Stage 8: UI social/account/history surfaces
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode -> backend REST -> existing domain services): friends (incl. one-time friend codes), per-user blocks, friend-game invitations, profile editing + email binding, the statistics screen, and the in-game history + GCG export. Friends gain two add paths (interview decision, a deliberate plan change): one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited redeem); and play-gated requests (shared game required) where an explicit decline is permanent, an ignored request lapses after 30 days, and a code bypasses a decline. Migration 00006 widens friendships_status_chk and adds friend_codes. Lobby notification badge is poll + push: a new generic `notify` event drives it live; the client polls on open/focus. Language stays a single Settings control that writes through to the durable account's preferred_language. GCG export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file. Tests: backend unit + inttest (friend gate/decline/code, ListInvitations, GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN (Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, TESTING, module READMEs.
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// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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export class GcgExport {
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bb: flatbuffers.ByteBuffer|null = null;
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bb_pos = 0;
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__init(i:number, bb:flatbuffers.ByteBuffer):GcgExport {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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static getRootAsGcgExport(bb:flatbuffers.ByteBuffer, obj?:GcgExport):GcgExport {
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return (obj || new GcgExport()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsGcgExport(bb:flatbuffers.ByteBuffer, obj?:GcgExport):GcgExport {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new GcgExport()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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gameId():string|null
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gameId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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gameId(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 4);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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filename():string|null
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filename(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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filename(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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content():string|null
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content(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
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content(optionalEncoding?:any):string|Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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static startGcgExport(builder:flatbuffers.Builder) {
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builder.startObject(3);
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}
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static addGameId(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset) {
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builder.addFieldOffset(0, gameIdOffset, 0);
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}
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static addFilename(builder:flatbuffers.Builder, filenameOffset:flatbuffers.Offset) {
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builder.addFieldOffset(1, filenameOffset, 0);
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}
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static addContent(builder:flatbuffers.Builder, contentOffset:flatbuffers.Offset) {
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builder.addFieldOffset(2, contentOffset, 0);
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}
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static endGcgExport(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createGcgExport(builder:flatbuffers.Builder, gameIdOffset:flatbuffers.Offset, filenameOffset:flatbuffers.Offset, contentOffset:flatbuffers.Offset):flatbuffers.Offset {
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GcgExport.startGcgExport(builder);
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GcgExport.addGameId(builder, gameIdOffset);
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GcgExport.addFilename(builder, filenameOffset);
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GcgExport.addContent(builder, contentOffset);
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return GcgExport.endGcgExport(builder);
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}
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}
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