d7337d24ea
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Russian "Эрудит" treats a word laid on the board as belonging to the game: it cannot be laid again. Neither the solver, the backend nor the offline JS port knew the rule, so a player (and the robot) could replay a word freely. Official Scrabble places no such restriction, so both Scrabble variants keep playing unrestricted. The rule applies in two ways. A play whose main word is already on the board is illegal, and is neither accepted nor generated. A play whose perpendicular cross-word is already there stands — that word is incidental to laying the main word — but scores nothing. The set of played words is the game's own move journal, main words and cross-words alike, compared decoded, so a word spelled with a blank is the same word. It lives in the game layer, not the solver: only a game knows its history, and the solver stays stateless and standard-rules. The backend applies it at submit, at the move preview and over generated moves (filtering and re-ranking them, so neither the robot nor the hint can offer a play the engine would then refuse); the client port does the same for the offline engine and for the on-device preview of an online game. The rule is pinned per game (games.no_repeat_words, set from the variant at creation) rather than keyed on the variant, because a game is replayed from its journal on every open. Applied retroactively it would make an already-played repeat illegal — closing that game as a draw — and would rescore a play whose cross-word repeats an earlier word, shifting a live game's totals. Games created before the rule keep playing without it. The flag rides the wire as a trailing field because the client's preview must score the way the server does, and offline games pin the same answer in their own record.
296 lines
7.6 KiB
Go
296 lines
7.6 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 GameView struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameView{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameView{}
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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 FinishSizePrefixedGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameView) 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 *GameView) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameView) Id() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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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 *GameView) Variant() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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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 *GameView) DictVersion() []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 *GameView) Status() []byte {
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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.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 *GameView) Players() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
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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 *GameView) MutatePlayers(n int32) bool {
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return rcv._tab.MutateInt32Slot(12, n)
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}
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func (rcv *GameView) ToMove() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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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 *GameView) MutateToMove(n int32) bool {
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return rcv._tab.MutateInt32Slot(14, n)
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}
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func (rcv *GameView) TurnTimeoutSecs() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
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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 *GameView) MutateTurnTimeoutSecs(n int32) bool {
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return rcv._tab.MutateInt32Slot(16, n)
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}
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func (rcv *GameView) MultipleWordsPerTurn() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateMultipleWordsPerTurn(n bool) bool {
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return rcv._tab.MutateBoolSlot(18, n)
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}
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func (rcv *GameView) MoveCount() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
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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 *GameView) MutateMoveCount(n int32) bool {
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return rcv._tab.MutateInt32Slot(20, n)
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}
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func (rcv *GameView) EndReason() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
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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 *GameView) Seats(obj *SeatView, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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x := rcv._tab.Vector(o)
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x += flatbuffers.UOffsetT(j) * 4
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x = rcv._tab.Indirect(x)
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obj.Init(rcv._tab.Bytes, x)
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return true
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}
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return false
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}
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func (rcv *GameView) SeatsLength() int {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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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 *GameView) LastActivityUnix() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(26))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameView) MutateLastActivityUnix(n int64) bool {
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return rcv._tab.MutateInt64Slot(26, n)
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}
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func (rcv *GameView) VsAi() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(28))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateVsAi(n bool) bool {
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return rcv._tab.MutateBoolSlot(28, n)
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}
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func (rcv *GameView) UnreadChat() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(30))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateUnreadChat(n bool) bool {
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return rcv._tab.MutateBoolSlot(30, n)
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}
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func (rcv *GameView) UnreadMessages() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(32))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateUnreadMessages(n bool) bool {
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return rcv._tab.MutateBoolSlot(32, n)
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}
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func (rcv *GameView) Kind() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(34))
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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 *GameView) MutateKind(n int32) bool {
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return rcv._tab.MutateInt32Slot(34, n)
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}
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func (rcv *GameView) NoRepeatWords() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(36))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateNoRepeatWords(n bool) bool {
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return rcv._tab.MutateBoolSlot(36, n)
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}
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func GameViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(17)
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}
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func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
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}
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func GameViewAddVariant(builder *flatbuffers.Builder, variant flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(variant), 0)
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}
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func GameViewAddDictVersion(builder *flatbuffers.Builder, dictVersion flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(dictVersion), 0)
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}
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func GameViewAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0)
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}
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func GameViewAddPlayers(builder *flatbuffers.Builder, players int32) {
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builder.PrependInt32Slot(4, players, 0)
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}
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func GameViewAddToMove(builder *flatbuffers.Builder, toMove int32) {
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builder.PrependInt32Slot(5, toMove, 0)
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}
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func GameViewAddTurnTimeoutSecs(builder *flatbuffers.Builder, turnTimeoutSecs int32) {
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builder.PrependInt32Slot(6, turnTimeoutSecs, 0)
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}
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func GameViewAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
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builder.PrependBoolSlot(7, multipleWordsPerTurn, false)
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}
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func GameViewAddMoveCount(builder *flatbuffers.Builder, moveCount int32) {
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builder.PrependInt32Slot(8, moveCount, 0)
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}
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func GameViewAddEndReason(builder *flatbuffers.Builder, endReason flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(endReason), 0)
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}
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func GameViewAddSeats(builder *flatbuffers.Builder, seats flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(10, flatbuffers.UOffsetT(seats), 0)
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}
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func GameViewStartSeatsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func GameViewAddLastActivityUnix(builder *flatbuffers.Builder, lastActivityUnix int64) {
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builder.PrependInt64Slot(11, lastActivityUnix, 0)
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}
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func GameViewAddVsAi(builder *flatbuffers.Builder, vsAi bool) {
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builder.PrependBoolSlot(12, vsAi, false)
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}
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func GameViewAddUnreadChat(builder *flatbuffers.Builder, unreadChat bool) {
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builder.PrependBoolSlot(13, unreadChat, false)
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}
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func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool) {
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builder.PrependBoolSlot(14, unreadMessages, false)
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}
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func GameViewAddKind(builder *flatbuffers.Builder, kind int32) {
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builder.PrependInt32Slot(15, kind, 0)
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}
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func GameViewAddNoRepeatWords(builder *flatbuffers.Builder, noRepeatWords bool) {
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builder.PrependBoolSlot(16, noRepeatWords, false)
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}
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func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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