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scrabble-game/pkg/fbs/scrabblefb/NudgeEvent.go
T
Ilia Denisov 12d128f1cc
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feat(nudge): name the sender; blink lobby cards; re-animate toasts
The "waiting for your move" popup was the nudge (chat.nudge), shown without a
sender name. Resolve the nudger's per-game seat name server-side and carry it on
a new NudgeEvent.sender_name field, so:

- the in-app toast reads "<opponent>: Waiting for your move 🤭" (chat.nudgeBy);
- the out-of-app Telegram push names the sender too (render nudgeBy);

falling back to the plain phrase when the name is absent (RU mirrored). The
your_turn toast already named the opponent and is unchanged.

Lobby: when a card transitions into "your turn" or "finished" while the lobby is
open, its status emoji blinks twice (two 1s fades); the opponent's-turn change
stays in place. Blink state is keyed by game id (SvelteSet + per-id nonce/timer)
so overlapping events animate in isolation; suppressed under reduce-motion.

Toast: a per-message seq re-keys Toast.svelte, so the freshest toast cancels the
previous one and replays its entrance, uniformly on every screen.

Tests: notify.Nudge round-trip + render named/fallback (Go), game.Service.SeatName
(integration), codec/i18n/gamePhase/shouldBlink (UI). Docs (FUNCTIONAL +_ru,
UI_DESIGN) + PLAN TODO-7 (deferred FLIP card-relocation animation) updated.
2026-06-16 19:09:24 +02:00

83 lines
2.2 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type NudgeEvent struct {
_tab flatbuffers.Table
}
func GetRootAsNudgeEvent(buf []byte, offset flatbuffers.UOffsetT) *NudgeEvent {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &NudgeEvent{}
x.Init(buf, n+offset)
return x
}
func FinishNudgeEventBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsNudgeEvent(buf []byte, offset flatbuffers.UOffsetT) *NudgeEvent {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &NudgeEvent{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedNudgeEventBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *NudgeEvent) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *NudgeEvent) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *NudgeEvent) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *NudgeEvent) FromUserId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *NudgeEvent) SenderName() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func NudgeEventStart(builder *flatbuffers.Builder) {
builder.StartObject(3)
}
func NudgeEventAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
}
func NudgeEventAddFromUserId(builder *flatbuffers.Builder, fromUserId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(fromUserId), 0)
}
func NudgeEventAddSenderName(builder *flatbuffers.Builder, senderName flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(senderName), 0)
}
func NudgeEventEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}