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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@@ -1,7 +1,6 @@
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package handler
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import (
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"errors"
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"net/http"
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"galaxy/model/order"
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@@ -18,6 +17,10 @@ func PutOrderHandler(c *gin.Context, executor CommandExecutor) {
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return
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}
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// An empty `cmd` array is a valid PUT: the client clears its
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// local order draft and expects the server to mirror that
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// state. The engine stores the empty batch so the next GET
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// returns the same empty list with the new `updatedAt`.
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commands := make([]order.DecodableCommand, len(cmd.Commands))
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for i := range cmd.Commands {
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command, err := repo.ParseOrder(cmd.Commands[i], validateCommand)
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@@ -26,10 +29,6 @@ func PutOrderHandler(c *gin.Context, executor CommandExecutor) {
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}
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commands[i] = command
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}
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if len(commands) == 0 {
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errorResponse(c, errors.New("no commands given"))
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return
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}
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result, err := executor.ValidateOrder(cmd.Actor, commands...)
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if errorResponse(c, err) {
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