Files
scrabble-game/gateway/internal/transcode/encode_social.go
T
Ilia Denisov 6b6baf5710
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Stage 17 round 6 (#16/#17, PR C): lobby sort + server-derived in-game friend state
Lobby: group the my-games list into your-turn / opponent-turn / finished
(empty sections hidden), ordered by last activity (your-turn oldest-first,
the other two newest-first), as a compact line-separated list. gameDTO and
FB GameView gain last_activity_unix (turn start while active, finish time
once finished); a pure lib/lobbysort.ts holds the grouping/ordering.

Friends: the in-game 'add to friends' item is now server-derived via a new
GET /user/friends/outgoing (+ friends.outgoing op), returning addressees with
a pending OR declined request (both read as 'request sent'), so it is correct
across reloads; it shows a disabled '✓ in friends' once accepted. It
live-updates when the opponent answers: RespondFriendRequest now publishes
friend_added (accept) / friend_declined (new notify sub-kind, decline) to the
original requester, whose open game re-derives its friend state.

Tests: lobbysort unit test; gateway outgoing + last_activity transcode tests;
backend integration ListOutgoingRequests + respond-publishes-to-requester;
e2e updated for the new lobby section labels + a non-friend active opponent.
Docs: ARCHITECTURE notify catalog, FUNCTIONAL(+ru) lobby/friends, PLAN.
2026-06-08 19:23:48 +02:00

190 lines
6.4 KiB
Go

package transcode
import (
flatbuffers "github.com/google/flatbuffers/go"
"scrabble/gateway/internal/backendclient"
fb "scrabble/pkg/fbs/scrabblefb"
)
// Stage 8 encoders: friends, blocks, invitations, statistics and GCG. They follow
// encode.go's bottom-up rule (build every string/child vector before the table).
// buildAccountRef builds an AccountRef table and returns its offset.
func buildAccountRef(b *flatbuffers.Builder, r backendclient.AccountRefResp) flatbuffers.UOffsetT {
id := b.CreateString(r.AccountID)
name := b.CreateString(r.DisplayName)
fb.AccountRefStart(b)
fb.AccountRefAddAccountId(b, id)
fb.AccountRefAddDisplayName(b, name)
return fb.AccountRefEnd(b)
}
// buildAccountRefVector builds a [AccountRef] vector using the table-specific
// StartXVector function and returns the vector offset.
func buildAccountRefVector(b *flatbuffers.Builder, refs []backendclient.AccountRefResp, start func(*flatbuffers.Builder, int) flatbuffers.UOffsetT) flatbuffers.UOffsetT {
offs := make([]flatbuffers.UOffsetT, len(refs))
for i, r := range refs {
offs[i] = buildAccountRef(b, r)
}
start(b, len(offs))
for i := len(offs) - 1; i >= 0; i-- {
b.PrependUOffsetT(offs[i])
}
return b.EndVector(len(offs))
}
// encodeFriendList builds a FriendList payload.
func encodeFriendList(r backendclient.FriendListResp) []byte {
b := flatbuffers.NewBuilder(256)
v := buildAccountRefVector(b, r.Friends, fb.FriendListStartFriendsVector)
fb.FriendListStart(b)
fb.FriendListAddFriends(b, v)
b.Finish(fb.FriendListEnd(b))
return b.FinishedBytes()
}
// encodeIncomingList builds an IncomingRequestList payload.
func encodeIncomingList(r backendclient.IncomingListResp) []byte {
b := flatbuffers.NewBuilder(256)
v := buildAccountRefVector(b, r.Requests, fb.IncomingRequestListStartRequestsVector)
fb.IncomingRequestListStart(b)
fb.IncomingRequestListAddRequests(b, v)
b.Finish(fb.IncomingRequestListEnd(b))
return b.FinishedBytes()
}
// encodeOutgoingList builds an OutgoingRequestList payload.
func encodeOutgoingList(r backendclient.OutgoingListResp) []byte {
b := flatbuffers.NewBuilder(256)
v := buildAccountRefVector(b, r.Requests, fb.OutgoingRequestListStartRequestsVector)
fb.OutgoingRequestListStart(b)
fb.OutgoingRequestListAddRequests(b, v)
b.Finish(fb.OutgoingRequestListEnd(b))
return b.FinishedBytes()
}
// encodeBlockList builds a BlockList payload.
func encodeBlockList(r backendclient.BlockListResp) []byte {
b := flatbuffers.NewBuilder(256)
v := buildAccountRefVector(b, r.Blocked, fb.BlockListStartBlockedVector)
fb.BlockListStart(b)
fb.BlockListAddBlocked(b, v)
b.Finish(fb.BlockListEnd(b))
return b.FinishedBytes()
}
// encodeFriendCode builds a FriendCode payload.
func encodeFriendCode(r backendclient.FriendCodeResp) []byte {
b := flatbuffers.NewBuilder(64)
code := b.CreateString(r.Code)
fb.FriendCodeStart(b)
fb.FriendCodeAddCode(b, code)
fb.FriendCodeAddExpiresAtUnix(b, r.ExpiresAtUnix)
b.Finish(fb.FriendCodeEnd(b))
return b.FinishedBytes()
}
// encodeRedeemResult builds a RedeemResult payload.
func encodeRedeemResult(r backendclient.RedeemResultResp) []byte {
b := flatbuffers.NewBuilder(128)
friend := buildAccountRef(b, r.Friend)
fb.RedeemResultStart(b)
fb.RedeemResultAddFriend(b, friend)
b.Finish(fb.RedeemResultEnd(b))
return b.FinishedBytes()
}
// encodeStats builds a StatsView payload.
func encodeStats(r backendclient.StatsResp) []byte {
b := flatbuffers.NewBuilder(64)
fb.StatsViewStart(b)
fb.StatsViewAddWins(b, int32(r.Wins))
fb.StatsViewAddLosses(b, int32(r.Losses))
fb.StatsViewAddDraws(b, int32(r.Draws))
fb.StatsViewAddMaxGamePoints(b, int32(r.MaxGamePoints))
fb.StatsViewAddMaxWordPoints(b, int32(r.MaxWordPoints))
b.Finish(fb.StatsViewEnd(b))
return b.FinishedBytes()
}
// buildInvitation builds an Invitation table and returns its offset.
func buildInvitation(b *flatbuffers.Builder, inv backendclient.InvitationResp) flatbuffers.UOffsetT {
inviteeOffs := make([]flatbuffers.UOffsetT, len(inv.Invitees))
for i, iv := range inv.Invitees {
aid := b.CreateString(iv.AccountID)
name := b.CreateString(iv.DisplayName)
resp := b.CreateString(iv.Response)
fb.InvitationInviteeStart(b)
fb.InvitationInviteeAddAccountId(b, aid)
fb.InvitationInviteeAddDisplayName(b, name)
fb.InvitationInviteeAddSeat(b, int32(iv.Seat))
fb.InvitationInviteeAddResponse(b, resp)
inviteeOffs[i] = fb.InvitationInviteeEnd(b)
}
fb.InvitationStartInviteesVector(b, len(inviteeOffs))
for i := len(inviteeOffs) - 1; i >= 0; i-- {
b.PrependUOffsetT(inviteeOffs[i])
}
invitees := b.EndVector(len(inviteeOffs))
inviter := buildAccountRef(b, inv.Inviter)
id := b.CreateString(inv.ID)
variant := b.CreateString(inv.Variant)
dropout := b.CreateString(inv.DropoutTiles)
status := b.CreateString(inv.Status)
gameID := b.CreateString(inv.GameID)
fb.InvitationStart(b)
fb.InvitationAddId(b, id)
fb.InvitationAddInviter(b, inviter)
fb.InvitationAddInvitees(b, invitees)
fb.InvitationAddVariant(b, variant)
fb.InvitationAddTurnTimeoutSecs(b, int32(inv.TurnTimeoutSecs))
fb.InvitationAddHintsAllowed(b, inv.HintsAllowed)
fb.InvitationAddHintsPerPlayer(b, int32(inv.HintsPerPlayer))
fb.InvitationAddDropoutTiles(b, dropout)
fb.InvitationAddStatus(b, status)
fb.InvitationAddGameId(b, gameID)
fb.InvitationAddExpiresAtUnix(b, inv.ExpiresAtUnix)
return fb.InvitationEnd(b)
}
// encodeInvitation builds an Invitation payload.
func encodeInvitation(inv backendclient.InvitationResp) []byte {
b := flatbuffers.NewBuilder(512)
b.Finish(buildInvitation(b, inv))
return b.FinishedBytes()
}
// encodeInvitationList builds an InvitationList payload.
func encodeInvitationList(r backendclient.InvitationListResp) []byte {
b := flatbuffers.NewBuilder(1024)
offs := make([]flatbuffers.UOffsetT, len(r.Invitations))
for i, inv := range r.Invitations {
offs[i] = buildInvitation(b, inv)
}
fb.InvitationListStartInvitationsVector(b, len(offs))
for i := len(offs) - 1; i >= 0; i-- {
b.PrependUOffsetT(offs[i])
}
v := b.EndVector(len(offs))
fb.InvitationListStart(b)
fb.InvitationListAddInvitations(b, v)
b.Finish(fb.InvitationListEnd(b))
return b.FinishedBytes()
}
// encodeGcg builds a GcgExport payload.
func encodeGcg(r backendclient.GcgResp) []byte {
b := flatbuffers.NewBuilder(1024)
gid := b.CreateString(r.GameID)
fn := b.CreateString(r.Filename)
content := b.CreateString(r.Content)
fb.GcgExportStart(b)
fb.GcgExportAddGameId(b, gid)
fb.GcgExportAddFilename(b, fn)
fb.GcgExportAddContent(b, content)
b.Finish(fb.GcgExportEnd(b))
return b.FinishedBytes()
}