8881214213
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN) references from comments, doc-comments, service READMEs, the current-state docs (ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the .fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage history. - Rename the only stage-named identifiers: registerStage8 -> registerSocialOps, registerStage11 -> registerLinkOps (gateway transcode). - Split stage6_test.go: TestEmailLoginFlow -> email_test.go, TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go. - Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments). go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
145 lines
5.4 KiB
Go
145 lines
5.4 KiB
Go
// Package render turns a backend push event into a localized Telegram message with
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// a Mini App deep-link. Only the out-of-app push set is rendered (your_turn, game_over,
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// nudge, match_found, and the invitation / friend_request notify sub-kinds); every other
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// kind returns ok=false so the connector skips it (the in-app stream still carries
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// it).
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package render
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import (
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"fmt"
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"scrabble/pkg/fbs/scrabblefb"
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"scrabble/platform/telegram/internal/deeplink"
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)
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// Message is a rendered notification: the body text, the launch-button label and
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// the deep-link start parameter (empty opens the lobby).
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type Message struct {
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Text string
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ButtonText string
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StartParam string
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}
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// Render builds the localized message for a backend push event of the given kind
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// and FlatBuffers payload, in language lang ("ru" selects Russian; anything else
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// is English). It returns ok=false for a kind that is not delivered out-of-app.
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func Render(kind string, payload []byte, lang string) (Message, bool) {
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p := english
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if lang == "ru" {
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p = russian
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}
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switch kind {
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case "your_turn":
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ev := scrabblefb.GetRootAsYourTurnEvent(payload, 0)
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return Message{Text: yourTurnText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "game_over":
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ev := scrabblefb.GetRootAsGameOverEvent(payload, 0)
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return Message{Text: gameOverText(ev, p), ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "nudge":
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ev := scrabblefb.GetRootAsNudgeEvent(payload, 0)
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return Message{Text: p.nudge, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "match_found":
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ev := scrabblefb.GetRootAsMatchFoundEvent(payload, 0)
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return Message{Text: p.matchFound, ButtonText: p.openGame, StartParam: deeplink.Game(string(ev.GameId()))}, true
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case "notify":
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ev := scrabblefb.GetRootAsNotificationEvent(payload, 0)
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switch string(ev.Kind()) {
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case "invitation":
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return Message{Text: p.invitation, ButtonText: p.open}, true
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case "friend_request":
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return Message{Text: p.friendRequest, ButtonText: p.open}, true
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}
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}
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return Message{}, false
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}
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// yourTurnText renders the enriched "your turn" body, voiced as the opponent who
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// just moved ("{name}: my move — «WORD». Score 120:95"). It falls back to the plain phrase when
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// the opponent name is missing (an older backend, or an unresolved name).
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func yourTurnText(ev *scrabblefb.YourTurnEvent, p phrases) string {
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name := string(ev.OpponentName())
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if name == "" {
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return p.yourTurn
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}
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switch string(ev.LastAction()) {
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case "play":
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if word := string(ev.LastWord()); word != "" {
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return fmt.Sprintf(p.yourTurnPlay, name, word, string(ev.ScoreLine()))
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}
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return fmt.Sprintf(p.yourTurnMoved, name)
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case "exchange":
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return fmt.Sprintf(p.yourTurnExchange, name)
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case "pass":
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return fmt.Sprintf(p.yourTurnPass, name)
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default:
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return p.yourTurn
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}
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}
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// gameOverText renders the "game over" body from the recipient's own perspective.
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func gameOverText(ev *scrabblefb.GameOverEvent, p phrases) string {
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score := string(ev.ScoreLine())
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switch string(ev.Result()) {
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case "won":
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return fmt.Sprintf(p.gameOverWon, score)
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case "lost":
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return fmt.Sprintf(p.gameOverLost, score)
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default:
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return fmt.Sprintf(p.gameOverDraw, score)
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}
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}
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// phrases is one language's message catalog. The yourTurn*/gameOver* entries are fmt format
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// strings: yourTurnPlay takes (name, word, scoreLine); yourTurnExchange/Pass/Moved take (name);
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// the gameOver* entries take (scoreLine).
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type phrases struct {
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yourTurn string
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yourTurnPlay string
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yourTurnExchange string
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yourTurnPass string
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yourTurnMoved string
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gameOverWon string
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gameOverLost string
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gameOverDraw string
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nudge string
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matchFound string
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invitation string
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friendRequest string
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openGame string
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open string
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}
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var english = phrases{
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yourTurn: "It's your turn.",
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yourTurnPlay: "%s: my move — «%s». Score %s",
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yourTurnExchange: "%s: swapping tiles, your turn.",
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yourTurnPass: "%s: passing, your turn.",
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yourTurnMoved: "%s moved, your turn.",
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gameOverWon: "Game over — you won! Score %s",
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gameOverLost: "Game over — you lost. Score %s",
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gameOverDraw: "Game over — a draw. Score %s",
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nudge: "You were nudged — it's your turn.",
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matchFound: "Your game is ready.",
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invitation: "You have a new game invitation.",
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friendRequest: "You have a new friend request.",
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openGame: "Open game",
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open: "Open",
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}
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var russian = phrases{
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yourTurn: "Ваш ход.",
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yourTurnPlay: "%s: мой ход — «%s». Счёт %s",
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yourTurnExchange: "%s: меняю фишки, ваш ход.",
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yourTurnPass: "%s: пропускаю ход, ваш ход.",
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yourTurnMoved: "%s сходил(а), ваш ход.",
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gameOverWon: "Игра окончена — вы выиграли! Счёт %s",
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gameOverLost: "Игра окончена — вы проиграли. Счёт %s",
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gameOverDraw: "Игра окончена — ничья. Счёт %s",
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nudge: "Вас поторопили — ваш ход.",
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matchFound: "Игра найдена.",
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invitation: "Вас пригласили в игру.",
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friendRequest: "Вам пришла заявка в друзья.",
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openGame: "Открыть игру",
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open: "Открыть",
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}
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