battle-viewer e2e: mock user.games.battle ConnectRPC command
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Phase 28 moved the battle fetch off the REST passthrough onto the
signed envelope, so the Playwright spec's `page.route(...)` against
the old REST path no longer intercepts anything and the viewer
times out waiting for data. Update the spec to:

- Build a FlatBuffers `BattleReport` payload in
  `fixtures/battle-fbs.ts` (mirrors `report-fbs.ts`'s pattern).
- Add a `user.games.battle` case to the ExecuteCommand mock that
  decodes the FBS `GameBattleRequest`, returns the encoded report
  when the battle_id matches the seeded one, and surfaces a
  canonical `not_found` resultCode otherwise.
- Drop the obsolete REST route stubs.
- Drive the negative-path test with a real UUID that does not match
  the seeded one, so the gateway-side switch is the source of the
  404 (the old `missing-uuid` literal was no longer a valid wire
  shape for the UUID decoder).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-16 12:55:15 +02:00
parent ebd156ece2
commit 166baf4be0
2 changed files with 164 additions and 27 deletions
@@ -0,0 +1,128 @@
// Phase 28 — FBS BattleReport payload builder used by Battle Viewer
// Playwright specs. Mirrors the `user.games.battle` ConnectRPC
// response that the gateway re-encodes from the engine's JSON.
import { Builder } from "flatbuffers";
import {
BattleActionReport,
BattleReport,
BattleReportGroup,
RaceEntry,
ShipEntry,
TechEntry,
UUID,
} from "../../../src/proto/galaxy/fbs/battle";
export interface BattleGroupFixture {
key: number;
race: string;
className: string;
tech?: Record<string, number>;
num: number;
numLeft: number;
loadType?: string;
loadQuantity?: number;
inBattle?: boolean;
}
export interface BattleActionFixture {
a: number;
sa: number;
d: number;
sd: number;
x: boolean;
}
export interface BattleFixture {
id: string;
planet: number;
planetName: string;
races: Record<string, string>;
ships: BattleGroupFixture[];
protocol: BattleActionFixture[];
}
export function buildBattlePayload(fixture: BattleFixture): Uint8Array {
const builder = new Builder(512);
const planetNameOff = builder.createString(fixture.planetName);
const raceOffsets: number[] = [];
for (const [keyStr, value] of Object.entries(fixture.races)) {
const key = Number(keyStr);
const [hi, lo] = uuidToHiLo(value);
RaceEntry.startRaceEntry(builder);
RaceEntry.addKey(builder, BigInt(key));
RaceEntry.addValue(builder, UUID.createUUID(builder, hi, lo));
raceOffsets.push(RaceEntry.endRaceEntry(builder));
}
const racesVec = BattleReport.createRacesVector(builder, raceOffsets);
const shipOffsets: number[] = [];
for (const ship of fixture.ships) {
const techOffsets: number[] = [];
for (const [tk, tv] of Object.entries(ship.tech ?? {})) {
const tkOff = builder.createString(tk);
TechEntry.startTechEntry(builder);
TechEntry.addKey(builder, tkOff);
TechEntry.addValue(builder, tv);
techOffsets.push(TechEntry.endTechEntry(builder));
}
const techVec = BattleReportGroup.createTechVector(builder, techOffsets);
const raceStrOff = builder.createString(ship.race);
const classNameOff = builder.createString(ship.className);
const loadTypeOff = builder.createString(ship.loadType ?? "");
BattleReportGroup.startBattleReportGroup(builder);
BattleReportGroup.addInBattle(builder, ship.inBattle ?? true);
BattleReportGroup.addNumber(builder, BigInt(ship.num));
BattleReportGroup.addNumberLeft(builder, BigInt(ship.numLeft));
BattleReportGroup.addLoadQuantity(builder, ship.loadQuantity ?? 0);
BattleReportGroup.addTech(builder, techVec);
BattleReportGroup.addRace(builder, raceStrOff);
BattleReportGroup.addClassName(builder, classNameOff);
BattleReportGroup.addLoadType(builder, loadTypeOff);
const groupOff = BattleReportGroup.endBattleReportGroup(builder);
ShipEntry.startShipEntry(builder);
ShipEntry.addKey(builder, BigInt(ship.key));
ShipEntry.addValue(builder, groupOff);
shipOffsets.push(ShipEntry.endShipEntry(builder));
}
const shipsVec = BattleReport.createShipsVector(builder, shipOffsets);
const protocolOffsets: number[] = [];
for (const action of fixture.protocol) {
BattleActionReport.startBattleActionReport(builder);
BattleActionReport.addAttacker(builder, BigInt(action.a));
BattleActionReport.addAttackerShipClass(builder, BigInt(action.sa));
BattleActionReport.addDefender(builder, BigInt(action.d));
BattleActionReport.addDefenderShipClass(builder, BigInt(action.sd));
BattleActionReport.addDestroyed(builder, action.x);
protocolOffsets.push(BattleActionReport.endBattleActionReport(builder));
}
const protocolVec = BattleReport.createProtocolVector(
builder,
protocolOffsets,
);
const [idHi, idLo] = uuidToHiLo(fixture.id);
BattleReport.startBattleReport(builder);
BattleReport.addId(builder, UUID.createUUID(builder, idHi, idLo));
BattleReport.addPlanet(builder, BigInt(fixture.planet));
BattleReport.addPlanetName(builder, planetNameOff);
BattleReport.addRaces(builder, racesVec);
BattleReport.addShips(builder, shipsVec);
BattleReport.addProtocol(builder, protocolVec);
builder.finish(BattleReport.endBattleReport(builder));
return builder.asUint8Array();
}
function uuidToHiLo(value: string): [bigint, bigint] {
const hex = value.replace(/-/g, "").toLowerCase();
if (hex.length !== 32 || /[^0-9a-f]/.test(hex)) {
throw new Error(`buildBattlePayload: invalid uuid ${value}`);
}
const hi = BigInt(`0x${hex.slice(0, 16)}`);
const lo = BigInt(`0x${hex.slice(16, 32)}`);
return [hi, lo];
}