aaac816dc2
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Persist per-message read state as a chat_messages.unread_seats bitmask
(migration 00008): a text message seeds every recipient seat's bit, a nudge
only the awaited seat's. A seat's bit clears when the player opens the move
history or chat (POST /games/:id/chat/read, sent only when something is
unread), and a nudge additionally clears when its recipient answers by moving
(a wired game NudgeClearer, dependency-inverted so game keeps off social).
UI shows a per-viewer unread dot in the lobby (next to the opponent) and the
game score bar — the unread_chat game-view flag seeds it from authoritative
REST views, live chat/nudge events raise it. Opening the move history counts
as reading (even without entering chat): the 💬 fade-blinks twice and the
client acks. Admin Messages gains an unread-only filter, a read/unread column,
and a per-message card with the per-seat read breakdown. Observability:
chat_read_duration histogram + chat_unread_messages gauge + social tracing.
251 lines
6.5 KiB
Go
251 lines
6.5 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 GameView struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameView{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameView{}
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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 FinishSizePrefixedGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameView) 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 *GameView) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameView) 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 *GameView) Variant() []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 *GameView) DictVersion() []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 *GameView) Status() []byte {
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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.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 *GameView) Players() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
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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 *GameView) MutatePlayers(n int32) bool {
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return rcv._tab.MutateInt32Slot(12, n)
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}
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func (rcv *GameView) ToMove() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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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 *GameView) MutateToMove(n int32) bool {
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return rcv._tab.MutateInt32Slot(14, n)
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}
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func (rcv *GameView) TurnTimeoutSecs() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
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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 *GameView) MutateTurnTimeoutSecs(n int32) bool {
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return rcv._tab.MutateInt32Slot(16, n)
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}
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func (rcv *GameView) MultipleWordsPerTurn() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateMultipleWordsPerTurn(n bool) bool {
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return rcv._tab.MutateBoolSlot(18, n)
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}
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func (rcv *GameView) MoveCount() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
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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 *GameView) MutateMoveCount(n int32) bool {
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return rcv._tab.MutateInt32Slot(20, n)
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}
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func (rcv *GameView) EndReason() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
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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 *GameView) Seats(obj *SeatView, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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x := rcv._tab.Vector(o)
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x += flatbuffers.UOffsetT(j) * 4
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x = rcv._tab.Indirect(x)
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obj.Init(rcv._tab.Bytes, x)
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return true
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}
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return false
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}
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func (rcv *GameView) SeatsLength() int {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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return rcv._tab.VectorLen(o)
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}
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return 0
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}
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func (rcv *GameView) LastActivityUnix() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(26))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameView) MutateLastActivityUnix(n int64) bool {
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return rcv._tab.MutateInt64Slot(26, n)
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}
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func (rcv *GameView) VsAi() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(28))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateVsAi(n bool) bool {
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return rcv._tab.MutateBoolSlot(28, n)
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}
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func (rcv *GameView) UnreadChat() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(30))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateUnreadChat(n bool) bool {
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return rcv._tab.MutateBoolSlot(30, n)
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}
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func GameViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(14)
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}
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func GameViewAddId(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 GameViewAddVariant(builder *flatbuffers.Builder, variant flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(variant), 0)
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}
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func GameViewAddDictVersion(builder *flatbuffers.Builder, dictVersion flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(dictVersion), 0)
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}
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func GameViewAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0)
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}
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func GameViewAddPlayers(builder *flatbuffers.Builder, players int32) {
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builder.PrependInt32Slot(4, players, 0)
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}
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func GameViewAddToMove(builder *flatbuffers.Builder, toMove int32) {
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builder.PrependInt32Slot(5, toMove, 0)
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}
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func GameViewAddTurnTimeoutSecs(builder *flatbuffers.Builder, turnTimeoutSecs int32) {
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builder.PrependInt32Slot(6, turnTimeoutSecs, 0)
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}
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func GameViewAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
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builder.PrependBoolSlot(7, multipleWordsPerTurn, false)
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}
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func GameViewAddMoveCount(builder *flatbuffers.Builder, moveCount int32) {
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builder.PrependInt32Slot(8, moveCount, 0)
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}
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func GameViewAddEndReason(builder *flatbuffers.Builder, endReason flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(endReason), 0)
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}
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func GameViewAddSeats(builder *flatbuffers.Builder, seats flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(10, flatbuffers.UOffsetT(seats), 0)
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}
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func GameViewStartSeatsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func GameViewAddLastActivityUnix(builder *flatbuffers.Builder, lastActivityUnix int64) {
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builder.PrependInt64Slot(11, lastActivityUnix, 0)
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}
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func GameViewAddVsAi(builder *flatbuffers.Builder, vsAi bool) {
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builder.PrependBoolSlot(12, vsAi, false)
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}
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func GameViewAddUnreadChat(builder *flatbuffers.Builder, unreadChat bool) {
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builder.PrependBoolSlot(13, unreadChat, false)
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}
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func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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