ui/phase-14: auto-sync order draft + always GET on boot + header headline
Replaces the manual Submit button with an auto-sync pipeline driven by `OrderDraftStore`: every successful add / remove / move coalesces a `submitOrder` call so the engine always mirrors the local draft. Removing the last command sends an empty cmd[] PUT — the engine, repo, and rest model now accept that as a valid "player cleared their draft" state. `hydrateFromServer` is now invoked unconditionally on game boot so a fresh device picks up the player's stored order, and the local cache is overwritten by the server's view (server is the source of truth). Header replaces the static "race ?" + turn counter with a single headline string `<race> @ <game>, turn <n>`, sourced from the engine's Report.race + the lobby's GameSummary.gameName + the live turn number, with a `?` fallback while any piece is loading. Tests: - engine: empty PUT round-trips, repo round-trips empty Commands - order-draft: auto-sync sends full draft on every mutation, rejected response surfaces error sync status, rapid mutations coalesce, server hydration overwrites cache - order-tab: per-row status flips through the auto-sync lifecycle, remove → empty cmd[] PUT, rejected → retry button - inspector overlay: applied + valid + submitting all participate in the optimistic projection - header: live race / game / turn rendering with fall-back Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -12,7 +12,6 @@ package repo
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import (
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"encoding/json"
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"errors"
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"fmt"
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"galaxy/model/order"
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@@ -234,15 +233,16 @@ func loadOrder(s Storage, t uint, id uuid.UUID) (*order.UserGamesOrder, bool, er
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if err := s.ReadSafe(path, stored); err != nil {
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return nil, false, NewStorageError(err)
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}
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// An empty stored batch is a valid state — the player either
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// cleared their draft or never added a command yet. We round-
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// trip it as `(*UserGamesOrder, true, nil)` with an empty
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// `Commands` slice so callers can distinguish "no order yet"
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// (ok=false) from "order exists but is empty" (ok=true).
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result := &order.UserGamesOrder{
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GameID: stored.GameID,
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UpdatedAt: stored.UpdatedAt,
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Commands: make([]order.DecodableCommand, len(stored.Commands)),
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}
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if len(stored.Commands) == 0 {
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return nil, false, errors.New("no commands were stored")
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}
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for i := range stored.Commands {
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command, err := ParseOrder(stored.Commands[i], nil)
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if err != nil {
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@@ -104,6 +104,50 @@ func LoadOrderTest(t *testing.T, s repo.Storage, root string, turn uint, id uuid
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CommandResultTest(t, o)
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}
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func TestSaveOrderEmptyRoundTrip(t *testing.T) {
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// An empty order is a legal player intent (the user removed
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// every command from the draft). The repo round-trips it as an
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// `(*UserGamesOrder, true, nil)` triple with `Commands` empty
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// so the front-end can distinguish "no order yet" (ok=false)
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// from "order exists but is empty" (ok=true).
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root := t.ArtifactDir()
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s, err := fs.NewFileStorage(root)
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assert.NoError(t, err)
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id := uuid.New()
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gameID := uuid.New()
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now := time.Now().UTC().UnixMilli()
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o := &order.UserGamesOrder{
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GameID: gameID,
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UpdatedAt: now,
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}
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var turn uint = 3
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assert.NoError(t, repo.SaveOrder_T(s, turn, id, o))
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assert.FileExists(t, filepath.Join(root, repo.OrderDir(turn, id)))
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loaded, ok, err := repo.LoadOrder_T(s, turn, id)
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assert.NoError(t, err)
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assert.True(t, ok, "empty order must surface as ok=true so callers can tell it apart from a missing one")
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assert.NotNil(t, loaded)
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assert.Equal(t, gameID, loaded.GameID)
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assert.Equal(t, now, loaded.UpdatedAt)
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assert.Empty(t, loaded.Commands)
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}
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func TestLoadOrderMissing(t *testing.T) {
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// A turn that has never had a PUT must come back as
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// `(nil, false, nil)` — the engine's "no stored order" path.
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root := t.ArtifactDir()
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s, err := fs.NewFileStorage(root)
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assert.NoError(t, err)
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id := uuid.New()
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loaded, ok, err := repo.LoadOrder_T(s, 7, id)
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assert.NoError(t, err)
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assert.False(t, ok)
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assert.Nil(t, loaded)
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}
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func CommandResultTest(t *testing.T, o *order.UserGamesOrder) {
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assert.NotEmpty(t, o.Commands)
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for i := range o.Commands {
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