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scrabble-game/pkg/fbs/scrabble.fbs
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Ilia Denisov 41a642ef97
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R4: push enrichment — events carry a state delta, kill the last poll
Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback.

- pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS.
- backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size.
- gateway: MoveResult transcode carries rack+bag_len.
- ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false.
- docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
2026-06-10 08:01:50 +02:00

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// FlatBuffers payloads for the client <-> gateway edge transport (Stage 6).
//
// Every request and response that rides inside the Connect envelope
// (gateway/proto/edge) `payload` field, and every push Event payload, is one of
// these tables. They are the binary wire contract shared with the UI, which
// generates TypeScript from this same schema (Stage 7). A single namespace keeps
// nested tables (GameView inside MoveResult / MatchResult) free of
// cross-namespace imports. Keep this schema and the backend JSON DTOs in lockstep
// — the gateway transcodes one to the other.
//
// Generate Go with `make fbs` (flatc, version-pinned). The committed output lives
// in fbs/scrabblefb/.
namespace scrabblefb;
// --- shared building blocks ---
// TileRecord is one tile in a decoded move record (history, move result, hint): its
// board coordinate, the concrete letter ("?" when read from a hand for a blank) and
// whether it came from a blank. Inbound tiles to place use PlayTile (alphabet indices).
table TileRecord {
row:int;
col:int;
letter:string;
blank:bool;
}
// PlayTile is one inbound tile to place, addressed by its alphabet index rather than a
// concrete letter (Stage 13). For a blank, letter carries the designated letter's index
// and blank is true. The board coordinate is its target square.
table PlayTile {
row:int;
col:int;
letter:ubyte;
blank:bool;
}
// AlphabetEntry is one letter of a variant's alphabet, sent for display only (Stage 13):
// index is the engine alphabet-index byte the wire uses for this letter, letter is the
// concrete character and value is its tile score. The client caches the table per variant.
table AlphabetEntry {
index:ubyte;
letter:string;
value:int;
}
// SeatView is one seat's public standing in a game. display_name is resolved by the
// backend from the account store (added trailing — backward-compatible).
table SeatView {
seat:int;
account_id:string;
score:int;
hints_used:int;
is_winner:bool;
display_name:string;
}
// GameView is the shared (non-private) game summary.
table GameView {
id:string;
variant:string;
dict_version:string;
status:string;
players:int;
to_move:int;
turn_timeout_secs:int;
move_count:int;
end_reason:string;
seats:[SeatView];
// last_activity_unix is the lobby sort key: the current turn's start for an active
// game, the finish time for a finished one (Stage 17).
last_activity_unix:long;
}
// MoveRecord is one decoded move (a committed play, or a hint preview).
table MoveRecord {
player:int;
action:string;
dir:string;
main_row:int;
main_col:int;
tiles:[TileRecord];
words:[string];
count:int;
score:int;
total:int;
}
// --- auth (unauthenticated) ---
// TelegramLoginRequest carries the platform launch data; the gateway validates
// its HMAC before forwarding the extracted identity to the backend.
table TelegramLoginRequest {
init_data:string;
}
// GuestLoginRequest bootstraps an ephemeral guest session. locale is an optional
// preferred-language hint.
table GuestLoginRequest {
locale:string;
}
// EmailRequestRequest asks the backend to send a login confirm-code to email.
table EmailRequestRequest {
email:string;
}
// EmailLoginRequest logs in (or provisions) the account owning email, verifying
// the confirm-code.
table EmailLoginRequest {
email:string;
code:string;
}
// Session is the minted credential returned by every auth operation.
// supported_languages is the set of game languages (subset of {en, ru}, at least
// one) the service the user signed in through offers; the UI gates the New Game
// variant choice by it (en -> English; ru -> Russian + Эрудит). It is session-
// scoped (not persisted) and added trailing — backward-compatible.
table Session {
token:string;
user_id:string;
is_guest:bool;
display_name:string;
supported_languages:[string];
}
// Ack is a simple success acknowledgement (e.g. an email-code request).
table Ack {
ok:bool;
}
// --- profile (authenticated) ---
// Profile is the authenticated account's own profile view. away_start/away_end are
// the "HH:MM" daily away-window bounds. notifications_in_app_only (default true)
// suppresses out-of-app platform push, leaving only the in-app live stream (both
// added trailing — backward-compatible).
table Profile {
user_id:string;
display_name:string;
preferred_language:string;
time_zone:string;
hint_balance:int;
block_chat:bool;
block_friend_requests:bool;
is_guest:bool;
away_start:string;
away_end:string;
notifications_in_app_only:bool = true;
}
// --- game (authenticated) ---
// SubmitPlayRequest places tiles in a direction on the player's turn. tiles are addressed
// by alphabet index (Stage 13).
table SubmitPlayRequest {
game_id:string;
dir:string;
tiles:[PlayTile];
}
// MoveResult is the outcome of a committed move: the move and the post-move game. rack and
// bag_len carry the actor's own post-move private state — their refilled rack (alphabet indices,
// Stage 13; a blank is the sentinel index 255) and the bag size after drawing — so the mover
// renders the next state straight from this response without a follow-up game.state (R4; added
// trailing — backward-compatible).
table MoveResult {
move:MoveRecord;
game:GameView;
rack:[ubyte];
bag_len:int;
}
// StateRequest asks for the requesting player's view of a game. include_alphabet asks the
// backend to embed the variant's AlphabetEntry table in the reply (Stage 13); the client
// sets it only on a per-variant cache miss so the table is not resent on every poll.
table StateRequest {
game_id:string;
include_alphabet:bool = false;
}
// StateView is a player's view of a game: the shared summary plus their private rack, the
// bag size and their remaining hint budget. rack carries alphabet indices (Stage 13); a
// blank tile is the sentinel index 255. alphabet is present only when the request set
// include_alphabet (a display table the client caches per variant).
table StateView {
game:GameView;
seat:int;
rack:[ubyte];
bag_len:int;
hints_remaining:int;
alphabet:[AlphabetEntry];
}
// GameActionRequest carries just a game id (pass / resign / hint / history).
table GameActionRequest {
game_id:string;
}
// ExchangeRequest swaps the listed rack tiles back into the bag. tiles are alphabet
// indices (Stage 13); a blank is the sentinel index 255.
table ExchangeRequest {
game_id:string;
tiles:[ubyte];
}
// EvalRequest previews a tentative play without committing it. tiles are addressed by
// alphabet index (Stage 13).
table EvalRequest {
game_id:string;
dir:string;
tiles:[PlayTile];
}
// EvalResult is an unlimited move preview: legality, score and the words formed.
table EvalResult {
legal:bool;
score:int;
words:[string];
}
// CheckWordRequest looks a word up in the game's pinned dictionary. word is a sequence of
// alphabet indices (Stage 13); the client constrains input to the variant's alphabet.
table CheckWordRequest {
game_id:string;
word:[ubyte];
}
// WordCheckResult is the dictionary lookup outcome.
table WordCheckResult {
word:string;
legal:bool;
}
// ComplaintRequest disputes a word-check result.
table ComplaintRequest {
game_id:string;
word:string;
note:string;
}
// HintResult is the top-ranked move plus the remaining hint budget.
table HintResult {
move:MoveRecord;
hints_remaining:int;
}
// DraftRequest saves the player's client-side composition for a game (Stage 17): a single
// JSON string of {rack_order, board_tiles} the client serializes itself, so the wire carries
// no tile array. The gateway forwards json verbatim to the backend, which owns its shape.
table DraftRequest {
game_id:string;
json:string;
}
// DraftView returns the player's stored composition as the same opaque JSON string (empty
// when none is stored). A draft get reuses GameActionRequest for its game id.
table DraftView {
json:string;
}
// History is a game's decoded move journal — the source for client board replay.
table History {
game_id:string;
moves:[MoveRecord];
}
// GameList is the caller's games (active and finished) for the lobby.
table GameList {
games:[GameView];
}
// --- lobby (authenticated) ---
// EnqueueRequest joins the per-variant auto-match pool.
table EnqueueRequest {
variant:string;
}
// MatchResult reports whether the caller has been paired into a game yet.
table MatchResult {
matched:bool;
game:GameView;
}
// --- chat (authenticated) ---
// ChatPostRequest posts a per-game chat message.
table ChatPostRequest {
game_id:string;
body:string;
}
// ChatMessage is one stored chat message or nudge.
table ChatMessage {
id:string;
game_id:string;
sender_id:string;
kind:string;
body:string;
created_at_unix:long;
}
// ChatList is a game's chat history.
table ChatList {
messages:[ChatMessage];
}
// --- Stage 8: account, statistics, friends, blocks, invitations, history ---
// AccountRef is a referenced account with its display name resolved — the shared
// shape for friends, blocked users and invitation participants.
table AccountRef {
account_id:string;
display_name:string;
}
// UpdateProfileRequest overwrites the full editable profile (the client sends the
// complete desired profile). away_start/away_end are "HH:MM" bounds.
// notifications_in_app_only (trailing — backward-compatible) toggles out-of-app
// platform push off when set.
table UpdateProfileRequest {
display_name:string;
preferred_language:string;
time_zone:string;
away_start:string;
away_end:string;
block_chat:bool;
block_friend_requests:bool;
notifications_in_app_only:bool = true;
}
// --- account linking & merge (Stage 11, authenticated) ---
// LinkEmailRequest mails a confirm-code to email for a later link or merge. The
// code is always sent (no pre-send "taken" signal), so a probe cannot enumerate
// registered addresses.
table LinkEmailRequest {
email:string;
}
// LinkEmailConfirm carries the email and its confirm code, for both the confirm
// (preview) and the explicit merge step.
table LinkEmailConfirm {
email:string;
code:string;
}
// LinkTelegramRequest carries Telegram Login Widget data (a URL query string) for
// attaching a Telegram identity to the current account.
table LinkTelegramRequest {
data:string;
}
// LinkResult is the unified result of a confirm or merge step. status is "linked"
// (bound to the caller), "merge_required" (the identity belongs to another account —
// the secondary_* fields summarise it for the irreversible confirmation), or
// "merged" (done). session is present only when the active account switched (a guest
// initiator whose durable counterpart won) — the client adopts it.
table LinkResult {
status:string;
secondary_user_id:string;
secondary_display_name:string;
secondary_games:int;
secondary_friends:int;
session:Session;
}
// StatsView is a durable account's lifetime statistics (games-played and win-rate
// are derived client-side).
table StatsView {
wins:int;
losses:int;
draws:int;
max_game_points:int;
max_word_points:int;
}
// TargetRequest names a single counterpart account (friend request/cancel/unfriend,
// block/unblock).
table TargetRequest {
account_id:string;
}
// FriendRespondRequest accepts or declines a pending request from a requester.
table FriendRespondRequest {
requester_id:string;
accept:bool;
}
// FriendList is the caller's accepted friends.
table FriendList {
friends:[AccountRef];
}
// IncomingRequestList is the friend requests awaiting the caller's response.
table IncomingRequestList {
requests:[AccountRef];
}
// OutgoingRequestList is the accounts the caller has already requested and cannot
// (re-)request: a live pending request or one the addressee declined. The game's
// "add to friends" item reads it to stay disabled across reloads (Stage 17).
table OutgoingRequestList {
requests:[AccountRef];
}
// FriendCode is a freshly issued one-time add-a-friend code (returned once).
table FriendCode {
code:string;
expires_at_unix:long;
}
// RedeemCodeRequest redeems a friend code, befriending its issuer.
table RedeemCodeRequest {
code:string;
}
// RedeemResult reports the new friend gained by redeeming a code.
table RedeemResult {
friend:AccountRef;
}
// BlockList is the accounts the caller has blocked.
table BlockList {
blocked:[AccountRef];
}
// InvitationInvitee is one invitee's seat and response, name resolved.
table InvitationInvitee {
account_id:string;
display_name:string;
seat:int;
response:string;
}
// Invitation is a friend-game invitation with its settings and invitees.
table Invitation {
id:string;
inviter:AccountRef;
invitees:[InvitationInvitee];
variant:string;
turn_timeout_secs:int;
hints_allowed:bool;
hints_per_player:int;
dropout_tiles:string;
status:string;
game_id:string;
expires_at_unix:long;
}
// CreateInvitationRequest proposes a 2-4 player friend game to the named invitees.
table CreateInvitationRequest {
invitee_ids:[string];
variant:string;
turn_timeout_secs:int;
hints_allowed:bool;
hints_per_player:int;
dropout_tiles:string;
}
// InvitationActionRequest accepts / declines / cancels an invitation by id.
table InvitationActionRequest {
invitation_id:string;
}
// InvitationList is the caller's open invitations.
table InvitationList {
invitations:[Invitation];
}
// GcgExport is a finished game's GCG transcript: a suggested filename and the text.
table GcgExport {
game_id:string;
filename:string;
content:string;
}
// --- push event payloads ---
// YourTurnEvent signals that it is now the recipient's turn. The trailing fields enrich the
// out-of-app push (Stage 17): opponent_name is the player who just moved, last_action is their
// move kind ("play"/"pass"/"exchange"/...), last_word is the main word of a scoring play (empty
// otherwise), and score_line is the recipient-first running score (e.g. "120:95:80"). They are
// appended (FlatBuffers-optional), so an older reader that only needs game_id/deadline is unaffected.
// move_count is the post-move count (matching the opponent_moved GameView): the client uses it to
// tell whether its cached game already reflects the move, falling back to a refetch on a gap (R4).
table YourTurnEvent {
game_id:string;
deadline_unix:long;
opponent_name:string;
last_action:string;
last_word:string;
score_line:string;
move_count:int;
}
// GameOverEvent signals that a game the recipient is seated in has finished, driving the
// out-of-app "game over" push (Stage 17). result is the outcome from the recipient's own
// perspective ("won"/"lost"/"draw"); score_line is the recipient-first final score. game is the
// final post-game summary (adjusted scores after rack penalties + the winner flag), so the client
// settles the finished game from the event without a refetch (R4; added trailing).
table GameOverEvent {
game_id:string;
result:string;
score_line:string;
game:GameView;
}
// OpponentMovedEvent carries a move another seat just committed as a delta the client applies to
// its cached game without a refetch (R4): move is the decoded play/pass/exchange (the same record
// game.history returns), game is the post-move summary (per-seat scores, to_move, move_count,
// status) and bag_len is the bag size after the draw. The leading seat/action/score/total scalars
// are the pre-R4 summary, now redundant with move/game and kept only for wire back-compat.
table OpponentMovedEvent {
game_id:string;
seat:int;
action:string;
score:int;
total:int;
move:MoveRecord;
game:GameView;
bag_len:int;
}
// NudgeEvent signals that a player nudged the recipient.
table NudgeEvent {
game_id:string;
from_user_id:string;
}
// MatchFoundEvent signals that an auto-match pairing (or robot substitution) started a game the
// recipient is seated in. state is the recipient's full initial view of the new game (empty board,
// dealt rack), so the client navigates straight in from the event with no follow-up fetch (R4;
// added trailing — an older reader still reads just game_id).
table MatchFoundEvent {
game_id:string;
state:StateView;
}
// NotificationEvent is a lightweight "something changed, re-poll" signal that
// drives the lobby badge (incoming friend requests, invitations). kind is a sub-
// discriminator ("friend_request", "friend_added", "friend_declined", "invitation",
// "game_started"); the client re-fetches its lobby counters (and, for a requester
// watching a game, its friend state) on any of them. To let the client update its lobby without a
// follow-up fetch (R4), each event also carries the payload its kind changed: account for the
// friend_* kinds (the requester/friend), invitation for "invitation" (the new invitation) and
// state for "game_started" (the started game's initial view, like match_found). Only the field
// matching kind is set (all added trailing — backward-compatible).
table NotificationEvent {
kind:string;
account:AccountRef;
invitation:Invitation;
state:StateView;
}