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:
@@ -23,12 +23,21 @@ import { IDBCache } from "../src/platform/store/idb-cache";
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import { openGalaxyDB, type GalaxyDB } from "../src/platform/store/idb";
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import type { IDBPDatabase } from "idb";
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import { UUID } from "../src/proto/galaxy/fbs/common";
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import { ByteBuffer } from "flatbuffers";
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import {
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GameReportRequest,
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LocalPlanet,
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Report,
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ShipClass,
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} from "../src/proto/galaxy/fbs/report";
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function decodeRequestedTurn(payload: Uint8Array): number {
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const req = GameReportRequest.getRootAsGameReportRequest(
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new ByteBuffer(payload),
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);
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return req.turn();
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}
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const listMyGamesSpy = vi.fn();
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vi.mock("../src/api/lobby", async () => {
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const actual = await vi.importActual<typeof import("../src/api/lobby")>(
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@@ -291,6 +300,91 @@ describe("GameStateStore", () => {
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expect(store.error).toBe("device session missing");
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});
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test("setGame opens last-viewed turn and surfaces pendingTurn when server is ahead", async () => {
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await cache.put("game-prefs", `${GAME_ID}/last-viewed-turn`, 4);
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listMyGamesSpy.mockResolvedValue([makeGameSummary(7)]);
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const requestedTurns: number[] = [];
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const client = makeFakeClient(async (_messageType, payload) => {
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const turn = decodeRequestedTurn(payload);
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requestedTurns.push(turn);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(requestedTurns).toEqual([4]);
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expect(store.report?.turn).toBe(4);
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expect(store.currentTurn).toBe(4);
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expect(store.pendingTurn).toBe(7);
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store.dispose();
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});
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test("markPendingTurn records server-side advance without a network call", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(3)]);
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let calls = 0;
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const client = makeFakeClient(async () => {
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calls += 1;
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn: 3 }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(store.pendingTurn).toBeNull();
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const before = calls;
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store.markPendingTurn(4);
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expect(store.pendingTurn).toBe(4);
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store.markPendingTurn(3); // not strictly ahead → ignored
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expect(store.pendingTurn).toBe(4);
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store.markPendingTurn(6);
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expect(store.pendingTurn).toBe(6);
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store.markPendingTurn(5); // not ahead of pending=6 → ignored
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expect(store.pendingTurn).toBe(6);
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expect(calls).toBe(before);
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store.dispose();
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});
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test("advanceToPending refetches and clears the pending indicator", async () => {
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await cache.put("game-prefs", `${GAME_ID}/last-viewed-turn`, 2);
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const summaries = [makeGameSummary(5), makeGameSummary(5)];
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let listCalls = 0;
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listMyGamesSpy.mockImplementation(() => {
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const out = summaries[listCalls] ?? summaries.at(-1)!;
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listCalls += 1;
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return Promise.resolve([out]);
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});
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const requestedTurns: number[] = [];
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const client = makeFakeClient(async (_messageType, payload) => {
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const turn = decodeRequestedTurn(payload);
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requestedTurns.push(turn);
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return {
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resultCode: "ok",
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payloadBytes: buildReportPayload({ turn }),
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};
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});
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const store = new GameStateStore();
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await store.init({ client, cache, gameId: GAME_ID });
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expect(store.currentTurn).toBe(2);
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expect(store.pendingTurn).toBe(5);
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await store.advanceToPending();
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expect(store.currentTurn).toBe(5);
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expect(store.pendingTurn).toBeNull();
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expect(requestedTurns).toEqual([2, 5]);
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store.dispose();
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});
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test("decodeReport surfaces the localShipClass projection with full attributes", async () => {
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listMyGamesSpy.mockResolvedValue([makeGameSummary(1)]);
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const client = makeFakeClient(async () => ({
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