Files
scrabble-game/pkg/fbs/scrabblefb/MoveResult.go
T
Ilia Denisov 41a642ef97
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R4: push enrichment — events carry a state delta, kill the last poll
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.
2026-06-10 08:01:50 +02:00

137 lines
3.4 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type MoveResult struct {
_tab flatbuffers.Table
}
func GetRootAsMoveResult(buf []byte, offset flatbuffers.UOffsetT) *MoveResult {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &MoveResult{}
x.Init(buf, n+offset)
return x
}
func FinishMoveResultBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsMoveResult(buf []byte, offset flatbuffers.UOffsetT) *MoveResult {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &MoveResult{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedMoveResultBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *MoveResult) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *MoveResult) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *MoveResult) Move(obj *MoveRecord) *MoveRecord {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
x := rcv._tab.Indirect(o + rcv._tab.Pos)
if obj == nil {
obj = new(MoveRecord)
}
obj.Init(rcv._tab.Bytes, x)
return obj
}
return nil
}
func (rcv *MoveResult) Game(obj *GameView) *GameView {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
x := rcv._tab.Indirect(o + rcv._tab.Pos)
if obj == nil {
obj = new(GameView)
}
obj.Init(rcv._tab.Bytes, x)
return obj
}
return nil
}
func (rcv *MoveResult) Rack(j int) byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
a := rcv._tab.Vector(o)
return rcv._tab.GetByte(a + flatbuffers.UOffsetT(j*1))
}
return 0
}
func (rcv *MoveResult) RackLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func (rcv *MoveResult) RackBytes() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *MoveResult) MutateRack(j int, n byte) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
a := rcv._tab.Vector(o)
return rcv._tab.MutateByte(a+flatbuffers.UOffsetT(j*1), n)
}
return false
}
func (rcv *MoveResult) BagLen() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *MoveResult) MutateBagLen(n int32) bool {
return rcv._tab.MutateInt32Slot(10, n)
}
func MoveResultStart(builder *flatbuffers.Builder) {
builder.StartObject(4)
}
func MoveResultAddMove(builder *flatbuffers.Builder, move flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(move), 0)
}
func MoveResultAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(game), 0)
}
func MoveResultAddRack(builder *flatbuffers.Builder, rack flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(rack), 0)
}
func MoveResultStartRackVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(1, numElems, 1)
}
func MoveResultAddBagLen(builder *flatbuffers.Builder, bagLen int32) {
builder.PrependInt32Slot(3, bagLen, 0)
}
func MoveResultEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}