test(ui): align rejected-submit e2e specs with per-command sync semantics
The `rename-planet` and `ship-classes` rejected-submit specs broke on the previous commit because: 1. `tests/e2e/fixtures/order-fbs.ts` builds the FBS response without `forceDefaults(true)`, and flatbuffers@25's TS codegen now elides `cmd_applied=false` against its int8 default of 0. The encoded payload no longer carried the rejection, so the UI decoded the row as `applied` and the assertions on the `rejected` status text failed first. The production Go transcoder already force-slots the field; mirror that behaviour in the e2e fixture. 2. The specs themselves still asserted the old blanket `data-sync-status="error"` on per-command rejection. After the previous commit's behaviour change the bar stays `synced` for per-command rejection (only genuine transport failures keep the red banner + Retry), so the assertions now read the row's inline reason text instead. `tests/e2e/fixtures/order-fbs.ts` also gains the `cmdErrorMessage` field so future fixtures can mirror the engine's rejection reason through the round trip. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -34,6 +34,10 @@ interface CommandResultFixtureBase {
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cmdId: string;
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applied: boolean | null;
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errorCode: number | null;
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// Optional engine-formatted rejection reason; mirrors the
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// `cmd_error_message` field added in the same patch as
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// `cmdErrorCode`'s shelf renumber. Omit on applied commands.
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errorMessage?: string | null;
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}
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export interface PlanetRenameResultFixture extends CommandResultFixtureBase {
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@@ -132,6 +136,14 @@ export function buildOrderResponsePayload(
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updatedAt: number,
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): Uint8Array {
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const builder = new Builder(256);
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// flatbuffers@25 elides any field equal to its generated default;
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// for `cmd_applied: bool = null` the default is int8 0, so the
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// false case (per-command rejection) would silently disappear from
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// the encoded payload. The production Go transcoder uses explicit
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// `Slot()` calls that force the write, and the unit-test helpers
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// in `tests/helpers/fake-order-client.ts` flip `forceDefaults`;
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// these e2e fixtures need the same toggle.
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builder.forceDefaults(true);
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const itemOffsets = commands.map((c) => encodeItem(builder, c));
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const commandsVec = UserGamesOrderResponse.createCommandsVector(
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builder,
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@@ -155,6 +167,11 @@ export function buildOrderGetResponsePayload(
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found = true,
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): Uint8Array {
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const builder = new Builder(256);
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// See `buildOrderResponsePayload` — the GET response path needs
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// the same `forceDefaults` toggle so a stored per-command rejection
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// (cmd_applied=false / cmd_error_code=0) survives the round trip
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// to the UI's `hydrateFromServer`.
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builder.forceDefaults(true);
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let orderOffset = 0;
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if (found) {
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@@ -290,6 +307,10 @@ function encodeItem(builder: Builder, c: CommandResultFixture): number {
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break;
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}
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}
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const errMsgOffset =
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c.errorMessage !== undefined && c.errorMessage !== null
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? builder.createString(c.errorMessage)
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: 0;
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CommandItem.startCommandItem(builder);
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CommandItem.addCmdId(builder, cmdIdOffset);
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if (c.applied !== null) CommandItem.addCmdApplied(builder, c.applied);
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@@ -298,6 +319,9 @@ function encodeItem(builder: Builder, c: CommandResultFixture): number {
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}
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CommandItem.addPayloadType(builder, payloadType);
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CommandItem.addPayload(builder, inner);
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if (errMsgOffset !== 0) {
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CommandItem.addCmdErrorMessage(builder, errMsgOffset);
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}
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return CommandItem.endCommandItem(builder);
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}
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@@ -137,6 +137,9 @@ async function mockGateway(page: Page, opts: MockOpts): Promise<MockHandle> {
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name: submittedName,
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applied,
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errorCode: applied ? null : 1,
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errorMessage: applied
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? null
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: "Entity does not exists: planet #99",
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});
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}
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if (opts.submitOutcome === "applied") {
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@@ -320,14 +323,19 @@ test("rejected submit keeps the old name and surfaces the failure", async ({
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const orderTool = page.getByTestId("sidebar-tool-order");
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// The auto-sync pipeline reaches the server immediately after
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// the inline confirm; the rejected verdict surfaces through the
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// per-row status badge and the sync bar.
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// the inline confirm. Per-command rejection is a player-correctable
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// state: the round trip succeeded, the engine just refused this
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// command, so the sync bar stays `synced` while the rejected row
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// surfaces the engine-formatted reason for the player.
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await expect(orderTool.getByTestId("order-command-status-0")).toHaveText(
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"rejected",
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);
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await expect(orderTool.getByTestId("order-command-error-0")).toHaveText(
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"Entity does not exists: planet #99",
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);
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await expect(orderTool.getByTestId("order-sync")).toHaveAttribute(
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"data-sync-status",
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"error",
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"synced",
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);
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await page.getByTestId("sidebar-tab-inspector").click();
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@@ -167,6 +167,9 @@ async function mockGateway(page: Page, opts: MockOpts): Promise<MockHandle> {
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cargo: lastCreate.cargo,
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applied,
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errorCode: applied ? null : 1,
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errorMessage: applied
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? null
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: "Entity already exists: ship type \"Drone\"",
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});
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continue;
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}
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@@ -392,9 +395,10 @@ test("rejected createShipClass keeps the table empty and surfaces the failure",
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await expect(orderTool.getByTestId("order-command-status-0")).toHaveText(
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"rejected",
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);
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await expect(orderTool.getByTestId("order-command-error-0")).toBeVisible();
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await expect(orderTool.getByTestId("order-sync")).toHaveAttribute(
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"data-sync-status",
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"error",
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"synced",
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);
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// Switch sidebar back to inspector so the active-view (table)
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