local-dev: rebuild dead sandbox + harden lobby card UX
Three fixes around the dev sandbox end-to-end path. Each one was flushed out by an actual login walkthrough after the previous commit. Backend bootstrap now treats `cancelled`, `finished`, and `start_failed` as terminal: the per-boot find-or-create skips such games and provisions a fresh one. Without this, a single bad shutdown cascade leaves the developer staring at a dead lobby tile forever (cancelled games don't transition back). Covered by TestTerminalSandboxStatus. Tools/local-dev: stop killing engine containers in `make down`. The runtime treats the disappearance of an engine as a real failure (cascading the lobby game to `cancelled`); leaving the container running across `down/up` lets the runtime reconciler re-attach on the next boot. The teardown happens only in `make clean`, where the DB is wiped anyway. Compose now also exposes :9090 (authenticated EdgeGateway listener) on the host so the Vite dev proxy can reach the Connect-Web surface, and bumps the gateway anti-abuse limits for `public_misc` so the same surface is not blanket-rejected with 413. Ui/frontend: the lobby's `My Games` cards are now clickable only for the playable statuses (`running`, `paused`, `finished`). All other statuses render as disabled buttons so a click on a draft or cancelled game no longer drops the user on a 404 — the in-game view at /games/:id/* doesn't exist before Phase 10 and never makes sense for a cancelled game. Vite proxy splits the dev targets so `/api/*` continues to talk to the REST listener and `/galaxy.gateway.v1.EdgeGateway/*` is routed to the Connect-Web listener via VITE_DEV_GRPC_PROXY_TARGET (defaults to :9090). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -79,6 +79,26 @@ func TestBootstrapRejectsMissingDeps(t *testing.T) {
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// returned error has a message.
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var errMissingDepsSentinel = errors.New("sentinel")
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// TestTerminalSandboxStatus pins the contract that decides whether a
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// previously created sandbox game is reusable. Terminal states force
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// the bootstrap to create a new game on the next boot rather than
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// hand the developer a dead lobby tile.
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func TestTerminalSandboxStatus(t *testing.T) {
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terminal := []string{"cancelled", "finished", "start_failed"}
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live := []string{"draft", "enrollment_open", "ready_to_start", "starting", "running", "paused"}
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for _, status := range terminal {
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if !terminalSandboxStatus(status) {
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t.Errorf("expected %q to be terminal", status)
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}
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}
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for _, status := range live {
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if terminalSandboxStatus(status) {
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t.Errorf("expected %q to be non-terminal", status)
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}
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}
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}
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type stubEnsurer struct{}
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func (stubEnsurer) EnsureByEmail(_ context.Context, _, _, _, _ string) (uuid.UUID, error) {
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