c127bc9f0e
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change.
267 lines
9.2 KiB
Go
267 lines
9.2 KiB
Go
package transcode
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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"scrabble/gateway/internal/backendclient"
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fb "scrabble/pkg/fbs/scrabblefb"
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"scrabble/pkg/wire"
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)
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// Social encoders: friends, blocks, invitations, statistics and GCG. They follow
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// encode.go's bottom-up rule (build every string/child vector before the table).
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// buildAccountRef builds an AccountRef table and returns its offset.
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func buildAccountRef(b *flatbuffers.Builder, r backendclient.AccountRefResp) flatbuffers.UOffsetT {
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return wire.BuildAccountRef(b, wire.AccountRef{AccountID: r.AccountID, DisplayName: r.DisplayName})
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}
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// buildAccountRefVector builds a [AccountRef] vector using the table-specific
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// StartXVector function and returns the vector offset.
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func buildAccountRefVector(b *flatbuffers.Builder, refs []backendclient.AccountRefResp, start func(*flatbuffers.Builder, int) flatbuffers.UOffsetT) flatbuffers.UOffsetT {
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offs := make([]flatbuffers.UOffsetT, len(refs))
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for i, r := range refs {
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offs[i] = buildAccountRef(b, r)
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}
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start(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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}
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return b.EndVector(len(offs))
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}
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// encodeFriendList builds a FriendList payload.
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func encodeFriendList(r backendclient.FriendListResp) []byte {
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b := flatbuffers.NewBuilder(256)
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v := buildAccountRefVector(b, r.Friends, fb.FriendListStartFriendsVector)
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fb.FriendListStart(b)
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fb.FriendListAddFriends(b, v)
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b.Finish(fb.FriendListEnd(b))
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return b.FinishedBytes()
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}
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// encodeIncomingList builds an IncomingRequestList payload.
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func encodeIncomingList(r backendclient.IncomingListResp) []byte {
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b := flatbuffers.NewBuilder(256)
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v := buildAccountRefVector(b, r.Requests, fb.IncomingRequestListStartRequestsVector)
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fb.IncomingRequestListStart(b)
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fb.IncomingRequestListAddRequests(b, v)
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b.Finish(fb.IncomingRequestListEnd(b))
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return b.FinishedBytes()
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}
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// buildRobotFriendVector builds the OutgoingRequestList robots vector (per-game
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// disguised-robot friend requests).
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func buildRobotFriendVector(b *flatbuffers.Builder, robots []backendclient.RobotFriendReqResp) flatbuffers.UOffsetT {
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offs := make([]flatbuffers.UOffsetT, len(robots))
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for i, r := range robots {
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id := b.CreateString(r.ID)
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name := b.CreateString(r.DisplayName)
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gid := b.CreateString(r.GameID)
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fb.RobotFriendRefStart(b)
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fb.RobotFriendRefAddId(b, id)
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fb.RobotFriendRefAddDisplayName(b, name)
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fb.RobotFriendRefAddGameId(b, gid)
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fb.RobotFriendRefAddSeat(b, int32(r.Seat))
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offs[i] = fb.RobotFriendRefEnd(b)
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}
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fb.OutgoingRequestListStartRobotsVector(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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}
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return b.EndVector(len(offs))
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}
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// encodeOutgoingList builds an OutgoingRequestList payload.
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func encodeOutgoingList(r backendclient.OutgoingListResp) []byte {
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b := flatbuffers.NewBuilder(256)
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v := buildAccountRefVector(b, r.Requests, fb.OutgoingRequestListStartRequestsVector)
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rv := buildRobotFriendVector(b, r.Robots)
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fb.OutgoingRequestListStart(b)
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fb.OutgoingRequestListAddRequests(b, v)
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fb.OutgoingRequestListAddRobots(b, rv)
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b.Finish(fb.OutgoingRequestListEnd(b))
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return b.FinishedBytes()
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}
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// buildRobotBlockVector builds the BlockList robots vector (per-game disguised-robot blocks).
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func buildRobotBlockVector(b *flatbuffers.Builder, robots []backendclient.RobotBlockResp) flatbuffers.UOffsetT {
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offs := make([]flatbuffers.UOffsetT, len(robots))
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for i, r := range robots {
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id := b.CreateString(r.ID)
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name := b.CreateString(r.DisplayName)
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gid := b.CreateString(r.GameID)
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fb.RobotBlockRefStart(b)
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fb.RobotBlockRefAddId(b, id)
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fb.RobotBlockRefAddDisplayName(b, name)
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fb.RobotBlockRefAddGameId(b, gid)
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fb.RobotBlockRefAddSeat(b, int32(r.Seat))
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offs[i] = fb.RobotBlockRefEnd(b)
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}
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fb.BlockListStartRobotsVector(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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}
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return b.EndVector(len(offs))
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}
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// encodeBlockList builds a BlockList payload.
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func encodeBlockList(r backendclient.BlockListResp) []byte {
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b := flatbuffers.NewBuilder(256)
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v := buildAccountRefVector(b, r.Blocked, fb.BlockListStartBlockedVector)
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rv := buildRobotBlockVector(b, r.Robots)
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fb.BlockListStart(b)
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fb.BlockListAddBlocked(b, v)
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fb.BlockListAddRobots(b, rv)
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b.Finish(fb.BlockListEnd(b))
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return b.FinishedBytes()
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}
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// encodeFriendCode builds a FriendCode payload.
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func encodeFriendCode(r backendclient.FriendCodeResp) []byte {
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b := flatbuffers.NewBuilder(64)
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code := b.CreateString(r.Code)
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fb.FriendCodeStart(b)
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fb.FriendCodeAddCode(b, code)
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fb.FriendCodeAddExpiresAtUnix(b, r.ExpiresAtUnix)
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b.Finish(fb.FriendCodeEnd(b))
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return b.FinishedBytes()
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}
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// encodeRedeemResult builds a RedeemResult payload.
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func encodeRedeemResult(r backendclient.RedeemResultResp) []byte {
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b := flatbuffers.NewBuilder(128)
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friend := buildAccountRef(b, r.Friend)
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fb.RedeemResultStart(b)
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fb.RedeemResultAddFriend(b, friend)
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b.Finish(fb.RedeemResultEnd(b))
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return b.FinishedBytes()
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}
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// buildBestMoveTile builds a BestMoveTile table and returns its offset.
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func buildBestMoveTile(b *flatbuffers.Builder, t backendclient.BestMoveTileResp) flatbuffers.UOffsetT {
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letter := b.CreateString(t.Letter)
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fb.BestMoveTileStart(b)
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fb.BestMoveTileAddLetter(b, letter)
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fb.BestMoveTileAddValue(b, int32(t.Value))
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fb.BestMoveTileAddBlank(b, t.Blank)
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return fb.BestMoveTileEnd(b)
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}
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// buildBestMove builds a BestMoveView table — its word tile vector first, per the
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// bottom-up rule — and returns its offset.
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func buildBestMove(b *flatbuffers.Builder, m backendclient.BestMoveResp) flatbuffers.UOffsetT {
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tiles := make([]flatbuffers.UOffsetT, len(m.Word))
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for i, t := range m.Word {
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tiles[i] = buildBestMoveTile(b, t)
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}
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fb.BestMoveViewStartWordVector(b, len(tiles))
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for i := len(tiles) - 1; i >= 0; i-- {
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b.PrependUOffsetT(tiles[i])
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}
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word := b.EndVector(len(tiles))
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variant := b.CreateString(m.Variant)
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fb.BestMoveViewStart(b)
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fb.BestMoveViewAddVariant(b, variant)
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fb.BestMoveViewAddScore(b, int32(m.Score))
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fb.BestMoveViewAddWord(b, word)
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return fb.BestMoveViewEnd(b)
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}
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// encodeStats builds a StatsView payload, embedding the per-variant best moves (each a
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// BestMoveView with its word tiles) when present.
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func encodeStats(r backendclient.StatsResp) []byte {
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b := flatbuffers.NewBuilder(256)
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var bestMoves flatbuffers.UOffsetT
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if len(r.BestMoves) > 0 {
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offs := make([]flatbuffers.UOffsetT, len(r.BestMoves))
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for i, m := range r.BestMoves {
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offs[i] = buildBestMove(b, m)
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}
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fb.StatsViewStartBestMovesVector(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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}
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bestMoves = b.EndVector(len(offs))
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}
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fb.StatsViewStart(b)
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fb.StatsViewAddWins(b, int32(r.Wins))
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fb.StatsViewAddLosses(b, int32(r.Losses))
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fb.StatsViewAddDraws(b, int32(r.Draws))
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fb.StatsViewAddMaxGamePoints(b, int32(r.MaxGamePoints))
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fb.StatsViewAddMaxWordPoints(b, int32(r.MaxWordPoints))
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fb.StatsViewAddMoves(b, int32(r.Moves))
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fb.StatsViewAddHintsUsed(b, int32(r.HintsUsed))
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if len(r.BestMoves) > 0 {
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fb.StatsViewAddBestMoves(b, bestMoves)
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}
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b.Finish(fb.StatsViewEnd(b))
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return b.FinishedBytes()
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}
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// buildInvitation builds an Invitation table and returns its offset.
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func buildInvitation(b *flatbuffers.Builder, inv backendclient.InvitationResp) flatbuffers.UOffsetT {
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invitees := make([]wire.InvitationInvitee, len(inv.Invitees))
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for i, iv := range inv.Invitees {
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invitees[i] = wire.InvitationInvitee{
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AccountID: iv.AccountID,
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DisplayName: iv.DisplayName,
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Seat: iv.Seat,
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Response: iv.Response,
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}
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}
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return wire.BuildInvitation(b, wire.Invitation{
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ID: inv.ID,
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Inviter: wire.AccountRef{AccountID: inv.Inviter.AccountID, DisplayName: inv.Inviter.DisplayName},
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Invitees: invitees,
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Variant: inv.Variant,
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TurnTimeoutSecs: inv.TurnTimeoutSecs,
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HintsAllowed: inv.HintsAllowed,
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HintsPerPlayer: inv.HintsPerPlayer,
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MultipleWordsPerTurn: inv.MultipleWordsPerTurn,
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DropoutTiles: inv.DropoutTiles,
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Status: inv.Status,
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GameID: inv.GameID,
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ExpiresAtUnix: inv.ExpiresAtUnix,
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})
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}
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// encodeInvitation builds an Invitation payload.
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func encodeInvitation(inv backendclient.InvitationResp) []byte {
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b := flatbuffers.NewBuilder(512)
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b.Finish(buildInvitation(b, inv))
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return b.FinishedBytes()
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}
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// encodeInvitationList builds an InvitationList payload.
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func encodeInvitationList(r backendclient.InvitationListResp) []byte {
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b := flatbuffers.NewBuilder(1024)
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offs := make([]flatbuffers.UOffsetT, len(r.Invitations))
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for i, inv := range r.Invitations {
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offs[i] = buildInvitation(b, inv)
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}
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fb.InvitationListStartInvitationsVector(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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}
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v := b.EndVector(len(offs))
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fb.InvitationListStart(b)
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fb.InvitationListAddInvitations(b, v)
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b.Finish(fb.InvitationListEnd(b))
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return b.FinishedBytes()
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}
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// encodeGcg builds a GcgExport payload.
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func encodeGcg(r backendclient.GcgResp) []byte {
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b := flatbuffers.NewBuilder(1024)
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gid := b.CreateString(r.GameID)
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fn := b.CreateString(r.Filename)
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content := b.CreateString(r.Content)
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fb.GcgExportStart(b)
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fb.GcgExportAddGameId(b, gid)
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fb.GcgExportAddFilename(b, fn)
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fb.GcgExportAddContent(b, content)
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b.Finish(fb.GcgExportEnd(b))
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return b.FinishedBytes()
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}
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