ui/phase-25: backend turn-cutoff guard + auto-pause + UI sync protocol

Backend now owns the turn-cutoff and pause guards the order tab
relies on: the scheduler flips runtime_status between
generation_in_progress and running around every engine tick, a
failed tick auto-pauses the game through OnRuntimeSnapshot, and a
new game.paused notification kind fans out alongside
game.turn.ready. The user-games handlers reject submits with
HTTP 409 turn_already_closed or game_paused depending on the
runtime state.

UI delegates auto-sync to a new OrderQueue: offline detection,
single retry on reconnect, conflict / paused classification.
OrderDraftStore surfaces conflictBanner / pausedBanner runes,
clears them on local mutation or on a game.turn.ready push via
resetForNewTurn. The order tab renders the matching banners and
the new conflict per-row badge; i18n bundles cover en + ru.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-11 22:00:16 +02:00
parent bbdcc36e05
commit 2ca47eb4df
35 changed files with 2539 additions and 143 deletions
+25 -7
View File
@@ -333,20 +333,38 @@ cannot guarantee.
| `runtime.image_pull_failed` | admin email | `game_id`, `image_ref` |
| `runtime.container_start_failed` | admin email | `game_id` |
| `runtime.start_config_invalid` | admin email | `game_id`, `reason` |
| `game.turn.ready` | push | `game_id`, `turn` |
| `game.paused` | push | `game_id`, `turn`, `reason` |
Admin-channel kinds (`runtime.*`) deliver email to
`BACKEND_NOTIFICATION_ADMIN_EMAIL`; when the variable is empty, those
routes land in `notification_routes` with `status='skipped'` and the
operator log line records the configuration miss.
`game.turn.ready` is emitted by `lobby.Service.OnRuntimeSnapshot`
(`backend/internal/lobby/runtime_hooks.go`) whenever the engine's
`current_turn` advances. The intent targets every active membership
of the game, uses idempotency key `turn-ready:<game_id>:<turn>`, and
carries the JSON payload `{game_id, turn}`. The catalog routes it
through the push channel only — per-turn email would be spam — so
`game.turn.ready` and `game.paused` are emitted by
`lobby.Service.OnRuntimeSnapshot`
(`backend/internal/lobby/runtime_hooks.go`):
- `game.turn.ready` fires whenever the engine's `current_turn`
advances. Idempotency key `turn-ready:<game_id>:<turn>`, JSON
payload `{game_id, turn}`.
- `game.paused` fires whenever the same hook flips the game
`running → paused` because a runtime snapshot landed with
`engine_unreachable` / `generation_failed`. Idempotency key
`paused:<game_id>:<turn>`, JSON payload
`{game_id, turn, reason}` (reason carries the runtime status
that triggered the transition). The runtime scheduler
(`backend/internal/runtime/scheduler.go`) forwards the failing
snapshot through `Service.publishFailureSnapshot` so a single
failing tick reliably reaches lobby.
Both kinds target every active membership and route through the
push channel only — per-turn / per-pause email would be spam — so
the UI's signed `SubscribeEvents` stream
(`ui/frontend/src/api/events.svelte.ts`) is the sole delivery path.
(`ui/frontend/src/api/events.svelte.ts`) is the sole delivery
path. The order tab consumes them via
`OrderDraftStore.resetForNewTurn` / `markPaused`
(`ui/docs/sync-protocol.md`).
The remaining `game.*` (`game.started`, `game.generation.failed`,
`game.finished`) and `mail.dead_lettered` are reserved kinds without