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scrabble-game/pkg/fbs/scrabble.fbs
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Ilia Denisov d733ce3119
Tests · Go / test (push) Successful in 7s
Tests · Integration / integration (push) Successful in 13s
Tests · UI / test (push) Successful in 16s
Stage 8: UI social/account/history surfaces
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode ->
backend REST -> existing domain services): friends (incl. one-time friend
codes), per-user blocks, friend-game invitations, profile editing + email
binding, the statistics screen, and the in-game history + GCG export.

Friends gain two add paths (interview decision, a deliberate plan change):
one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited
redeem); and play-gated requests (shared game required) where an explicit
decline is permanent, an ignored request lapses after 30 days, and a code
bypasses a decline. Migration 00006 widens friendships_status_chk and adds
friend_codes.

Lobby notification badge is poll + push: a new generic `notify` event drives
it live; the client polls on open/focus. Language stays a single Settings
control that writes through to the durable account's preferred_language. GCG
export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file.

Tests: backend unit + inttest (friend gate/decline/code, ListInvitations,
GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI
vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN
(Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN,
TESTING, module READMEs.
2026-06-03 19:47:40 +02:00

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9.9 KiB
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// FlatBuffers payloads for the client <-> gateway edge transport (Stage 6).
//
// Every request and response that rides inside the Connect envelope
// (gateway/proto/edge) `payload` field, and every push Event payload, is one of
// these tables. They are the binary wire contract shared with the UI, which
// generates TypeScript from this same schema (Stage 7). A single namespace keeps
// nested tables (GameView inside MoveResult / MatchResult) free of
// cross-namespace imports. Keep this schema and the backend JSON DTOs in lockstep
// — the gateway transcodes one to the other.
//
// Generate Go with `make fbs` (flatc, version-pinned). The committed output lives
// in fbs/scrabblefb/.
namespace scrabblefb;
// --- shared building blocks ---
// TileRecord is one placed (or to-place) tile: its board coordinate, the concrete
// letter ("?" when read from a hand for a blank) and whether it came from a blank.
table TileRecord {
row:int;
col:int;
letter:string;
blank:bool;
}
// SeatView is one seat's public standing in a game. display_name is resolved by the
// backend from the account store (added trailing — backward-compatible).
table SeatView {
seat:int;
account_id:string;
score:int;
hints_used:int;
is_winner:bool;
display_name:string;
}
// GameView is the shared (non-private) game summary.
table GameView {
id:string;
variant:string;
dict_version:string;
status:string;
players:int;
to_move:int;
turn_timeout_secs:int;
move_count:int;
end_reason:string;
seats:[SeatView];
}
// MoveRecord is one decoded move (a committed play, or a hint preview).
table MoveRecord {
player:int;
action:string;
dir:string;
main_row:int;
main_col:int;
tiles:[TileRecord];
words:[string];
count:int;
score:int;
total:int;
}
// --- auth (unauthenticated) ---
// TelegramLoginRequest carries the platform launch data; the gateway validates
// its HMAC before forwarding the extracted identity to the backend.
table TelegramLoginRequest {
init_data:string;
}
// GuestLoginRequest bootstraps an ephemeral guest session. locale is an optional
// preferred-language hint.
table GuestLoginRequest {
locale:string;
}
// EmailRequestRequest asks the backend to send a login confirm-code to email.
table EmailRequestRequest {
email:string;
}
// EmailLoginRequest logs in (or provisions) the account owning email, verifying
// the confirm-code.
table EmailLoginRequest {
email:string;
code:string;
}
// Session is the minted credential returned by every auth operation.
table Session {
token:string;
user_id:string;
is_guest:bool;
display_name:string;
}
// Ack is a simple success acknowledgement (e.g. an email-code request).
table Ack {
ok:bool;
}
// --- profile (authenticated) ---
// Profile is the authenticated account's own profile view. away_start/away_end are
// the "HH:MM" daily away-window bounds (added trailing — backward-compatible).
table Profile {
user_id:string;
display_name:string;
preferred_language:string;
time_zone:string;
hint_balance:int;
block_chat:bool;
block_friend_requests:bool;
is_guest:bool;
away_start:string;
away_end:string;
}
// --- game (authenticated) ---
// SubmitPlayRequest places tiles in a direction on the player's turn.
table SubmitPlayRequest {
game_id:string;
dir:string;
tiles:[TileRecord];
}
// MoveResult is the outcome of a committed move: the move and the post-move game.
table MoveResult {
move:MoveRecord;
game:GameView;
}
// StateRequest asks for the requesting player's view of a game.
table StateRequest {
game_id:string;
}
// StateView is a player's view of a game: the shared summary plus their private
// rack, the bag size and their remaining hint budget.
table StateView {
game:GameView;
seat:int;
rack:[string];
bag_len:int;
hints_remaining:int;
}
// GameActionRequest carries just a game id (pass / resign / hint / history).
table GameActionRequest {
game_id:string;
}
// ExchangeRequest swaps the listed rack tiles back into the bag.
table ExchangeRequest {
game_id:string;
tiles:[string];
}
// EvalRequest previews a tentative play without committing it.
table EvalRequest {
game_id:string;
dir:string;
tiles:[TileRecord];
}
// EvalResult is an unlimited move preview: legality, score and the words formed.
table EvalResult {
legal:bool;
score:int;
words:[string];
}
// CheckWordRequest looks a word up in the game's pinned dictionary.
table CheckWordRequest {
game_id:string;
word:string;
}
// WordCheckResult is the dictionary lookup outcome.
table WordCheckResult {
word:string;
legal:bool;
}
// ComplaintRequest disputes a word-check result.
table ComplaintRequest {
game_id:string;
word:string;
note:string;
}
// HintResult is the top-ranked move plus the remaining hint budget.
table HintResult {
move:MoveRecord;
hints_remaining:int;
}
// History is a game's decoded move journal — the source for client board replay.
table History {
game_id:string;
moves:[MoveRecord];
}
// GameList is the caller's games (active and finished) for the lobby.
table GameList {
games:[GameView];
}
// --- lobby (authenticated) ---
// EnqueueRequest joins the per-variant auto-match pool.
table EnqueueRequest {
variant:string;
}
// MatchResult reports whether the caller has been paired into a game yet.
table MatchResult {
matched:bool;
game:GameView;
}
// --- chat (authenticated) ---
// ChatPostRequest posts a per-game chat message.
table ChatPostRequest {
game_id:string;
body:string;
}
// ChatMessage is one stored chat message or nudge.
table ChatMessage {
id:string;
game_id:string;
sender_id:string;
kind:string;
body:string;
created_at_unix:long;
}
// ChatList is a game's chat history.
table ChatList {
messages:[ChatMessage];
}
// --- Stage 8: account, statistics, friends, blocks, invitations, history ---
// AccountRef is a referenced account with its display name resolved — the shared
// shape for friends, blocked users and invitation participants.
table AccountRef {
account_id:string;
display_name:string;
}
// UpdateProfileRequest overwrites the full editable profile (the client sends the
// complete desired profile). away_start/away_end are "HH:MM" bounds.
table UpdateProfileRequest {
display_name:string;
preferred_language:string;
time_zone:string;
away_start:string;
away_end:string;
block_chat:bool;
block_friend_requests:bool;
}
// EmailBindRequest asks the backend to send a confirm-code binding email to the
// caller's account.
table EmailBindRequest {
email:string;
}
// EmailConfirmRequest verifies the code and binds the email (returns Profile).
table EmailConfirmRequest {
email:string;
code:string;
}
// StatsView is a durable account's lifetime statistics (games-played and win-rate
// are derived client-side).
table StatsView {
wins:int;
losses:int;
draws:int;
max_game_points:int;
max_word_points:int;
}
// TargetRequest names a single counterpart account (friend request/cancel/unfriend,
// block/unblock).
table TargetRequest {
account_id:string;
}
// FriendRespondRequest accepts or declines a pending request from a requester.
table FriendRespondRequest {
requester_id:string;
accept:bool;
}
// FriendList is the caller's accepted friends.
table FriendList {
friends:[AccountRef];
}
// IncomingRequestList is the friend requests awaiting the caller's response.
table IncomingRequestList {
requests:[AccountRef];
}
// FriendCode is a freshly issued one-time add-a-friend code (returned once).
table FriendCode {
code:string;
expires_at_unix:long;
}
// RedeemCodeRequest redeems a friend code, befriending its issuer.
table RedeemCodeRequest {
code:string;
}
// RedeemResult reports the new friend gained by redeeming a code.
table RedeemResult {
friend:AccountRef;
}
// BlockList is the accounts the caller has blocked.
table BlockList {
blocked:[AccountRef];
}
// InvitationInvitee is one invitee's seat and response, name resolved.
table InvitationInvitee {
account_id:string;
display_name:string;
seat:int;
response:string;
}
// Invitation is a friend-game invitation with its settings and invitees.
table Invitation {
id:string;
inviter:AccountRef;
invitees:[InvitationInvitee];
variant:string;
turn_timeout_secs:int;
hints_allowed:bool;
hints_per_player:int;
dropout_tiles:string;
status:string;
game_id:string;
expires_at_unix:long;
}
// CreateInvitationRequest proposes a 2-4 player friend game to the named invitees.
table CreateInvitationRequest {
invitee_ids:[string];
variant:string;
turn_timeout_secs:int;
hints_allowed:bool;
hints_per_player:int;
dropout_tiles:string;
}
// InvitationActionRequest accepts / declines / cancels an invitation by id.
table InvitationActionRequest {
invitation_id:string;
}
// InvitationList is the caller's open invitations.
table InvitationList {
invitations:[Invitation];
}
// GcgExport is a finished game's GCG transcript: a suggested filename and the text.
table GcgExport {
game_id:string;
filename:string;
content:string;
}
// --- push event payloads ---
// YourTurnEvent signals that it is now the recipient's turn.
table YourTurnEvent {
game_id:string;
deadline_unix:long;
}
// OpponentMovedEvent summarises a move another seat just committed; the client
// refetches the full state.
table OpponentMovedEvent {
game_id:string;
seat:int;
action:string;
score:int;
total:int;
}
// NudgeEvent signals that a player nudged the recipient.
table NudgeEvent {
game_id:string;
from_user_id:string;
}
// MatchFoundEvent signals that an auto-match pairing (or robot substitution)
// started a game the recipient is seated in.
table MatchFoundEvent {
game_id:string;
}
// NotificationEvent is a lightweight "something changed, re-poll" signal that
// drives the lobby badge (incoming friend requests, invitations). kind is a sub-
// discriminator ("friend_request", "friend_added", "invitation", "game_started");
// the client re-fetches its lobby counters on any of them.
table NotificationEvent {
kind:string;
}