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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@@ -70,6 +70,9 @@ export interface StateView {
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export interface MoveResult {
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move: MoveRecord;
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game: GameView;
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/** The actor's refilled rack after the move (R4), so the mover renders the next state without a refetch. */
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rack: string[];
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bagLen: number;
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}
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export interface HintResult {
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@@ -223,12 +226,19 @@ export interface GameList {
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games: GameView[];
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}
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/** A live event delivered over the Subscribe stream. */
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/**
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* A live event delivered over the Subscribe stream. The game events carry the move as a
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* delta — move plus the post-move summary (and the bag size) — the client applies to its
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* cached game without a refetch; match_found / game_started carry the recipient's initial
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* StateView; notify carries the changed lobby payload (R4). The enriched fields are optional
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* so a client falls back to a refetch when a payload is absent (a gap, or a pre-R4 peer).
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*/
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export type PushEvent =
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| { kind: 'your_turn'; gameId: string; deadlineUnix: number }
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| { kind: 'opponent_moved'; gameId: string; seat: number; action: string; score: number; total: number }
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| { kind: 'your_turn'; gameId: string; deadlineUnix: number; moveCount: number }
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| { kind: 'opponent_moved'; gameId: string; move?: MoveRecord; game?: GameView; bagLen: number }
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| { kind: 'game_over'; gameId: string; result: string; scoreLine: string; game?: GameView }
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| { kind: 'chat_message'; message: ChatMessage }
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| { kind: 'nudge'; gameId: string; fromUserId: string }
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| { kind: 'match_found'; gameId: string }
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| { kind: 'notify'; sub: string }
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| { kind: 'match_found'; gameId: string; state?: StateView }
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| { kind: 'notify'; sub: string; account?: AccountRef; invitation?: Invitation; state?: StateView }
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| { kind: 'heartbeat' };
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