aa765a0c06
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New Game's quick game gains an explicit opponent selector — 🤖 AI (default) or 👤 Random player. AI starts a game seated with a pooled robot that joins and moves at once: no per-move timeout (a 7-day inactivity loss reusing the turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown as 🤖 everywhere. The random path (disguised robot) is unchanged. Driven by one game flag (games.vs_ai), set only on AI-started games so the disguised path is never revealed; Matchmaker.StartVsAI seats the robot directly (no open pool); the robot replies event-driven via the game service's after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
158 lines
6.0 KiB
TypeScript
158 lines
6.0 KiB
TypeScript
// GatewayClient — the typed facade the screens call. Both the real Connect/
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// FlatBuffers transport and the in-memory mock implement it. Domain failures (the
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// gateway's result_code) and edge failures (Connect error codes) are normalised
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// into a thrown GatewayError carrying a stable `code` the UI maps to an i18n
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// message.
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import type {
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AccountRef,
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BlockStatus,
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ChatMessage,
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EvalResult,
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FeedbackState,
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FriendCode,
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GameList,
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GameView,
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GcgExport,
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History,
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HintResult,
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Invitation,
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InvitationSettings,
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LinkResult,
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MatchResult,
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MoveResult,
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Profile,
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ProfileUpdate,
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PushEvent,
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Session,
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StateView,
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Stats,
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Tile,
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Variant,
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WordCheckResult,
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} from './model';
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/** GatewayError carries a stable code (the gateway result_code, or an edge code). */
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export class GatewayError extends Error {
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readonly code: string;
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constructor(code: string, message?: string) {
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super(message ?? code);
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this.name = 'GatewayError';
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this.code = code;
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}
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}
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/** A tile the player is submitting (rack/blank already resolved to a letter). */
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export interface PlacedTile {
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row: number;
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col: number;
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letter: string;
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blank: boolean;
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}
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/** Unsubscribe handle for the live stream. */
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export type Unsubscribe = () => void;
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export interface GatewayClient {
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// --- auth (unauthenticated) ---
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authTelegram(initData: string): Promise<Session>;
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authGuest(locale?: string): Promise<Session>;
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authEmailRequest(email: string): Promise<void>;
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authEmailLogin(email: string, code: string): Promise<Session>;
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// --- profile / lists ---
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profileGet(): Promise<Profile>;
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/** The caller's current manual block. Exempt from the backend's suspension gate, so a blocked
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* client can still fetch it to render the blocked screen. */
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blockStatus(): Promise<BlockStatus>;
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gamesList(): Promise<GameList>;
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// --- lobby ---
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/** Start a quick game: human auto-match, or an honest-AI game against a robot when vsAi. */
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lobbyEnqueue(variant: Variant, multipleWords: boolean, vsAi: boolean): Promise<MatchResult>;
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lobbyPoll(): Promise<MatchResult>;
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/** Leave the auto-match pool (idempotent); a cancelled quick-match must not stay queued. */
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lobbyCancel(): Promise<void>;
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// --- game ---
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// The play loop exchanges alphabet indices, so submit/evaluate/exchange/
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// check-word take the game's variant (to map letters<->indices via the cached alphabet
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// table), and gameState's includeAlphabet asks the server to embed that table.
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gameState(gameId: string, includeAlphabet: boolean): Promise<StateView>;
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gameHistory(gameId: string): Promise<History>;
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submitPlay(gameId: string, tiles: PlacedTile[], variant: Variant): Promise<MoveResult>;
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pass(gameId: string): Promise<MoveResult>;
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exchange(gameId: string, tiles: string[], variant: Variant): Promise<MoveResult>;
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resign(gameId: string): Promise<MoveResult>;
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hint(gameId: string): Promise<HintResult>;
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evaluate(gameId: string, tiles: PlacedTile[], variant: Variant): Promise<EvalResult>;
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checkWord(gameId: string, word: string, variant: Variant): Promise<WordCheckResult>;
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complaint(gameId: string, word: string, note: string): Promise<void>;
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/** Hide a finished game from the caller's own lobby list; per-account, irreversible. */
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hideGame(gameId: string): Promise<void>;
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// --- draft ---
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/** The player's server-persisted client-side composition (rack order + board tiles), so a
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* reload or a second device resumes the same arrangement. The JSON is opaque to the
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* gateway; the client owns the {rack_order, board_tiles} shape. */
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draftGet(gameId: string): Promise<string>;
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draftSave(gameId: string, json: string): Promise<void>;
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// --- chat ---
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chatPost(gameId: string, body: string): Promise<ChatMessage>;
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chatList(gameId: string): Promise<ChatMessage[]>;
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nudge(gameId: string): Promise<ChatMessage>;
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// --- feedback ---
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/** feedbackSubmit sends a feedback message with an optional single attachment. */
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feedbackSubmit(body: string, attachment: Uint8Array | null, attachmentName: string, channel: string): Promise<void>;
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/** feedbackGet returns the feedback screen state and marks any pending reply delivered. */
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feedbackGet(): Promise<FeedbackState>;
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/** feedbackUnread reports whether an operator reply awaits delivery (the badge). */
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feedbackUnread(): Promise<boolean>;
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// --- friends ---
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friendsList(): Promise<AccountRef[]>;
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friendsIncoming(): Promise<AccountRef[]>;
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/** Addressees the caller has already requested (pending or declined); cannot re-request. */
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friendsOutgoing(): Promise<AccountRef[]>;
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friendRequest(accountId: string): Promise<void>;
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friendRespond(requesterId: string, accept: boolean): Promise<void>;
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friendCancel(accountId: string): Promise<void>;
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unfriend(accountId: string): Promise<void>;
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friendCodeIssue(): Promise<FriendCode>;
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friendCodeRedeem(code: string): Promise<AccountRef>;
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// --- blocks ---
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blocksList(): Promise<AccountRef[]>;
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block(accountId: string): Promise<void>;
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unblock(accountId: string): Promise<void>;
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// --- invitations ---
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invitationsList(): Promise<Invitation[]>;
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invitationCreate(inviteeIds: string[], settings: InvitationSettings): Promise<Invitation>;
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invitationAccept(invitationId: string): Promise<Invitation>;
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invitationDecline(invitationId: string): Promise<Invitation>;
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invitationCancel(invitationId: string): Promise<void>;
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// --- profile / stats / history ---
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profileUpdate(p: ProfileUpdate): Promise<Profile>;
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statsGet(): Promise<Stats>;
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exportGcg(gameId: string): Promise<GcgExport>;
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// --- account linking & merge ---
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linkEmailRequest(email: string): Promise<void>;
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linkEmailConfirm(email: string, code: string): Promise<LinkResult>;
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linkEmailMerge(email: string, code: string): Promise<LinkResult>;
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linkTelegram(data: string): Promise<LinkResult>;
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linkTelegramMerge(data: string): Promise<LinkResult>;
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// --- live stream ---
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subscribe(onEvent: (e: PushEvent) => void, onError?: (err: unknown) => void): Unsubscribe;
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/** Set or clear the bearer token used for authenticated calls and the stream. */
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setToken(token: string | null): void;
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}
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export type { GameView, Tile };
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