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>
This commit is contained in:
Ilia Denisov
2026-05-08 19:32:44 +02:00
parent 82c4f70156
commit 0f8f8698bd
7 changed files with 123 additions and 12 deletions
+17
View File
@@ -185,6 +185,16 @@
goto(`/games/${gameId}/map`);
}
// Statuses for which the game has a navigable in-game view.
// Lobby-internal statuses (draft, enrollment_open, ready_to_start,
// starting, start_failed) and terminal ones (cancelled) stay
// non-clickable; clicking them otherwise lands on a 404 because
// /games/:id/map only meaningfully exists once the runtime has
// produced game state.
function isPlayableStatus(status: string): boolean {
return status === "running" || status === "paused" || status === "finished";
}
onMount(async () => {
if (
session.keypair === null ||
@@ -259,6 +269,7 @@
<button
class="card"
onclick={() => gotoGame(game.gameId)}
disabled={!isPlayableStatus(game.status)}
data-testid="lobby-my-game-card"
>
<strong>{game.gameName}</strong>
@@ -448,6 +459,12 @@
width: 100%;
}
button.card:disabled {
cursor: not-allowed;
color: #777;
background: #f0f0f0;
}
li.card {
cursor: default;
}
+35
View File
@@ -339,6 +339,41 @@ describe("lobby page", () => {
});
});
test("my-game cards are clickable for running/paused/finished and disabled otherwise", async () => {
// Cover the live-able statuses (running, paused, finished) and a
// representative non-playable mix (cancelled is the post-shutdown
// terminal state developers see most often; draft is the lobby-
// internal state before any membership exists).
listMyGamesSpy.mockResolvedValue([
makeGame("g-running", "Live", "running"),
makeGame("g-paused", "Paused Run", "paused"),
makeGame("g-finished", "Closed Run", "finished"),
makeGame("g-cancelled", "Cancelled Run", "cancelled"),
makeGame("g-draft", "Draft Run", "draft"),
]);
listPublicGamesSpy.mockResolvedValue({ items: [], page: 1, pageSize: 50, total: 0 });
listMyInvitesSpy.mockResolvedValue([]);
listMyApplicationsSpy.mockResolvedValue([]);
const Page = (await importLobbyPage()).default;
const ui = render(Page);
await waitFor(() => {
expect(ui.getAllByTestId("lobby-my-game-card").length).toBe(5);
});
const cards = ui.getAllByTestId("lobby-my-game-card");
const disabledByLabel: Record<string, boolean> = {};
for (const card of cards) {
const label = card.querySelector("strong")?.textContent ?? "";
disabledByLabel[label] = (card as HTMLButtonElement).disabled;
}
expect(disabledByLabel["Live"]).toBe(false);
expect(disabledByLabel["Paused Run"]).toBe(false);
expect(disabledByLabel["Closed Run"]).toBe(false);
expect(disabledByLabel["Cancelled Run"]).toBe(true);
expect(disabledByLabel["Draft Run"]).toBe(true);
});
test("application status badges localise pending and approved states", async () => {
listMyGamesSpy.mockResolvedValue([]);
listPublicGamesSpy.mockResolvedValue({ items: [], page: 1, pageSize: 50, total: 0 });
+11 -4
View File
@@ -10,11 +10,18 @@ const pkg = JSON.parse(
),
) as { version: string };
// Default upstream gateway address used by the dev proxy. Override by
// pointing `VITE_DEV_PROXY_TARGET` at a different gateway when working
// with a remote stack instead of `tools/local-dev/`.
// Default upstream gateway addresses used by the dev proxy. Override
// by pointing `VITE_DEV_PROXY_TARGET` (REST surface) and
// `VITE_DEV_GRPC_PROXY_TARGET` (Connect-Web surface) at a different
// gateway when working with a remote stack instead of
// `tools/local-dev/`. In production the two surfaces sit behind a
// single host; the split here exists only because local-dev runs the
// REST listener on :8080 and the authenticated Connect-Web listener
// on :9090.
const DEV_PROXY_TARGET =
process.env.VITE_DEV_PROXY_TARGET ?? "http://localhost:8080";
const DEV_GRPC_PROXY_TARGET =
process.env.VITE_DEV_GRPC_PROXY_TARGET ?? "http://localhost:9090";
export default defineConfig({
plugins: [sveltekit()],
@@ -33,7 +40,7 @@ export default defineConfig({
changeOrigin: false,
},
"/galaxy.gateway.v1.EdgeGateway": {
target: DEV_PROXY_TARGET,
target: DEV_GRPC_PROXY_TARGET,
changeOrigin: false,
// Connect-Web server-streaming (`SubscribeEvents`) uses
// chunked HTTP responses; http-proxy passes them through