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.
This commit is contained in:
Ilia Denisov
2026-06-10 08:01:50 +02:00
parent e3b08461f0
commit 41a642ef97
47 changed files with 1514 additions and 180 deletions
+35 -7
View File
@@ -159,10 +159,16 @@ table SubmitPlayRequest {
tiles:[PlayTile];
}
// MoveResult is the outcome of a committed move: the move and the post-move game.
// MoveResult is the outcome of a committed move: the move and the post-move game. rack and
// bag_len carry the actor's own post-move private state — their refilled rack (alphabet indices,
// Stage 13; a blank is the sentinel index 255) and the bag size after drawing — so the mover
// renders the next state straight from this response without a follow-up game.state (R4; added
// trailing — backward-compatible).
table MoveResult {
move:MoveRecord;
game:GameView;
rack:[ubyte];
bag_len:int;
}
// StateRequest asks for the requesting player's view of a game. include_alphabet asks the
@@ -477,6 +483,8 @@ table GcgExport {
// move kind ("play"/"pass"/"exchange"/...), last_word is the main word of a scoring play (empty
// otherwise), and score_line is the recipient-first running score (e.g. "120:95:80"). They are
// appended (FlatBuffers-optional), so an older reader that only needs game_id/deadline is unaffected.
// move_count is the post-move count (matching the opponent_moved GameView): the client uses it to
// tell whether its cached game already reflects the move, falling back to a refetch on a gap (R4).
table YourTurnEvent {
game_id:string;
deadline_unix:long;
@@ -484,25 +492,35 @@ table YourTurnEvent {
last_action:string;
last_word:string;
score_line:string;
move_count:int;
}
// GameOverEvent signals that a game the recipient is seated in has finished, driving the
// out-of-app "game over" push (Stage 17). result is the outcome from the recipient's own
// perspective ("won"/"lost"/"draw"); score_line is the recipient-first final score.
// perspective ("won"/"lost"/"draw"); score_line is the recipient-first final score. game is the
// final post-game summary (adjusted scores after rack penalties + the winner flag), so the client
// settles the finished game from the event without a refetch (R4; added trailing).
table GameOverEvent {
game_id:string;
result:string;
score_line:string;
game:GameView;
}
// OpponentMovedEvent summarises a move another seat just committed; the client
// refetches the full state.
// OpponentMovedEvent carries a move another seat just committed as a delta the client applies to
// its cached game without a refetch (R4): move is the decoded play/pass/exchange (the same record
// game.history returns), game is the post-move summary (per-seat scores, to_move, move_count,
// status) and bag_len is the bag size after the draw. The leading seat/action/score/total scalars
// are the pre-R4 summary, now redundant with move/game and kept only for wire back-compat.
table OpponentMovedEvent {
game_id:string;
seat:int;
action:string;
score:int;
total:int;
move:MoveRecord;
game:GameView;
bag_len:int;
}
// NudgeEvent signals that a player nudged the recipient.
@@ -511,17 +529,27 @@ table NudgeEvent {
from_user_id:string;
}
// MatchFoundEvent signals that an auto-match pairing (or robot substitution)
// started a game the recipient is seated in.
// MatchFoundEvent signals that an auto-match pairing (or robot substitution) started a game the
// recipient is seated in. state is the recipient's full initial view of the new game (empty board,
// dealt rack), so the client navigates straight in from the event with no follow-up fetch (R4;
// added trailing — an older reader still reads just game_id).
table MatchFoundEvent {
game_id:string;
state:StateView;
}
// NotificationEvent is a lightweight "something changed, re-poll" signal that
// drives the lobby badge (incoming friend requests, invitations). kind is a sub-
// discriminator ("friend_request", "friend_added", "friend_declined", "invitation",
// "game_started"); the client re-fetches its lobby counters (and, for a requester
// watching a game, its friend state) on any of them.
// watching a game, its friend state) on any of them. To let the client update its lobby without a
// follow-up fetch (R4), each event also carries the payload its kind changed: account for the
// friend_* kinds (the requester/friend), invitation for "invitation" (the new invitation) and
// state for "game_started" (the started game's initial view, like match_found). Only the field
// matching kind is set (all added trailing — backward-compatible).
table NotificationEvent {
kind:string;
account:AccountRef;
invitation:Invitation;
state:StateView;
}