d733ce3119
Wire the deferred Stage 7 surfaces end-to-end (UI -> gateway transcode -> backend REST -> existing domain services): friends (incl. one-time friend codes), per-user blocks, friend-game invitations, profile editing + email binding, the statistics screen, and the in-game history + GCG export. Friends gain two add paths (interview decision, a deliberate plan change): one-time 6-digit codes (friend_codes table, 12h TTL, single-use, rate-limited redeem); and play-gated requests (shared game required) where an explicit decline is permanent, an ignored request lapses after 30 days, and a code bypasses a decline. Migration 00006 widens friendships_status_chk and adds friend_codes. Lobby notification badge is poll + push: a new generic `notify` event drives it live; the client polls on open/focus. Language stays a single Settings control that writes through to the durable account's preferred_language. GCG export is finished-only (game.ErrGameActive) and shares/downloads the .gcg file. Tests: backend unit + inttest (friend gate/decline/code, ListInvitations, GetStats, GCG gate), gateway transcode round-trips + notify constructor, UI vitest (codecs, win-rate, share choice) + Playwright social specs. Docs: PLAN (Stage 8 done + refinements + TODO-5), ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, TESTING, module READMEs.
421 lines
9.9 KiB
Plaintext
421 lines
9.9 KiB
Plaintext
// FlatBuffers payloads for the client <-> gateway edge transport (Stage 6).
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//
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// Every request and response that rides inside the Connect envelope
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// (gateway/proto/edge) `payload` field, and every push Event payload, is one of
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// these tables. They are the binary wire contract shared with the UI, which
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// generates TypeScript from this same schema (Stage 7). A single namespace keeps
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// nested tables (GameView inside MoveResult / MatchResult) free of
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// cross-namespace imports. Keep this schema and the backend JSON DTOs in lockstep
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// — the gateway transcodes one to the other.
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//
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// Generate Go with `make fbs` (flatc, version-pinned). The committed output lives
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// in fbs/scrabblefb/.
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namespace scrabblefb;
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// --- shared building blocks ---
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// TileRecord is one placed (or to-place) tile: its board coordinate, the concrete
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// letter ("?" when read from a hand for a blank) and whether it came from a blank.
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table TileRecord {
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row:int;
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col:int;
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letter:string;
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blank:bool;
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}
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// SeatView is one seat's public standing in a game. display_name is resolved by the
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// backend from the account store (added trailing — backward-compatible).
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table SeatView {
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seat:int;
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account_id:string;
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score:int;
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hints_used:int;
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is_winner:bool;
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display_name:string;
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}
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// GameView is the shared (non-private) game summary.
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table GameView {
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id:string;
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variant:string;
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dict_version:string;
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status:string;
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players:int;
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to_move:int;
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turn_timeout_secs:int;
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move_count:int;
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end_reason:string;
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seats:[SeatView];
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}
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// MoveRecord is one decoded move (a committed play, or a hint preview).
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table MoveRecord {
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player:int;
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action:string;
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dir:string;
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main_row:int;
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main_col:int;
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tiles:[TileRecord];
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words:[string];
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count:int;
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score:int;
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total:int;
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}
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// --- auth (unauthenticated) ---
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// TelegramLoginRequest carries the platform launch data; the gateway validates
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// its HMAC before forwarding the extracted identity to the backend.
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table TelegramLoginRequest {
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init_data:string;
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}
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// GuestLoginRequest bootstraps an ephemeral guest session. locale is an optional
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// preferred-language hint.
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table GuestLoginRequest {
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locale:string;
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}
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// EmailRequestRequest asks the backend to send a login confirm-code to email.
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table EmailRequestRequest {
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email:string;
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}
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// EmailLoginRequest logs in (or provisions) the account owning email, verifying
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// the confirm-code.
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table EmailLoginRequest {
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email:string;
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code:string;
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}
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// Session is the minted credential returned by every auth operation.
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table Session {
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token:string;
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user_id:string;
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is_guest:bool;
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display_name:string;
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}
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// Ack is a simple success acknowledgement (e.g. an email-code request).
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table Ack {
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ok:bool;
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}
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// --- profile (authenticated) ---
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// Profile is the authenticated account's own profile view. away_start/away_end are
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// the "HH:MM" daily away-window bounds (added trailing — backward-compatible).
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table Profile {
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user_id:string;
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display_name:string;
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preferred_language:string;
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time_zone:string;
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hint_balance:int;
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block_chat:bool;
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block_friend_requests:bool;
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is_guest:bool;
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away_start:string;
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away_end:string;
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}
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// --- game (authenticated) ---
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// SubmitPlayRequest places tiles in a direction on the player's turn.
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table SubmitPlayRequest {
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game_id:string;
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dir:string;
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tiles:[TileRecord];
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}
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// MoveResult is the outcome of a committed move: the move and the post-move game.
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table MoveResult {
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move:MoveRecord;
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game:GameView;
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}
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// StateRequest asks for the requesting player's view of a game.
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table StateRequest {
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game_id:string;
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}
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// StateView is a player's view of a game: the shared summary plus their private
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// rack, the bag size and their remaining hint budget.
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table StateView {
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game:GameView;
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seat:int;
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rack:[string];
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bag_len:int;
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hints_remaining:int;
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}
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// GameActionRequest carries just a game id (pass / resign / hint / history).
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table GameActionRequest {
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game_id:string;
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}
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// ExchangeRequest swaps the listed rack tiles back into the bag.
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table ExchangeRequest {
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game_id:string;
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tiles:[string];
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}
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// EvalRequest previews a tentative play without committing it.
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table EvalRequest {
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game_id:string;
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dir:string;
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tiles:[TileRecord];
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}
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// EvalResult is an unlimited move preview: legality, score and the words formed.
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table EvalResult {
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legal:bool;
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score:int;
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words:[string];
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}
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// CheckWordRequest looks a word up in the game's pinned dictionary.
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table CheckWordRequest {
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game_id:string;
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word:string;
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}
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// WordCheckResult is the dictionary lookup outcome.
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table WordCheckResult {
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word:string;
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legal:bool;
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}
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// ComplaintRequest disputes a word-check result.
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table ComplaintRequest {
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game_id:string;
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word:string;
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note:string;
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}
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// HintResult is the top-ranked move plus the remaining hint budget.
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table HintResult {
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move:MoveRecord;
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hints_remaining:int;
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}
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// History is a game's decoded move journal — the source for client board replay.
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table History {
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game_id:string;
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moves:[MoveRecord];
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}
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// GameList is the caller's games (active and finished) for the lobby.
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table GameList {
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games:[GameView];
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}
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// --- lobby (authenticated) ---
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// EnqueueRequest joins the per-variant auto-match pool.
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table EnqueueRequest {
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variant:string;
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}
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// MatchResult reports whether the caller has been paired into a game yet.
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table MatchResult {
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matched:bool;
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game:GameView;
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}
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// --- chat (authenticated) ---
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// ChatPostRequest posts a per-game chat message.
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table ChatPostRequest {
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game_id:string;
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body:string;
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}
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// ChatMessage is one stored chat message or nudge.
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table ChatMessage {
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id:string;
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game_id:string;
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sender_id:string;
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kind:string;
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body:string;
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created_at_unix:long;
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}
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// ChatList is a game's chat history.
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table ChatList {
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messages:[ChatMessage];
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}
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// --- Stage 8: account, statistics, friends, blocks, invitations, history ---
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// AccountRef is a referenced account with its display name resolved — the shared
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// shape for friends, blocked users and invitation participants.
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table AccountRef {
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account_id:string;
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display_name:string;
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}
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// UpdateProfileRequest overwrites the full editable profile (the client sends the
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// complete desired profile). away_start/away_end are "HH:MM" bounds.
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table UpdateProfileRequest {
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display_name:string;
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preferred_language:string;
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time_zone:string;
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away_start:string;
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away_end:string;
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block_chat:bool;
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block_friend_requests:bool;
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}
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// EmailBindRequest asks the backend to send a confirm-code binding email to the
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// caller's account.
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table EmailBindRequest {
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email:string;
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}
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// EmailConfirmRequest verifies the code and binds the email (returns Profile).
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table EmailConfirmRequest {
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email:string;
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code:string;
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}
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// StatsView is a durable account's lifetime statistics (games-played and win-rate
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// are derived client-side).
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table StatsView {
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wins:int;
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losses:int;
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draws:int;
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max_game_points:int;
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max_word_points:int;
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}
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// TargetRequest names a single counterpart account (friend request/cancel/unfriend,
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// block/unblock).
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table TargetRequest {
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account_id:string;
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}
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// FriendRespondRequest accepts or declines a pending request from a requester.
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table FriendRespondRequest {
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requester_id:string;
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accept:bool;
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}
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// FriendList is the caller's accepted friends.
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table FriendList {
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friends:[AccountRef];
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}
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// IncomingRequestList is the friend requests awaiting the caller's response.
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table IncomingRequestList {
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requests:[AccountRef];
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}
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// FriendCode is a freshly issued one-time add-a-friend code (returned once).
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table FriendCode {
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code:string;
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expires_at_unix:long;
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}
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// RedeemCodeRequest redeems a friend code, befriending its issuer.
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table RedeemCodeRequest {
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code:string;
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}
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// RedeemResult reports the new friend gained by redeeming a code.
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table RedeemResult {
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friend:AccountRef;
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}
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// BlockList is the accounts the caller has blocked.
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table BlockList {
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blocked:[AccountRef];
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}
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// InvitationInvitee is one invitee's seat and response, name resolved.
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table InvitationInvitee {
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account_id:string;
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display_name:string;
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seat:int;
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response:string;
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}
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// Invitation is a friend-game invitation with its settings and invitees.
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table Invitation {
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id:string;
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inviter:AccountRef;
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invitees:[InvitationInvitee];
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variant:string;
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turn_timeout_secs:int;
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hints_allowed:bool;
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hints_per_player:int;
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dropout_tiles:string;
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status:string;
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game_id:string;
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expires_at_unix:long;
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}
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// CreateInvitationRequest proposes a 2-4 player friend game to the named invitees.
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table CreateInvitationRequest {
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invitee_ids:[string];
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variant:string;
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turn_timeout_secs:int;
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hints_allowed:bool;
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hints_per_player:int;
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dropout_tiles:string;
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}
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// InvitationActionRequest accepts / declines / cancels an invitation by id.
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table InvitationActionRequest {
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invitation_id:string;
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}
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// InvitationList is the caller's open invitations.
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table InvitationList {
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invitations:[Invitation];
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}
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// GcgExport is a finished game's GCG transcript: a suggested filename and the text.
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table GcgExport {
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game_id:string;
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filename:string;
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content:string;
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}
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// --- push event payloads ---
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// YourTurnEvent signals that it is now the recipient's turn.
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table YourTurnEvent {
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game_id:string;
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deadline_unix:long;
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}
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// OpponentMovedEvent summarises a move another seat just committed; the client
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// refetches the full state.
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table OpponentMovedEvent {
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game_id:string;
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seat:int;
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action:string;
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score:int;
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total:int;
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}
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// NudgeEvent signals that a player nudged the recipient.
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table NudgeEvent {
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game_id:string;
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from_user_id:string;
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}
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// MatchFoundEvent signals that an auto-match pairing (or robot substitution)
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// started a game the recipient is seated in.
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table MatchFoundEvent {
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game_id:string;
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}
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// NotificationEvent is a lightweight "something changed, re-poll" signal that
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// drives the lobby badge (incoming friend requests, invitations). kind is a sub-
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// discriminator ("friend_request", "friend_added", "invitation", "game_started");
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// the client re-fetches its lobby counters on any of them.
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table NotificationEvent {
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kind:string;
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}
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