ui/phase-24: push events, turn-ready toast, single SubscribeEvents consumer
Wires the gateway's signed SubscribeEvents stream end-to-end:
- backend: emit game.turn.ready from lobby.OnRuntimeSnapshot on every
current_turn advance, addressed to every active membership, push-only
channel, idempotency key turn-ready:<game_id>:<turn>;
- ui: single EventStream singleton replaces revocation-watcher.ts and
carries both per-event dispatch and revocation detection; toast
primitive (store + host) lives in lib/; GameStateStore gains
pendingTurn/markPendingTurn/advanceToPending and a persisted
lastViewedTurn so a return after multiple turns surfaces the same
"view now" affordance as a live push event;
- mandatory event-signature verification through ui/core
(verifyPayloadHash + verifyEvent), full-jitter exponential backoff
1s -> 30s on transient failure, signOut("revoked") on
Unauthenticated or clean end-of-stream;
- catalog and migration accept the new kind; tests cover producer
(testcontainers + capturing publisher), consumer (Vitest event
stream, toast, game-state extensions), and a Playwright e2e
delivering a signed frame to the live UI.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -30,6 +30,7 @@ func (s *Service) OnRuntimeSnapshot(ctx context.Context, gameID uuid.UUID, snaps
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if err != nil {
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return err
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}
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prevTurn := game.RuntimeSnapshot.CurrentTurn
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merged := mergeRuntimeSnapshot(game.RuntimeSnapshot, snapshot)
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now := s.deps.Now().UTC()
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updated, err := s.deps.Store.UpdateGameRuntimeSnapshot(ctx, gameID, merged, now)
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@@ -55,9 +56,56 @@ func (s *Service) OnRuntimeSnapshot(ctx context.Context, gameID uuid.UUID, snaps
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}
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}
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s.deps.Cache.PutGame(updated)
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if merged.CurrentTurn > prevTurn {
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s.publishTurnReady(ctx, gameID, merged.CurrentTurn)
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}
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return nil
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}
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// publishTurnReady fans out a `game.turn.ready` notification to every
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// active member of the game once the engine reports a new
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// `current_turn`. The intent is best-effort: a publisher failure is
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// logged at warn level (matching the rest of OnRuntimeSnapshot's
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// notification calls) and does not abort the snapshot bookkeeping.
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// Idempotency is anchored on (game_id, turn), so a duplicate snapshot
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// for the same turn collapses into a single notification at the
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// notification.Submit boundary.
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func (s *Service) publishTurnReady(ctx context.Context, gameID uuid.UUID, turn int32) {
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memberships, err := s.deps.Store.ListMembershipsForGame(ctx, gameID)
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if err != nil {
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s.deps.Logger.Warn("turn-ready notification: list memberships failed",
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zap.String("game_id", gameID.String()),
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zap.Int32("turn", turn),
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zap.Error(err))
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return
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}
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recipients := make([]uuid.UUID, 0, len(memberships))
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for _, m := range memberships {
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if m.Status != MembershipStatusActive {
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continue
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}
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recipients = append(recipients, m.UserID)
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}
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if len(recipients) == 0 {
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return
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}
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intent := LobbyNotification{
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Kind: NotificationGameTurnReady,
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IdempotencyKey: fmt.Sprintf("turn-ready:%s:%d", gameID, turn),
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Recipients: recipients,
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Payload: map[string]any{
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"game_id": gameID.String(),
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"turn": turn,
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},
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}
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if pubErr := s.deps.Notification.PublishLobbyEvent(ctx, intent); pubErr != nil {
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s.deps.Logger.Warn("turn-ready notification failed",
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zap.String("game_id", gameID.String()),
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zap.Int32("turn", turn),
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zap.Error(pubErr))
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}
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}
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// OnGameFinished completes the game lifecycle: marks the game as
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// `finished`, evaluates capable-finish per active member, and
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// transitions reservation rows to either `pending_registration`
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