R4: push enrichment — events carry a state delta, kill the last poll
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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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@@ -60,8 +60,13 @@ scoreLine(optionalEncoding?:any):string|Uint8Array|null {
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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moveCount():number {
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const offset = this.bb!.__offset(this.bb_pos, 16);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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static startYourTurnEvent(builder:flatbuffers.Builder) {
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builder.startObject(6);
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builder.startObject(7);
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}
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static addGameId(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset) {
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@@ -88,12 +93,16 @@ static addScoreLine(builder:flatbuffers.Builder, scoreLineOffset:flatbuffers.Off
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builder.addFieldOffset(5, scoreLineOffset, 0);
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}
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static addMoveCount(builder:flatbuffers.Builder, moveCount:number) {
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builder.addFieldInt32(6, moveCount, 0);
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}
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static endYourTurnEvent(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createYourTurnEvent(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset, deadlineUnix:bigint, opponentNameOffset:flatbuffers.Offset, lastActionOffset:flatbuffers.Offset, lastWordOffset:flatbuffers.Offset, scoreLineOffset:flatbuffers.Offset):flatbuffers.Offset {
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static createYourTurnEvent(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset, deadlineUnix:bigint, opponentNameOffset:flatbuffers.Offset, lastActionOffset:flatbuffers.Offset, lastWordOffset:flatbuffers.Offset, scoreLineOffset:flatbuffers.Offset, moveCount:number):flatbuffers.Offset {
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YourTurnEvent.startYourTurnEvent(builder);
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YourTurnEvent.addGameId(builder, gameIdOffset);
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YourTurnEvent.addDeadlineUnix(builder, deadlineUnix);
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@@ -101,6 +110,7 @@ static createYourTurnEvent(builder:flatbuffers.Builder, gameIdOffset:flatbuffers
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YourTurnEvent.addLastAction(builder, lastActionOffset);
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YourTurnEvent.addLastWord(builder, lastWordOffset);
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YourTurnEvent.addScoreLine(builder, scoreLineOffset);
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YourTurnEvent.addMoveCount(builder, moveCount);
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return YourTurnEvent.endYourTurnEvent(builder);
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}
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}
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