R4: push enrichment — events carry a state delta, kill the last poll
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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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@@ -34,8 +34,28 @@ game(obj?:GameView):GameView|null {
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return offset ? (obj || new GameView()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
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}
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rack(index: number):number|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
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}
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rackLength():number {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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rackArray():Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + offset), this.bb!.__vector_len(this.bb_pos + offset)) : null;
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}
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bagLen():number {
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const offset = this.bb!.__offset(this.bb_pos, 10);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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static startMoveResult(builder:flatbuffers.Builder) {
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builder.startObject(2);
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builder.startObject(4);
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}
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static addMove(builder:flatbuffers.Builder, moveOffset:flatbuffers.Offset) {
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@@ -46,6 +66,26 @@ static addGame(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset) {
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builder.addFieldOffset(1, gameOffset, 0);
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}
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static addRack(builder:flatbuffers.Builder, rackOffset:flatbuffers.Offset) {
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builder.addFieldOffset(2, rackOffset, 0);
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}
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static createRackVector(builder:flatbuffers.Builder, data:number[]|Uint8Array):flatbuffers.Offset {
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builder.startVector(1, data.length, 1);
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for (let i = data.length - 1; i >= 0; i--) {
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builder.addInt8(data[i]!);
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}
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return builder.endVector();
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}
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static startRackVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(1, numElems, 1);
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}
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static addBagLen(builder:flatbuffers.Builder, bagLen:number) {
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builder.addFieldInt32(3, bagLen, 0);
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}
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static endMoveResult(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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