0b57400c6f
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Surface the per-game "single word" rule to the client and refine the random-opponent New Game screen. - Wire: thread multiple_words_per_turn into the GameView and Invitation FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both the backend push-event and gateway REST paths. - In-game indicators (single-word games only): a small 1 in the status bar's score-preview slot (yields to the live preview) and a centred "One word per turn" label in the history-drawer header. Standard games show neither. - Invitation card gains a "One word per turn" line for single-word invitations. - Auto-match redesign: variant plaques are mutually-exclusive selects (highlight on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom "Start game" button (disabled until a variant is chosen) confirms. The rule toggle appears once a Russian variant is selected. - Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
304 lines
9.8 KiB
Go
304 lines
9.8 KiB
Go
// Package wire holds the FlatBuffers builders for the nested wire tables that both
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// the backend's push-event encoder (backend/internal/notify) and the gateway's edge
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// transcoder (gateway/internal/transcode) emit. The two callers resolve their own
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// source types (the backend's domain payloads, the gateway's REST DTOs) into the
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// neutral structs below and delegate the actual FlatBuffers construction here, so the
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// shared tables (GameView, MoveRecord, StateView, AccountRef, Invitation) have a
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// single encoding definition that cannot drift between the two paths.
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//
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// FlatBuffers is built bottom-up: every string and child vector is created before the
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// table that references it, and no two tables/vectors are under construction at once.
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// Each builder returns the offset of the table (or vector) it built; the caller embeds
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// that offset in a parent table or finishes the buffer with it.
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package wire
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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fb "scrabble/pkg/fbs/scrabblefb"
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)
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// SeatView is one seat's public standing in a GameView.
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type SeatView struct {
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Seat int
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AccountID string
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Score int
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HintsUsed int
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IsWinner bool
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DisplayName string
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}
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// GameView is the shared, non-private game summary.
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type GameView struct {
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ID string
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Variant string
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DictVersion string
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Status string
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Players int
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ToMove int
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TurnTimeoutSecs int
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MultipleWordsPerTurn bool
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MoveCount int
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EndReason string
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Seats []SeatView
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LastActivityUnix int64
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}
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// TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank
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// read from a hand).
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type TileRecord struct {
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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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// MoveRecord is one decoded move (a committed play, a hint preview). Action and Dir are
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// the already-stringified move kind and direction.
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type MoveRecord struct {
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Player int
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Action string
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Dir string
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MainRow int
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MainCol 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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// AlphabetEntry is one letter of a variant's alphabet (Index is the wire alphabet-index
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// byte; a value of 255 is the blank sentinel elsewhere).
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type AlphabetEntry struct {
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Index int
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Letter string
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Value int
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}
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// StateView is a player's view of a game: the shared summary plus their private rack
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// (wire alphabet indices), bag size and hint budget. Alphabet is set only when the
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// recipient may not have cached the variant's display table yet.
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type StateView struct {
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Game GameView
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Seat int
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Rack []int
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BagLen int
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HintsRemaining int
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Alphabet []AlphabetEntry
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}
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// AccountRef is a referenced account with its display name resolved.
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type AccountRef struct {
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AccountID string
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DisplayName string
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}
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// InvitationInvitee is one invited player's seat and response inside an Invitation.
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type InvitationInvitee struct {
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AccountID string
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DisplayName 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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type Invitation struct {
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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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TurnTimeoutSecs int
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HintsAllowed bool
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HintsPerPlayer int
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MultipleWordsPerTurn bool
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DropoutTiles string
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Status string
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GameID string
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ExpiresAtUnix int64
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}
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// BuildGameView builds a GameView table from g and returns its offset.
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func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
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seatOffs := make([]flatbuffers.UOffsetT, len(g.Seats))
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for i, s := range g.Seats {
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aid := b.CreateString(s.AccountID)
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dname := b.CreateString(s.DisplayName)
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fb.SeatViewStart(b)
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fb.SeatViewAddSeat(b, int32(s.Seat))
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fb.SeatViewAddAccountId(b, aid)
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fb.SeatViewAddScore(b, int32(s.Score))
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fb.SeatViewAddHintsUsed(b, int32(s.HintsUsed))
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fb.SeatViewAddIsWinner(b, s.IsWinner)
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fb.SeatViewAddDisplayName(b, dname)
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seatOffs[i] = fb.SeatViewEnd(b)
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}
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fb.GameViewStartSeatsVector(b, len(seatOffs))
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for i := len(seatOffs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(seatOffs[i])
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}
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seats := b.EndVector(len(seatOffs))
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id := b.CreateString(g.ID)
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variant := b.CreateString(g.Variant)
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dictVer := b.CreateString(g.DictVersion)
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status := b.CreateString(g.Status)
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endReason := b.CreateString(g.EndReason)
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fb.GameViewStart(b)
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fb.GameViewAddId(b, id)
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fb.GameViewAddVariant(b, variant)
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fb.GameViewAddDictVersion(b, dictVer)
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fb.GameViewAddStatus(b, status)
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fb.GameViewAddPlayers(b, int32(g.Players))
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fb.GameViewAddToMove(b, int32(g.ToMove))
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fb.GameViewAddTurnTimeoutSecs(b, int32(g.TurnTimeoutSecs))
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fb.GameViewAddMultipleWordsPerTurn(b, g.MultipleWordsPerTurn)
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fb.GameViewAddMoveCount(b, int32(g.MoveCount))
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fb.GameViewAddEndReason(b, endReason)
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fb.GameViewAddSeats(b, seats)
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fb.GameViewAddLastActivityUnix(b, g.LastActivityUnix)
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return fb.GameViewEnd(b)
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}
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// BuildMoveRecord builds a MoveRecord table from m and returns its offset.
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func BuildMoveRecord(b *flatbuffers.Builder, m MoveRecord) flatbuffers.UOffsetT {
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tileOffs := make([]flatbuffers.UOffsetT, len(m.Tiles))
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for i, t := range m.Tiles {
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letter := b.CreateString(t.Letter)
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fb.TileRecordStart(b)
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fb.TileRecordAddRow(b, int32(t.Row))
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fb.TileRecordAddCol(b, int32(t.Col))
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fb.TileRecordAddLetter(b, letter)
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fb.TileRecordAddBlank(b, t.Blank)
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tileOffs[i] = fb.TileRecordEnd(b)
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}
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fb.MoveRecordStartTilesVector(b, len(tileOffs))
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for i := len(tileOffs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(tileOffs[i])
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}
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tiles := b.EndVector(len(tileOffs))
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wordOffs := make([]flatbuffers.UOffsetT, len(m.Words))
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for i, w := range m.Words {
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wordOffs[i] = b.CreateString(w)
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}
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fb.MoveRecordStartWordsVector(b, len(wordOffs))
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for i := len(wordOffs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(wordOffs[i])
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}
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words := b.EndVector(len(wordOffs))
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action := b.CreateString(m.Action)
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dir := b.CreateString(m.Dir)
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fb.MoveRecordStart(b)
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fb.MoveRecordAddPlayer(b, int32(m.Player))
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fb.MoveRecordAddAction(b, action)
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fb.MoveRecordAddDir(b, dir)
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fb.MoveRecordAddMainRow(b, int32(m.MainRow))
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fb.MoveRecordAddMainCol(b, int32(m.MainCol))
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fb.MoveRecordAddTiles(b, tiles)
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fb.MoveRecordAddWords(b, words)
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fb.MoveRecordAddCount(b, int32(m.Count))
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fb.MoveRecordAddScore(b, int32(m.Score))
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fb.MoveRecordAddTotal(b, int32(m.Total))
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return fb.MoveRecordEnd(b)
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}
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// BuildStateViewAlphabet builds the AlphabetEntry vector embedded in a StateView and
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// returns its offset.
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func BuildStateViewAlphabet(b *flatbuffers.Builder, entries []AlphabetEntry) flatbuffers.UOffsetT {
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offs := make([]flatbuffers.UOffsetT, len(entries))
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for i, e := range entries {
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letter := b.CreateString(e.Letter)
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fb.AlphabetEntryStart(b)
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fb.AlphabetEntryAddIndex(b, byte(e.Index))
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fb.AlphabetEntryAddLetter(b, letter)
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fb.AlphabetEntryAddValue(b, int32(e.Value))
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offs[i] = fb.AlphabetEntryEnd(b)
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}
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fb.StateViewStartAlphabetVector(b, len(offs))
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for i := len(offs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(offs[i])
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}
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return b.EndVector(len(offs))
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}
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// BuildStateView builds a StateView table from s and returns its offset. The alphabet
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// table is embedded only when s.Alphabet is non-empty.
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func BuildStateView(b *flatbuffers.Builder, s StateView) flatbuffers.UOffsetT {
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game := BuildGameView(b, s.Game)
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rackBytes := make([]byte, len(s.Rack))
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for i, v := range s.Rack {
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rackBytes[i] = byte(v)
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}
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rack := b.CreateByteVector(rackBytes)
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hasAlphabet := len(s.Alphabet) > 0
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var alphabet flatbuffers.UOffsetT
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if hasAlphabet {
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alphabet = BuildStateViewAlphabet(b, s.Alphabet)
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}
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fb.StateViewStart(b)
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fb.StateViewAddGame(b, game)
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fb.StateViewAddSeat(b, int32(s.Seat))
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fb.StateViewAddRack(b, rack)
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fb.StateViewAddBagLen(b, int32(s.BagLen))
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fb.StateViewAddHintsRemaining(b, int32(s.HintsRemaining))
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if hasAlphabet {
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fb.StateViewAddAlphabet(b, alphabet)
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}
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return fb.StateViewEnd(b)
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}
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// BuildAccountRef builds an AccountRef table from a and returns its offset.
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func BuildAccountRef(b *flatbuffers.Builder, a AccountRef) flatbuffers.UOffsetT {
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aid := b.CreateString(a.AccountID)
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name := b.CreateString(a.DisplayName)
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fb.AccountRefStart(b)
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fb.AccountRefAddAccountId(b, aid)
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fb.AccountRefAddDisplayName(b, name)
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return fb.AccountRefEnd(b)
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}
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// BuildInvitation builds an Invitation table from inv and returns its offset.
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func BuildInvitation(b *flatbuffers.Builder, inv Invitation) flatbuffers.UOffsetT {
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inviteeOffs := make([]flatbuffers.UOffsetT, len(inv.Invitees))
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for i, iv := range inv.Invitees {
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aid := b.CreateString(iv.AccountID)
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name := b.CreateString(iv.DisplayName)
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resp := b.CreateString(iv.Response)
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fb.InvitationInviteeStart(b)
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fb.InvitationInviteeAddAccountId(b, aid)
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fb.InvitationInviteeAddDisplayName(b, name)
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fb.InvitationInviteeAddSeat(b, int32(iv.Seat))
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fb.InvitationInviteeAddResponse(b, resp)
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inviteeOffs[i] = fb.InvitationInviteeEnd(b)
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}
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fb.InvitationStartInviteesVector(b, len(inviteeOffs))
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for i := len(inviteeOffs) - 1; i >= 0; i-- {
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b.PrependUOffsetT(inviteeOffs[i])
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}
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invitees := b.EndVector(len(inviteeOffs))
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inviter := BuildAccountRef(b, inv.Inviter)
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id := b.CreateString(inv.ID)
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variant := b.CreateString(inv.Variant)
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dropout := b.CreateString(inv.DropoutTiles)
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status := b.CreateString(inv.Status)
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gameID := b.CreateString(inv.GameID)
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fb.InvitationStart(b)
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fb.InvitationAddId(b, id)
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fb.InvitationAddInviter(b, inviter)
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fb.InvitationAddInvitees(b, invitees)
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fb.InvitationAddVariant(b, variant)
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fb.InvitationAddTurnTimeoutSecs(b, int32(inv.TurnTimeoutSecs))
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fb.InvitationAddHintsAllowed(b, inv.HintsAllowed)
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fb.InvitationAddHintsPerPlayer(b, int32(inv.HintsPerPlayer))
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fb.InvitationAddMultipleWordsPerTurn(b, inv.MultipleWordsPerTurn)
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fb.InvitationAddDropoutTiles(b, dropout)
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fb.InvitationAddStatus(b, status)
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fb.InvitationAddGameId(b, gameID)
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fb.InvitationAddExpiresAtUnix(b, inv.ExpiresAtUnix)
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return fb.InvitationEnd(b)
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}
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