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
+78
View File
@@ -257,6 +257,57 @@ func (s *Service) ResolvePlayerMapping(ctx context.Context, gameID, userID uuid.
return s.deps.Store.LoadPlayerMapping(ctx, gameID, userID)
}
// CheckOrdersAccept verifies that the runtime is in a state that
// accepts user-games commands and orders. It is called by the user
// game-proxy handlers (`Commands`, `Orders`) before forwarding to
// engine, so the backend's turn-cutoff and pause guards run before
// network traffic leaves the host. The decision itself lives in the
// pure helper `OrdersAcceptStatus` so it can be unit-tested without
// constructing a full Service.
//
// A missing runtime row is surfaced as `ErrNotFound` so the handler
// keeps its existing 404 behaviour.
func (s *Service) CheckOrdersAccept(ctx context.Context, gameID uuid.UUID) error {
rec, err := s.GetRuntime(ctx, gameID)
if err != nil {
return err
}
return OrdersAcceptStatus(rec)
}
// OrdersAcceptStatus inspects a runtime record and returns the
// matching sentinel for the user-games order/command pre-check:
//
// - `runtime_status = generation_in_progress` → `ErrTurnAlreadyClosed`.
// The cron-driven `Scheduler.tick` has flipped the row before
// calling the engine. The order window reopens once the tick
// completes successfully.
//
// - `runtime_status ∈ {engine_unreachable, generation_failed,
// stopped, finished, removed, starting}` → `ErrGamePaused`.
// The game is not in a state that accepts writes; the lobby
// state machine has either already flipped the game to
// `paused` / `finished` or is still bootstrapping.
//
// - `runtime.Paused = true` → `ErrGamePaused`. The lobby admin
// paused the game explicitly.
//
// - `runtime_status = running` and `Paused = false` → nil
// (forward).
func OrdersAcceptStatus(rec RuntimeRecord) error {
if rec.Paused {
return ErrGamePaused
}
switch rec.Status {
case RuntimeStatusRunning:
return nil
case RuntimeStatusGenerationInProgress:
return ErrTurnAlreadyClosed
default:
return ErrGamePaused
}
}
// EngineEndpoint returns the engine endpoint URL for gameID. Used by
// the user game-proxy handlers.
func (s *Service) EngineEndpoint(ctx context.Context, gameID uuid.UUID) (string, error) {
@@ -812,6 +863,33 @@ func (s *Service) publishSnapshot(ctx context.Context, gameID uuid.UUID, state r
return nil
}
// publishFailureSnapshot forwards a runtime-failure observation to
// lobby so the game lifecycle can react (e.g. flipping `running` to
// `paused` on `engine_unreachable` / `generation_failed` per Phase
// 25). The snapshot carries the unchanged `current_turn` because no
// new turn has been produced; lobby uses the turn number to anchor
// the `game.paused` idempotency key.
//
// The call is best-effort: lobby errors are returned to the caller
// (the scheduler tick) so the warn-level logging stays in one place.
// A missing runtime cache entry (e.g. the row was just removed by
// the reconciler) collapses into a silent no-op.
func (s *Service) publishFailureSnapshot(ctx context.Context, gameID uuid.UUID, runtimeStatus string) error {
if s.deps.Lobby == nil {
return nil
}
rec, ok := s.deps.Cache.GetRuntime(gameID)
if !ok {
return nil
}
return s.deps.Lobby.OnRuntimeSnapshot(ctx, gameID, LobbySnapshot{
CurrentTurn: rec.CurrentTurn,
RuntimeStatus: runtimeStatus,
EngineHealth: "down",
ObservedAt: s.deps.Now().UTC(),
})
}
// transitionRuntimeStatus updates the status / engine_health columns
// and refreshes the cache.
func (s *Service) transitionRuntimeStatus(ctx context.Context, gameID uuid.UUID, status, health string) (RuntimeRecord, error) {