41a642ef97
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 37s
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Enrich the in-app live stream into a delta channel so the UI renders a move from the event without a follow-up game.state, and make the matchmaking poll a stream-down fallback. - pkg/fbs: trailing fields on opponent_moved (move+game+bag_len), your_turn (move_count), match_found (state), game_over (game), notify (account/invitation/state), MoveResult (rack+bag_len); regenerate Go + TS. - backend: notify owns the FB encoding (encode.go + payload.go input structs); game/lobby/social map their domain types in. emitMove builds the move delta; game.Service.InitialState feeds match_found/game_started the recipient's initial StateView; friends/invitations notify carry their account/invitation. The move-commit response (submit_play/pass/exchange/resign) returns the actor's refilled rack + bag size. - gateway: MoveResult transcode carries rack+bag_len. - ui: pure lib/gamedelta.ts reducer advances the per-game cache keyed on move_count (idempotent + gap-safe); app.svelte seeds the cache on match_found/game_started; Game.svelte applies the delta (commit/pass/exchange/resign drop their load()); NewGame polls only while app.streamAlive is false. - docs: ARCHITECTURE §10, FUNCTIONAL(+ru), backend/gateway/ui READMEs; PRERELEASE R4 marked done + Refinements.
99 lines
2.6 KiB
Go
99 lines
2.6 KiB
Go
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package scrabblefb
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type GameOverEvent struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameOverEvent(buf []byte, offset flatbuffers.UOffsetT) *GameOverEvent {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameOverEvent{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameOverEventBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameOverEvent(buf []byte, offset flatbuffers.UOffsetT) *GameOverEvent {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameOverEvent{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedGameOverEventBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameOverEvent) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *GameOverEvent) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameOverEvent) GameId() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameOverEvent) Result() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameOverEvent) ScoreLine() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameOverEvent) Game(obj *GameView) *GameView {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
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if o != 0 {
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x := rcv._tab.Indirect(o + rcv._tab.Pos)
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if obj == nil {
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obj = new(GameView)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func GameOverEventStart(builder *flatbuffers.Builder) {
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builder.StartObject(4)
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}
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func GameOverEventAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
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}
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func GameOverEventAddResult(builder *flatbuffers.Builder, result flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(result), 0)
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}
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func GameOverEventAddScoreLine(builder *flatbuffers.Builder, scoreLine flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(scoreLine), 0)
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}
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func GameOverEventAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(game), 0)
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}
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func GameOverEventEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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