feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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CI / changes (pull_request) Successful in 1s
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change.
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@@ -50,12 +50,36 @@ func encodeIncomingList(r backendclient.IncomingListResp) []byte {
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return b.FinishedBytes()
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}
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// buildRobotFriendVector builds the OutgoingRequestList robots vector (per-game
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// disguised-robot friend requests).
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func buildRobotFriendVector(b *flatbuffers.Builder, robots []backendclient.RobotFriendReqResp) flatbuffers.UOffsetT {
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offs := make([]flatbuffers.UOffsetT, len(robots))
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for i, r := range robots {
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id := b.CreateString(r.ID)
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name := b.CreateString(r.DisplayName)
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gid := b.CreateString(r.GameID)
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fb.RobotFriendRefStart(b)
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fb.RobotFriendRefAddId(b, id)
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fb.RobotFriendRefAddDisplayName(b, name)
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fb.RobotFriendRefAddGameId(b, gid)
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fb.RobotFriendRefAddSeat(b, int32(r.Seat))
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offs[i] = fb.RobotFriendRefEnd(b)
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}
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fb.OutgoingRequestListStartRobotsVector(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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}
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return b.EndVector(len(offs))
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}
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// encodeOutgoingList builds an OutgoingRequestList payload.
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func encodeOutgoingList(r backendclient.OutgoingListResp) []byte {
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b := flatbuffers.NewBuilder(256)
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v := buildAccountRefVector(b, r.Requests, fb.OutgoingRequestListStartRequestsVector)
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rv := buildRobotFriendVector(b, r.Robots)
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fb.OutgoingRequestListStart(b)
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fb.OutgoingRequestListAddRequests(b, v)
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fb.OutgoingRequestListAddRobots(b, rv)
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b.Finish(fb.OutgoingRequestListEnd(b))
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return b.FinishedBytes()
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}
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