7fc1301b31
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Online vs_ai hints were broken: #207 made the vs_ai hint button always-enabled and wallet-free (assuming all vs_ai = the offline idle-gate), but the backend still served online vs_ai from the allowance/wallet, so over-clicking hit ErrNoHintsLeft -> a generic error toast. Now online vs_ai uses the SAME idle-gate model as offline. Backend: Hint() for a vs_ai game skips the allowance/wallet and increments no hints_used (owner: vs_ai counts toward no hint statistic), and is idle-gated from the SERVER clock -- it returns ErrHintLocked (code hint_locked) until the robot's last move + 30 min, else serves the top move. GameState/StateView expose hint_unlock_left_seconds (server-computed seconds remaining; 0 for a human game / first move / not-your-turn). Pure helper hintUnlockLeftSeconds unit-tested. Wire: StateView gains hint_unlock_left_seconds (FlatBuffers, additive); pkg/wire + gateway transcode carry it (round-trip test). Client: the gate counts down from a MONOTONIC clock (performance.now()) anchored to the source's seconds-left when it lands (on load from the view; to the full window when the robot moves), so a client clock change cannot skew it and a relaunch re-reads a fresh value. The vs_ai hint button (online + offline) shows the lock + toast; doHint handles the hint_locked backstop by re-syncing. Replaces #207's absolute hintUnlockAtMs on the wire/model/delta (the offline record keeps the absolute for persistence; the view exposes seconds-left). Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated. Verified: go build/vet + game/server/transcode tests (+ new hintUnlockLeftSeconds); ui check 0 / unit 490 / e2e 198 (one pre-existing webkit offline flake) / app entry 114.2/115.
160 lines
5.4 KiB
TypeScript
160 lines
5.4 KiB
TypeScript
// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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import { AlphabetEntry } from '../scrabblefb/alphabet-entry.js';
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import { GameView } from '../scrabblefb/game-view.js';
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export class StateView {
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bb: flatbuffers.ByteBuffer|null = null;
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bb_pos = 0;
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__init(i:number, bb:flatbuffers.ByteBuffer):StateView {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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static getRootAsStateView(bb:flatbuffers.ByteBuffer, obj?:StateView):StateView {
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return (obj || new StateView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsStateView(bb:flatbuffers.ByteBuffer, obj?:StateView):StateView {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new StateView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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game(obj?:GameView):GameView|null {
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const offset = this.bb!.__offset(this.bb_pos, 4);
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return offset ? (obj || new GameView()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
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}
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seat():number {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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rack(index: number):number|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
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}
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rackLength():number {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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rackArray():Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + offset), this.bb!.__vector_len(this.bb_pos + offset)) : null;
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}
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bagLen():number {
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const offset = this.bb!.__offset(this.bb_pos, 10);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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hintsRemaining():number {
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const offset = this.bb!.__offset(this.bb_pos, 12);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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alphabet(index: number, obj?:AlphabetEntry):AlphabetEntry|null {
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const offset = this.bb!.__offset(this.bb_pos, 14);
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return offset ? (obj || new AlphabetEntry()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
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}
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alphabetLength():number {
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const offset = this.bb!.__offset(this.bb_pos, 14);
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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walletBalance():number {
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const offset = this.bb!.__offset(this.bb_pos, 16);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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hintUnlockLeftSeconds():number {
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const offset = this.bb!.__offset(this.bb_pos, 18);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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static startStateView(builder:flatbuffers.Builder) {
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builder.startObject(8);
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}
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static addGame(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset) {
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builder.addFieldOffset(0, gameOffset, 0);
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}
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static addSeat(builder:flatbuffers.Builder, seat:number) {
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builder.addFieldInt32(1, seat, 0);
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}
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static addRack(builder:flatbuffers.Builder, rackOffset:flatbuffers.Offset) {
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builder.addFieldOffset(2, rackOffset, 0);
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}
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static createRackVector(builder:flatbuffers.Builder, data:number[]|Uint8Array):flatbuffers.Offset {
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builder.startVector(1, data.length, 1);
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for (let i = data.length - 1; i >= 0; i--) {
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builder.addInt8(data[i]!);
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}
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return builder.endVector();
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}
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static startRackVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(1, numElems, 1);
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}
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static addBagLen(builder:flatbuffers.Builder, bagLen:number) {
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builder.addFieldInt32(3, bagLen, 0);
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}
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static addHintsRemaining(builder:flatbuffers.Builder, hintsRemaining:number) {
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builder.addFieldInt32(4, hintsRemaining, 0);
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}
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static addAlphabet(builder:flatbuffers.Builder, alphabetOffset:flatbuffers.Offset) {
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builder.addFieldOffset(5, alphabetOffset, 0);
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}
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static createAlphabetVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
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builder.startVector(4, data.length, 4);
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for (let i = data.length - 1; i >= 0; i--) {
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builder.addOffset(data[i]!);
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}
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return builder.endVector();
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}
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static startAlphabetVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(4, numElems, 4);
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}
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static addWalletBalance(builder:flatbuffers.Builder, walletBalance:number) {
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builder.addFieldInt32(6, walletBalance, 0);
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}
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static addHintUnlockLeftSeconds(builder:flatbuffers.Builder, hintUnlockLeftSeconds:number) {
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builder.addFieldInt32(7, hintUnlockLeftSeconds, 0);
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}
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static endStateView(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset, seat:number, rackOffset:flatbuffers.Offset, bagLen:number, hintsRemaining:number, alphabetOffset:flatbuffers.Offset, walletBalance:number, hintUnlockLeftSeconds:number):flatbuffers.Offset {
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StateView.startStateView(builder);
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StateView.addGame(builder, gameOffset);
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StateView.addSeat(builder, seat);
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StateView.addRack(builder, rackOffset);
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StateView.addBagLen(builder, bagLen);
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StateView.addHintsRemaining(builder, hintsRemaining);
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StateView.addAlphabet(builder, alphabetOffset);
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StateView.addWalletBalance(builder, walletBalance);
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StateView.addHintUnlockLeftSeconds(builder, hintUnlockLeftSeconds);
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return StateView.endStateView(builder);
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}
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}
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