Files
scrabble-game/pkg/fbs/scrabblefb/RobotFriendRef.go
T
Ilia Denisov c127bc9f0e
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feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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.
2026-06-19 21:39:27 +02:00

98 lines
2.6 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type RobotFriendRef struct {
_tab flatbuffers.Table
}
func GetRootAsRobotFriendRef(buf []byte, offset flatbuffers.UOffsetT) *RobotFriendRef {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &RobotFriendRef{}
x.Init(buf, n+offset)
return x
}
func FinishRobotFriendRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsRobotFriendRef(buf []byte, offset flatbuffers.UOffsetT) *RobotFriendRef {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &RobotFriendRef{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedRobotFriendRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *RobotFriendRef) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *RobotFriendRef) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *RobotFriendRef) Id() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *RobotFriendRef) DisplayName() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *RobotFriendRef) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *RobotFriendRef) Seat() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *RobotFriendRef) MutateSeat(n int32) bool {
return rcv._tab.MutateInt32Slot(10, n)
}
func RobotFriendRefStart(builder *flatbuffers.Builder) {
builder.StartObject(4)
}
func RobotFriendRefAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
}
func RobotFriendRefAddDisplayName(builder *flatbuffers.Builder, displayName flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(displayName), 0)
}
func RobotFriendRefAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(gameId), 0)
}
func RobotFriendRefAddSeat(builder *flatbuffers.Builder, seat int32) {
builder.PrependInt32Slot(3, seat, 0)
}
func RobotFriendRefEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}