Files
scrabble-game/backend/internal/notify/events.go
T
Ilia Denisov 8881214213 R6(a): de-stage code, docs, READMEs; split stage6_test
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.
2026-06-10 16:56:03 +02:00

192 lines
8.6 KiB
Go

package notify
import (
"time"
flatbuffers "github.com/google/flatbuffers/go"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
fb "scrabble/pkg/fbs/scrabblefb"
)
// The constructors below build one Intent per live event, FlatBuffers-encoding
// the payload with the shared scrabblefb schema. Keeping the encoding here lets
// the game/social/lobby services emit events without importing the wire schema.
// YourTurn announces to userID that it is their turn in game gameID, with the turn's nominal
// deadline. opponentName, lastAction, lastWord and scoreLine enrich the out-of-app push:
// the player who just moved, their move kind, the main word of a scoring play (empty
// otherwise) and the recipient-first running score line. Empty strings render the plain "your
// turn" text. moveCount is the post-move count, which the client compares against its cached
// game to detect a missed in-app move and fall back to a refetch.
func YourTurn(userID, gameID uuid.UUID, deadline time.Time, opponentName, lastAction, lastWord, scoreLine string, moveCount int) Intent {
b := flatbuffers.NewBuilder(128)
gid := b.CreateString(gameID.String())
name := b.CreateString(opponentName)
action := b.CreateString(lastAction)
word := b.CreateString(lastWord)
score := b.CreateString(scoreLine)
fb.YourTurnEventStart(b)
fb.YourTurnEventAddGameId(b, gid)
fb.YourTurnEventAddDeadlineUnix(b, deadline.Unix())
fb.YourTurnEventAddOpponentName(b, name)
fb.YourTurnEventAddLastAction(b, action)
fb.YourTurnEventAddLastWord(b, word)
fb.YourTurnEventAddScoreLine(b, score)
fb.YourTurnEventAddMoveCount(b, int32(moveCount))
b.Finish(fb.YourTurnEventEnd(b))
return Intent{UserID: userID, Kind: KindYourTurn, Payload: b.FinishedBytes(), EventID: eventID()}
}
// GameOver announces to userID that game gameID finished. result is the outcome from userID's
// own perspective ("won"/"lost"/"draw") and scoreLine is the recipient-first final score; both
// feed the out-of-app "game over" push. game is the final post-game summary (the
// adjusted scores after rack penalties and the winner flag), so an in-app client settles the
// finished game from the event without a refetch.
func GameOver(userID, gameID uuid.UUID, result, scoreLine string, game GameSummary) Intent {
b := flatbuffers.NewBuilder(512)
gid := b.CreateString(gameID.String())
res := b.CreateString(result)
score := b.CreateString(scoreLine)
gameOff := buildGameView(b, game)
fb.GameOverEventStart(b)
fb.GameOverEventAddGameId(b, gid)
fb.GameOverEventAddResult(b, res)
fb.GameOverEventAddScoreLine(b, score)
fb.GameOverEventAddGame(b, gameOff)
b.Finish(fb.GameOverEventEnd(b))
return Intent{UserID: userID, Kind: KindGameOver, Payload: b.FinishedBytes(), EventID: eventID()}
}
// OpponentMoved tells userID that move was just committed in game gameID, carrying it as a delta
// the client applies to its cached game without a refetch: move is the decoded play/pass/
// exchange, game is the post-move summary (per-seat scores, to_move, move_count, status) and
// bagLen is the bag size after the draw. The seat/action/score/total scalars repeat the move's
// summary for wire back-compat.
func OpponentMoved(userID, gameID uuid.UUID, move engine.MoveRecord, game GameSummary, bagLen int) Intent {
b := flatbuffers.NewBuilder(512)
gid := b.CreateString(gameID.String())
act := b.CreateString(move.Action.String())
moveOff := buildMoveRecord(b, move)
gameOff := buildGameView(b, game)
fb.OpponentMovedEventStart(b)
fb.OpponentMovedEventAddGameId(b, gid)
fb.OpponentMovedEventAddSeat(b, int32(move.Player))
fb.OpponentMovedEventAddAction(b, act)
fb.OpponentMovedEventAddScore(b, int32(move.Score))
fb.OpponentMovedEventAddTotal(b, int32(move.Total))
fb.OpponentMovedEventAddMove(b, moveOff)
fb.OpponentMovedEventAddGame(b, gameOff)
fb.OpponentMovedEventAddBagLen(b, int32(bagLen))
b.Finish(fb.OpponentMovedEventEnd(b))
return Intent{UserID: userID, Kind: KindOpponentMoved, Payload: b.FinishedBytes(), EventID: eventID()}
}
// ChatMessage delivers a stored chat message (or nudge) to userID.
func ChatMessage(userID, gameID, senderID uuid.UUID, id, kind, body string, createdAt time.Time) Intent {
b := flatbuffers.NewBuilder(128)
idOff := b.CreateString(id)
gid := b.CreateString(gameID.String())
sid := b.CreateString(senderID.String())
kindOff := b.CreateString(kind)
bodyOff := b.CreateString(body)
fb.ChatMessageStart(b)
fb.ChatMessageAddId(b, idOff)
fb.ChatMessageAddGameId(b, gid)
fb.ChatMessageAddSenderId(b, sid)
fb.ChatMessageAddKind(b, kindOff)
fb.ChatMessageAddBody(b, bodyOff)
fb.ChatMessageAddCreatedAtUnix(b, createdAt.Unix())
b.Finish(fb.ChatMessageEnd(b))
return Intent{UserID: userID, Kind: KindChatMessage, Payload: b.FinishedBytes(), EventID: eventID()}
}
// Nudge tells userID that fromUserID nudged them in game gameID.
func Nudge(userID, gameID, fromUserID uuid.UUID) Intent {
b := flatbuffers.NewBuilder(64)
gid := b.CreateString(gameID.String())
from := b.CreateString(fromUserID.String())
fb.NudgeEventStart(b)
fb.NudgeEventAddGameId(b, gid)
fb.NudgeEventAddFromUserId(b, from)
b.Finish(fb.NudgeEventEnd(b))
return Intent{UserID: userID, Kind: KindNudge, Payload: b.FinishedBytes(), EventID: eventID()}
}
// MatchFound tells userID that game gameID, which they are seated in, has started (an auto-match
// pairing or a robot substitution). state is the recipient's full initial view of the new game,
// so the client navigates straight in from the event with no follow-up fetch.
func MatchFound(userID, gameID uuid.UUID, state PlayerState) Intent {
b := flatbuffers.NewBuilder(512)
gid := b.CreateString(gameID.String())
stateOff := buildStateView(b, state)
fb.MatchFoundEventStart(b)
fb.MatchFoundEventAddGameId(b, gid)
fb.MatchFoundEventAddState(b, stateOff)
b.Finish(fb.MatchFoundEventEnd(b))
return Intent{UserID: userID, Kind: KindMatchFound, Payload: b.FinishedBytes(), EventID: eventID()}
}
// Notification is a lightweight "re-poll" signal to userID that something in their lobby
// changed. kind is a sub-discriminator (NotifyFriendRequest, NotifyFriendAdded,
// NotifyFriendDeclined, NotifyInvitation, NotifyGameStarted). It carries no payload; prefer the
// enriched constructors below, which let the client update its lobby without a refetch.
func Notification(userID uuid.UUID, kind string) Intent {
b := flatbuffers.NewBuilder(32)
k := b.CreateString(kind)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// NotificationAccount builds a lobby notification of one of the friend_* kinds carrying the
// account it concerns (the requester, the new friend or the decliner), so the client updates its
// requests/friends lists and the in-game "add friend" state without a refetch.
func NotificationAccount(userID uuid.UUID, kind string, acc AccountRef) Intent {
b := flatbuffers.NewBuilder(128)
k := b.CreateString(kind)
accOff := buildAccountRef(b, acc)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
fb.NotificationEventAddAccount(b, accOff)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// NotificationGameStarted builds the NotifyGameStarted notification carrying the recipient's
// initial view of the just-started invited game, so the client seeds its game cache and the
// lobby list without a refetch.
func NotificationGameStarted(userID uuid.UUID, state PlayerState) Intent {
b := flatbuffers.NewBuilder(512)
k := b.CreateString(NotifyGameStarted)
stateOff := buildStateView(b, state)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
fb.NotificationEventAddState(b, stateOff)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// NotificationInvitation builds the NotifyInvitation notification carrying the new invitation,
// so the client adds it to its lobby invitations list without a refetch.
func NotificationInvitation(userID uuid.UUID, inv InvitationSummary) Intent {
b := flatbuffers.NewBuilder(512)
k := b.CreateString(NotifyInvitation)
invOff := buildInvitation(b, inv)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
fb.NotificationEventAddInvitation(b, invOff)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// eventID returns a best-effort correlation id for one emitted event.
func eventID() string {
if id, err := uuid.NewV7(); err == nil {
return id.String()
}
return ""
}