8793bd34f2
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.
150 lines
5.0 KiB
TypeScript
150 lines
5.0 KiB
TypeScript
// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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import { AlphabetEntry } from '../scrabblefb/alphabet-entry.js';
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import { GameView } from '../scrabblefb/game-view.js';
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export class StateView {
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bb: flatbuffers.ByteBuffer|null = null;
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bb_pos = 0;
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__init(i:number, bb:flatbuffers.ByteBuffer):StateView {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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static getRootAsStateView(bb:flatbuffers.ByteBuffer, obj?:StateView):StateView {
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return (obj || new StateView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsStateView(bb:flatbuffers.ByteBuffer, obj?:StateView):StateView {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new StateView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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game(obj?:GameView):GameView|null {
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const offset = this.bb!.__offset(this.bb_pos, 4);
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return offset ? (obj || new GameView()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
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}
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seat():number {
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const offset = this.bb!.__offset(this.bb_pos, 6);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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rack(index: number):number|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
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}
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rackLength():number {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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rackArray():Uint8Array|null {
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const offset = this.bb!.__offset(this.bb_pos, 8);
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return offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + offset), this.bb!.__vector_len(this.bb_pos + offset)) : null;
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}
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bagLen():number {
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const offset = this.bb!.__offset(this.bb_pos, 10);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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hintsRemaining():number {
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const offset = this.bb!.__offset(this.bb_pos, 12);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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alphabet(index: number, obj?:AlphabetEntry):AlphabetEntry|null {
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const offset = this.bb!.__offset(this.bb_pos, 14);
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return offset ? (obj || new AlphabetEntry()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
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}
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alphabetLength():number {
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const offset = this.bb!.__offset(this.bb_pos, 14);
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return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
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}
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walletBalance():number {
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const offset = this.bb!.__offset(this.bb_pos, 16);
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return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
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}
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static startStateView(builder:flatbuffers.Builder) {
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builder.startObject(7);
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}
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static addGame(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset) {
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builder.addFieldOffset(0, gameOffset, 0);
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}
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static addSeat(builder:flatbuffers.Builder, seat:number) {
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builder.addFieldInt32(1, seat, 0);
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}
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static addRack(builder:flatbuffers.Builder, rackOffset:flatbuffers.Offset) {
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builder.addFieldOffset(2, rackOffset, 0);
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}
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static createRackVector(builder:flatbuffers.Builder, data:number[]|Uint8Array):flatbuffers.Offset {
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builder.startVector(1, data.length, 1);
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for (let i = data.length - 1; i >= 0; i--) {
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builder.addInt8(data[i]!);
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}
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return builder.endVector();
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}
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static startRackVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(1, numElems, 1);
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}
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static addBagLen(builder:flatbuffers.Builder, bagLen:number) {
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builder.addFieldInt32(3, bagLen, 0);
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}
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static addHintsRemaining(builder:flatbuffers.Builder, hintsRemaining:number) {
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builder.addFieldInt32(4, hintsRemaining, 0);
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}
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static addAlphabet(builder:flatbuffers.Builder, alphabetOffset:flatbuffers.Offset) {
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builder.addFieldOffset(5, alphabetOffset, 0);
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}
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static createAlphabetVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
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builder.startVector(4, data.length, 4);
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for (let i = data.length - 1; i >= 0; i--) {
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builder.addOffset(data[i]!);
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}
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return builder.endVector();
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}
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static startAlphabetVector(builder:flatbuffers.Builder, numElems:number) {
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builder.startVector(4, numElems, 4);
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}
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static addWalletBalance(builder:flatbuffers.Builder, walletBalance:number) {
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builder.addFieldInt32(6, walletBalance, 0);
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}
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static endStateView(builder:flatbuffers.Builder):flatbuffers.Offset {
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const offset = builder.endObject();
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return offset;
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}
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static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset, seat:number, rackOffset:flatbuffers.Offset, bagLen:number, hintsRemaining:number, alphabetOffset:flatbuffers.Offset, walletBalance:number):flatbuffers.Offset {
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StateView.startStateView(builder);
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StateView.addGame(builder, gameOffset);
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StateView.addSeat(builder, seat);
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StateView.addRack(builder, rackOffset);
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StateView.addBagLen(builder, bagLen);
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StateView.addHintsRemaining(builder, hintsRemaining);
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StateView.addAlphabet(builder, alphabetOffset);
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StateView.addWalletBalance(builder, walletBalance);
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return StateView.endStateView(builder);
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}
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}
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