c127bc9f0e
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change.
98 lines
2.6 KiB
Go
98 lines
2.6 KiB
Go
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package scrabblefb
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type RobotFriendRef struct {
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_tab flatbuffers.Table
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}
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func GetRootAsRobotFriendRef(buf []byte, offset flatbuffers.UOffsetT) *RobotFriendRef {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &RobotFriendRef{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishRobotFriendRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsRobotFriendRef(buf []byte, offset flatbuffers.UOffsetT) *RobotFriendRef {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &RobotFriendRef{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedRobotFriendRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *RobotFriendRef) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *RobotFriendRef) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *RobotFriendRef) Id() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *RobotFriendRef) DisplayName() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *RobotFriendRef) GameId() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *RobotFriendRef) Seat() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *RobotFriendRef) MutateSeat(n int32) bool {
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return rcv._tab.MutateInt32Slot(10, n)
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}
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func RobotFriendRefStart(builder *flatbuffers.Builder) {
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builder.StartObject(4)
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}
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func RobotFriendRefAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
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}
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func RobotFriendRefAddDisplayName(builder *flatbuffers.Builder, displayName flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(displayName), 0)
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}
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func RobotFriendRefAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(gameId), 0)
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}
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func RobotFriendRefAddSeat(builder *flatbuffers.Builder, seat int32) {
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builder.PrependInt32Slot(3, seat, 0)
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}
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func RobotFriendRefEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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