ui/phase-12: order composer skeleton
OrderDraftStore persists per-game command drafts in Cache; the sidebar Order tab renders the list with a per-row delete control. The layout passes a `historyMode` prop through Sidebar / BottomTabs as a constant `false`, so Phase 26 only flips the source. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -118,7 +118,8 @@ const en = {
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"game.sidebar.tab.order": "order",
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"game.sidebar.empty.calculator": "coming soon",
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"game.sidebar.empty.inspector": "select an object on the map",
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"game.sidebar.empty.order": "coming soon",
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"game.sidebar.empty.order": "order is empty",
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"game.sidebar.order.command_delete": "delete",
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"game.bottom_tabs.map": "map",
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"game.bottom_tabs.calc": "calc",
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"game.bottom_tabs.order": "order",
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@@ -119,7 +119,8 @@ const ru: Record<keyof typeof en, string> = {
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"game.sidebar.tab.order": "приказ",
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"game.sidebar.empty.calculator": "скоро будет",
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"game.sidebar.empty.inspector": "выберите объект на карте",
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"game.sidebar.empty.order": "скоро будет",
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"game.sidebar.empty.order": "приказ пуст",
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"game.sidebar.order.command_delete": "удалить",
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"game.bottom_tabs.map": "карта",
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"game.bottom_tabs.calc": "калк",
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"game.bottom_tabs.order": "приказ",
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@@ -22,8 +22,14 @@ destinations beats the duplication.
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gameId: string;
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activeTool: MobileTool;
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onSelectTool: (tool: MobileTool) => void;
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hideOrder?: boolean;
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};
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let { gameId, activeTool, onSelectTool }: Props = $props();
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let {
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gameId,
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activeTool,
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onSelectTool,
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hideOrder = false,
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}: Props = $props();
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let moreOpen = $state(false);
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let rootEl: HTMLDivElement | null = $state(null);
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@@ -99,17 +105,19 @@ destinations beats the duplication.
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<span class="icon" aria-hidden="true">🧮</span>
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<span class="label">{i18n.t("game.bottom_tabs.calc")}</span>
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</button>
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<button
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type="button"
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role="tab"
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data-testid="bottom-tab-order"
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aria-selected={activeTool === "order"}
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class:active={activeTool === "order"}
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onclick={() => selectTool("order")}
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>
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<span class="icon" aria-hidden="true">📝</span>
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<span class="label">{i18n.t("game.bottom_tabs.order")}</span>
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</button>
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{#if !hideOrder}
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<button
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type="button"
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role="tab"
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data-testid="bottom-tab-order"
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aria-selected={activeTool === "order"}
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class:active={activeTool === "order"}
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onclick={() => selectTool("order")}
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>
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<span class="icon" aria-hidden="true">📝</span>
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<span class="label">{i18n.t("game.bottom_tabs.order")}</span>
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</button>
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{/if}
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<button
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type="button"
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data-testid="bottom-tab-more"
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@@ -1,14 +1,60 @@
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<!--
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Phase 10 stub for the Order composer sidebar tool. Phase 12 ships
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the composer skeleton; Phase 14 lands the first end-to-end command.
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Order composer tool. Resolves the per-game `OrderDraftStore` from
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context (set by `routes/games/[id]/+layout.svelte`) and renders the
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draft as a vertical, top-to-bottom command list. Empty state shows
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the i18n empty-state copy; non-empty state shows an ordered list of
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rows, each with a stable `data-testid` plus a per-row delete button.
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Phase 12 has no UI for adding commands — Phase 14 lands the first
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end-to-end command (`planetRename`) and the inspector affordance
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that pushes it into the draft. Tests exercise the skeleton through
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`__galaxyDebug.seedOrderDraft` (Playwright) and via direct store
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construction (Vitest).
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../../sync/order-draft.svelte";
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const draft = getContext<OrderDraftStore | undefined>(
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ORDER_DRAFT_CONTEXT_KEY,
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);
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function describe(cmd: { kind: string; label?: string }): string {
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if (cmd.kind === "placeholder") return cmd.label ?? cmd.kind;
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return cmd.kind;
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}
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</script>
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<section class="tool" data-testid="sidebar-tool-order">
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<h3>{i18n.t("game.sidebar.tab.order")}</h3>
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<p>{i18n.t("game.sidebar.empty.order")}</p>
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{#if draft === undefined || draft.commands.length === 0}
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<p class="empty" data-testid="order-empty">
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{i18n.t("game.sidebar.empty.order")}
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</p>
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{:else}
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<ol class="commands" data-testid="order-list">
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{#each draft.commands as cmd, index (cmd.id)}
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<li class="command" data-testid="order-command-{index}">
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<span class="index" aria-hidden="true">{index + 1}.</span>
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<span class="label" data-testid="order-command-label-{index}">
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{describe(cmd)}
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</span>
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<button
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type="button"
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class="delete"
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data-testid="order-command-delete-{index}"
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onclick={() => draft?.remove(cmd.id)}
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>
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{i18n.t("game.sidebar.order.command_delete")}
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</button>
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</li>
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{/each}
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</ol>
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{/if}
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</section>
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<style>
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@@ -20,8 +66,51 @@ the composer skeleton; Phase 14 lands the first end-to-end command.
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margin: 0 0 0.5rem;
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font-size: 1rem;
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}
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.tool p {
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.empty {
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margin: 0;
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color: #888;
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}
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.commands {
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list-style: none;
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margin: 0;
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padding: 0;
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display: flex;
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flex-direction: column;
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gap: 0.25rem;
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}
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.command {
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display: flex;
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align-items: center;
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gap: 0.5rem;
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padding: 0.4rem 0.5rem;
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background: #14182a;
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border: 1px solid #20253a;
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border-radius: 4px;
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}
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.index {
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min-width: 1.5rem;
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color: #aab;
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font-variant-numeric: tabular-nums;
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}
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.label {
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flex: 1;
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min-width: 0;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.delete {
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font: inherit;
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font-size: 0.85rem;
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padding: 0.2rem 0.55rem;
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background: transparent;
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color: #aab;
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border: 1px solid #2a3150;
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border-radius: 3px;
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cursor: pointer;
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}
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.delete:hover {
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color: #e8eaf6;
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border-color: #6d8cff;
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}
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</style>
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@@ -1,14 +1,19 @@
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<!--
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Phase 10 sidebar with three tabs (Calculator, Inspector, Order). The
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parent layout decides whether the sidebar is rendered at all (mobile
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hides it, tablet collapses it behind the header toggle, desktop
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keeps it always visible). State preservation across active-view
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switches works for free because the layout never remounts when the
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user navigates within `/games/:id/*`.
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Sidebar with three tabs (Calculator, Inspector, Order). The parent
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layout decides whether the sidebar is rendered at all (mobile hides
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it, tablet collapses it behind the header toggle, desktop keeps it
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always visible). State preservation across active-view switches
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works for free because the layout never remounts when the user
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navigates within `/games/:id/*`.
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The optional `?sidebar=calc|calculator|inspector|order` URL param
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seeds the initial tab on first mount — used by the lobby card path
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when later phases want to land directly on a particular tool.
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The `historyMode` prop hides the Order tab when true: the tab-bar
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filters it out and any URL seed targeting `order` falls back to
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`inspector`. Phase 12 wires the prop through the layout as a
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constant `false`; Phase 26 flips it on for past-turn snapshots.
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-->
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<script lang="ts">
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import { onMount } from "svelte";
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@@ -23,8 +28,9 @@ when later phases want to land directly on a particular tool.
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type Props = {
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open: boolean;
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onClose: () => void;
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historyMode?: boolean;
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};
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let { open, onClose }: Props = $props();
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let { open, onClose, historyMode = false }: Props = $props();
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let activeTab: SidebarTab = $state("inspector");
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@@ -36,11 +42,20 @@ when later phases want to land directly on a particular tool.
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return null;
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}
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$effect(() => {
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if (historyMode && activeTab === "order") {
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activeTab = "inspector";
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}
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});
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onMount(() => {
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const seed = readUrlSeed();
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if (seed !== null) {
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activeTab = seed;
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if (seed === null) return;
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if (seed === "order" && historyMode) {
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activeTab = "inspector";
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return;
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}
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activeTab = seed;
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});
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</script>
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@@ -51,7 +66,11 @@ when later phases want to land directly on a particular tool.
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data-open={open}
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>
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<div class="head">
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<TabBar {activeTab} onSelect={(tab) => (activeTab = tab)} />
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<TabBar
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{activeTab}
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onSelect={(tab) => (activeTab = tab)}
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hideOrder={historyMode}
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/>
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<button
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type="button"
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class="close"
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@@ -1,8 +1,14 @@
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<!--
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Three-button tab switcher for the Phase 10 sidebar. Each button is
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labelled and tagged so component tests can target it; the parent
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sidebar component owns the selected-tab state and re-renders the
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matching tool panel.
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Three-button tab switcher for the sidebar. Each button is labelled
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and tagged so component tests can target it; the parent sidebar
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component owns the selected-tab state and re-renders the matching
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tool panel.
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Phase 12 introduces the `hideOrder` prop: when true the Order entry
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is filtered out of the tab list. The current consumer is the
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`historyMode` flag forwarded from the in-game shell layout — the
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flag is constant `false` in Phase 12 and Phase 26's history mode
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flips it on.
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-->
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<script lang="ts">
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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@@ -11,14 +17,18 @@ matching tool panel.
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type Props = {
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activeTab: SidebarTab;
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onSelect: (tab: SidebarTab) => void;
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hideOrder?: boolean;
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};
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let { activeTab, onSelect }: Props = $props();
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let { activeTab, onSelect, hideOrder = false }: Props = $props();
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const tabs: ReadonlyArray<{ id: SidebarTab; key: TranslationKey }> = [
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const allTabs: ReadonlyArray<{ id: SidebarTab; key: TranslationKey }> = [
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{ id: "calculator", key: "game.sidebar.tab.calculator" },
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{ id: "inspector", key: "game.sidebar.tab.inspector" },
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{ id: "order", key: "game.sidebar.tab.order" },
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];
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const tabs = $derived(
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hideOrder ? allTabs.filter((t) => t.id !== "order") : allTabs,
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);
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</script>
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<div class="tab-bar" role="tablist" data-testid="sidebar-tab-bar">
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@@ -6,6 +6,7 @@
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setDeviceSessionId,
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} from "../../../api/session";
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import { loadStore } from "../../../platform/store/index";
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import type { OrderCommand } from "../../../sync/order-types";
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interface DebugSnapshot {
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publicKey: number[];
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@@ -22,6 +23,11 @@
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message: number[],
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signature: number[],
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): Promise<boolean>;
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seedOrderDraft(
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gameId: string,
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commands: OrderCommand[],
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): Promise<void>;
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clearOrderDraft(gameId: string): Promise<void>;
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}
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type DebugWindow = typeof globalThis & { __galaxyDebug?: DebugSurface };
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@@ -96,6 +102,20 @@
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throw new Error(`verifyWithStoredPublicKey: ${describe(err)}`);
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}
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},
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async seedOrderDraft(gameId, commands) {
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try {
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await cache.put("order-drafts", `${gameId}/draft`, commands);
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} catch (err) {
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throw new Error(`seedOrderDraft: ${describe(err)}`);
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}
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},
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async clearOrderDraft(gameId) {
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try {
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await cache.delete("order-drafts", `${gameId}/draft`);
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} catch (err) {
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throw new Error(`clearOrderDraft: ${describe(err)}`);
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}
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},
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};
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(window as DebugWindow).__galaxyDebug = surface;
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ready = true;
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@@ -34,6 +34,10 @@ the next game's snapshot is loaded fresh.
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import Order from "$lib/sidebar/order-tab.svelte";
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import type { MobileTool } from "$lib/sidebar/types";
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import { GameStateStore, GAME_STATE_CONTEXT_KEY } from "$lib/game-state.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../../../sync/order-draft.svelte";
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import { session } from "$lib/session-store.svelte";
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import { loadStore } from "../../../platform/store/index";
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import { loadCore } from "../../../platform/core/index";
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@@ -45,6 +49,9 @@ the next game's snapshot is loaded fresh.
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let sidebarOpen = $state(false);
|
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let mobileTool: MobileTool = $state("map");
|
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// Phase 12 ships the prop wiring; Phase 26 replaces this constant
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// with the real history-mode signal from `lib/history-mode.ts`.
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const historyMode = false;
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|
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const gameId = $derived(page.params.id ?? "");
|
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const isOnMap = $derived(/\/games\/[^/]+\/map\/?$/.test(page.url.pathname));
|
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@@ -54,6 +61,8 @@ the next game's snapshot is loaded fresh.
|
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|
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const gameState = new GameStateStore();
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setContext(GAME_STATE_CONTEXT_KEY, gameState);
|
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const orderDraft = new OrderDraftStore();
|
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setContext(ORDER_DRAFT_CONTEXT_KEY, orderDraft);
|
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|
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function toggleSidebar(): void {
|
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sidebarOpen = !sidebarOpen;
|
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@@ -85,7 +94,10 @@ the next game's snapshot is loaded fresh.
|
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deviceSessionId,
|
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gatewayResponsePublicKey: GATEWAY_RESPONSE_PUBLIC_KEY,
|
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});
|
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await gameState.init({ client, cache, gameId });
|
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await Promise.all([
|
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gameState.init({ client, cache, gameId }),
|
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orderDraft.init({ cache, gameId }),
|
||||
]);
|
||||
} catch (err) {
|
||||
gameState.failBootstrap(describeBootstrapError(err));
|
||||
}
|
||||
@@ -94,6 +106,7 @@ the next game's snapshot is loaded fresh.
|
||||
|
||||
onDestroy(() => {
|
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gameState.dispose();
|
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orderDraft.dispose();
|
||||
});
|
||||
|
||||
function describeBootstrapError(err: unknown): string {
|
||||
@@ -118,12 +131,17 @@ the next game's snapshot is loaded fresh.
|
||||
{@render children()}
|
||||
{/if}
|
||||
</main>
|
||||
<Sidebar open={sidebarOpen} onClose={() => (sidebarOpen = false)} />
|
||||
<Sidebar
|
||||
open={sidebarOpen}
|
||||
onClose={() => (sidebarOpen = false)}
|
||||
{historyMode}
|
||||
/>
|
||||
</div>
|
||||
<BottomTabs
|
||||
{gameId}
|
||||
activeTool={effectiveTool}
|
||||
onSelectTool={(tool) => (mobileTool = tool)}
|
||||
hideOrder={historyMode}
|
||||
/>
|
||||
</div>
|
||||
|
||||
|
||||
@@ -0,0 +1,125 @@
|
||||
// Per-game runes store that owns the local order draft. Mirrors the
|
||||
// Phase 11 `GameStateStore` lifecycle: one instance per game, created
|
||||
// in `routes/games/[id]/+layout.svelte`, exposed to descendants via
|
||||
// Svelte context, disposed when the layout unmounts.
|
||||
//
|
||||
// Draft state is persisted into the platform `Cache` under the
|
||||
// `order-drafts` namespace with a per-game key, so a reload, a
|
||||
// browser restart, or a navigation through the lobby and back into
|
||||
// the same game restores the previously composed list. Phase 14
|
||||
// will add the submit pipeline that drains the draft to the server;
|
||||
// Phase 26 will hide the order tab in history mode through a flag
|
||||
// passed by the layout (the store itself remains alive across that
|
||||
// transition so the draft survives history-mode round-trips).
|
||||
//
|
||||
// The store deliberately carries no Svelte component imports so it
|
||||
// can be tested directly with a synthetic `Cache` without rendering
|
||||
// any UI.
|
||||
|
||||
import type { Cache } from "../platform/store/index";
|
||||
import type { OrderCommand } from "./order-types";
|
||||
|
||||
const NAMESPACE = "order-drafts";
|
||||
const draftKey = (gameId: string): string => `${gameId}/draft`;
|
||||
|
||||
/**
|
||||
* ORDER_DRAFT_CONTEXT_KEY is the Svelte context key the in-game shell
|
||||
* layout uses to expose its `OrderDraftStore` instance to descendants.
|
||||
* The order tab and any later command-builder UI resolve the store via
|
||||
* `getContext(ORDER_DRAFT_CONTEXT_KEY)`.
|
||||
*/
|
||||
export const ORDER_DRAFT_CONTEXT_KEY = Symbol("order-draft");
|
||||
|
||||
type Status = "idle" | "ready" | "error";
|
||||
|
||||
export class OrderDraftStore {
|
||||
commands: OrderCommand[] = $state([]);
|
||||
status: Status = $state("idle");
|
||||
error: string | null = $state(null);
|
||||
|
||||
private cache: Cache | null = null;
|
||||
private gameId = "";
|
||||
private destroyed = false;
|
||||
|
||||
/**
|
||||
* init loads the persisted draft for `opts.gameId` from `opts.cache`
|
||||
* into `commands` and flips `status` to `ready`. The call is
|
||||
* idempotent on the same store instance — the layout always
|
||||
* constructs a fresh store per game, so there is no need to support
|
||||
* mid-life game switching here.
|
||||
*/
|
||||
async init(opts: { cache: Cache; gameId: string }): Promise<void> {
|
||||
this.cache = opts.cache;
|
||||
this.gameId = opts.gameId;
|
||||
try {
|
||||
const stored = await opts.cache.get<OrderCommand[]>(
|
||||
NAMESPACE,
|
||||
draftKey(opts.gameId),
|
||||
);
|
||||
if (this.destroyed) return;
|
||||
this.commands = Array.isArray(stored) ? [...stored] : [];
|
||||
this.status = "ready";
|
||||
} catch (err) {
|
||||
if (this.destroyed) return;
|
||||
this.status = "error";
|
||||
this.error = err instanceof Error ? err.message : "load failed";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* add appends a command to the end of the draft and persists the
|
||||
* updated list. Mutations made before `init` resolves are ignored —
|
||||
* the layout always awaits `init` before exposing the store.
|
||||
*/
|
||||
async add(command: OrderCommand): Promise<void> {
|
||||
if (this.status !== "ready") return;
|
||||
this.commands = [...this.commands, command];
|
||||
await this.persist();
|
||||
}
|
||||
|
||||
/**
|
||||
* remove drops the command with the given id from the draft and
|
||||
* persists the result. A miss is a no-op.
|
||||
*/
|
||||
async remove(id: string): Promise<void> {
|
||||
if (this.status !== "ready") return;
|
||||
const next = this.commands.filter((cmd) => cmd.id !== id);
|
||||
if (next.length === this.commands.length) return;
|
||||
this.commands = next;
|
||||
await this.persist();
|
||||
}
|
||||
|
||||
/**
|
||||
* move relocates the command at `fromIndex` to `toIndex`, shifting
|
||||
* the intermediate commands. Out-of-range indices and identical
|
||||
* positions are no-ops; both indices are clamped against the
|
||||
* current `commands` length.
|
||||
*/
|
||||
async move(fromIndex: number, toIndex: number): Promise<void> {
|
||||
if (this.status !== "ready") return;
|
||||
const length = this.commands.length;
|
||||
if (fromIndex < 0 || fromIndex >= length) return;
|
||||
if (toIndex < 0 || toIndex >= length) return;
|
||||
if (fromIndex === toIndex) return;
|
||||
const next = [...this.commands];
|
||||
const [picked] = next.splice(fromIndex, 1);
|
||||
if (picked === undefined) return;
|
||||
next.splice(toIndex, 0, picked);
|
||||
this.commands = next;
|
||||
await this.persist();
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.destroyed = true;
|
||||
this.cache = null;
|
||||
}
|
||||
|
||||
private async persist(): Promise<void> {
|
||||
if (this.cache === null || this.destroyed) return;
|
||||
// `commands` is `$state`, so individual entries are proxies.
|
||||
// IndexedDB's structured clone refuses to clone proxies, so the
|
||||
// snapshot must be taken before the put.
|
||||
const snapshot = $state.snapshot(this.commands) as OrderCommand[];
|
||||
await this.cache.put(NAMESPACE, draftKey(this.gameId), snapshot);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
// Typed shape of a single command entry inside the local order
|
||||
// draft. Phase 12 intentionally ships exactly one variant
|
||||
// (`placeholder`) — Phase 14 lands the first real command
|
||||
// (`planetRename`) together with the inspector UI that constructs
|
||||
// it and the submit pipeline that drains the draft to the server.
|
||||
//
|
||||
// `OrderCommand` is a discriminated union on the `kind` field so
|
||||
// later variants can extend the union without changing the array
|
||||
// shape persisted in `Cache`. The whole draft round-trips through
|
||||
// IndexedDB structured clone, so every variant must use only
|
||||
// JSON-friendly value types (`string`, `number`, `boolean`,
|
||||
// nested plain objects, and `Uint8Array`).
|
||||
|
||||
/**
|
||||
* PlaceholderCommand is the single variant shipped with the Phase 12
|
||||
* skeleton. It carries a stable `id` (used by remove and as a
|
||||
* `data-testid` suffix) and a human-readable `label` rendered in the
|
||||
* order tab's vertical list. The variant is deliberately content-free
|
||||
* so test fixtures and the empty composer skeleton do not pre-bias
|
||||
* Phase 14's first real command shape.
|
||||
*/
|
||||
export interface PlaceholderCommand {
|
||||
readonly kind: "placeholder";
|
||||
readonly id: string;
|
||||
readonly label: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* OrderCommand is the discriminated union of every command shape the
|
||||
* local order draft can hold. The `kind` field is the discriminator;
|
||||
* narrowing on it enables exhaustive `switch` statements at every
|
||||
* call site. Phase 14 will widen the union with `planetRename`.
|
||||
*/
|
||||
export type OrderCommand = PlaceholderCommand;
|
||||
|
||||
/**
|
||||
* CommandStatus is the lifecycle of a single command from the moment
|
||||
* it lands in the draft to the moment the server resolves it. The
|
||||
* skeleton stores only the type description; Phase 14 adds the
|
||||
* `valid` / `invalid` transitions driven by local validation, and
|
||||
* Phase 25 introduces `submitting` / `applied` / `rejected` driven
|
||||
* by the submit pipeline.
|
||||
*
|
||||
* The state machine is:
|
||||
*
|
||||
* draft → valid → submitting → applied
|
||||
* ↘ invalid ↘ rejected
|
||||
*
|
||||
* A command is `draft` until local validation has run, then `valid`
|
||||
* or `invalid`. On submit the entry transitions to `submitting`,
|
||||
* then to `applied` or `rejected` once the gateway responds.
|
||||
*/
|
||||
export type CommandStatus =
|
||||
| "draft"
|
||||
| "valid"
|
||||
| "invalid"
|
||||
| "submitting"
|
||||
| "applied"
|
||||
| "rejected";
|
||||
Reference in New Issue
Block a user