41a642ef97
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 37s
CI / gate (pull_request) Successful in 0s
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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.
137 lines
3.4 KiB
Go
137 lines
3.4 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 MoveResult struct {
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_tab flatbuffers.Table
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}
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func GetRootAsMoveResult(buf []byte, offset flatbuffers.UOffsetT) *MoveResult {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &MoveResult{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishMoveResultBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsMoveResult(buf []byte, offset flatbuffers.UOffsetT) *MoveResult {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &MoveResult{}
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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 FinishSizePrefixedMoveResultBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *MoveResult) 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 *MoveResult) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *MoveResult) Move(obj *MoveRecord) *MoveRecord {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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x := rcv._tab.Indirect(o + rcv._tab.Pos)
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if obj == nil {
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obj = new(MoveRecord)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func (rcv *MoveResult) Game(obj *GameView) *GameView {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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x := rcv._tab.Indirect(o + rcv._tab.Pos)
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if obj == nil {
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obj = new(GameView)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func (rcv *MoveResult) Rack(j int) byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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a := rcv._tab.Vector(o)
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return rcv._tab.GetByte(a + flatbuffers.UOffsetT(j*1))
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}
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return 0
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}
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func (rcv *MoveResult) RackLength() int {
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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.VectorLen(o)
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}
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return 0
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}
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func (rcv *MoveResult) RackBytes() []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 *MoveResult) MutateRack(j int, n byte) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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a := rcv._tab.Vector(o)
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return rcv._tab.MutateByte(a+flatbuffers.UOffsetT(j*1), n)
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}
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return false
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}
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func (rcv *MoveResult) BagLen() int32 {
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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.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 *MoveResult) MutateBagLen(n int32) bool {
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return rcv._tab.MutateInt32Slot(10, n)
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}
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func MoveResultStart(builder *flatbuffers.Builder) {
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builder.StartObject(4)
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}
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func MoveResultAddMove(builder *flatbuffers.Builder, move flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(move), 0)
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}
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func MoveResultAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(game), 0)
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}
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func MoveResultAddRack(builder *flatbuffers.Builder, rack flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(rack), 0)
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}
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func MoveResultStartRackVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(1, numElems, 1)
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}
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func MoveResultAddBagLen(builder *flatbuffers.Builder, bagLen int32) {
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builder.PrependInt32Slot(3, bagLen, 0)
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}
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func MoveResultEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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