Files
scrabble-game/pkg/fbs/scrabblefb/StateView.go
T
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feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way.

- Best move per variant: the screen shows the actual best-move word (drawn as game
  tiles; a wildcard shows its letter but no value), broken down by game variant, empty
  variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
  plays that used a hint — from summed account_stats counters (moves, hints_used).
  Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
  wallet now rides the wire apart from the per-game allowance (wallet_balance on
  StateView/HintResult/StatsView), so the client reads the live wallet rather than a
  per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
  its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
  moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
  changes.

All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
2026-06-17 22:17:27 +00:00

192 lines
4.8 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type StateView struct {
_tab flatbuffers.Table
}
func GetRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &StateView{}
x.Init(buf, n+offset)
return x
}
func FinishStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsStateView(buf []byte, offset flatbuffers.UOffsetT) *StateView {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &StateView{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedStateViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *StateView) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *StateView) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *StateView) Game(obj *GameView) *GameView {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
x := rcv._tab.Indirect(o + rcv._tab.Pos)
if obj == nil {
obj = new(GameView)
}
obj.Init(rcv._tab.Bytes, x)
return obj
}
return nil
}
func (rcv *StateView) Seat() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateSeat(n int32) bool {
return rcv._tab.MutateInt32Slot(6, n)
}
func (rcv *StateView) Rack(j int) byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
a := rcv._tab.Vector(o)
return rcv._tab.GetByte(a + flatbuffers.UOffsetT(j*1))
}
return 0
}
func (rcv *StateView) RackLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func (rcv *StateView) RackBytes() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *StateView) MutateRack(j int, n byte) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
a := rcv._tab.Vector(o)
return rcv._tab.MutateByte(a+flatbuffers.UOffsetT(j*1), n)
}
return false
}
func (rcv *StateView) BagLen() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateBagLen(n int32) bool {
return rcv._tab.MutateInt32Slot(10, n)
}
func (rcv *StateView) HintsRemaining() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateHintsRemaining(n int32) bool {
return rcv._tab.MutateInt32Slot(12, n)
}
func (rcv *StateView) Alphabet(obj *AlphabetEntry, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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 *StateView) AlphabetLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func (rcv *StateView) WalletBalance() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *StateView) MutateWalletBalance(n int32) bool {
return rcv._tab.MutateInt32Slot(16, n)
}
func StateViewStart(builder *flatbuffers.Builder) {
builder.StartObject(7)
}
func StateViewAddGame(builder *flatbuffers.Builder, game flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(game), 0)
}
func StateViewAddSeat(builder *flatbuffers.Builder, seat int32) {
builder.PrependInt32Slot(1, seat, 0)
}
func StateViewAddRack(builder *flatbuffers.Builder, rack flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(rack), 0)
}
func StateViewStartRackVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(1, numElems, 1)
}
func StateViewAddBagLen(builder *flatbuffers.Builder, bagLen int32) {
builder.PrependInt32Slot(3, bagLen, 0)
}
func StateViewAddHintsRemaining(builder *flatbuffers.Builder, hintsRemaining int32) {
builder.PrependInt32Slot(4, hintsRemaining, 0)
}
func StateViewAddAlphabet(builder *flatbuffers.Builder, alphabet flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(5, flatbuffers.UOffsetT(alphabet), 0)
}
func StateViewStartAlphabetVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func StateViewAddWalletBalance(builder *flatbuffers.Builder, walletBalance int32) {
builder.PrependInt32Slot(6, walletBalance, 0)
}
func StateViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}