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