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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@@ -164,12 +164,17 @@ fresh.
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orderDraft.init({ cache, gameId }),
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]);
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galaxyClient.set(client);
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if (orderDraft.needsServerHydration) {
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await orderDraft.hydrateFromServer({
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client,
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turn: gameState.currentTurn,
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});
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}
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orderDraft.bindClient(client);
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// The server is always polled at game boot — its
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// stored order may be fresher than the local cache
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// (e.g. user is on a new device), and an offline
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// edit must catch up at re-sync time. The hydration
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// is non-fatal: a network error keeps the local
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// cache and surfaces through `draft.syncStatus`.
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await orderDraft.hydrateFromServer({
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client,
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turn: gameState.currentTurn,
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});
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} catch (err) {
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gameState.failBootstrap(describeBootstrapError(err));
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}
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