Files
scrabble-game/pkg/fbs/scrabblefb/StateView.go
T
Ilia Denisov 90eaf4964b
Tests · Go / test (push) Successful in 10s
Tests · Integration / integration (push) Successful in 12s
Tests · UI / test (push) Successful in 19s
Tests · Go / test (pull_request) Successful in 9s
Tests · Integration / integration (pull_request) Successful in 12s
Tests · UI / test (pull_request) Successful in 19s
Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
Live play now exchanges per-variant alphabet indices instead of concrete
letters (rack out; submit-play, evaluate, exchange, word-check in). The client
caches each variant's (index, letter, value) table behind
StateRequest.include_alphabet and renders the rack and blank chooser from it,
dropping the hardcoded value/alphabet tables. History, the durable journal and
GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged).

- pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet;
  StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile];
  Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated).
- engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/
  DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test.
- backend server edge maps index<->letter (new thin game.Service.GameVariant);
  game.Service domain methods, engine.Game and the robot keep one letter-based
  play path. The gateway forwards indices verbatim (no alphabet table).
- ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts
  is geometry-only; the mock seeds a fixture table; the UI normalises display to
  upper case (codec + cache), leaving placement/board/checkword unchanged.

Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value
tables. Discharges TODO-4.
2026-06-04 16:26:43 +02:00

177 lines
4.4 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type StateView struct {
_tab flatbuffers.Table
}
func GetRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &StateView{}
x.Init(buf, n+offset)
return x
}
func FinishStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &StateView{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *StateView) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *StateView) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *StateView) Game(obj *GameView) *GameView {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
x := rcv._tab.Indirect(o + rcv._tab.Pos)
if obj == nil {
obj = new(GameView)
}
obj.Init(rcv._tab.Bytes, x)
return obj
}
return nil
}
func (rcv *StateView) Seat() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateSeat(n int32) bool {
return rcv._tab.MutateInt32Slot(6, n)
}
func (rcv *StateView) Rack(j int) byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
a := rcv._tab.Vector(o)
return rcv._tab.GetByte(a + flatbuffers.UOffsetT(j*1))
}
return 0
}
func (rcv *StateView) RackLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func (rcv *StateView) RackBytes() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *StateView) MutateRack(j int, n byte) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
a := rcv._tab.Vector(o)
return rcv._tab.MutateByte(a+flatbuffers.UOffsetT(j*1), n)
}
return false
}
func (rcv *StateView) BagLen() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateBagLen(n int32) bool {
return rcv._tab.MutateInt32Slot(10, n)
}
func (rcv *StateView) HintsRemaining() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateHintsRemaining(n int32) bool {
return rcv._tab.MutateInt32Slot(12, n)
}
func (rcv *StateView) Alphabet(obj *AlphabetEntry, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
if o != 0 {
x := rcv._tab.Vector(o)
x += flatbuffers.UOffsetT(j) * 4
x = rcv._tab.Indirect(x)
obj.Init(rcv._tab.Bytes, x)
return true
}
return false
}
func (rcv *StateView) AlphabetLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func StateViewStart(builder *flatbuffers.Builder) {
builder.StartObject(6)
}
func StateViewAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(game), 0)
}
func StateViewAddSeat(builder *flatbuffers.Builder, seat int32) {
builder.PrependInt32Slot(1, seat, 0)
}
func StateViewAddRack(builder *flatbuffers.Builder, rack flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(rack), 0)
}
func StateViewStartRackVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(1, numElems, 1)
}
func StateViewAddBagLen(builder *flatbuffers.Builder, bagLen int32) {
builder.PrependInt32Slot(3, bagLen, 0)
}
func StateViewAddHintsRemaining(builder *flatbuffers.Builder, hintsRemaining int32) {
builder.PrependInt32Slot(4, hintsRemaining, 0)
}
func StateViewAddAlphabet(builder *flatbuffers.Builder, alphabet flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(5, flatbuffers.UOffsetT(alphabet), 0)
}
func StateViewStartAlphabetVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func StateViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}