R4: push enrichment — events carry a state delta, kill the last poll
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Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback. - pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS. - backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size. - gateway: MoveResult transcode carries rack+bag_len. - ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false. - docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
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package game
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import (
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/notify"
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)
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// The mappers below project the game domain into the wire-agnostic notify.* input
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// structs the enriched live events carry (R4). They keep the wire schema out of the
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// game package: notify owns the FlatBuffers encoding, this file only resolves the
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// values (seat display names, last-activity sort key) into its input shapes.
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// gameSummary projects a game.Game into the notify.GameSummary embedded in enriched
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// events. names is the seat-indexed display-name slice from seatNames; LastActivityUnix
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// mirrors the gateway view (the current turn's start while active, the finish time once
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// finished).
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func gameSummary(g Game, names []string) notify.GameSummary {
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seats := make([]notify.SeatStanding, 0, len(g.Seats))
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for _, s := range g.Seats {
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name := ""
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if s.Seat >= 0 && s.Seat < len(names) {
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name = names[s.Seat]
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}
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seats = append(seats, notify.SeatStanding{
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Seat: s.Seat,
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AccountID: s.AccountID.String(),
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DisplayName: name,
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Score: s.Score,
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HintsUsed: s.HintsUsed,
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IsWinner: s.IsWinner,
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})
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}
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last := g.TurnStartedAt
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if g.FinishedAt != nil {
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last = *g.FinishedAt
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}
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return notify.GameSummary{
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ID: g.ID.String(),
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Variant: g.Variant.String(),
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DictVersion: g.DictVersion,
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Status: g.Status,
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Players: g.Players,
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ToMove: g.ToMove,
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TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
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MoveCount: g.MoveCount,
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EndReason: g.EndReason,
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Seats: seats,
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LastActivityUnix: last.Unix(),
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}
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}
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// playerState projects a StateView into the notify.PlayerState carried by the
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// match_found / game_started events. The rack is re-encoded to wire alphabet indices;
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// the variant alphabet display table is embedded when includeAlphabet is set (an
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// initial view whose recipient may not have cached the variant yet).
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func playerState(v StateView, names []string, includeAlphabet bool) (notify.PlayerState, error) {
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rack, err := engine.EncodeRack(v.Game.Variant, v.Rack)
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if err != nil {
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return notify.PlayerState{}, err
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}
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ps := notify.PlayerState{
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Game: gameSummary(v.Game, names),
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Seat: v.Seat,
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Rack: rack,
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BagLen: v.BagLen,
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HintsRemaining: v.HintsRemaining,
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}
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if includeAlphabet {
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tab, err := engine.AlphabetTable(v.Game.Variant)
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if err != nil {
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return notify.PlayerState{}, err
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}
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ps.Alphabet = make([]notify.AlphabetLetter, len(tab))
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for i, e := range tab {
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ps.Alphabet[i] = notify.AlphabetLetter{Index: int(e.Index), Letter: e.Letter, Value: e.Value}
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}
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}
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return ps, nil
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}
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