R6(a): de-stage code, docs, READMEs; split stage6_test
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN) references from comments, doc-comments, service READMEs, the current-state docs (ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the .fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage history. - Rename the only stage-named identifiers: registerStage8 -> registerSocialOps, registerStage11 -> registerLinkOps (gateway transcode). - Split stage6_test.go: TestEmailLoginFlow -> email_test.go, TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go. - Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments). go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
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@@ -21,7 +21,7 @@ type DraftTile struct {
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Blank bool `json:"blank"`
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}
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// Draft is a player's persisted client-side composition for a game (Stage 17): the
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// Draft is a player's persisted client-side composition for a game: the
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// preferred rack tile order and the board tiles laid but not yet submitted. The server
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// keeps it so a reload or a second device resumes the same arrangement.
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type Draft struct {
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@@ -101,7 +101,7 @@ func (s *Store) clearDraft(ctx context.Context, gameID, accountID uuid.UUID) err
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// resetConflictingBoardDrafts clears the board_tiles of every OTHER player's draft that has
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// a tile on one of the just-committed cells, since that draft can no longer be placed; the
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// rack order is kept (Stage 17 #6).
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// rack order is kept.
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func (s *Store) resetConflictingBoardDrafts(ctx context.Context, gameID, actorID uuid.UUID, cells []DraftTile) error {
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if len(cells) == 0 {
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return nil
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@@ -6,7 +6,7 @@ import (
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)
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// The mappers below project the game domain into the wire-agnostic notify.* input
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// structs the enriched live events carry (R4). They keep the wire schema out of the
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// structs the enriched live events carry. They keep the wire schema out of the
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// game package: notify owns the FlatBuffers encoding, this file only resolves the
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// values (seat display names, last-activity sort key) into its input shapes.
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@@ -217,14 +217,13 @@ func (svc *Service) Resign(ctx context.Context, gameID, accountID uuid.UUID) (Mo
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// GameVariant returns just a game's variant. The edge layer uses it to map wire alphabet
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// indices to concrete letters before delegating to the letter-based play, exchange and
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// word-check methods (Stage 13), keeping a single domain path shared with the robot.
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// word-check methods, keeping a single domain path shared with the robot.
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func (svc *Service) GameVariant(ctx context.Context, gameID uuid.UUID) (engine.Variant, error) {
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return svc.store.GetGameVariant(ctx, gameID)
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}
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// GameLanguage returns the game's language tag ("en"/"ru"), derived from its variant, so a
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// game push routes out-of-app to the game's own bot rather than the recipient's last-login bot
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// (Stage 17).
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// game push routes out-of-app to the game's own bot rather than the recipient's last-login bot.
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func (svc *Service) GameLanguage(ctx context.Context, gameID uuid.UUID) (string, error) {
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v, err := svc.GameVariant(ctx, gameID)
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if err != nil {
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@@ -241,7 +240,7 @@ func (svc *Service) RobotSchedule(ctx context.Context, gameID uuid.UUID) (seed i
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// LastMoveAt returns the time of an account's most recent move in a game (and whether it
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// has moved). The social service uses it to reset the nudge cooldown once a player has
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// taken a turn (Stage 17).
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// taken a turn.
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func (svc *Service) LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID) (time.Time, bool, error) {
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return svc.store.LastMoveAt(ctx, gameID, accountID)
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}
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@@ -294,7 +293,7 @@ func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID,
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return MoveResult{Move: rec, Game: post, Rack: g.Hand(seat), BagLen: g.BagLen()}, nil
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}
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// afterCommitDrafts maintains the Stage 17 drafts after a committed move: the actor's own
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// afterCommitDrafts maintains the drafts after a committed move: the actor's own
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// composition is consumed, so clear it; a play's tiles may overlap an opponent's board
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// draft, which is then reset. Best-effort — the move is already committed, so a draft
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// cleanup failure is logged rather than failing the move.
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@@ -382,7 +381,7 @@ func (svc *Service) emitMove(ctx context.Context, post Game, rec engine.MoveReco
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intents = append(intents, notify.OpponentMoved(s.AccountID, post.ID, rec, summary, bagLen))
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}
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// Game pushes are routed out-of-app by the game's own language, not the recipient's
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// last-login bot (Stage 17).
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// last-login bot.
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lang := post.Variant.Language()
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switch post.Status {
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case StatusActive:
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@@ -789,7 +788,7 @@ func (svc *Service) GameState(ctx context.Context, gameID, accountID uuid.UUID)
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}
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// InitialState returns accountID's full initial view of game gameID as the notify
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// PlayerState carried by the match_found / game_started events (R4), so a client can
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// PlayerState carried by the match_found / game_started events, so a client can
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// render a freshly started game from the event without a follow-up fetch. The variant
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// alphabet table is always embedded (the recipient may be seeing the variant for the
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// first time). It satisfies lobby.GameCreator.
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@@ -837,7 +836,7 @@ func (svc *Service) ListForAccount(ctx context.Context, accountID uuid.UUID) ([]
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// HideGame hides a finished game from accountID's own lobby (it stays visible to the other
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// players); it is irreversible by design. Only a player of a finished game may hide it
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// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op (Stage 17).
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// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op.
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func (svc *Service) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
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g, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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@@ -136,7 +136,7 @@ func (s *Store) GetGame(ctx context.Context, id uuid.UUID) (Game, error) {
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}
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// GetGameVariant reads just a game's variant — a cheap single-column lookup the edge uses
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// to map wire alphabet indices to concrete letters (Stage 13) without loading the whole
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// to map wire alphabet indices to concrete letters without loading the whole
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// game and its seats.
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func (s *Store) GetGameVariant(ctx context.Context, id uuid.UUID) (engine.Variant, error) {
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stmt := postgres.SELECT(table.Games.Variant).
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@@ -186,7 +186,7 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
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if len(grows) == 0 {
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return nil, nil
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}
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// Drop games the account has hidden from its own lobby (Stage 17).
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// Drop games the account has hidden from its own lobby.
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hidden, err := s.hiddenGameIDs(ctx, accountID)
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if err != nil {
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return nil, err
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@@ -233,7 +233,7 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
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}
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// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
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// game is finished and the account is a player (Stage 17).
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// game is finished and the account is a player.
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func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
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_, err := s.db.ExecContext(ctx,
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`INSERT INTO backend.game_hidden (account_id, game_id) VALUES ($1, $2) ON CONFLICT DO NOTHING`,
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@@ -700,7 +700,7 @@ func (s *Store) GameSeed(ctx context.Context, id uuid.UUID) (int64, error) {
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// LastMoveAt returns the time of the account's most recent move in the game and true, or
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// the zero time and false when it has not moved. The social service uses it to reset the
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// nudge cooldown once the player has taken a turn (Stage 17).
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// nudge cooldown once the player has taken a turn.
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func (s *Store) LastMoveAt(ctx context.Context, gameID, accountID uuid.UUID) (time.Time, bool, error) {
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var at sql.NullTime
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err := s.db.QueryRowContext(ctx,
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@@ -15,8 +15,8 @@ const (
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StatusFinished = "finished"
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)
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// Complaint lifecycle values. A complaint is filed StatusComplaintOpen (Stage 3)
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// and closed StatusComplaintResolved by the admin review queue (Stage 10) with a
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// Complaint lifecycle values. A complaint is filed StatusComplaintOpen
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// and closed StatusComplaintResolved by the admin review queue with a
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// Disposition. The CHECK constraints live in migration 00008.
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const (
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StatusComplaintOpen = "open"
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@@ -125,7 +125,7 @@ func (g Game) seatOf(accountID uuid.UUID) (int, bool) {
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// MoveResult is the outcome of a committed transition: the decoded move and the
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// post-move game, plus the actor's own refilled rack and the bag size after the draw
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// (Rack/BagLen, R4), so the mover renders the next state from the response without a
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// (Rack/BagLen), so the mover renders the next state from the response without a
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// follow-up game.state.
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type MoveResult struct {
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Move engine.MoveRecord
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