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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@@ -27,7 +27,7 @@ func (s *Server) handleProfile(c *gin.Context) {
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}
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// submitPlayRequest places tiles in a direction on the player's turn. Each tile's Letter
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// is a wire alphabet index (Stage 13); for a blank it is the designated letter's index.
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// is a wire alphabet index; for a blank it is the designated letter's index.
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type submitPlayRequest struct {
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Dir string `json:"dir"`
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Tiles []struct {
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@@ -39,7 +39,7 @@ type submitPlayRequest struct {
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}
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// tilesFromRequest maps a play/evaluate request's index-addressed tiles to engine tile
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// records for the game's variant (Stage 13: a placed blank carries its designated letter's
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// records for the game's variant (a placed blank carries its designated letter's
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// index with Blank set). An out-of-range index surfaces as engine.ErrIllegalPlay (HTTP 400).
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func tilesFromRequest(variant engine.Variant, req submitPlayRequest) ([]engine.TileRecord, error) {
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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@@ -94,7 +94,7 @@ func (s *Server) handleSubmitPlay(c *gin.Context) {
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}
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// handleGameState returns the player's view of a game.
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// handleHideGame hides a finished game from the caller's own lobby list (Stage 17).
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// handleHideGame hides a finished game from the caller's own lobby list.
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func (s *Server) handleHideGame(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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