViewAddPlayers(b, int32(g.Players))
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fb.GameViewAddToMove(b, int32(g.ToMove))
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fb.GameViewAddTurnTimeoutSecs(b, int32(g.TurnTimeoutSecs))
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fb.GameViewAddMultipleWordsPerTurn(b, g.MultipleWordsPerTurn)
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fb.GameViewAddMoveCount(b, int32(g.MoveCount))
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fb.GameViewAddEndReason(b, endReason)
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fb.GameViewAddSeats(b, seats)
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@@ -291,6 +294,7 @@ func BuildInvitation(b *flatbuffers.Builder, inv Invitation) flatbuffers.UOffset
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fb.InvitationAddTurnTimeoutSecs(b, int32(inv.TurnTimeoutSecs))
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fb.InvitationAddHintsAllowed(b, inv.HintsAllowed)
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fb.InvitationAddHintsPerPlayer(b, int32(inv.HintsPerPlayer))
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fb.InvitationAddMultipleWordsPerTurn(b, inv.MultipleWordsPerTurn)
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fb.InvitationAddDropoutTiles(b, dropout)
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fb.InvitationAddStatus(b, status)
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fb.InvitationAddGameId(b, gameID)
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