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Lobby: group the my-games list into your-turn / opponent-turn / finished (empty sections hidden), ordered by last activity (your-turn oldest-first, the other two newest-first), as a compact line-separated list. gameDTO and FB GameView gain last_activity_unix (turn start while active, finish time once finished); a pure lib/lobbysort.ts holds the grouping/ordering. Friends: the in-game 'add to friends' item is now server-derived via a new GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with a pending OR declined request (both read as 'request sent'), so it is correct across reloads; it shows a disabled '✓ in friends' once accepted. It live-updates when the opponent answers: RespondFriendRequest now publishes friend_added (accept) / friend_declined (new notify sub-kind, decline) to the original requester, whose open game re-derives its friend state. Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests; backend integration ListOutgoingRequests + respond-publishes-to-requester; e2e updated for the new lobby section labels + a non-friend active opponent. Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
106 lines
4.0 KiB
Go
106 lines
4.0 KiB
Go
package notify
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import (
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"time"
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flatbuffers "github.com/google/flatbuffers/go"
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"github.com/google/uuid"
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fb "scrabble/pkg/fbs/scrabblefb"
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)
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// The constructors below build one Intent per live event, FlatBuffers-encoding
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// the payload with the shared scrabblefb schema. Keeping the encoding here lets
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// the game/social/lobby services emit events without importing the wire schema.
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// YourTurn announces to userID that it is their turn in game gameID, with the
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// turn's nominal deadline.
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func YourTurn(userID, gameID uuid.UUID, deadline time.Time) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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fb.YourTurnEventStart(b)
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fb.YourTurnEventAddGameId(b, gid)
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fb.YourTurnEventAddDeadlineUnix(b, deadline.Unix())
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b.Finish(fb.YourTurnEventEnd(b))
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return Intent{UserID: userID, Kind: KindYourTurn, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// OpponentMoved tells userID that seat just committed a move in game gameID,
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// summarising it (the client refetches the full state).
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func OpponentMoved(userID, gameID uuid.UUID, seat int, action string, score, total int) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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act := b.CreateString(action)
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fb.OpponentMovedEventStart(b)
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fb.OpponentMovedEventAddGameId(b, gid)
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fb.OpponentMovedEventAddSeat(b, int32(seat))
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fb.OpponentMovedEventAddAction(b, act)
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fb.OpponentMovedEventAddScore(b, int32(score))
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fb.OpponentMovedEventAddTotal(b, int32(total))
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b.Finish(fb.OpponentMovedEventEnd(b))
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return Intent{UserID: userID, Kind: KindOpponentMoved, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// ChatMessage delivers a stored chat message (or nudge) to userID.
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func ChatMessage(userID, gameID, senderID uuid.UUID, id, kind, body string, createdAt time.Time) Intent {
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b := flatbuffers.NewBuilder(128)
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idOff := b.CreateString(id)
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gid := b.CreateString(gameID.String())
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sid := b.CreateString(senderID.String())
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kindOff := b.CreateString(kind)
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bodyOff := b.CreateString(body)
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fb.ChatMessageStart(b)
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fb.ChatMessageAddId(b, idOff)
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fb.ChatMessageAddGameId(b, gid)
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fb.ChatMessageAddSenderId(b, sid)
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fb.ChatMessageAddKind(b, kindOff)
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fb.ChatMessageAddBody(b, bodyOff)
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fb.ChatMessageAddCreatedAtUnix(b, createdAt.Unix())
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b.Finish(fb.ChatMessageEnd(b))
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return Intent{UserID: userID, Kind: KindChatMessage, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// Nudge tells userID that fromUserID nudged them in game gameID.
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func Nudge(userID, gameID, fromUserID uuid.UUID) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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from := b.CreateString(fromUserID.String())
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fb.NudgeEventStart(b)
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fb.NudgeEventAddGameId(b, gid)
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fb.NudgeEventAddFromUserId(b, from)
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b.Finish(fb.NudgeEventEnd(b))
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return Intent{UserID: userID, Kind: KindNudge, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// MatchFound tells userID that game gameID, which they are seated in, has
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// started (an auto-match pairing or a robot substitution).
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func MatchFound(userID, gameID uuid.UUID) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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fb.MatchFoundEventStart(b)
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fb.MatchFoundEventAddGameId(b, gid)
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b.Finish(fb.MatchFoundEventEnd(b))
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return Intent{UserID: userID, Kind: KindMatchFound, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// Notification is a lightweight "re-poll" signal to userID that a friend request or
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// invitation changed. kind is a sub-discriminator (NotifyFriendRequest,
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// NotifyFriendAdded, NotifyFriendDeclined, NotifyInvitation, NotifyGameStarted) the
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// client may use to scope its refresh.
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func Notification(userID uuid.UUID, kind string) Intent {
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b := flatbuffers.NewBuilder(32)
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k := b.CreateString(kind)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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b.Finish(fb.NotificationEventEnd(b))
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return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// eventID returns a best-effort correlation id for one emitted event.
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func eventID() string {
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if id, err := uuid.NewV7(); err == nil {
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return id.String()
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}
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return ""
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}
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