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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@@ -785,9 +785,21 @@ Future scale-out hooks (not in MVP):
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- **runtime snapshot** — engine-status read materialised into the lobby's
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denormalised view: `current_turn`, `runtime_status`,
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`engine_health_summary`, `player_turn_stats`.
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- **turn cutoff** — the `running → generation_in_progress` CAS transition
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that closes the command window. Commands arriving after the CAS are
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rejected.
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- **turn cutoff** — the `running → generation_in_progress` runtime-status
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flip performed by `backend/internal/runtime/scheduler.go` before each
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engine `/admin/turn` call. Commands and orders arriving while the
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flag is set are rejected by the user-games handlers with HTTP 409
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`turn_already_closed`. The matching reopening flip
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(`generation_in_progress → running`) happens on a successful tick;
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a failing tick instead drives the lobby to `paused` and fans out
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`game.paused` (FUNCTIONAL.md §6.3, §6.5).
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- **auto-pause** — the lobby reaction to a failed runtime snapshot
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(`engine_unreachable` / `generation_failed`): the game flips
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`running → paused`, the order handlers refuse new submits with
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HTTP 409 `game_paused`, and `lobby.publishGamePaused` fans out the
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push event. Only an admin `/resume` followed by a successful tick
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recovers the game; the UI relies on the next `game.turn.ready` to
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clear the paused banner.
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- **outbox** — the durable queue of pending mail rows in
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`mail_deliveries`, drained by the mail worker.
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- **freshness window** — the symmetric ±5-minute interval around server
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