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.
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
// Pure reducers that advance the per-game cache from live events (R4), so the UI renders a move
|
||||
// Pure reducers that advance the per-game cache from live events, so the UI renders a move
|
||||
// from the event without a follow-up game.state + game.history fetch. They never touch the network
|
||||
// or the cache store — the stream handler applies the returned cache and the game screen acts on
|
||||
// `refetch` — which keeps the gap / own-move / idempotency logic unit-testable in isolation.
|
||||
@@ -42,7 +42,7 @@ export function applyMoveDelta(cached: CachedGame | undefined, d: MoveDelta): De
|
||||
// Nothing cached to advance (the game was never opened on this device): ignore it; the next open
|
||||
// cold-loads the game.
|
||||
if (!cached) return { refetch: false };
|
||||
// A pre-R4 peer, or a dropped payload, carried no delta: the open game must refetch.
|
||||
// An older peer, or a dropped payload, carried no delta: the open game must refetch.
|
||||
if (!d.move || !d.game) return { refetch: true };
|
||||
const have = cached.view.game.moveCount;
|
||||
const next = d.game.moveCount;
|
||||
|
||||
Reference in New Issue
Block a user