R4: push enrichment — events carry a state delta, kill the last poll
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
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m8s

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
+43 -15
View File
@@ -27,6 +27,9 @@
// --- auto-match ---
let searching = $state(false);
// matched guards the teardown: once a match arrives (immediately, via the match_found push, or
// via the fallback poll) onDestroy must not dequeue the game we just got.
let matched = $state(false);
let poll: ReturnType<typeof setInterval> | null = null;
function stop() {
@@ -35,6 +38,24 @@
poll = null;
}
}
// startPoll is the matchmaking fallback used only while the live stream is down: with the stream
// up the match_found push drives navigation (R4). It polls lobby.poll every 2.5s.
function startPoll() {
if (poll) return;
poll = setInterval(async () => {
try {
const p = await gateway.lobbyPoll();
if (p.matched && p.game) {
matched = true;
searching = false;
stop();
navigate(`/game/${p.game.id}`);
}
} catch (e) {
handleError(e);
}
}, 2500);
}
// cancelSearch leaves the auto-match pool on the backend too, so a cancelled quick-match
// is actually dequeued — otherwise the account stays queued (blocking a re-queue) and the
// reaper later substitutes a robot for a game the player abandoned (Stage 17 fix).
@@ -47,31 +68,37 @@
async function find(v: Variant) {
searching = true;
matched = false;
try {
const r = await gateway.lobbyEnqueue(v);
if (r.matched && r.game) {
matched = true;
searching = false;
navigate(`/game/${r.game.id}`);
return;
}
poll = setInterval(async () => {
try {
const p = await gateway.lobbyPoll();
if (p.matched && p.game) {
stop();
searching = false;
navigate(`/game/${p.game.id}`);
}
} catch (e) {
handleError(e);
}
}, 2500);
} catch (e) {
searching = false;
handleError(e);
}
// No immediate match: wait for the match_found push; the effect below polls only when the
// stream is down.
}
// Poll for the match only while searching and the stream is down (the push cannot reach us);
// stop once the stream is back or the search ends.
$effect(() => {
if (searching && !app.streamAlive) startPoll();
else stop();
});
// match_found is handled globally (app.svelte navigates); end the search here too so onDestroy
// does not cancel the match we just received.
$effect(() => {
if (app.lastEvent?.kind === 'match_found' && searching) {
matched = true;
searching = false;
}
});
// --- friend game ---
let friends = $state<AccountRef[]>([]);
let selected = $state<string[]>([]);
@@ -120,8 +147,9 @@
onDestroy(() => {
stop();
// Abandoned mid-search (navigated away without Cancel): dequeue so we don't linger.
if (searching) void gateway.lobbyCancel().catch(() => {});
// Abandoned mid-search without a match (navigated away without Cancel): dequeue so we don't
// linger. A received match (matched) must not be cancelled.
if (searching && !matched) void gateway.lobbyCancel().catch(() => {});
});
</script>