408da3f201
New public ingress and the first network edge. Framework + a vertical slice of operations end-to-end; remaining ops reuse the same transcode pattern in Stage 7. Contracts (new module scrabble/pkg): - push.proto (backend->gateway gRPC server-stream) + scrabble.fbs (FlatBuffers edge payloads), committed generated Go; buf/flatc Makefiles (dev-time codegen). Backend: - REST handlers on the /api/v1 groups: internal session endpoints (telegram/guest/email login -> mint, resolve, revoke) and the user slice (profile, submit_play, state, lobby enqueue/poll, chat). - internal/notify in-process Publisher hub + internal/pushgrpc gRPC server (BACKEND_GRPC_ADDR) streaming your_turn/opponent_moved/chat/nudge/match_found; emission in game.commit, social, matchmaker. - migration 00005 accounts.is_guest; guests are durable rows excluded from stats; ProvisionGuest; email-as-login (RequestLoginCode/LoginWithCode). Gateway (new module scrabble/gateway): - Connect Gateway service over h2c (Execute + Subscribe), FlatBuffers<->JSON transcode registry, Telegram initData HMAC validator (seam), session cache, token-bucket rate limiter (3 classes), push fan-out hub, backend REST + push gRPC client, admin Basic-Auth reverse proxy. go.work: use ./pkg, ./gateway + replace scrabble/pkg. CI: gateway/**, pkg/** path filters; unit build/vet/test span all three modules. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, READMEs) updated; gateway/pkg unit tests + guest/email-login integration tests.
206 lines
4.7 KiB
Plaintext
206 lines
4.7 KiB
Plaintext
// FlatBuffers payloads for the client <-> gateway edge transport (Stage 6).
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//
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// Every request and response that rides inside the Connect envelope
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// (gateway/proto/edge) `payload` field, and every push Event payload, is one of
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// these tables. They are the binary wire contract shared with the UI, which
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// generates TypeScript from this same schema (Stage 7). A single namespace keeps
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// nested tables (GameView inside MoveResult / MatchResult) free of
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// cross-namespace imports. Keep this schema and the backend JSON DTOs in lockstep
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// — the gateway transcodes one to the other.
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//
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// Generate Go with `make fbs` (flatc, version-pinned). The committed output lives
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// in fbs/scrabblefb/.
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namespace scrabblefb;
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// --- shared building blocks ---
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// TileRecord is one placed (or to-place) tile: its board coordinate, the concrete
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// letter ("?" when read from a hand for a blank) and whether it came from a blank.
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table TileRecord {
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row:int;
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col:int;
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letter:string;
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blank:bool;
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}
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// SeatView is one seat's public standing in a game.
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table SeatView {
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seat:int;
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account_id:string;
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score:int;
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hints_used:int;
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is_winner:bool;
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}
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// GameView is the shared (non-private) game summary.
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table GameView {
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id:string;
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variant:string;
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dict_version:string;
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status:string;
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players:int;
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to_move:int;
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turn_timeout_secs:int;
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move_count:int;
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end_reason:string;
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seats:[SeatView];
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}
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// MoveRecord is one decoded move (a committed play, or a hint preview).
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table MoveRecord {
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player:int;
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action:string;
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dir:string;
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main_row:int;
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main_col:int;
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tiles:[TileRecord];
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words:[string];
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count:int;
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score:int;
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total:int;
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}
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// --- auth (unauthenticated) ---
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// TelegramLoginRequest carries the platform launch data; the gateway validates
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// its HMAC before forwarding the extracted identity to the backend.
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table TelegramLoginRequest {
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init_data:string;
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}
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// GuestLoginRequest bootstraps an ephemeral guest session. locale is an optional
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// preferred-language hint.
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table GuestLoginRequest {
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locale:string;
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}
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// EmailRequestRequest asks the backend to send a login confirm-code to email.
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table EmailRequestRequest {
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email:string;
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}
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// EmailLoginRequest logs in (or provisions) the account owning email, verifying
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// the confirm-code.
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table EmailLoginRequest {
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email:string;
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code:string;
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}
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// Session is the minted credential returned by every auth operation.
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table Session {
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token:string;
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user_id:string;
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is_guest:bool;
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display_name:string;
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}
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// Ack is a simple success acknowledgement (e.g. an email-code request).
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table Ack {
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ok:bool;
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}
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// --- profile (authenticated) ---
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// Profile is the authenticated account's own profile view.
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table Profile {
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user_id:string;
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display_name:string;
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preferred_language:string;
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time_zone:string;
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hint_balance:int;
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block_chat:bool;
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block_friend_requests:bool;
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is_guest:bool;
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}
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// --- game (authenticated) ---
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// SubmitPlayRequest places tiles in a direction on the player's turn.
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table SubmitPlayRequest {
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game_id:string;
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dir:string;
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tiles:[TileRecord];
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}
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// MoveResult is the outcome of a committed move: the move and the post-move game.
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table MoveResult {
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move:MoveRecord;
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game:GameView;
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}
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// StateRequest asks for the requesting player's view of a game.
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table StateRequest {
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game_id:string;
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}
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// StateView is a player's view of a game: the shared summary plus their private
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// rack, the bag size and their remaining hint budget.
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table StateView {
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game:GameView;
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seat:int;
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rack:[string];
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bag_len:int;
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hints_remaining:int;
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}
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// --- lobby (authenticated) ---
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// EnqueueRequest joins the per-variant auto-match pool.
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table EnqueueRequest {
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variant:string;
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}
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// MatchResult reports whether the caller has been paired into a game yet.
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table MatchResult {
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matched:bool;
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game:GameView;
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}
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// --- chat (authenticated) ---
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// ChatPostRequest posts a per-game chat message.
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table ChatPostRequest {
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game_id:string;
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body:string;
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}
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// ChatMessage is one stored chat message or nudge.
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table ChatMessage {
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id:string;
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game_id:string;
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sender_id:string;
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kind:string;
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body:string;
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created_at_unix:long;
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}
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// --- push event payloads ---
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// YourTurnEvent signals that it is now the recipient's turn.
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table YourTurnEvent {
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game_id:string;
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deadline_unix:long;
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}
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// OpponentMovedEvent summarises a move another seat just committed; the client
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// refetches the full state.
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table OpponentMovedEvent {
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game_id:string;
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seat:int;
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action:string;
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score:int;
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total:int;
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}
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// NudgeEvent signals that a player nudged the recipient.
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table NudgeEvent {
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game_id:string;
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from_user_id:string;
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}
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// MatchFoundEvent signals that an auto-match pairing (or robot substitution)
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// started a game the recipient is seated in.
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table MatchFoundEvent {
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game_id:string;
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}
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