1079878654
These pre-R4 summary scalars on OpponentMovedEvent were redundant with the move/game delta and read by nobody — the UI codec and mock take only move/game/bag_len, and the gateway forwards the push payload verbatim. Removed from scrabble.fbs, the notify emit (notify/events.go) and the round-trip test; regenerated the FB Go + TS bindings. No prod data, so the wire-slot renumber is free and there is no DB change.
186 lines
8.3 KiB
Go
186 lines
8.3 KiB
Go
package notify
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import (
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"time"
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flatbuffers "github.com/google/flatbuffers/go"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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fb "scrabble/pkg/fbs/scrabblefb"
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)
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// The constructors below build one Intent per live event, FlatBuffers-encoding
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// the payload with the shared scrabblefb schema. Keeping the encoding here lets
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// the game/social/lobby services emit events without importing the wire schema.
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// YourTurn announces to userID that it is their turn in game gameID, with the turn's nominal
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// deadline. opponentName, lastAction, lastWord and scoreLine enrich the out-of-app push:
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// the player who just moved, their move kind, the main word of a scoring play (empty
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// otherwise) and the recipient-first running score line. Empty strings render the plain "your
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// turn" text. moveCount is the post-move count, which the client compares against its cached
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// game to detect a missed in-app move and fall back to a refetch.
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func YourTurn(userID, gameID uuid.UUID, deadline time.Time, opponentName, lastAction, lastWord, scoreLine string, moveCount int) Intent {
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b := flatbuffers.NewBuilder(128)
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gid := b.CreateString(gameID.String())
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name := b.CreateString(opponentName)
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action := b.CreateString(lastAction)
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word := b.CreateString(lastWord)
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score := b.CreateString(scoreLine)
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fb.YourTurnEventStart(b)
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fb.YourTurnEventAddGameId(b, gid)
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fb.YourTurnEventAddDeadlineUnix(b, deadline.Unix())
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fb.YourTurnEventAddOpponentName(b, name)
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fb.YourTurnEventAddLastAction(b, action)
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fb.YourTurnEventAddLastWord(b, word)
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fb.YourTurnEventAddScoreLine(b, score)
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fb.YourTurnEventAddMoveCount(b, int32(moveCount))
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b.Finish(fb.YourTurnEventEnd(b))
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return Intent{UserID: userID, Kind: KindYourTurn, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// GameOver announces to userID that game gameID finished. result is the outcome from userID's
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// own perspective ("won"/"lost"/"draw") and scoreLine is the recipient-first final score; both
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// feed the out-of-app "game over" push. game is the final post-game summary (the
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// adjusted scores after rack penalties and the winner flag), so an in-app client settles the
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// finished game from the event without a refetch.
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func GameOver(userID, gameID uuid.UUID, result, scoreLine string, game GameSummary) Intent {
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b := flatbuffers.NewBuilder(512)
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gid := b.CreateString(gameID.String())
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res := b.CreateString(result)
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score := b.CreateString(scoreLine)
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gameOff := buildGameView(b, game)
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fb.GameOverEventStart(b)
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fb.GameOverEventAddGameId(b, gid)
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fb.GameOverEventAddResult(b, res)
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fb.GameOverEventAddScoreLine(b, score)
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fb.GameOverEventAddGame(b, gameOff)
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b.Finish(fb.GameOverEventEnd(b))
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return Intent{UserID: userID, Kind: KindGameOver, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// OpponentMoved tells userID that move was just committed in game gameID, carrying it as a delta
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// the client applies to its cached game without a refetch: move is the decoded play/pass/
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// exchange, game is the post-move summary (per-seat scores, to_move, move_count, status) and
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// bagLen is the bag size after the draw.
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func OpponentMoved(userID, gameID uuid.UUID, move engine.MoveRecord, game GameSummary, bagLen int) Intent {
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b := flatbuffers.NewBuilder(512)
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gid := b.CreateString(gameID.String())
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moveOff := buildMoveRecord(b, move)
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gameOff := buildGameView(b, game)
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fb.OpponentMovedEventStart(b)
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fb.OpponentMovedEventAddGameId(b, gid)
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fb.OpponentMovedEventAddMove(b, moveOff)
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fb.OpponentMovedEventAddGame(b, gameOff)
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fb.OpponentMovedEventAddBagLen(b, int32(bagLen))
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b.Finish(fb.OpponentMovedEventEnd(b))
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return Intent{UserID: userID, Kind: KindOpponentMoved, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// ChatMessage delivers a stored chat message (or nudge) to userID.
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func ChatMessage(userID, gameID, senderID uuid.UUID, id, kind, body string, createdAt time.Time) Intent {
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b := flatbuffers.NewBuilder(128)
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idOff := b.CreateString(id)
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gid := b.CreateString(gameID.String())
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sid := b.CreateString(senderID.String())
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kindOff := b.CreateString(kind)
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bodyOff := b.CreateString(body)
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fb.ChatMessageStart(b)
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fb.ChatMessageAddId(b, idOff)
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fb.ChatMessageAddGameId(b, gid)
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fb.ChatMessageAddSenderId(b, sid)
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fb.ChatMessageAddKind(b, kindOff)
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fb.ChatMessageAddBody(b, bodyOff)
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fb.ChatMessageAddCreatedAtUnix(b, createdAt.Unix())
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b.Finish(fb.ChatMessageEnd(b))
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return Intent{UserID: userID, Kind: KindChatMessage, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// Nudge tells userID that fromUserID nudged them in game gameID.
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func Nudge(userID, gameID, fromUserID uuid.UUID) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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from := b.CreateString(fromUserID.String())
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fb.NudgeEventStart(b)
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fb.NudgeEventAddGameId(b, gid)
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fb.NudgeEventAddFromUserId(b, from)
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b.Finish(fb.NudgeEventEnd(b))
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return Intent{UserID: userID, Kind: KindNudge, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// MatchFound tells userID that game gameID, which they are seated in, has started (an auto-match
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// pairing or a robot substitution). state is the recipient's full initial view of the new game,
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// so the client navigates straight in from the event with no follow-up fetch.
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func MatchFound(userID, gameID uuid.UUID, state PlayerState) Intent {
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b := flatbuffers.NewBuilder(512)
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gid := b.CreateString(gameID.String())
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stateOff := buildStateView(b, state)
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fb.MatchFoundEventStart(b)
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fb.MatchFoundEventAddGameId(b, gid)
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fb.MatchFoundEventAddState(b, stateOff)
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b.Finish(fb.MatchFoundEventEnd(b))
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return Intent{UserID: userID, Kind: KindMatchFound, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// Notification is a lightweight "re-poll" signal to userID that something in their lobby
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// changed. kind is a sub-discriminator (NotifyFriendRequest, NotifyFriendAdded,
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// NotifyFriendDeclined, NotifyInvitation, NotifyGameStarted). It carries no payload; prefer the
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// enriched constructors below, which let the client update its lobby without a refetch.
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func Notification(userID uuid.UUID, kind string) Intent {
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b := flatbuffers.NewBuilder(32)
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k := b.CreateString(kind)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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b.Finish(fb.NotificationEventEnd(b))
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return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// NotificationAccount builds a lobby notification of one of the friend_* kinds carrying the
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// account it concerns (the requester, the new friend or the decliner), so the client updates its
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// requests/friends lists and the in-game "add friend" state without a refetch.
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func NotificationAccount(userID uuid.UUID, kind string, acc AccountRef) Intent {
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b := flatbuffers.NewBuilder(128)
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k := b.CreateString(kind)
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accOff := buildAccountRef(b, acc)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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fb.NotificationEventAddAccount(b, accOff)
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b.Finish(fb.NotificationEventEnd(b))
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return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// NotificationGameStarted builds the NotifyGameStarted notification carrying the recipient's
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// initial view of the just-started invited game, so the client seeds its game cache and the
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// lobby list without a refetch.
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func NotificationGameStarted(userID uuid.UUID, state PlayerState) Intent {
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b := flatbuffers.NewBuilder(512)
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k := b.CreateString(NotifyGameStarted)
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stateOff := buildStateView(b, state)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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fb.NotificationEventAddState(b, stateOff)
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b.Finish(fb.NotificationEventEnd(b))
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return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// NotificationInvitation builds the NotifyInvitation notification carrying the new invitation,
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// so the client adds it to its lobby invitations list without a refetch.
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func NotificationInvitation(userID uuid.UUID, inv InvitationSummary) Intent {
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b := flatbuffers.NewBuilder(512)
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k := b.CreateString(NotifyInvitation)
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invOff := buildInvitation(b, inv)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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fb.NotificationEventAddInvitation(b, invOff)
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b.Finish(fb.NotificationEventEnd(b))
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return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// eventID returns a best-effort correlation id for one emitted event.
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func eventID() string {
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if id, err := uuid.NewV7(); err == nil {
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return id.String()
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}
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return ""
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}
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