762155a55e
Add the confirm-link edge method (auth.email.confirm_link): a new EmailConfirmLinkRequest/Result fbs table, the transcode const + handler + encoder, and the backend-client call to the existing /sessions/email/confirm-link endpoint — it rides Execute under the existing service prefix, so no proto/Caddy change. Add a language field to EmailRequestRequest and forward it (the backend already seeds it). Add the NotifyProfile sub-kind + notify.ProfileChanged, published by the confirm-link handler on a successful link so an in-app session re-fetches its profile when the email was confirmed in another browser. Regenerated fbs bindings (Go + TS).
774 lines
26 KiB
Plaintext
774 lines
26 KiB
Plaintext
// FlatBuffers payloads for the client <-> gateway edge transport.
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//
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// Every request and response that rides inside the Connect envelope
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// (gateway/proto/edge) `payload` field, and every push Event payload, is one of
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// these tables. They are the binary wire contract shared with the UI, which
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// generates TypeScript from this same schema. A single namespace keeps
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// nested tables (GameView inside MoveResult / MatchResult) free of
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// cross-namespace imports. Keep this schema and the backend JSON DTOs in lockstep
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// — the gateway transcodes one to the other.
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//
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// Generate Go with `make fbs` (flatc, version-pinned). The committed output lives
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// in fbs/scrabblefb/.
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namespace scrabblefb;
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// --- shared building blocks ---
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// TileRecord is one tile in a decoded move record (history, move result, hint): its
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// board coordinate, the concrete letter ("?" when read from a hand for a blank) and
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// whether it came from a blank. Inbound tiles to place use PlayTile (alphabet indices).
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table TileRecord {
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row:int;
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col:int;
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letter:string;
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blank:bool;
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}
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// PlayTile is one inbound tile to place, addressed by its alphabet index rather than a
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// concrete letter. For a blank, letter carries the designated letter's index
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// and blank is true. The board coordinate is its target square.
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table PlayTile {
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row:int;
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col:int;
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letter:ubyte;
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blank:bool;
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}
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// AlphabetEntry is one letter of a variant's alphabet, sent for display only:
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// index is the engine alphabet-index byte the wire uses for this letter, letter is the
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// concrete character and value is its tile score. The client caches the table per variant.
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table AlphabetEntry {
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index:ubyte;
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letter:string;
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value:int;
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}
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// SeatView is one seat's public standing in a game. display_name is resolved by the
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// backend from the account store (added trailing — backward-compatible).
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table SeatView {
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seat:int;
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account_id:string;
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score:int;
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hints_used:int;
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is_winner:bool;
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display_name:string;
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}
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// GameView is the shared (non-private) game summary.
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table GameView {
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id:string;
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variant:string;
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dict_version:string;
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status:string;
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players:int;
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to_move:int;
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turn_timeout_secs:int;
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multiple_words_per_turn:bool;
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move_count:int;
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end_reason:string;
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seats:[SeatView];
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// last_activity_unix is the lobby sort key: the current turn's start for an active
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// game, the finish time for a finished one.
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last_activity_unix:long;
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// vs_ai marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend
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// are disabled in the client. A robot-filled random game keeps vs_ai=false.
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vs_ai:bool;
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// unread_chat is a per-viewer flag: the requesting player has at least one unread chat
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// entry (message or nudge) in this game. It drives the lobby and in-game unread badge.
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unread_chat:bool;
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// unread_messages is a per-viewer flag: at least one of the unread entries is a real chat
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// message (not just a nudge). With unread_chat it colours the badge — both set is the regular
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// badge, unread_chat alone is the softer nudge-only badge.
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unread_messages:bool;
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}
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// MoveRecord is one decoded move (a committed play, or a hint preview).
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table MoveRecord {
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player:int;
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action:string;
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dir:string;
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main_row:int;
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main_col:int;
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tiles:[TileRecord];
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words:[string];
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count:int;
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score:int;
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total:int;
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}
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// --- auth (unauthenticated) ---
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// TelegramLoginRequest carries the platform launch data; the gateway validates
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// its HMAC before forwarding the extracted identity to the backend. browser_tz is
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// the client's detected UTC offset ("±HH:MM"), seeded into a brand-new account's
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// time zone so the robot's sleep window and the turn-timeout away window are
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// anchored to the player's real zone from first contact (first contact only).
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table TelegramLoginRequest {
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init_data:string;
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browser_tz:string;
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}
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// VKLoginRequest carries a VK Mini App launch. params is the raw query string of the
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// signed vk_* launch parameters plus the sign, which the gateway verifies in-process
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// (HMAC-SHA256 over the sorted vk_* params under the app secret, base64url) before
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// forwarding the extracted vk_user_id to the backend. display_name is the player's
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// name read client-side via VKWebAppGetUserInfo — VK omits it from the signed params,
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// so it is an untrusted, cosmetic seed for a brand-new account's display name.
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// browser_tz is the client's detected UTC offset ("±HH:MM"), seeded into a brand-new
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// account's time zone (see TelegramLoginRequest.browser_tz; first contact only).
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table VKLoginRequest {
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params:string;
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browser_tz:string;
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display_name:string;
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}
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// GuestLoginRequest bootstraps an ephemeral guest session. locale is an optional
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// preferred-language hint; browser_tz is the detected UTC offset seeded into the
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// guest account's time zone (see TelegramLoginRequest.browser_tz).
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table GuestLoginRequest {
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locale:string;
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browser_tz:string;
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}
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// EmailRequestRequest asks the backend to send a login confirm-code to email. It
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// also provisions the account on first contact, so browser_tz (the detected UTC
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// offset) is seeded into its time zone here, not at the later login step; language
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// (the client's UI language) seeds the new account's language and localises the email.
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table EmailRequestRequest {
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email:string;
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browser_tz:string;
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language:string;
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}
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// EmailLoginRequest logs in to the account owning email (provisioned at the
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// request step), verifying the confirm-code.
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table EmailLoginRequest {
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email:string;
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code:string;
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}
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// EmailConfirmLinkRequest verifies a one-tap deeplink token from a confirmation
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// email. The token, not a session, is the authorization.
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table EmailConfirmLinkRequest {
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token:string;
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}
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// EmailConfirmLinkResult is the outcome of a deeplink confirmation: purpose is
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// "login" or "link"; for a login session carries the minted credential; for a link
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// status is "confirmed" or "merge_required" (the app completes the merge).
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table EmailConfirmLinkResult {
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purpose:string;
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status:string;
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session:Session;
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}
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// Session is the minted credential returned by every auth operation.
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table Session {
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token:string;
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user_id:string;
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is_guest:bool;
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display_name:string;
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}
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// Ack is a simple success acknowledgement (e.g. an email-code request).
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table Ack {
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ok:bool;
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}
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// --- advertising banner ---
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// BannerCampaign is one campaign in the rotation feed: a GCD-reduced show weight
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// (the client runs a smooth weighted round-robin over campaigns by this weight)
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// and its messages in display order, each already resolved to the viewer's bot
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// language (the stored en/ru pair is picked server-side).
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table BannerCampaign {
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weight:int;
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messages:[string];
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}
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// BannerInfo is the advertising-banner block of an eligible viewer's profile: the
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// campaigns to rotate and the global display timings the client rotator reads.
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// It is present (set on Profile.banner) only when the viewer is eligible to see a
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// banner; absent otherwise. The transition between messages is fade_out_ms, then
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// gap_ms, then fade_in_ms.
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table BannerInfo {
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campaigns:[BannerCampaign];
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hold_ms:int;
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edge_pause_ms:int;
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scroll_px_per_sec:int;
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fade_out_ms:int;
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gap_ms:int;
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fade_in_ms:int;
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}
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// --- profile (authenticated) ---
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// Profile is the authenticated account's own profile view. away_start/away_end are
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// the "HH:MM" daily away-window bounds. notifications_in_app_only (default true)
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// suppresses out-of-app platform push, leaving only the in-app live stream. banner
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// carries the advertising-banner block for an eligible viewer, absent otherwise
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// (all added trailing — backward-compatible).
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table Profile {
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user_id:string;
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display_name:string;
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preferred_language:string;
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time_zone:string;
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hint_balance:int;
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block_chat:bool;
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block_friend_requests:bool;
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is_guest:bool;
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away_start:string;
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away_end:string;
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notifications_in_app_only:bool = true;
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banner:BannerInfo;
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// variant_preferences is the set of game variants the player allows themselves to be
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// matched into (engine.Variant labels), Erudit-first; the New Game picker is gated by it.
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variant_preferences:[string];
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}
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// BlockStatus reports the caller's current manual block. The UI fetches it after any operation
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// returns the "account_blocked" result code, then replaces every screen with the terminal blocked
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// screen and stops all push/poll. permanent is false for a temporary block; until is an RFC3339
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// UTC instant for a temporary block and empty for a permanent one; reason is the operator-set text
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// resolved to the account's language, empty when none was cited.
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table BlockStatus {
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blocked:bool;
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permanent:bool;
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until:string;
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reason:string;
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}
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// --- game (authenticated) ---
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// SubmitPlayRequest places tiles on the player's turn; the backend infers the play's
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// orientation from the tiles and the board. tiles are addressed by alphabet index.
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table SubmitPlayRequest {
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game_id:string;
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tiles:[PlayTile];
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}
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// MoveResult is the outcome of a committed move: the move and the post-move game. rack and
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// bag_len carry the actor's own post-move private state — their refilled rack (alphabet indices,
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// a blank is the sentinel index 255) and the bag size after drawing — so the mover
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// renders the next state straight from this response without a follow-up game.state (added
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// trailing — backward-compatible).
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table MoveResult {
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move:MoveRecord;
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game:GameView;
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rack:[ubyte];
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bag_len:int;
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}
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// StateRequest asks for the requesting player's view of a game. include_alphabet asks the
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// backend to embed the variant's AlphabetEntry table in the reply; the client
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// sets it only on a per-variant cache miss so the table is not resent on every poll.
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table StateRequest {
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game_id:string;
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include_alphabet:bool = false;
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}
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// StateView is a player's view of a game: the shared summary plus their private rack, the
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// bag size and their remaining hint budget. rack carries alphabet indices; a
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// blank tile is the sentinel index 255. alphabet is present only when the request set
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// include_alphabet (a display table the client caches per variant).
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table StateView {
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game:GameView;
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seat:int;
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rack:[ubyte];
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bag_len:int;
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hints_remaining:int;
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alphabet:[AlphabetEntry];
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// wallet_balance is the requesting player's global hint-wallet balance, sent apart from
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// hints_remaining (which folds the wallet in with the per-game allowance) so the client can
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// separate the two: the per-game allowance remaining is hints_remaining - wallet_balance, and
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// the wallet is a single global figure the client keeps live across games (added trailing —
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// backward-compatible).
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wallet_balance:int;
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}
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// GameActionRequest carries just a game id (pass / resign / hint / history).
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table GameActionRequest {
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game_id:string;
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}
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// ExchangeRequest swaps the listed rack tiles back into the bag. tiles are alphabet
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// indices; a blank is the sentinel index 255.
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table ExchangeRequest {
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game_id:string;
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tiles:[ubyte];
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}
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// EvalRequest previews a tentative play without committing it. tiles are addressed by
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// alphabet index; the backend infers the play's orientation from the tiles and the board.
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table EvalRequest {
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game_id:string;
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tiles:[PlayTile];
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}
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// EvalResult is an unlimited move preview: legality, score, the words formed (main word
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// first) and the orientation the backend inferred (dir is "H"/"V", empty when illegal).
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table EvalResult {
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legal:bool;
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score:int;
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words:[string];
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dir:string;
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}
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// CheckWordRequest looks a word up in the game's pinned dictionary. word is a sequence of
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// alphabet indices; the client constrains input to the variant's alphabet.
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table CheckWordRequest {
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game_id:string;
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word:[ubyte];
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}
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// WordCheckResult is the dictionary lookup outcome.
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table WordCheckResult {
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word:string;
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legal:bool;
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}
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// ComplaintRequest disputes a word-check result.
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table ComplaintRequest {
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game_id:string;
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word:string;
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note:string;
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}
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// HintResult is the top-ranked move plus the remaining hint budget. wallet_balance is the
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// global hint-wallet balance after spending (see StateView.wallet_balance), so the client
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// refreshes its live wallet and re-derives the per-game allowance (added trailing —
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// backward-compatible).
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table HintResult {
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move:MoveRecord;
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hints_remaining:int;
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wallet_balance:int;
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}
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// DraftRequest saves the player's client-side composition for a game: a single
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// JSON string of {rack_order, board_tiles} the client serializes itself, so the wire carries
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// no tile array. The gateway forwards json verbatim to the backend, which owns its shape.
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table DraftRequest {
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game_id:string;
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json:string;
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}
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// DraftView returns the player's stored composition as the same opaque JSON string (empty
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// when none is stored). A draft get reuses GameActionRequest for its game id.
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table DraftView {
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json:string;
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}
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// History is a game's decoded move journal — the source for client board replay.
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table History {
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game_id:string;
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moves:[MoveRecord];
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}
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// GameList is the caller's games (active and finished) for the lobby. at_game_limit is
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// true when the caller has reached the simultaneous quick-game cap, so the lobby
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// disables "New Game" and shows a notice.
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table GameList {
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games:[GameView];
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at_game_limit:bool;
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}
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// --- lobby (authenticated) ---
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// EnqueueRequest starts a quick game for a variant under a per-turn word rule.
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// multiple_words_per_turn true is standard Scrabble; false is the single-word rule.
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// vs_ai true starts an honest-AI game against a robot instead of human auto-match.
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table EnqueueRequest {
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variant:string;
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multiple_words_per_turn:bool;
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vs_ai:bool;
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}
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// MatchResult reports whether the caller has been paired into a game yet.
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table MatchResult {
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matched:bool;
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game:GameView;
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}
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// --- chat (authenticated) ---
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// ChatPostRequest posts a per-game chat message.
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table ChatPostRequest {
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game_id:string;
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body:string;
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}
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// ChatMessage is one stored chat message or nudge.
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table ChatMessage {
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id:string;
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game_id:string;
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sender_id:string;
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kind:string;
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body:string;
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created_at_unix:long;
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}
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// ChatList is a game's chat history.
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table ChatList {
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messages:[ChatMessage];
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}
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// --- feedback (authenticated) ---
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// FeedbackSubmitRequest submits a feedback message with an optional single
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// attachment. attachment is the raw file bytes (empty for none); attachment_name
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// carries the original file name (its extension keys the allow-list); channel is
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// the submitting platform (telegram/ios/android/web). The response is an Ack.
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table FeedbackSubmitRequest {
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body:string;
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attachment:[ubyte];
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attachment_name:string;
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channel:string;
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version:string;
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browser_tz:string;
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}
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// FeedbackReply is the operator's answer shown back to the player.
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table FeedbackReply {
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body:string;
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replied_at_unix:long;
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}
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// FeedbackState is the player's feedback screen state. blocked_reason is "" (can
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// send), "pending" or "banned"; reply is null when there is none to show. Fetching
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// it (feedback.get) delivers any pending reply, clearing the badge.
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table FeedbackState {
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can_send:bool;
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blocked_reason:string;
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reply:FeedbackReply;
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}
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// FeedbackUnread reports whether the player has an undelivered operator reply, for
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// the lobby/Info badge (feedback.unread; no side effect).
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table FeedbackUnread {
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reply_unread:bool;
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}
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// --- account, statistics, friends, blocks, invitations, history ---
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// AccountRef is a referenced account with its display name resolved — the shared
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// shape for friends, blocked users and invitation participants.
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table AccountRef {
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account_id:string;
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display_name:string;
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}
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// UpdateProfileRequest overwrites the full editable profile (the client sends the
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// complete desired profile). away_start/away_end are "HH:MM" bounds.
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// notifications_in_app_only (trailing — backward-compatible) toggles out-of-app
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// platform push off when set.
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table UpdateProfileRequest {
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display_name:string;
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preferred_language:string;
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time_zone:string;
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away_start:string;
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away_end:string;
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block_chat:bool;
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block_friend_requests:bool;
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notifications_in_app_only:bool = true;
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variant_preferences:[string];
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}
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// --- account linking & merge (authenticated) ---
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// LinkEmailRequest mails a confirm-code to email for a later link or merge. The
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// code is always sent (no pre-send "taken" signal), so a probe cannot enumerate
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// registered addresses.
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table LinkEmailRequest {
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email:string;
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}
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// LinkEmailConfirm carries the email and its confirm code, for both the confirm
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// (preview) and the explicit merge step.
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table LinkEmailConfirm {
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email:string;
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code:string;
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}
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// LinkTelegramRequest carries Telegram Login Widget data (a URL query string) for
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// attaching a Telegram identity to the current account.
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table LinkTelegramRequest {
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data:string;
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}
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// LinkResult is the unified result of a confirm or merge step. status is "linked"
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// (bound to the caller), "merge_required" (the identity belongs to another account —
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// the secondary_* fields summarise it for the irreversible confirmation), or
|
|
// "merged" (done). session is present only when the active account switched (a guest
|
|
// initiator whose durable counterpart won) — the client adopts it.
|
|
table LinkResult {
|
|
status:string;
|
|
secondary_user_id:string;
|
|
secondary_display_name:string;
|
|
secondary_games:int;
|
|
secondary_friends:int;
|
|
session:Session;
|
|
}
|
|
|
|
// BestMoveTile is one letter cell of a best-move word: its concrete letter (the designated
|
|
// letter for a blank), its tile point value (0 for a blank) and whether it is a blank. It
|
|
// lets the client render the word as game tiles without the variant's alphabet table.
|
|
table BestMoveTile {
|
|
letter:string;
|
|
value:int;
|
|
blank:bool;
|
|
}
|
|
|
|
// BestMoveView is an account's highest-scoring single play within one game variant: the
|
|
// variant label, the play's total score (matching max_word_points for that variant) and its
|
|
// main word as ordered tiles.
|
|
table BestMoveView {
|
|
variant:string;
|
|
score:int;
|
|
word:[BestMoveTile];
|
|
}
|
|
|
|
// StatsView is a durable account's lifetime statistics (games-played and win-rate
|
|
// are derived client-side). best_moves breaks the best move down per variant, carrying the
|
|
// word itself; it is empty for an account with no recorded play and lists only variants the
|
|
// account has played (added trailing — backward-compatible).
|
|
table StatsView {
|
|
wins:int;
|
|
losses:int;
|
|
draws:int;
|
|
max_game_points:int;
|
|
max_word_points:int;
|
|
best_moves:[BestMoveView];
|
|
// moves is the player's lifetime play count (tile placements); hints_used is their lifetime
|
|
// hint count. The screen shows the hint share = hints_used / moves (added trailing).
|
|
moves:int;
|
|
hints_used:int;
|
|
}
|
|
|
|
// TargetRequest names a single counterpart account (friend request/cancel/unfriend,
|
|
// block/unblock). game_id is set only by an in-game block of a disguised-robot opponent,
|
|
// so the backend can record the per-game robot block (the seat name the player saw)
|
|
// against that game; every other path leaves it empty (FlatBuffers-optional).
|
|
table TargetRequest {
|
|
account_id:string;
|
|
game_id:string;
|
|
}
|
|
|
|
// FriendRespondRequest accepts or declines a pending request from a requester.
|
|
table FriendRespondRequest {
|
|
requester_id:string;
|
|
accept:bool;
|
|
}
|
|
|
|
// FriendList is the caller's accepted friends.
|
|
table FriendList {
|
|
friends:[AccountRef];
|
|
}
|
|
|
|
// IncomingRequestList is the friend requests awaiting the caller's response.
|
|
table IncomingRequestList {
|
|
requests:[AccountRef];
|
|
}
|
|
|
|
// RobotFriendRef is one per-game friend request to a disguised-robot opponent: a
|
|
// per-game record (not a real account) carrying the game name the player saw and the
|
|
// game/seat it was sent in, so the in-game card can re-mark that seat as already
|
|
// requested. Its id is the robot_friend_requests row.
|
|
table RobotFriendRef {
|
|
id:string;
|
|
display_name:string;
|
|
game_id:string;
|
|
seat:int;
|
|
}
|
|
|
|
// OutgoingRequestList is the accounts the caller has already requested and cannot
|
|
// (re-)request: a live pending request or one the addressee declined. The game's
|
|
// "add to friends" item reads it to stay disabled across reloads. robots are the
|
|
// per-game disguised-robot requests (not real accounts), added trailing.
|
|
table OutgoingRequestList {
|
|
requests:[AccountRef];
|
|
robots:[RobotFriendRef];
|
|
}
|
|
|
|
// FriendCode is a freshly issued one-time add-a-friend code (returned once).
|
|
table FriendCode {
|
|
code:string;
|
|
expires_at_unix:long;
|
|
}
|
|
|
|
// RedeemCodeRequest redeems a friend code, befriending its issuer.
|
|
table RedeemCodeRequest {
|
|
code:string;
|
|
}
|
|
|
|
// RedeemResult reports the new friend gained by redeeming a code.
|
|
table RedeemResult {
|
|
friend:AccountRef;
|
|
}
|
|
|
|
// RobotBlockRef is one blocked disguised-robot opponent: a per-game record (not a real
|
|
// account) carrying the game name the player saw and the game/seat it was blocked in, so
|
|
// the blocked list shows it as a distinct personality and the in-game card can re-mark
|
|
// that seat. Its id is the robot_blocks row, used to unblock it.
|
|
table RobotBlockRef {
|
|
id:string;
|
|
display_name:string;
|
|
game_id:string;
|
|
seat:int;
|
|
}
|
|
|
|
// BlockList is the accounts the caller has blocked, plus the per-game disguised-robot
|
|
// blocks (robots) which are not real accounts.
|
|
table BlockList {
|
|
blocked:[AccountRef];
|
|
robots:[RobotBlockRef];
|
|
}
|
|
|
|
// InvitationInvitee is one invitee's seat and response, name resolved.
|
|
table InvitationInvitee {
|
|
account_id:string;
|
|
display_name:string;
|
|
seat:int;
|
|
response:string;
|
|
}
|
|
|
|
// Invitation is a friend-game invitation with its settings and invitees.
|
|
table Invitation {
|
|
id:string;
|
|
inviter:AccountRef;
|
|
invitees:[InvitationInvitee];
|
|
variant:string;
|
|
turn_timeout_secs:int;
|
|
hints_allowed:bool;
|
|
hints_per_player:int;
|
|
multiple_words_per_turn:bool;
|
|
dropout_tiles:string;
|
|
status:string;
|
|
game_id:string;
|
|
expires_at_unix:long;
|
|
}
|
|
|
|
// CreateInvitationRequest proposes a 2-4 player friend game to the named invitees.
|
|
table CreateInvitationRequest {
|
|
invitee_ids:[string];
|
|
variant:string;
|
|
turn_timeout_secs:int;
|
|
hints_allowed:bool;
|
|
hints_per_player:int;
|
|
dropout_tiles:string;
|
|
multiple_words_per_turn:bool;
|
|
}
|
|
|
|
// InvitationActionRequest accepts / declines / cancels an invitation by id.
|
|
table InvitationActionRequest {
|
|
invitation_id:string;
|
|
}
|
|
|
|
// InvitationList is the caller's open invitations.
|
|
table InvitationList {
|
|
invitations:[Invitation];
|
|
}
|
|
|
|
// GcgExport is a finished game's GCG transcript: a suggested filename and the text.
|
|
table GcgExport {
|
|
game_id:string;
|
|
filename:string;
|
|
content:string;
|
|
}
|
|
|
|
// ExportUrlRequest asks for a signed download URL of a finished game's export artifact.
|
|
// kind is "png" or "gcg". For the PNG the client passes its presentation context — the
|
|
// UI-localized non-play move labels (pass, exchange, resign, timeout, in that order),
|
|
// the device date locale and the device IANA time zone — which ride the signed URL so
|
|
// the server render matches what the player would have seen locally.
|
|
table ExportUrlRequest {
|
|
game_id:string;
|
|
kind:string;
|
|
date_locale:string;
|
|
action_labels:[string];
|
|
time_zone:string;
|
|
}
|
|
|
|
// ExportUrl is the minted download link: a relative, signed, short-lived path the client
|
|
// resolves against its own origin (the SPA and the gateway share it), plus the filename
|
|
// the download will carry.
|
|
table ExportUrl {
|
|
path:string;
|
|
filename:string;
|
|
}
|
|
|
|
// --- push event payloads ---
|
|
|
|
// YourTurnEvent signals that it is now the recipient's turn. The trailing fields enrich the
|
|
// out-of-app push: opponent_name is the player who just moved, last_action is their
|
|
// move kind ("play"/"pass"/"exchange"/...), last_word is the main word of a scoring play (empty
|
|
// otherwise), and score_line is the recipient-first running score (e.g. "120:95:80"). They are
|
|
// appended (FlatBuffers-optional), so an older reader that only needs game_id/deadline is unaffected.
|
|
// move_count is the post-move count (matching the opponent_moved GameView): the client uses it to
|
|
// tell whether its cached game already reflects the move, falling back to a refetch on a gap.
|
|
table YourTurnEvent {
|
|
game_id:string;
|
|
deadline_unix:long;
|
|
opponent_name:string;
|
|
last_action:string;
|
|
last_word:string;
|
|
score_line:string;
|
|
move_count:int;
|
|
}
|
|
|
|
// GameOverEvent signals that a game the recipient is seated in has finished, driving the
|
|
// out-of-app "game over" push. result is the outcome from the recipient's own
|
|
// perspective ("won"/"lost"/"draw"); score_line is the recipient-first final score. game is the
|
|
// final post-game summary (adjusted scores after rack penalties + the winner flag), so the client
|
|
// settles the finished game from the event without a refetch (added trailing).
|
|
table GameOverEvent {
|
|
game_id:string;
|
|
result:string;
|
|
score_line:string;
|
|
game:GameView;
|
|
}
|
|
|
|
// OpponentMovedEvent carries a move another seat just committed as a delta the client applies to
|
|
// its cached game without a refetch: move is the decoded play/pass/exchange (the same record
|
|
// game.history returns), game is the post-move summary (per-seat scores, to_move, move_count,
|
|
// status) and bag_len is the bag size after the draw.
|
|
table OpponentMovedEvent {
|
|
game_id:string;
|
|
move:MoveRecord;
|
|
game:GameView;
|
|
bag_len:int;
|
|
}
|
|
|
|
// NudgeEvent signals that a player nudged the recipient. sender_name is the nudger's seat
|
|
// display-name snapshot, so the toast and the out-of-app push can name them (added trailing —
|
|
// an older reader still reads just game_id + from_user_id, and falls back to the plain phrase).
|
|
table NudgeEvent {
|
|
game_id:string;
|
|
from_user_id:string;
|
|
sender_name:string;
|
|
}
|
|
|
|
// MatchFoundEvent signals that an auto-match pairing (or robot substitution) started a game the
|
|
// recipient is seated in. state is the recipient's full initial view of the new game (empty board,
|
|
// dealt rack), so the client navigates straight in from the event with no follow-up fetch (added
|
|
// trailing — an older reader still reads just game_id).
|
|
table MatchFoundEvent {
|
|
game_id:string;
|
|
state:StateView;
|
|
}
|
|
|
|
// NotificationEvent is a lightweight "something changed, re-poll" signal that
|
|
// drives the lobby badge (incoming friend requests, invitations). kind is a sub-
|
|
// discriminator ("friend_request", "friend_added", "friend_declined", "invitation",
|
|
// "game_started"); the client re-fetches its lobby counters (and, for a requester
|
|
// watching a game, its friend state) on any of them. To let the client update its lobby without a
|
|
// follow-up fetch, each event also carries the payload its kind changed: account for the
|
|
// friend_* kinds (the requester/friend), invitation for "invitation" (the new invitation) and
|
|
// state for "game_started" (the started game's initial view, like match_found). Only the field
|
|
// matching kind is set (all added trailing — backward-compatible).
|
|
table NotificationEvent {
|
|
kind:string;
|
|
account:AccountRef;
|
|
invitation:Invitation;
|
|
state:StateView;
|
|
}
|