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:
@@ -90,6 +90,11 @@ fresh.
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getSyntheticReport,
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isSyntheticGameId,
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} from "../../../api/synthetic-report";
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import {
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eventStream,
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type VerifiedEvent,
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} from "../../../api/events.svelte";
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import { toast } from "$lib/toast.svelte";
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let { children } = $props();
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@@ -224,6 +229,60 @@ fresh.
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return new Uint8Array(digest);
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}
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// `unsubTurnReady` carries the `eventStream.on(...)` disposer for
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// the game-scoped turn-ready handler. The layout registers the
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// handler once the local `GameStateStore` is initialised so an
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// event arriving before `currentTurn` is known cannot misfire.
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let unsubTurnReady: (() => void) | null = null;
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const turnReadyDecoder = new TextDecoder("utf-8");
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function parseTurnReadyPayload(
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event: VerifiedEvent,
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): { gameId: string; turn: number } | null {
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try {
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const text = turnReadyDecoder.decode(event.payloadBytes);
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const json: unknown = JSON.parse(text);
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if (typeof json !== "object" || json === null) {
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return null;
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}
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const record = json as Record<string, unknown>;
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const eventGameId = record.game_id;
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const eventTurn = record.turn;
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if (
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typeof eventGameId !== "string" ||
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typeof eventTurn !== "number" ||
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!Number.isFinite(eventTurn)
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) {
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return null;
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}
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return { gameId: eventGameId, turn: eventTurn };
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} catch {
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return null;
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}
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}
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let activeTurnReadyToastId: string | null = null;
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$effect(() => {
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const pending = gameState.pendingTurn;
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if (pending === null) {
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if (activeTurnReadyToastId !== null) {
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toast.dismiss(activeTurnReadyToastId);
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activeTurnReadyToastId = null;
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}
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return;
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}
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activeTurnReadyToastId = toast.show({
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messageKey: "game.events.turn_ready.message",
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messageParams: { turn: String(pending) },
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actionLabelKey: "game.events.turn_ready.action",
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onAction: () => {
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void gameState.advanceToPending();
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},
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durationMs: null,
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});
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});
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onMount(() => {
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(async (): Promise<void> => {
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// DEV-only synthetic-report path. The lobby's "Load
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@@ -276,6 +335,19 @@ fresh.
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deviceSessionId,
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gatewayResponsePublicKey: GATEWAY_RESPONSE_PUBLIC_KEY,
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});
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// Register the `game.turn.ready` dispatch before the
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// network roundtrips below so an event delivered
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// while `gameState.init` is still in flight is not
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// dropped by the singleton stream. `markPendingTurn`
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// already protects against turns that do not advance
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// past the current snapshot.
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unsubTurnReady = eventStream.on("game.turn.ready", (event) => {
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const parsed = parseTurnReadyPayload(event);
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if (parsed === null || parsed.gameId !== gameId) {
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return;
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}
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gameState.markPendingTurn(parsed.turn);
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});
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await Promise.all([
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gameState.init({ client, cache, gameId }),
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orderDraft.init({ cache, gameId }),
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@@ -299,6 +371,10 @@ fresh.
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});
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onDestroy(() => {
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if (unsubTurnReady !== null) {
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unsubTurnReady();
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unsubTurnReady = null;
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}
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gameState.dispose();
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orderDraft.dispose();
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selection.dispose();
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