Stage 15: dual Telegram bots & language-gated variants
Tests · Go / test (push) Successful in 9s
Tests · Integration / integration (push) Successful in 10s
Tests · UI / test (push) Successful in 20s
Tests · Go / test (pull_request) Successful in 8s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
Tests · Go / test (push) Successful in 9s
Tests · Integration / integration (push) Successful in 10s
Tests · UI / test (push) Successful in 20s
Tests · Go / test (pull_request) Successful in 8s
Tests · Integration / integration (pull_request) Successful in 11s
Tests · UI / test (pull_request) Successful in 19s
Service-agnostic refinement of the owner's idea: the sign-in service returns a set of supported game languages with the user identity, and the lobby gates the New Game variant choice by it (en -> English; ru -> Russian + Эрудит). - Connector hosts two bots in one container (one per service language, each its own token + game channel; the same telegram_id spans both). ValidateInitData tries each token and returns the validating bot's service_language + supported_languages. Per-language config (TELEGRAM_BOT_TOKEN_EN/_RU, channels). - supported_languages rides the Session (fbs, session-scoped, not persisted); the UI offers only the matching variants on New Game — gating only the START of a new game (auto-match + friend invite), not accept/open/play; backend does not enforce. - service_language persisted (accounts.service_language, migration 00010, written every login, last-login-wins) and routes the user-facing Notify push back through the right bot (push-target coalesces with preferred_language). - Admin SendToUser/SendToGameChannel gain an operator-chosen language selector in the console (unrelated to ValidateInitData). - Non-Telegram logins carry the gateway default set (GATEWAY_DEFAULT_SUPPORTED_LANGUAGES, all variants). Wire (committed regen): ValidateInitDataResponse +service_language +supported_languages; Session +supported_languages; SendToUser/SendToGameChannel +language. Docs (ARCHITECTURE/FUNCTIONAL/_ru/READMEs) + PLAN updated; stage marked done.
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@@ -77,8 +77,25 @@ func (rcv *Session) DisplayName() []byte {
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return nil
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}
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func (rcv *Session) SupportedLanguages(j int) []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
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if o != 0 {
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a := rcv._tab.Vector(o)
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return rcv._tab.ByteVector(a + flatbuffers.UOffsetT(j*4))
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}
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return nil
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}
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func (rcv *Session) SupportedLanguagesLength() int {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
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if o != 0 {
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return rcv._tab.VectorLen(o)
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}
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return 0
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}
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func SessionStart(builder *flatbuffers.Builder) {
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builder.StartObject(4)
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builder.StartObject(5)
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}
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func SessionAddToken(builder *flatbuffers.Builder, token flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(token), 0)
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@@ -92,6 +109,12 @@ func SessionAddIsGuest(builder *flatbuffers.Builder, isGuest bool) {
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func SessionAddDisplayName(builder *flatbuffers.Builder, displayName flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(displayName), 0)
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}
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func SessionAddSupportedLanguages(builder *flatbuffers.Builder, supportedLanguages flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(4, flatbuffers.UOffsetT(supportedLanguages), 0)
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}
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func SessionStartSupportedLanguagesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func SessionEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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