8793bd34f2
The statistics screen gains real depth, plus a hint-count bug fix found along the way. - Best move per variant: the screen shows the actual best-move word (drawn as game tiles; a wildcard shows its letter but no value), broken down by game variant, empty variants omitted. New account_best_move table, written at game finish. - Moves & hint share: two new lifetime tiles — the player's play count and the share of plays that used a hint — from summed account_stats counters (moves, hints_used). Honest-AI games are excluded, like the rest of the stats. - Hint-count fix: the in-game hint badge no longer goes stale across games. The global wallet now rides the wire apart from the per-game allowance (wallet_balance on StateView/HintResult/StatsView), so the client reads the live wallet rather than a per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet), its true per-game total. - Account merge: sums the new moves/hints_used counters and merges the per-variant best moves (higher score kept), which it previously dropped. - Admin: the user card shows Moves and Hints used. - UI polish: tab/label wording, game-over text, and e2e selectors hardened against label changes. All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru, UISN_DESIGN) updated in step.
192 lines
4.8 KiB
Go
192 lines
4.8 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 StateView struct {
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_tab flatbuffers.Table
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}
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func GetRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &StateView{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &StateView{}
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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 FinishSizePrefixedStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *StateView) 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 *StateView) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *StateView) Game(obj *GameView) *GameView {
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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(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 *StateView) Seat() int32 {
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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.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 *StateView) MutateSeat(n int32) bool {
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return rcv._tab.MutateInt32Slot(6, n)
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}
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func (rcv *StateView) 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 *StateView) 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 *StateView) 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 *StateView) 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 *StateView) 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 *StateView) MutateBagLen(n int32) bool {
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return rcv._tab.MutateInt32Slot(10, n)
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}
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func (rcv *StateView) HintsRemaining() 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 *StateView) MutateHintsRemaining(n int32) bool {
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return rcv._tab.MutateInt32Slot(12, n)
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}
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func (rcv *StateView) Alphabet(obj *AlphabetEntry, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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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 *StateView) AlphabetLength() int {
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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.VectorLen(o)
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}
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return 0
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}
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func (rcv *StateView) WalletBalance() 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 *StateView) MutateWalletBalance(n int32) bool {
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return rcv._tab.MutateInt32Slot(16, n)
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}
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func StateViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(7)
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}
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func StateViewAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(game), 0)
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}
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func StateViewAddSeat(builder *flatbuffers.Builder, seat int32) {
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builder.PrependInt32Slot(1, seat, 0)
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}
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func StateViewAddRack(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 StateViewStartRackVector(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 StateViewAddBagLen(builder *flatbuffers.Builder, bagLen int32) {
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builder.PrependInt32Slot(3, bagLen, 0)
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}
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func StateViewAddHintsRemaining(builder *flatbuffers.Builder, hintsRemaining int32) {
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builder.PrependInt32Slot(4, hintsRemaining, 0)
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}
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func StateViewAddAlphabet(builder *flatbuffers.Builder, alphabet flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(5, flatbuffers.UOffsetT(alphabet), 0)
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}
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func StateViewStartAlphabetVector(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 StateViewAddWalletBalance(builder *flatbuffers.Builder, walletBalance int32) {
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builder.PrependInt32Slot(6, walletBalance, 0)
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}
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func StateViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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