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The Telegram 'your turn' notification now names the opponent and recaps their last
move (voiced as the opponent: «{name}: my move — «WORD». Score 120:95» for a scoring
play; a short 'swapped / passed, your turn' otherwise), and a new game-over
notification reports the result + final score when a game ends by any path (closing
play, all-pass, resign, timeout). Scores are recipient-first (the reader's score
leads), 2-4 players (120:95:80).
- schema: YourTurnEvent gains opponent_name/last_action/last_word/score_line
(appended, backward-compatible); new GameOverEvent{result, score_line}. Go + UI
bindings regenerated (flatc 23.5.26 + pnpm codegen).
- backend: notify.YourTurn enriched + notify.GameOver; emitMove resolves the mover's
name and emits per-recipient (your_turn to the next mover, game_over to every seat),
with recipient-first score lines built in one place.
- gateway: game_over joins the out-of-app whitelist (routing.go).
- connector: render builds the enriched your_turn + game_over text per language (en/ru).
- tests: notify round-trip (enriched + game_over), emit (enriched fields + game_over to
all seats / per-seat result), connector render (en/ru), routing; integration replay
(play → your_turn with real name; resign → game_over) green.
- docs: ARCHITECTURE push catalog + out-of-app set, FUNCTIONAL (+ _ru), PLAN tracker.
133 lines
5.4 KiB
Go
133 lines
5.4 KiB
Go
package notify
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import (
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"time"
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flatbuffers "github.com/google/flatbuffers/go"
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"github.com/google/uuid"
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fb "scrabble/pkg/fbs/scrabblefb"
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)
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// The constructors below build one Intent per live event, FlatBuffers-encoding
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// the payload with the shared scrabblefb schema. Keeping the encoding here lets
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// the game/social/lobby services emit events without importing the wire schema.
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// YourTurn announces to userID that it is their turn in game gameID, with the turn's nominal
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// deadline. opponentName, lastAction, lastWord and scoreLine enrich the out-of-app push (Stage
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// 17): the player who just moved, their move kind, the main word of a scoring play (empty
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// otherwise) and the recipient-first running score line. Empty strings render the plain "your
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// turn" text.
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func YourTurn(userID, gameID uuid.UUID, deadline time.Time, opponentName, lastAction, lastWord, scoreLine string) Intent {
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b := flatbuffers.NewBuilder(128)
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gid := b.CreateString(gameID.String())
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name := b.CreateString(opponentName)
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action := b.CreateString(lastAction)
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word := b.CreateString(lastWord)
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score := b.CreateString(scoreLine)
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fb.YourTurnEventStart(b)
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fb.YourTurnEventAddGameId(b, gid)
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fb.YourTurnEventAddDeadlineUnix(b, deadline.Unix())
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fb.YourTurnEventAddOpponentName(b, name)
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fb.YourTurnEventAddLastAction(b, action)
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fb.YourTurnEventAddLastWord(b, word)
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fb.YourTurnEventAddScoreLine(b, score)
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b.Finish(fb.YourTurnEventEnd(b))
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return Intent{UserID: userID, Kind: KindYourTurn, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// GameOver announces to userID that game gameID finished. result is the outcome from userID's
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// own perspective ("won"/"lost"/"draw") and scoreLine is the recipient-first final score; both
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// feed the out-of-app "game over" push (Stage 17).
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func GameOver(userID, gameID uuid.UUID, result, scoreLine string) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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res := b.CreateString(result)
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score := b.CreateString(scoreLine)
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fb.GameOverEventStart(b)
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fb.GameOverEventAddGameId(b, gid)
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fb.GameOverEventAddResult(b, res)
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fb.GameOverEventAddScoreLine(b, score)
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b.Finish(fb.GameOverEventEnd(b))
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return Intent{UserID: userID, Kind: KindGameOver, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// OpponentMoved tells userID that seat just committed a move in game gameID,
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// summarising it (the client refetches the full state).
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func OpponentMoved(userID, gameID uuid.UUID, seat int, action string, score, total int) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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act := b.CreateString(action)
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fb.OpponentMovedEventStart(b)
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fb.OpponentMovedEventAddGameId(b, gid)
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fb.OpponentMovedEventAddSeat(b, int32(seat))
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fb.OpponentMovedEventAddAction(b, act)
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fb.OpponentMovedEventAddScore(b, int32(score))
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fb.OpponentMovedEventAddTotal(b, int32(total))
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b.Finish(fb.OpponentMovedEventEnd(b))
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return Intent{UserID: userID, Kind: KindOpponentMoved, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// ChatMessage delivers a stored chat message (or nudge) to userID.
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func ChatMessage(userID, gameID, senderID uuid.UUID, id, kind, body string, createdAt time.Time) Intent {
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b := flatbuffers.NewBuilder(128)
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idOff := b.CreateString(id)
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gid := b.CreateString(gameID.String())
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sid := b.CreateString(senderID.String())
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kindOff := b.CreateString(kind)
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bodyOff := b.CreateString(body)
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fb.ChatMessageStart(b)
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fb.ChatMessageAddId(b, idOff)
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fb.ChatMessageAddGameId(b, gid)
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fb.ChatMessageAddSenderId(b, sid)
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fb.ChatMessageAddKind(b, kindOff)
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fb.ChatMessageAddBody(b, bodyOff)
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fb.ChatMessageAddCreatedAtUnix(b, createdAt.Unix())
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b.Finish(fb.ChatMessageEnd(b))
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return Intent{UserID: userID, Kind: KindChatMessage, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// Nudge tells userID that fromUserID nudged them in game gameID.
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func Nudge(userID, gameID, fromUserID uuid.UUID) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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from := b.CreateString(fromUserID.String())
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fb.NudgeEventStart(b)
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fb.NudgeEventAddGameId(b, gid)
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fb.NudgeEventAddFromUserId(b, from)
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b.Finish(fb.NudgeEventEnd(b))
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return Intent{UserID: userID, Kind: KindNudge, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// MatchFound tells userID that game gameID, which they are seated in, has
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// started (an auto-match pairing or a robot substitution).
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func MatchFound(userID, gameID uuid.UUID) Intent {
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b := flatbuffers.NewBuilder(64)
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gid := b.CreateString(gameID.String())
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fb.MatchFoundEventStart(b)
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fb.MatchFoundEventAddGameId(b, gid)
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b.Finish(fb.MatchFoundEventEnd(b))
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return Intent{UserID: userID, Kind: KindMatchFound, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// Notification is a lightweight "re-poll" signal to userID that a friend request or
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// invitation changed. kind is a sub-discriminator (NotifyFriendRequest,
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// NotifyFriendAdded, NotifyFriendDeclined, NotifyInvitation, NotifyGameStarted) the
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// client may use to scope its refresh.
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func Notification(userID uuid.UUID, kind string) Intent {
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b := flatbuffers.NewBuilder(32)
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k := b.CreateString(kind)
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fb.NotificationEventStart(b)
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fb.NotificationEventAddKind(b, k)
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b.Finish(fb.NotificationEventEnd(b))
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return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
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}
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// eventID returns a best-effort correlation id for one emitted event.
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func eventID() string {
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if id, err := uuid.NewV7(); err == nil {
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return id.String()
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}
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return ""
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}
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