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>
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@@ -40,6 +40,7 @@ func TestCatalogChannels(t *testing.T) {
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KindRuntimeContainerStartFailed: {ChannelEmail},
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KindRuntimeStartConfigInvalid: {ChannelEmail},
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KindGameTurnReady: {ChannelPush},
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KindGamePaused: {ChannelPush},
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}
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for kind, want := range expect {
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entry, ok := LookupCatalog(kind)
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