3306a016a0
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 12s
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Carry the caller's per-tier active-game caps and each game's kind on the wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode + client codec, committed regen). The New Game screen counts the player's active games per kind from the lobby and locks a capped start: an outline button with a lock that opens a funnel modal instead of a game -- a sign-in prompt for a guest, a "finish a current game first" notice for a signed-in account (native Telegram popup, in-app modal elsewhere). The lock lifts via the existing profile refetch after a guest->durable upgrade. Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag (now the random-kind cap) conflicted with the per-kind lock -- it hid the screen where the lock lives and wrongly blocked an unfulfilled kind. The New Game tab is always enabled; the per-kind start lock is the only gate. The at_game_limit wire field stays (unused by the client) for a later cleanup. Tests: client lock logic + codec kind/game_limits roundtrip + gateway transcode encode + native popup builders (unit); a mock e2e for the lock badge and the modal.
281 lines
7.2 KiB
Go
281 lines
7.2 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 GameViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(16)
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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 GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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