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scrabble-game/backend/internal/notify/encode.go
T
Ilia Denisov 0b57400c6f
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feat(ui): single-word rule indicators + auto-match select redesign
Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.

- Wire: thread multiple_words_per_turn into the GameView and Invitation
  FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
  the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
  score-preview slot (yields to the live preview) and a centred "One word per
  turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
  on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
  "Start game" button (disabled until a variant is chosen) confirms. The rule
  toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
  single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
2026-06-12 10:28:29 +02:00

120 lines
4.2 KiB
Go

package notify
import (
flatbuffers "github.com/google/flatbuffers/go"
"scrabble/backend/internal/engine"
"scrabble/pkg/wire"
)
// The builders below encode the nested wire tables embedded in enriched event
// payloads. They map the domain's already-resolved values (notify.* payload structs
// and the decoded engine.MoveRecord) to the neutral scrabble/pkg/wire structs and
// delegate the FlatBuffers construction to package wire — the single definition of the
// nested-table layout shared with the gateway transcoder. Each returns the offset of
// the table it built; callers must build every nested table before opening the parent.
// toWireGame maps a GameSummary to the shared wire.GameView.
func toWireGame(g GameSummary) wire.GameView {
seats := make([]wire.SeatView, len(g.Seats))
for i, s := range g.Seats {
seats[i] = wire.SeatView{
Seat: s.Seat,
AccountID: s.AccountID,
Score: s.Score,
HintsUsed: s.HintsUsed,
IsWinner: s.IsWinner,
DisplayName: s.DisplayName,
}
}
return wire.GameView{
ID: g.ID,
Variant: g.Variant,
DictVersion: g.DictVersion,
Status: g.Status,
Players: g.Players,
ToMove: g.ToMove,
TurnTimeoutSecs: g.TurnTimeoutSecs,
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
MoveCount: g.MoveCount,
EndReason: g.EndReason,
Seats: seats,
LastActivityUnix: g.LastActivityUnix,
}
}
// buildGameView builds a GameView table from a GameSummary and returns its offset.
func buildGameView(b *flatbuffers.Builder, g GameSummary) flatbuffers.UOffsetT {
return wire.BuildGameView(b, toWireGame(g))
}
// buildMoveRecord builds a MoveRecord table from a decoded engine move and returns its
// offset (Count is the engine count: the number of tiles swapped on an exchange, zero
// otherwise).
func buildMoveRecord(b *flatbuffers.Builder, m engine.MoveRecord) flatbuffers.UOffsetT {
tiles := make([]wire.TileRecord, len(m.Tiles))
for i, t := range m.Tiles {
tiles[i] = wire.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank}
}
return wire.BuildMoveRecord(b, wire.MoveRecord{
Player: m.Player,
Action: m.Action.String(),
Dir: m.Dir.String(),
MainRow: m.MainRow,
MainCol: m.MainCol,
Tiles: tiles,
Words: m.Words,
Count: m.Count,
Score: m.Score,
Total: m.Total,
})
}
// buildStateView builds a StateView table from a PlayerState and returns its offset.
func buildStateView(b *flatbuffers.Builder, s PlayerState) flatbuffers.UOffsetT {
alphabet := make([]wire.AlphabetEntry, len(s.Alphabet))
for i, e := range s.Alphabet {
alphabet[i] = wire.AlphabetEntry{Index: e.Index, Letter: e.Letter, Value: e.Value}
}
return wire.BuildStateView(b, wire.StateView{
Game: toWireGame(s.Game),
Seat: s.Seat,
Rack: s.Rack,
BagLen: s.BagLen,
HintsRemaining: s.HintsRemaining,
Alphabet: alphabet,
})
}
// buildAccountRef builds an AccountRef table and returns its offset.
func buildAccountRef(b *flatbuffers.Builder, a AccountRef) flatbuffers.UOffsetT {
return wire.BuildAccountRef(b, wire.AccountRef{AccountID: a.AccountID, DisplayName: a.DisplayName})
}
// buildInvitation builds an Invitation table from an InvitationSummary and returns its offset.
func buildInvitation(b *flatbuffers.Builder, inv InvitationSummary) flatbuffers.UOffsetT {
invitees := make([]wire.InvitationInvitee, len(inv.Invitees))
for i, iv := range inv.Invitees {
invitees[i] = wire.InvitationInvitee{
AccountID: iv.AccountID,
DisplayName: iv.DisplayName,
Seat: iv.Seat,
Response: iv.Response,
}
}
return wire.BuildInvitation(b, wire.Invitation{
ID: inv.ID,
Inviter: wire.AccountRef{AccountID: inv.Inviter.AccountID, DisplayName: inv.Inviter.DisplayName},
Invitees: invitees,
Variant: inv.Variant,
TurnTimeoutSecs: inv.TurnTimeoutSecs,
HintsAllowed: inv.HintsAllowed,
HintsPerPlayer: inv.HintsPerPlayer,
MultipleWordsPerTurn: inv.MultipleWordsPerTurn,
DropoutTiles: inv.DropoutTiles,
Status: inv.Status,
GameID: inv.GameID,
ExpiresAtUnix: inv.ExpiresAtUnix,
})
}