R4: push enrichment — events carry a state delta, kill the last poll
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CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 37s
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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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@@ -93,8 +93,46 @@ func (rcv *OpponentMovedEvent) MutateTotal(n int32) bool {
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return rcv._tab.MutateInt32Slot(12, n)
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}
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func (rcv *OpponentMovedEvent) Move(obj *MoveRecord) *MoveRecord {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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if o != 0 {
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x := rcv._tab.Indirect(o + rcv._tab.Pos)
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if obj == nil {
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obj = new(MoveRecord)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func (rcv *OpponentMovedEvent) Game(obj *GameView) *GameView {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
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if o != 0 {
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x := rcv._tab.Indirect(o + rcv._tab.Pos)
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if obj == nil {
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obj = new(GameView)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func (rcv *OpponentMovedEvent) BagLen() int32 {
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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.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *OpponentMovedEvent) MutateBagLen(n int32) bool {
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return rcv._tab.MutateInt32Slot(18, n)
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}
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func OpponentMovedEventStart(builder *flatbuffers.Builder) {
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builder.StartObject(5)
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builder.StartObject(8)
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}
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func OpponentMovedEventAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
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@@ -111,6 +149,15 @@ func OpponentMovedEventAddScore(builder *flatbuffers.Builder, score int32) {
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func OpponentMovedEventAddTotal(builder *flatbuffers.Builder, total int32) {
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builder.PrependInt32Slot(4, total, 0)
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}
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func OpponentMovedEventAddMove(builder *flatbuffers.Builder, move flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(5, flatbuffers.UOffsetT(move), 0)
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}
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func OpponentMovedEventAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(6, flatbuffers.UOffsetT(game), 0)
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}
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func OpponentMovedEventAddBagLen(builder *flatbuffers.Builder, bagLen int32) {
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builder.PrependInt32Slot(7, bagLen, 0)
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}
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func OpponentMovedEventEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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