8881214213
Mechanical, behaviour-preserving removal of Stage N / TODO-N / phase (RN) references from comments, doc-comments, service READMEs, the current-state docs (ARCHITECTURE, FUNCTIONAL+_ru, TESTING, UI_DESIGN), config-file comments, and the .fbs/.proto schema comments. PLAN.md / PRERELEASE.md / CLAUDE.md keep the stage history. - Rename the only stage-named identifiers: registerStage8 -> registerSocialOps, registerStage11 -> registerLinkOps (gateway transcode). - Split stage6_test.go: TestEmailLoginFlow -> email_test.go, TestGuestAutoMatchLeavesNoStats (+ provisionGuest) -> account_test.go. - Regenerated proto bindings (push.pb.go, telegram_grpc.pb.go) from the de-staged .proto comments; FB Go/TS bindings unchanged (flatc strips schema comments). go build/vet/gofmt clean across modules; integration typecheck and pnpm check green.
80 lines
2.6 KiB
Go
80 lines
2.6 KiB
Go
package game
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import (
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/notify"
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)
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// The mappers below project the game domain into the wire-agnostic notify.* input
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// structs the enriched live events carry. They keep the wire schema out of the
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// game package: notify owns the FlatBuffers encoding, this file only resolves the
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// values (seat display names, last-activity sort key) into its input shapes.
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// gameSummary projects a game.Game into the notify.GameSummary embedded in enriched
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// events. names is the seat-indexed display-name slice from seatNames; LastActivityUnix
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// mirrors the gateway view (the current turn's start while active, the finish time once
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// finished).
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func gameSummary(g Game, names []string) notify.GameSummary {
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seats := make([]notify.SeatStanding, 0, len(g.Seats))
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for _, s := range g.Seats {
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name := ""
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if s.Seat >= 0 && s.Seat < len(names) {
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name = names[s.Seat]
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}
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seats = append(seats, notify.SeatStanding{
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Seat: s.Seat,
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AccountID: s.AccountID.String(),
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DisplayName: name,
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Score: s.Score,
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HintsUsed: s.HintsUsed,
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IsWinner: s.IsWinner,
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})
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}
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last := g.TurnStartedAt
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if g.FinishedAt != nil {
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last = *g.FinishedAt
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}
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return notify.GameSummary{
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ID: g.ID.String(),
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Variant: g.Variant.String(),
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DictVersion: g.DictVersion,
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Status: g.Status,
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Players: g.Players,
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ToMove: g.ToMove,
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TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
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MoveCount: g.MoveCount,
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EndReason: g.EndReason,
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Seats: seats,
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LastActivityUnix: last.Unix(),
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}
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}
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// playerState projects a StateView into the notify.PlayerState carried by the
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// match_found / game_started events. The rack is re-encoded to wire alphabet indices;
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// the variant alphabet display table is embedded when includeAlphabet is set (an
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// initial view whose recipient may not have cached the variant yet).
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func playerState(v StateView, names []string, includeAlphabet bool) (notify.PlayerState, error) {
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rack, err := engine.EncodeRack(v.Game.Variant, v.Rack)
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if err != nil {
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return notify.PlayerState{}, err
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}
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ps := notify.PlayerState{
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Game: gameSummary(v.Game, names),
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Seat: v.Seat,
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Rack: rack,
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BagLen: v.BagLen,
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HintsRemaining: v.HintsRemaining,
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}
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if includeAlphabet {
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tab, err := engine.AlphabetTable(v.Game.Variant)
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if err != nil {
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return notify.PlayerState{}, err
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}
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ps.Alphabet = make([]notify.AlphabetLetter, len(tab))
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for i, e := range tab {
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ps.Alphabet[i] = notify.AlphabetLetter{Index: int(e.Index), Letter: e.Letter, Value: e.Value}
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}
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}
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return ps, nil
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}
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