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scrabble-game/backend/internal/notify/payload.go
T
Ilia Denisov e40adfb0c7
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fix(games): carry game kind on live events + fix the New Game lock funnel
Address review of the active-game limit lock:

- Live-event GameViews (opponent_moved, match_found, game_started, ...) did
  not carry game_kind, so a lobby patch from an event zeroed a game's kind
  and the client's per-kind count under-counted — a capped kind read as
  free (a disabled start instead of the lock, and a wrong per-kind result).
  Thread Kind through notify.GameSummary → the event GameView.

- New Game screen refreshes the lobby games on mount so the per-kind count
  reflects the current set, not a stale cached snapshot.

- The guest funnel's login button routes to the profile screen (the account
  controls), not settings.

- Copy: the guest prompt is "sign in to use all the game's features"; the
  durable notice is "finish your active games to start a new one".

Regression tests: the notify opponent-moved payload carries kind; the client
lock locks only the reached kind (vs_ai at cap leaves random open).
2026-07-10 10:55:48 +02:00

97 lines
3.3 KiB
Go

package notify
// The structs below are the wire-agnostic inputs the domain services hand to the
// enriched event constructors. Keeping them here — rather than importing the wire
// schema into game/lobby/social — preserves the package boundary: notify owns the
// FlatBuffers encoding, while the domain only fills in already-resolved values (seat
// display names, alphabet-index racks). Each mirrors the matching scrabblefb table.
// SeatStanding is one seat's public standing inside a GameSummary (mirrors
// scrabblefb.SeatView).
type SeatStanding struct {
Seat int
AccountID string
DisplayName string
Score int
HintsUsed int
IsWinner bool
}
// GameSummary is the shared, non-private game state embedded in enriched events
// (mirrors scrabblefb.GameView). LastActivityUnix is the lobby sort key: the current
// turn's start for an active game, the finish time once finished.
type GameSummary struct {
ID string
Variant string
DictVersion string
Status string
Players int
ToMove int
TurnTimeoutSecs int
MultipleWordsPerTurn bool
// VsAI marks an honest-AI game (the opponent is shown as 🤖, chat/nudge/add-friend off).
VsAI bool
MoveCount int
EndReason string
Seats []SeatStanding
LastActivityUnix int64
// Kind is the game's origin for the active-game limits (0 unknown, 1 vs_ai, 2 random, 3 friends);
// it rides live events so a lobby patch keeps the per-kind count correct.
Kind int
}
// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
// initial PlayerState so a client seeing a variant for the first time can render its
// rack (mirrors scrabblefb.AlphabetEntry).
type AlphabetLetter struct {
Index int
Letter string
Value int
}
// PlayerState is a player's full initial view of a game — the shared summary plus
// their private rack and budgets (mirrors scrabblefb.StateView). Rack carries wire
// alphabet indices (a blank is the sentinel index 255). Alphabet is set only when the
// recipient may not have cached the variant yet (match_found / game_started).
type PlayerState struct {
Game GameSummary
Seat int
Rack []int
BagLen int
HintsRemaining int
Alphabet []AlphabetLetter
}
// AccountRef is a referenced account with its display name resolved (mirrors
// scrabblefb.AccountRef).
type AccountRef struct {
AccountID string
DisplayName string
}
// InvitationInvitee is one invited player's seat and response inside an
// InvitationSummary (mirrors scrabblefb.InvitationInvitee).
type InvitationInvitee struct {
AccountID string
DisplayName string
Seat int
Response string
}
// InvitationSummary is a friend-game invitation carried by the NotifyInvitation event so
// the client adds it to its lobby list without a refetch (mirrors scrabblefb.Invitation).
type InvitationSummary struct {
ID string
Inviter AccountRef
Invitees []InvitationInvitee
Variant string
TurnTimeoutSecs int
HintsAllowed bool
HintsPerPlayer int
MultipleWordsPerTurn bool
DropoutTiles string
Status string
GameID string
ExpiresAtUnix int64
}