7fc1301b31
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Online vs_ai hints were broken: #207 made the vs_ai hint button always-enabled and wallet-free (assuming all vs_ai = the offline idle-gate), but the backend still served online vs_ai from the allowance/wallet, so over-clicking hit ErrNoHintsLeft -> a generic error toast. Now online vs_ai uses the SAME idle-gate model as offline. Backend: Hint() for a vs_ai game skips the allowance/wallet and increments no hints_used (owner: vs_ai counts toward no hint statistic), and is idle-gated from the SERVER clock -- it returns ErrHintLocked (code hint_locked) until the robot's last move + 30 min, else serves the top move. GameState/StateView expose hint_unlock_left_seconds (server-computed seconds remaining; 0 for a human game / first move / not-your-turn). Pure helper hintUnlockLeftSeconds unit-tested. Wire: StateView gains hint_unlock_left_seconds (FlatBuffers, additive); pkg/wire + gateway transcode carry it (round-trip test). Client: the gate counts down from a MONOTONIC clock (performance.now()) anchored to the source's seconds-left when it lands (on load from the view; to the full window when the robot moves), so a client clock change cannot skew it and a relaunch re-reads a fresh value. The vs_ai hint button (online + offline) shows the lock + toast; doHint handles the hint_locked backstop by re-syncing. Replaces #207's absolute hintUnlockAtMs on the wire/model/delta (the offline record keeps the absolute for persistence; the view exposes seconds-left). Docs FUNCTIONAL(+_ru)/ARCHITECTURE updated. Verified: go build/vet + game/server/transcode tests (+ new hintUnlockLeftSeconds); ui check 0 / unit 490 / e2e 198 (one pre-existing webkit offline flake) / app entry 114.2/115.
207 lines
5.2 KiB
Go
207 lines
5.2 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 StateView struct {
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_tab flatbuffers.Table
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}
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func GetRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &StateView{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &StateView{}
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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 FinishSizePrefixedStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *StateView) 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 *StateView) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *StateView) Game(obj *GameView) *GameView {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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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 (rcv *StateView) Seat() int32 {
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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.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *StateView) MutateSeat(n int32) bool {
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return rcv._tab.MutateInt32Slot(6, n)
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}
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func (rcv *StateView) Rack(j int) byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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a := rcv._tab.Vector(o)
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return rcv._tab.GetByte(a + flatbuffers.UOffsetT(j*1))
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}
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return 0
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}
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func (rcv *StateView) RackLength() int {
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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.VectorLen(o)
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}
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return 0
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}
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func (rcv *StateView) RackBytes() []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 *StateView) MutateRack(j int, n byte) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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a := rcv._tab.Vector(o)
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return rcv._tab.MutateByte(a+flatbuffers.UOffsetT(j*1), n)
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}
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return false
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}
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func (rcv *StateView) BagLen() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *StateView) MutateBagLen(n int32) bool {
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return rcv._tab.MutateInt32Slot(10, n)
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}
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func (rcv *StateView) HintsRemaining() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *StateView) MutateHintsRemaining(n int32) bool {
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return rcv._tab.MutateInt32Slot(12, n)
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}
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func (rcv *StateView) Alphabet(obj *AlphabetEntry, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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if o != 0 {
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x := rcv._tab.Vector(o)
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x += flatbuffers.UOffsetT(j) * 4
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x = rcv._tab.Indirect(x)
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obj.Init(rcv._tab.Bytes, x)
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return true
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}
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return false
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}
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func (rcv *StateView) AlphabetLength() int {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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if o != 0 {
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return rcv._tab.VectorLen(o)
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}
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return 0
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}
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func (rcv *StateView) WalletBalance() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *StateView) MutateWalletBalance(n int32) bool {
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return rcv._tab.MutateInt32Slot(16, n)
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}
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func (rcv *StateView) HintUnlockLeftSeconds() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *StateView) MutateHintUnlockLeftSeconds(n int32) bool {
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return rcv._tab.MutateInt32Slot(18, n)
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}
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func StateViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(8)
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}
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func StateViewAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(game), 0)
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}
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func StateViewAddSeat(builder *flatbuffers.Builder, seat int32) {
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builder.PrependInt32Slot(1, seat, 0)
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}
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func StateViewAddRack(builder *flatbuffers.Builder, rack flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(rack), 0)
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}
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func StateViewStartRackVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(1, numElems, 1)
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}
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func StateViewAddBagLen(builder *flatbuffers.Builder, bagLen int32) {
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builder.PrependInt32Slot(3, bagLen, 0)
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}
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func StateViewAddHintsRemaining(builder *flatbuffers.Builder, hintsRemaining int32) {
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builder.PrependInt32Slot(4, hintsRemaining, 0)
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}
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func StateViewAddAlphabet(builder *flatbuffers.Builder, alphabet flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(5, flatbuffers.UOffsetT(alphabet), 0)
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}
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func StateViewStartAlphabetVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func StateViewAddWalletBalance(builder *flatbuffers.Builder, walletBalance int32) {
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builder.PrependInt32Slot(6, walletBalance, 0)
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}
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func StateViewAddHintUnlockLeftSeconds(builder *flatbuffers.Builder, hintUnlockLeftSeconds int32) {
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builder.PrependInt32Slot(7, hintUnlockLeftSeconds, 0)
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}
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func StateViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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