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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@@ -15,11 +15,11 @@ import (
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// the game/social/lobby services emit events without importing the wire schema.
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// YourTurn announces to userID that it is their turn in game gameID, with the turn's nominal
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// deadline. opponentName, lastAction, lastWord and scoreLine enrich the out-of-app push (Stage
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// 17): the player who just moved, their move kind, the main word of a scoring play (empty
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// deadline. opponentName, lastAction, lastWord and scoreLine enrich the out-of-app push:
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// the player who just moved, their move kind, the main word of a scoring play (empty
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// otherwise) and the recipient-first running score line. Empty strings render the plain "your
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// turn" text. moveCount is the post-move count, which the client compares against its cached
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// game to detect a missed in-app move and fall back to a refetch (R4).
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// game to detect a missed in-app move and fall back to a refetch.
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func YourTurn(userID, gameID uuid.UUID, deadline time.Time, opponentName, lastAction, lastWord, scoreLine string, moveCount int) Intent {
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b := flatbuffers.NewBuilder(128)
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gid := b.CreateString(gameID.String())
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@@ -41,9 +41,9 @@ func YourTurn(userID, gameID uuid.UUID, deadline time.Time, opponentName, lastAc
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// GameOver announces to userID that game gameID finished. result is the outcome from userID's
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// own perspective ("won"/"lost"/"draw") and scoreLine is the recipient-first final score; both
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// feed the out-of-app "game over" push (Stage 17). game is the final post-game summary (the
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// feed the out-of-app "game over" push. game is the final post-game summary (the
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// adjusted scores after rack penalties and the winner flag), so an in-app client settles the
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// finished game from the event without a refetch (R4).
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// finished game from the event without a refetch.
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func GameOver(userID, gameID uuid.UUID, result, scoreLine string, game GameSummary) Intent {
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b := flatbuffers.NewBuilder(512)
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gid := b.CreateString(gameID.String())
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@@ -60,10 +60,10 @@ func GameOver(userID, gameID uuid.UUID, result, scoreLine string, game GameSumma
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}
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// OpponentMoved tells userID that move was just committed in game gameID, carrying it as a delta
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// the client applies to its cached game without a refetch (R4): move is the decoded play/pass/
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// the client applies to its cached game without a refetch: move is the decoded play/pass/
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// exchange, game is the post-move summary (per-seat scores, to_move, move_count, status) and
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// bagLen is the bag size after the draw. The seat/action/score/total scalars repeat the move's
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// summary for pre-R4 wire back-compat.
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// summary for wire back-compat.
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func OpponentMoved(userID, gameID uuid.UUID, move engine.MoveRecord, game GameSummary, bagLen int) Intent {
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b := flatbuffers.NewBuilder(512)
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gid := b.CreateString(gameID.String())
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@@ -116,7 +116,7 @@ func Nudge(userID, gameID, fromUserID uuid.UUID) Intent {
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// MatchFound tells userID that game gameID, which they are seated in, has started (an auto-match
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// pairing or a robot substitution). state is the recipient's full initial view of the new game,
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// so the client navigates straight in from the event with no follow-up fetch (R4).
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// so the client navigates straight in from the event with no follow-up fetch.
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func MatchFound(userID, gameID uuid.UUID, state PlayerState) Intent {
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b := flatbuffers.NewBuilder(512)
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gid := b.CreateString(gameID.String())
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@@ -131,7 +131,7 @@ func MatchFound(userID, gameID uuid.UUID, state PlayerState) Intent {
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// Notification is a lightweight "re-poll" signal to userID that something in their lobby
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// changed. kind is a sub-discriminator (NotifyFriendRequest, NotifyFriendAdded,
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// NotifyFriendDeclined, NotifyInvitation, NotifyGameStarted). It carries no payload; prefer the
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// enriched constructors below, which let the client update its lobby without a refetch (R4).
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// enriched constructors below, which let the client update its lobby without a refetch.
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func Notification(userID uuid.UUID, kind string) Intent {
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b := flatbuffers.NewBuilder(32)
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k := b.CreateString(kind)
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@@ -143,7 +143,7 @@ func Notification(userID uuid.UUID, kind string) Intent {
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// NotificationAccount builds a lobby notification of one of the friend_* kinds carrying the
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// account it concerns (the requester, the new friend or the decliner), so the client updates its
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// requests/friends lists and the in-game "add friend" state without a refetch (R4).
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// requests/friends lists and the in-game "add friend" state without a refetch.
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func NotificationAccount(userID uuid.UUID, kind string, acc AccountRef) Intent {
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b := flatbuffers.NewBuilder(128)
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k := b.CreateString(kind)
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@@ -157,7 +157,7 @@ func NotificationAccount(userID uuid.UUID, kind string, acc AccountRef) Intent {
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// NotificationGameStarted builds the NotifyGameStarted notification carrying the recipient's
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// initial view of the just-started invited game, so the client seeds its game cache and the
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// lobby list without a refetch (R4).
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// lobby list without a refetch.
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func NotificationGameStarted(userID uuid.UUID, state PlayerState) Intent {
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b := flatbuffers.NewBuilder(512)
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k := b.CreateString(NotifyGameStarted)
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@@ -170,7 +170,7 @@ func NotificationGameStarted(userID uuid.UUID, state PlayerState) Intent {
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}
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// NotificationInvitation builds the NotifyInvitation notification carrying the new invitation,
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// so the client adds it to its lobby invitations list without a refetch (R4).
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// so the client adds it to its lobby invitations list without a refetch.
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func NotificationInvitation(userID uuid.UUID, inv InvitationSummary) Intent {
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b := flatbuffers.NewBuilder(512)
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k := b.CreateString(NotifyInvitation)
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