Files
scrabble-game/pkg/fbs/scrabblefb/StateView.go
T
Ilia Denisov f9faebfa91
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fix(hint): stop the hint count going stale across games
The in-game hint badge re-fetched on entry and, for a game where it was the
player's turn, showed a too-high count that "reset" (e.g. back to 11) — the
wallet hint spent in another game was not reflected.

Root cause: the server sends one hints_remaining = per-game allowance + global
wallet, and the client cached that combined number per game. The wallet is
global, so spending a wallet hint in one game left every other game's cached
count stale (a my-turn game holds the stalest value: the opponent-moved delta
preserves the old number, whereas a game you just moved in re-cached a fresh
one). The backend allowance-then-wallet spend order was already correct.

Fix: split the two. StateView/HintResult gain a trailing wallet_balance field
(the global wallet alone); the client derives the per-game allowance as
hints_remaining - wallet_balance (stable, cacheable) and reads the wallet live
from the profile, refreshing it from every state/hint response. The badge is
allowance + live wallet, so a wallet hint anywhere updates every game at once.

- wire: scrabble.fbs StateView/HintResult + pkg/wire.BuildStateView (the single
  encoder for both the gateway transcode and the backend's event StateView),
  gateway encode + resp structs, regen.
- backend: game StateView/HintResult + service (GameState/Hint) + eventwire +
  notify PlayerState/encode + server DTOs.
- ui: lib/hints.ts (pure hintsLeft), Game.svelte (badge + syncWallet on
  load/hint, carry wallet_balance through applyMoveResult), codec/model, mock.
- docs: ARCHITECTURE §Hint.

Tests: hints.ts unit (incl. the staleness case), TestHintPolicy extended
(wallet_balance + allowance-first), gateway state/hint round-trips.
2026-06-17 16:50:16 +02:00

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()
}