Files
scrabble-game/gateway/internal/transcode/encode.go
T
Ilia Denisov 6679260d0a feat(session): carry the bot service_language on the Session wire
Thread the Telegram bot's service language (en/ru) from the session mint response
through the gateway into the FlatBuffers Session, so the UI knows which bot the
player signed in through. handleTelegramAuth refreshes the account's service
language onto the response before minting (it was set after the fetched copy).
Empty for a non-Telegram login.
2026-06-15 15:49:26 +02:00

427 lines
14 KiB
Go

package transcode
import (
flatbuffers "github.com/google/flatbuffers/go"
"scrabble/gateway/internal/backendclient"
fb "scrabble/pkg/fbs/scrabblefb"
"scrabble/pkg/wire"
)
// The encoders build the FlatBuffers response payloads from the backend's typed
// responses. FlatBuffers is built bottom-up: every string and child vector is
// created before the table that references it, and no two tables/vectors are
// under construction at once.
// buildSupportedLanguagesVector creates the Session.supported_languages [string]
// vector from langs. FlatBuffers is built bottom-up, so the caller must invoke this
// (which itself creates the element strings) before SessionStart and with no table
// under construction.
func buildSupportedLanguagesVector(b *flatbuffers.Builder, langs []string) flatbuffers.UOffsetT {
offsets := make([]flatbuffers.UOffsetT, len(langs))
for i, lang := range langs {
offsets[i] = b.CreateString(lang)
}
fb.SessionStartSupportedLanguagesVector(b, len(langs))
for i := len(offsets) - 1; i >= 0; i-- {
b.PrependUOffsetT(offsets[i])
}
return b.EndVector(len(langs))
}
// encodeSession builds a Session payload. supportedLangs is the service's set of
// offered game languages, which the UI gates the New Game variant choice by.
func encodeSession(s backendclient.SessionResp, supportedLangs []string) []byte {
b := flatbuffers.NewBuilder(128)
token := b.CreateString(s.Token)
uid := b.CreateString(s.UserID)
name := b.CreateString(s.DisplayName)
svcLang := b.CreateString(s.ServiceLanguage)
langs := buildSupportedLanguagesVector(b, supportedLangs)
fb.SessionStart(b)
fb.SessionAddToken(b, token)
fb.SessionAddUserId(b, uid)
fb.SessionAddIsGuest(b, s.IsGuest)
fb.SessionAddDisplayName(b, name)
fb.SessionAddSupportedLanguages(b, langs)
fb.SessionAddServiceLanguage(b, svcLang)
b.Finish(fb.SessionEnd(b))
return b.FinishedBytes()
}
// encodeAck builds an Ack payload.
func encodeAck(ok bool) []byte {
b := flatbuffers.NewBuilder(16)
fb.AckStart(b)
fb.AckAddOk(b, ok)
b.Finish(fb.AckEnd(b))
return b.FinishedBytes()
}
// encodeProfile builds a Profile payload.
func encodeProfile(p backendclient.ProfileResp) []byte {
b := flatbuffers.NewBuilder(192)
uid := b.CreateString(p.UserID)
name := b.CreateString(p.DisplayName)
lang := b.CreateString(p.PreferredLanguage)
tz := b.CreateString(p.TimeZone)
awayStart := b.CreateString(p.AwayStart)
awayEnd := b.CreateString(p.AwayEnd)
fb.ProfileStart(b)
fb.ProfileAddUserId(b, uid)
fb.ProfileAddDisplayName(b, name)
fb.ProfileAddPreferredLanguage(b, lang)
fb.ProfileAddTimeZone(b, tz)
fb.ProfileAddHintBalance(b, int32(p.HintBalance))
fb.ProfileAddBlockChat(b, p.BlockChat)
fb.ProfileAddBlockFriendRequests(b, p.BlockFriendRequests)
fb.ProfileAddIsGuest(b, p.IsGuest)
fb.ProfileAddAwayStart(b, awayStart)
fb.ProfileAddAwayEnd(b, awayEnd)
fb.ProfileAddNotificationsInAppOnly(b, p.NotificationsInAppOnly)
b.Finish(fb.ProfileEnd(b))
return b.FinishedBytes()
}
// encodeBlockStatus builds a BlockStatus payload.
func encodeBlockStatus(s backendclient.BlockStatusResp) []byte {
b := flatbuffers.NewBuilder(128)
until := b.CreateString(s.Until)
reason := b.CreateString(s.Reason)
fb.BlockStatusStart(b)
fb.BlockStatusAddBlocked(b, s.Blocked)
fb.BlockStatusAddPermanent(b, s.Permanent)
fb.BlockStatusAddUntil(b, until)
fb.BlockStatusAddReason(b, reason)
b.Finish(fb.BlockStatusEnd(b))
return b.FinishedBytes()
}
// encodeLinkResult builds a LinkResult payload. A switched-session token
// (a guest initiator whose durable counterpart won) is carried as a nested Session
// for the client to adopt; it is omitted otherwise. supportedLangs is the variant
// gating set for that switched session — the link flows run on the web, so it is the
// gateway's default (non-platform) set.
func encodeLinkResult(r backendclient.LinkResultResp, supportedLangs []string) []byte {
b := flatbuffers.NewBuilder(256)
status := b.CreateString(r.Status)
secID := b.CreateString(r.SecondaryUserID)
secName := b.CreateString(r.SecondaryName)
hasSession := r.Token != "" && r.Profile != nil
var sess flatbuffers.UOffsetT
if hasSession {
token := b.CreateString(r.Token)
uid := b.CreateString(r.Profile.UserID)
name := b.CreateString(r.Profile.DisplayName)
langs := buildSupportedLanguagesVector(b, supportedLangs)
fb.SessionStart(b)
fb.SessionAddToken(b, token)
fb.SessionAddUserId(b, uid)
fb.SessionAddIsGuest(b, r.Profile.IsGuest)
fb.SessionAddDisplayName(b, name)
fb.SessionAddSupportedLanguages(b, langs)
sess = fb.SessionEnd(b)
}
fb.LinkResultStart(b)
fb.LinkResultAddStatus(b, status)
fb.LinkResultAddSecondaryUserId(b, secID)
fb.LinkResultAddSecondaryDisplayName(b, secName)
fb.LinkResultAddSecondaryGames(b, int32(r.SecondaryGames))
fb.LinkResultAddSecondaryFriends(b, int32(r.SecondaryFriends))
if hasSession {
fb.LinkResultAddSession(b, sess)
}
b.Finish(fb.LinkResultEnd(b))
return b.FinishedBytes()
}
// encodeMoveResult builds a MoveResult payload.
func encodeMoveResult(r backendclient.MoveResultResp) []byte {
b := flatbuffers.NewBuilder(512)
move := buildMoveRecord(b, r.Move)
game := buildGameView(b, r.Game)
rackBytes := make([]byte, len(r.Rack))
for i, v := range r.Rack {
rackBytes[i] = byte(v)
}
rack := b.CreateByteVector(rackBytes)
fb.MoveResultStart(b)
fb.MoveResultAddMove(b, move)
fb.MoveResultAddGame(b, game)
fb.MoveResultAddRack(b, rack)
fb.MoveResultAddBagLen(b, int32(r.BagLen))
b.Finish(fb.MoveResultEnd(b))
return b.FinishedBytes()
}
// encodeState builds a StateView payload. The rack is a vector of alphabet indices and the
// alphabet display table is included only when the backend returned it (the
// client requests it on a per-variant cache miss).
func encodeState(s backendclient.StateResp) []byte {
b := flatbuffers.NewBuilder(512)
b.Finish(wire.BuildStateView(b, toWireState(s)))
return b.FinishedBytes()
}
// toWireState maps a StateResp to the shared wire.StateView.
func toWireState(s backendclient.StateResp) wire.StateView {
alphabet := make([]wire.AlphabetEntry, len(s.Alphabet))
for i, e := range s.Alphabet {
alphabet[i] = wire.AlphabetEntry{Index: e.Index, Letter: e.Letter, Value: e.Value}
}
return wire.StateView{
Game: toWireGame(s.Game),
Seat: s.Seat,
Rack: s.Rack,
BagLen: s.BagLen,
HintsRemaining: s.HintsRemaining,
Alphabet: alphabet,
}
}
// encodeMatch builds a MatchResult payload.
func encodeMatch(m backendclient.MatchResp) []byte {
b := flatbuffers.NewBuilder(512)
// Enqueue always lands the caller in a game; an open game awaiting an opponent reports
// matched=false but still carries it, so encode the game whenever it is present (else the
// client never receives it and cannot navigate in).
hasGame := m.Game != nil
var game flatbuffers.UOffsetT
if hasGame {
game = buildGameView(b, *m.Game)
}
fb.MatchResultStart(b)
fb.MatchResultAddMatched(b, m.Matched)
if hasGame {
fb.MatchResultAddGame(b, game)
}
b.Finish(fb.MatchResultEnd(b))
return b.FinishedBytes()
}
// buildChatMessage builds a ChatMessage table and returns its offset.
func buildChatMessage(b *flatbuffers.Builder, c backendclient.ChatResp) flatbuffers.UOffsetT {
id := b.CreateString(c.ID)
gid := b.CreateString(c.GameID)
sid := b.CreateString(c.SenderID)
kind := b.CreateString(c.Kind)
body := b.CreateString(c.Body)
fb.ChatMessageStart(b)
fb.ChatMessageAddId(b, id)
fb.ChatMessageAddGameId(b, gid)
fb.ChatMessageAddSenderId(b, sid)
fb.ChatMessageAddKind(b, kind)
fb.ChatMessageAddBody(b, body)
fb.ChatMessageAddCreatedAtUnix(b, c.CreatedAtUnix)
return fb.ChatMessageEnd(b)
}
// encodeChat builds a ChatMessage payload.
func encodeChat(c backendclient.ChatResp) []byte {
b := flatbuffers.NewBuilder(192)
b.Finish(buildChatMessage(b, c))
return b.FinishedBytes()
}
// encodeHintResult builds a HintResult payload.
func encodeHintResult(r backendclient.HintResultResp) []byte {
b := flatbuffers.NewBuilder(512)
move := buildMoveRecord(b, r.Move)
fb.HintResultStart(b)
fb.HintResultAddMove(b, move)
fb.HintResultAddHintsRemaining(b, int32(r.HintsRemaining))
b.Finish(fb.HintResultEnd(b))
return b.FinishedBytes()
}
// encodeEvalResult builds an EvalResult payload.
func encodeEvalResult(r backendclient.EvalResultResp) []byte {
b := flatbuffers.NewBuilder(256)
words := buildStringVector(b, r.Words, fb.EvalResultStartWordsVector)
dir := b.CreateString(r.Dir)
fb.EvalResultStart(b)
fb.EvalResultAddLegal(b, r.Legal)
fb.EvalResultAddScore(b, int32(r.Score))
fb.EvalResultAddWords(b, words)
fb.EvalResultAddDir(b, dir)
b.Finish(fb.EvalResultEnd(b))
return b.FinishedBytes()
}
// encodeWordCheck builds a WordCheckResult payload.
func encodeWordCheck(r backendclient.WordCheckResp) []byte {
b := flatbuffers.NewBuilder(64)
word := b.CreateString(r.Word)
fb.WordCheckResultStart(b)
fb.WordCheckResultAddWord(b, word)
fb.WordCheckResultAddLegal(b, r.Legal)
b.Finish(fb.WordCheckResultEnd(b))
return b.FinishedBytes()
}
// encodeDraftView builds a DraftView payload wrapping the player's composition JSON. The
// string is empty for the save acknowledgement (the client ignores that payload).
func encodeDraftView(jsonStr string) []byte {
b := flatbuffers.NewBuilder(256)
j := b.CreateString(jsonStr)
fb.DraftViewStart(b)
fb.DraftViewAddJson(b, j)
b.Finish(fb.DraftViewEnd(b))
return b.FinishedBytes()
}
// encodeHistory builds a History payload (the decoded move journal).
func encodeHistory(r backendclient.HistoryResp) []byte {
b := flatbuffers.NewBuilder(1024)
moveOffs := make([]flatbuffers.UOffsetT, len(r.Moves))
for i, m := range r.Moves {
moveOffs[i] = buildMoveRecord(b, m)
}
fb.HistoryStartMovesVector(b, len(moveOffs))
for i := len(moveOffs) - 1; i >= 0; i-- {
b.PrependUOffsetT(moveOffs[i])
}
moves := b.EndVector(len(moveOffs))
gid := b.CreateString(r.GameID)
fb.HistoryStart(b)
fb.HistoryAddGameId(b, gid)
fb.HistoryAddMoves(b, moves)
b.Finish(fb.HistoryEnd(b))
return b.FinishedBytes()
}
// encodeGameList builds a GameList payload (the caller's games).
func encodeGameList(r backendclient.GameListResp) []byte {
b := flatbuffers.NewBuilder(1024)
gameOffs := make([]flatbuffers.UOffsetT, len(r.Games))
for i, g := range r.Games {
gameOffs[i] = buildGameView(b, g)
}
fb.GameListStartGamesVector(b, len(gameOffs))
for i := len(gameOffs) - 1; i >= 0; i-- {
b.PrependUOffsetT(gameOffs[i])
}
games := b.EndVector(len(gameOffs))
fb.GameListStart(b)
fb.GameListAddGames(b, games)
b.Finish(fb.GameListEnd(b))
return b.FinishedBytes()
}
// encodeChatList builds a ChatList payload (a game's chat history).
func encodeChatList(r backendclient.ChatListResp) []byte {
b := flatbuffers.NewBuilder(512)
msgOffs := make([]flatbuffers.UOffsetT, len(r.Messages))
for i, m := range r.Messages {
msgOffs[i] = buildChatMessage(b, m)
}
fb.ChatListStartMessagesVector(b, len(msgOffs))
for i := len(msgOffs) - 1; i >= 0; i-- {
b.PrependUOffsetT(msgOffs[i])
}
msgs := b.EndVector(len(msgOffs))
fb.ChatListStart(b)
fb.ChatListAddMessages(b, msgs)
b.Finish(fb.ChatListEnd(b))
return b.FinishedBytes()
}
// encodeFeedbackState builds a FeedbackState payload, nesting the reply when present.
func encodeFeedbackState(st backendclient.FeedbackStateResp) []byte {
b := flatbuffers.NewBuilder(128)
var reply flatbuffers.UOffsetT
if st.Reply != nil {
body := b.CreateString(st.Reply.Body)
fb.FeedbackReplyStart(b)
fb.FeedbackReplyAddBody(b, body)
fb.FeedbackReplyAddRepliedAtUnix(b, st.Reply.RepliedAtUnix)
reply = fb.FeedbackReplyEnd(b)
}
reason := b.CreateString(st.BlockedReason)
fb.FeedbackStateStart(b)
fb.FeedbackStateAddCanSend(b, st.CanSend)
fb.FeedbackStateAddBlockedReason(b, reason)
if st.Reply != nil {
fb.FeedbackStateAddReply(b, reply)
}
b.Finish(fb.FeedbackStateEnd(b))
return b.FinishedBytes()
}
// encodeFeedbackUnread builds a FeedbackUnread payload.
func encodeFeedbackUnread(u backendclient.FeedbackUnreadResp) []byte {
b := flatbuffers.NewBuilder(16)
fb.FeedbackUnreadStart(b)
fb.FeedbackUnreadAddReplyUnread(b, u.ReplyUnread)
b.Finish(fb.FeedbackUnreadEnd(b))
return b.FinishedBytes()
}
// buildGameView builds a GameView table and returns its offset.
func buildGameView(b *flatbuffers.Builder, g backendclient.GameResp) flatbuffers.UOffsetT {
return wire.BuildGameView(b, toWireGame(g))
}
// toWireGame maps a GameResp to the shared wire.GameView.
func toWireGame(g backendclient.GameResp) wire.GameView {
seats := make([]wire.SeatView, len(g.Seats))
for i, s := range g.Seats {
seats[i] = wire.SeatView{
Seat: s.Seat,
AccountID: s.AccountID,
Score: s.Score,
HintsUsed: s.HintsUsed,
IsWinner: s.IsWinner,
DisplayName: s.DisplayName,
}
}
return wire.GameView{
ID: g.ID,
Variant: g.Variant,
DictVersion: g.DictVersion,
Status: g.Status,
Players: g.Players,
ToMove: g.ToMove,
TurnTimeoutSecs: g.TurnTimeoutSecs,
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
MoveCount: g.MoveCount,
EndReason: g.EndReason,
Seats: seats,
LastActivityUnix: g.LastActivityUnix,
}
}
// buildMoveRecord builds a MoveRecord table and returns its offset.
func buildMoveRecord(b *flatbuffers.Builder, m backendclient.MoveRecordResp) flatbuffers.UOffsetT {
tiles := make([]wire.TileRecord, len(m.Tiles))
for i, t := range m.Tiles {
tiles[i] = wire.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank}
}
return wire.BuildMoveRecord(b, wire.MoveRecord{
Player: m.Player,
Action: m.Action,
Dir: m.Dir,
MainRow: m.MainRow,
MainCol: m.MainCol,
Tiles: tiles,
Words: m.Words,
Count: m.Count,
Score: m.Score,
Total: m.Total,
})
}
// buildStringVector builds a vector of strings using the table-specific
// StartXVector function and returns the vector offset.
func buildStringVector(b *flatbuffers.Builder, items []string, start func(*flatbuffers.Builder, int) flatbuffers.UOffsetT) flatbuffers.UOffsetT {
offs := make([]flatbuffers.UOffsetT, len(items))
for i, s := range items {
offs[i] = b.CreateString(s)
}
start(b, len(offs))
for i := len(offs) - 1; i >= 0; i-- {
b.PrependUOffsetT(offs[i])
}
return b.EndVector(len(offs))
}