fix(game): show granted/bought hints in-game — finish the D31 wire removal
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The in-game hint badge ignored the payments hint wallet: loading a game clobbered app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the D31 domain removal but left in the protocol as a dead 0, then synced over the real balance at game load). Finish the removal honestly. StateView carries the per-game allowance alone (hints_remaining); the purchasable wallet lives solely on the profile and the client adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView, the client model/codec/mock/localgame — and dropped the now-unused wallet arg from hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable slots after it stay stable across a rolling deploy; no accessor is generated. HintResult keeps wallet_balance (the real post-spend payments balance the client adopts into the profile). The StateView type no longer has walletBalance, so the clobber cannot return without a compile error. Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
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@@ -74,7 +74,6 @@ func playerState(v StateView, names []string, includeAlphabet bool) (notify.Play
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Rack: rack,
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BagLen: v.BagLen,
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HintsRemaining: v.HintsRemaining,
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WalletBalance: v.WalletBalance,
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}
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if includeAlphabet {
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tab, err := engine.AlphabetTable(v.Game.Variant)
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@@ -55,16 +55,16 @@ func TestPayloadExchangeRoundTrip(t *testing.T) {
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}
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func TestHintsRemaining(t *testing.T) {
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cases := []struct{ allowance, used, wallet, want int }{
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{1, 0, 3, 4},
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{1, 1, 3, 3},
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{1, 2, 3, 3}, // used past allowance clamps to 0
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{0, 0, 5, 5},
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{2, 1, 0, 1},
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cases := []struct{ allowance, used, want int }{
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{1, 0, 1},
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{1, 1, 0},
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{1, 2, 0}, // used past allowance clamps to 0
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{3, 1, 2},
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{0, 0, 0},
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}
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for _, c := range cases {
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if got := hintsRemaining(c.allowance, c.used, c.wallet); got != c.want {
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t.Errorf("hintsRemaining(%d,%d,%d) = %d, want %d", c.allowance, c.used, c.wallet, got, c.want)
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if got := hintsRemaining(c.allowance, c.used); got != c.want {
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t.Errorf("hintsRemaining(%d,%d) = %d, want %d", c.allowance, c.used, got, c.want)
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}
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}
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}
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@@ -1207,7 +1207,7 @@ func (svc *Service) Hint(ctx context.Context, gameID, accountID uuid.UUID) (Hint
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return HintResult{}, err
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}
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used++
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return HintResult{Move: move, HintsRemaining: hintsRemaining(pre.HintsPerPlayer, used, walletAfter), WalletBalance: walletAfter}, nil
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return HintResult{Move: move, HintsRemaining: hintsRemaining(pre.HintsPerPlayer, used), WalletBalance: walletAfter}, nil
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}
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// Candidates returns the to-move player's legal plays for a seated player on
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@@ -1290,11 +1290,9 @@ func (svc *Service) GameState(ctx context.Context, gameID, accountID uuid.UUID)
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Seat: seat,
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Rack: g.Hand(seat),
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BagLen: g.BagLen(),
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// The hint wallet moved to payments (svc.hintWallet); the deprecated accounts.hint_balance
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// is no longer read, so the wire wallet is 0 and HintsRemaining is the per-seat allowance.
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// The client adds the profile's payments hint balance on top (lib/hints.hintsLeft).
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HintsRemaining: hintsRemaining(pre.HintsPerPlayer, pre.Seats[seat].HintsUsed, 0),
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WalletBalance: 0,
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// HintsRemaining is the per-seat allowance only; the purchasable wallet lives on the profile
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// (payments) and the client adds it (lib/hints.hintsLeft).
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HintsRemaining: hintsRemaining(pre.HintsPerPlayer, pre.Seats[seat].HintsUsed),
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// vs_ai idle-hint gate (seconds left; 0 for a human game / first move / not your turn).
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HintUnlockLeftSeconds: hintUnlockLeftSeconds(pre, seat, svc.clock()),
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}, nil
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@@ -1775,10 +1773,10 @@ func (svc *Service) DictBytes(variant engine.Variant, version string) ([]byte, e
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return svc.registry.DictBytes(variant, version)
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}
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// hintsRemaining is a player's remaining hint budget: the unspent per-game
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// allowance plus the profile wallet.
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func hintsRemaining(allowance, used, wallet int) int {
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return max(0, allowance-used) + wallet
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// hintsRemaining is the unspent per-game hint allowance. The purchasable wallet is separate,
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// carried on the profile (payments), and the client adds it (lib/hints.hintsLeft).
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func hintsRemaining(allowance, used int) int {
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return max(0, allowance-used)
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}
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// allowedTimeout reports whether d is one of the offered move clocks.
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@@ -211,10 +211,9 @@ type MoveResult struct {
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BagLen int
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}
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// HintResult is a revealed hint and the requesting player's remaining hint
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// budget (per-seat allowance plus profile wallet) after spending one. WalletBalance is
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// the global wallet alone, so the client can keep its live wallet authoritative and
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// re-derive the per-game allowance (HintsRemaining - WalletBalance).
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// HintResult is a revealed hint with the per-seat allowance remaining (HintsRemaining) and the
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// purchasable hint wallet after spending one (WalletBalance, from payments). The client adopts
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// WalletBalance into the profile so the badge stays live across games (lib/hints).
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type HintResult struct {
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Move engine.MoveRecord
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HintsRemaining int
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@@ -241,9 +240,6 @@ type StateView struct {
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Rack []string
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BagLen int
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HintsRemaining int
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// WalletBalance is the player's global hint-wallet balance alone (HintsRemaining folds
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// it in with the per-game allowance), so the client keeps the wallet live across games.
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WalletBalance int
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// HintUnlockLeftSeconds is, for a vs_ai game on the requesting player's turn, the seconds left
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// until the idle hint unlocks (the robot's last move plus the idle window, from the server clock);
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// 0 for the human's first move, when it is not their turn, or a non-vs_ai game. The vs_ai hint is
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@@ -424,13 +424,13 @@ func TestHintPolicy(t *testing.T) {
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t.Fatalf("first hint: %v", err)
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}
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// The allowance is spent before the wallet: with an empty wallet, the state now reports no
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// hints left and a zero wallet, so the per-game allowance (HintsRemaining-WalletBalance) is 0.
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// per-game allowance left (HintsRemaining is the allowance alone; the wallet lives on the profile).
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st, err := svc.GameState(ctx, g.ID, seats[0])
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if err != nil {
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t.Fatalf("state: %v", err)
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}
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if st.HintsRemaining != 0 || st.WalletBalance != 0 {
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t.Errorf("after allowance hint: hints=%d wallet=%d, want 0/0", st.HintsRemaining, st.WalletBalance)
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if st.HintsRemaining != 0 {
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t.Errorf("after allowance hint: hints=%d, want 0", st.HintsRemaining)
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}
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if _, err := svc.Hint(ctx, g.ID, seats[0]); !errors.Is(err, game.ErrNoHintsLeft) {
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t.Fatalf("second hint = %v, want ErrNoHintsLeft", err)
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@@ -444,9 +444,10 @@ func TestHintPolicy(t *testing.T) {
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if err != nil {
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t.Fatalf("wallet hint: %v", err)
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}
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// The allowance stays exhausted; the wallet dropped 2->1, and WalletBalance carries it alone.
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if res.HintsRemaining != 1 || res.WalletBalance != 1 {
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t.Errorf("wallet hint: hints=%d wallet=%d, want 1/1", res.HintsRemaining, res.WalletBalance)
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// The allowance stays exhausted (HintsRemaining is the allowance alone, so 0); the wallet dropped
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// 2->1 and WalletBalance carries it (the client adopts it into the profile).
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if res.HintsRemaining != 0 || res.WalletBalance != 1 {
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t.Errorf("wallet hint: hints=%d wallet=%d, want 0/1", res.HintsRemaining, res.WalletBalance)
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}
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// game_players.hints_used counts BOTH hints (1 allowance + 1 wallet) — the per-game total
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// that feeds the player's lifetime hint statistics, not just the allowance.
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@@ -83,7 +83,6 @@ func buildStateView(b *flatbuffers.Builder, s PlayerState) flatbuffers.UOffsetT
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Rack: s.Rack,
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BagLen: s.BagLen,
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HintsRemaining: s.HintsRemaining,
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WalletBalance: s.WalletBalance,
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Alphabet: alphabet,
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})
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}
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@@ -56,7 +56,6 @@ type PlayerState struct {
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Rack []int
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BagLen int
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HintsRemaining int
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WalletBalance int
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Alphabet []AlphabetLetter
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}
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@@ -177,7 +177,6 @@ type stateDTO struct {
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Rack []int `json:"rack"`
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BagLen int `json:"bag_len"`
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HintsRemaining int `json:"hints_remaining"`
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WalletBalance int `json:"wallet_balance"`
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// HintUnlockLeftSeconds is the vs_ai idle-hint gate: seconds until the hint unlocks (0 for a human
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// game / first move / not your turn). The client anchors a monotonic countdown to it.
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HintUnlockLeftSeconds int `json:"hint_unlock_left_seconds"`
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@@ -334,7 +333,6 @@ func stateDTOFrom(v game.StateView, includeAlphabet bool) (stateDTO, error) {
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Rack: rack,
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BagLen: v.BagLen,
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HintsRemaining: v.HintsRemaining,
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WalletBalance: v.WalletBalance,
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HintUnlockLeftSeconds: v.HintUnlockLeftSeconds,
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}
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if includeAlphabet {
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