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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-26
@@ -1,9 +1,9 @@
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// FlatBuffers payloads for the client <-> gateway edge transport (Stage 6).
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// FlatBuffers payloads for the client <-> gateway edge transport.
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//
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// Every request and response that rides inside the Connect envelope
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// (gateway/proto/edge) `payload` field, and every push Event payload, is one of
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// these tables. They are the binary wire contract shared with the UI, which
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// generates TypeScript from this same schema (Stage 7). A single namespace keeps
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// generates TypeScript from this same schema. A single namespace keeps
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// nested tables (GameView inside MoveResult / MatchResult) free of
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// cross-namespace imports. Keep this schema and the backend JSON DTOs in lockstep
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// — the gateway transcodes one to the other.
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@@ -25,7 +25,7 @@ table TileRecord {
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}
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// PlayTile is one inbound tile to place, addressed by its alphabet index rather than a
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// concrete letter (Stage 13). For a blank, letter carries the designated letter's index
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// concrete letter. For a blank, letter carries the designated letter's index
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// and blank is true. The board coordinate is its target square.
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table PlayTile {
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row:int;
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@@ -34,7 +34,7 @@ table PlayTile {
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blank:bool;
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}
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// AlphabetEntry is one letter of a variant's alphabet, sent for display only (Stage 13):
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// AlphabetEntry is one letter of a variant's alphabet, sent for display only:
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// index is the engine alphabet-index byte the wire uses for this letter, letter is the
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// concrete character and value is its tile score. The client caches the table per variant.
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table AlphabetEntry {
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@@ -67,7 +67,7 @@ table GameView {
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end_reason:string;
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seats:[SeatView];
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// last_activity_unix is the lobby sort key: the current turn's start for an active
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// game, the finish time for a finished one (Stage 17).
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// game, the finish time for a finished one.
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last_activity_unix:long;
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}
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@@ -152,7 +152,7 @@ table Profile {
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// --- game (authenticated) ---
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// SubmitPlayRequest places tiles in a direction on the player's turn. tiles are addressed
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// by alphabet index (Stage 13).
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// by alphabet index.
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table SubmitPlayRequest {
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game_id:string;
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dir:string;
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@@ -161,8 +161,8 @@ table SubmitPlayRequest {
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// MoveResult is the outcome of a committed move: the move and the post-move game. rack and
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// bag_len carry the actor's own post-move private state — their refilled rack (alphabet indices,
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// Stage 13; a blank is the sentinel index 255) and the bag size after drawing — so the mover
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// renders the next state straight from this response without a follow-up game.state (R4; added
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// a blank is the sentinel index 255) and the bag size after drawing — so the mover
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// renders the next state straight from this response without a follow-up game.state (added
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// trailing — backward-compatible).
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table MoveResult {
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move:MoveRecord;
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@@ -172,7 +172,7 @@ table MoveResult {
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}
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// StateRequest asks for the requesting player's view of a game. include_alphabet asks the
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// backend to embed the variant's AlphabetEntry table in the reply (Stage 13); the client
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// backend to embed the variant's AlphabetEntry table in the reply; the client
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// sets it only on a per-variant cache miss so the table is not resent on every poll.
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table StateRequest {
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game_id:string;
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@@ -180,7 +180,7 @@ table StateRequest {
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}
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// StateView is a player's view of a game: the shared summary plus their private rack, the
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// bag size and their remaining hint budget. rack carries alphabet indices (Stage 13); a
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// bag size and their remaining hint budget. rack carries alphabet indices; a
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// blank tile is the sentinel index 255. alphabet is present only when the request set
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// include_alphabet (a display table the client caches per variant).
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table StateView {
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@@ -198,14 +198,14 @@ table GameActionRequest {
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}
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// ExchangeRequest swaps the listed rack tiles back into the bag. tiles are alphabet
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// indices (Stage 13); a blank is the sentinel index 255.
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// indices; a blank is the sentinel index 255.
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table ExchangeRequest {
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game_id:string;
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tiles:[ubyte];
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}
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// EvalRequest previews a tentative play without committing it. tiles are addressed by
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// alphabet index (Stage 13).
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// alphabet index.
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table EvalRequest {
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game_id:string;
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dir:string;
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@@ -220,7 +220,7 @@ table EvalResult {
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}
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// CheckWordRequest looks a word up in the game's pinned dictionary. word is a sequence of
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// alphabet indices (Stage 13); the client constrains input to the variant's alphabet.
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// alphabet indices; the client constrains input to the variant's alphabet.
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table CheckWordRequest {
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game_id:string;
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word:[ubyte];
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@@ -245,7 +245,7 @@ table HintResult {
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hints_remaining:int;
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}
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// DraftRequest saves the player's client-side composition for a game (Stage 17): a single
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// DraftRequest saves the player's client-side composition for a game: a single
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// JSON string of {rack_order, board_tiles} the client serializes itself, so the wire carries
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// no tile array. The gateway forwards json verbatim to the backend, which owns its shape.
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table DraftRequest {
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@@ -306,7 +306,7 @@ table ChatList {
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messages:[ChatMessage];
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}
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// --- Stage 8: account, statistics, friends, blocks, invitations, history ---
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// --- account, statistics, friends, blocks, invitations, history ---
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// AccountRef is a referenced account with its display name resolved — the shared
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// shape for friends, blocked users and invitation participants.
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@@ -330,7 +330,7 @@ table UpdateProfileRequest {
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notifications_in_app_only:bool = true;
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}
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// --- account linking & merge (Stage 11, authenticated) ---
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// --- account linking & merge (authenticated) ---
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// LinkEmailRequest mails a confirm-code to email for a later link or merge. The
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// code is always sent (no pre-send "taken" signal), so a probe cannot enumerate
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@@ -400,7 +400,7 @@ table IncomingRequestList {
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// OutgoingRequestList is the accounts the caller has already requested and cannot
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// (re-)request: a live pending request or one the addressee declined. The game's
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// "add to friends" item reads it to stay disabled across reloads (Stage 17).
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// "add to friends" item reads it to stay disabled across reloads.
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table OutgoingRequestList {
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requests:[AccountRef];
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}
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@@ -479,12 +479,12 @@ table GcgExport {
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// --- push event payloads ---
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// YourTurnEvent signals that it is now the recipient's turn. The trailing fields enrich the
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// out-of-app push (Stage 17): opponent_name is the player who just moved, last_action is their
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// out-of-app push: opponent_name is the player who just moved, last_action is their
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// move kind ("play"/"pass"/"exchange"/...), last_word is the main word of a scoring play (empty
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// otherwise), and score_line is the recipient-first running score (e.g. "120:95:80"). They are
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// appended (FlatBuffers-optional), so an older reader that only needs game_id/deadline is unaffected.
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// move_count is the post-move count (matching the opponent_moved GameView): the client uses it to
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// tell whether its cached game already reflects the move, falling back to a refetch on a gap (R4).
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// tell whether its cached game already reflects the move, falling back to a refetch on a gap.
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table YourTurnEvent {
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game_id:string;
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deadline_unix:long;
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@@ -496,10 +496,10 @@ table YourTurnEvent {
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}
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// GameOverEvent signals that a game the recipient is seated in has finished, driving the
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// out-of-app "game over" push (Stage 17). result is the outcome from the recipient's own
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// out-of-app "game over" push. result is the outcome from the recipient's own
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// perspective ("won"/"lost"/"draw"); score_line is the recipient-first final score. game is the
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// final post-game summary (adjusted scores after rack penalties + the winner flag), so the client
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// settles the finished game from the event without a refetch (R4; added trailing).
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// settles the finished game from the event without a refetch (added trailing).
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table GameOverEvent {
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game_id:string;
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result:string;
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@@ -508,10 +508,10 @@ table GameOverEvent {
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}
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// OpponentMovedEvent carries a move another seat just committed as a delta the client applies to
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// its cached game without a refetch (R4): move is the decoded play/pass/exchange (the same record
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// its cached game without a refetch: move is the decoded play/pass/exchange (the same record
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// game.history returns), game is the post-move summary (per-seat scores, to_move, move_count,
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// status) and bag_len is the bag size after the draw. The leading seat/action/score/total scalars
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// are the pre-R4 summary, now redundant with move/game and kept only for wire back-compat.
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// are the older summary, now redundant with move/game and kept only for wire back-compat.
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table OpponentMovedEvent {
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game_id:string;
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seat:int;
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@@ -531,8 +531,8 @@ table NudgeEvent {
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// MatchFoundEvent signals that an auto-match pairing (or robot substitution) started a game the
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// recipient is seated in. state is the recipient's full initial view of the new game (empty board,
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// dealt rack), so the client navigates straight in from the event with no follow-up fetch (R4;
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// added trailing — an older reader still reads just game_id).
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// dealt rack), so the client navigates straight in from the event with no follow-up fetch (added
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// trailing — an older reader still reads just game_id).
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table MatchFoundEvent {
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game_id:string;
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state:StateView;
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@@ -543,7 +543,7 @@ table MatchFoundEvent {
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// discriminator ("friend_request", "friend_added", "friend_declined", "invitation",
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// "game_started"); the client re-fetches its lobby counters (and, for a requester
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// watching a game, its friend state) on any of them. To let the client update its lobby without a
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// follow-up fetch (R4), each event also carries the payload its kind changed: account for the
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// follow-up fetch, each event also carries the payload its kind changed: account for the
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// friend_* kinds (the requester/friend), invitation for "invitation" (the new invitation) and
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// state for "game_started" (the started game's initial view, like match_found). Only the field
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// matching kind is set (all added trailing — backward-compatible).
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