Files
scrabble-game/pkg/fbs/scrabblefb/GameView.go
T
Ilia Denisov 6e77de4c1e
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feat: sparser robot nudges, typed unread badge, lobby unread bump
Three owner-requested polish changes:

- robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a
  flat uniform 9-12 h wait before every nudge; the existing sleep-window gate
  still skips and defers a nudge that would land in the robot's night.
- ui: colour the lobby/in-game unread dot by type -- the regular danger colour
  when a chat message is unread, a softer amber (--warn) when only nudges are.
  Adds a per-viewer unread_messages flag (chat_messages.kind='message') across
  the backend DTO, FlatBuffers wire, gateway transcode and the UI store.
- ui: float games with any unread notification to the top of the lobby's
  your-turn and opponent-turn sections (finished keeps its order), reusing the
  existing unread_chat flag.

Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire
field is backward-compatible.
2026-06-19 16:50:48 +02:00

266 lines
6.9 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type GameView struct {
_tab flatbuffers.Table
}
func GetRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &GameView{}
x.Init(buf, n+offset)
return x
}
func FinishGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &GameView{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *GameView) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *GameView) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *GameView) Id() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Variant() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) DictVersion() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Status() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Players() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutatePlayers(n int32) bool {
return rcv._tab.MutateInt32Slot(12, n)
}
func (rcv *GameView) ToMove() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateToMove(n int32) bool {
return rcv._tab.MutateInt32Slot(14, n)
}
func (rcv *GameView) TurnTimeoutSecs() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateTurnTimeoutSecs(n int32) bool {
return rcv._tab.MutateInt32Slot(16, n)
}
func (rcv *GameView) MultipleWordsPerTurn() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateMultipleWordsPerTurn(n bool) bool {
return rcv._tab.MutateBoolSlot(18, n)
}
func (rcv *GameView) MoveCount() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateMoveCount(n int32) bool {
return rcv._tab.MutateInt32Slot(20, n)
}
func (rcv *GameView) EndReason() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Seats(obj *SeatView, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
if o != 0 {
x := rcv._tab.Vector(o)
x += flatbuffers.UOffsetT(j) * 4
x = rcv._tab.Indirect(x)
obj.Init(rcv._tab.Bytes, x)
return true
}
return false
}
func (rcv *GameView) SeatsLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func (rcv *GameView) LastActivityUnix() int64 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(26))
if o != 0 {
return rcv._tab.GetInt64(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateLastActivityUnix(n int64) bool {
return rcv._tab.MutateInt64Slot(26, n)
}
func (rcv *GameView) VsAi() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(28))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateVsAi(n bool) bool {
return rcv._tab.MutateBoolSlot(28, n)
}
func (rcv *GameView) UnreadChat() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(30))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateUnreadChat(n bool) bool {
return rcv._tab.MutateBoolSlot(30, n)
}
func (rcv *GameView) UnreadMessages() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(32))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateUnreadMessages(n bool) bool {
return rcv._tab.MutateBoolSlot(32, n)
}
func GameViewStart(builder *flatbuffers.Builder) {
builder.StartObject(15)
}
func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
}
func GameViewAddVariant(builder *flatbuffers.Builder, variant flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(variant), 0)
}
func GameViewAddDictVersion(builder *flatbuffers.Builder, dictVersion flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(dictVersion), 0)
}
func GameViewAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0)
}
func GameViewAddPlayers(builder *flatbuffers.Builder, players int32) {
builder.PrependInt32Slot(4, players, 0)
}
func GameViewAddToMove(builder *flatbuffers.Builder, toMove int32) {
builder.PrependInt32Slot(5, toMove, 0)
}
func GameViewAddTurnTimeoutSecs(builder *flatbuffers.Builder, turnTimeoutSecs int32) {
builder.PrependInt32Slot(6, turnTimeoutSecs, 0)
}
func GameViewAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
builder.PrependBoolSlot(7, multipleWordsPerTurn, false)
}
func GameViewAddMoveCount(builder *flatbuffers.Builder, moveCount int32) {
builder.PrependInt32Slot(8, moveCount, 0)
}
func GameViewAddEndReason(builder *flatbuffers.Builder, endReason flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(endReason), 0)
}
func GameViewAddSeats(builder *flatbuffers.Builder, seats flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(10, flatbuffers.UOffsetT(seats), 0)
}
func GameViewStartSeatsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func GameViewAddLastActivityUnix(builder *flatbuffers.Builder, lastActivityUnix int64) {
builder.PrependInt64Slot(11, lastActivityUnix, 0)
}
func GameViewAddVsAi(builder *flatbuffers.Builder, vsAi bool) {
builder.PrependBoolSlot(12, vsAi, false)
}
func GameViewAddUnreadChat(builder *flatbuffers.Builder, unreadChat bool) {
builder.PrependBoolSlot(13, unreadChat, false)
}
func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool) {
builder.PrependBoolSlot(14, unreadMessages, false)
}
func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}