fix(order): surface rejection reason, keep sync green, hydrate verdicts
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Three issues surfaced once the per-command rejection from the previous commit actually reached the UI: 1. Sync banner falsely red. `OrderDraftStore.runSync` flipped `syncStatus = "error"` whenever any command was rejected and advertised a Retry button. A per-command rejection is a player-correctable state — the round trip succeeded, the engine just refused that command — so the retry can't help. Keep `syncStatus = "synced"` on `success`; the red row highlight is the visible cue. 2. Rejection reason missing. Add `cmd_error_message: string` to `CommandItem` in `pkg/schema/fbs/order.fbs` (appended last to preserve existing slot offsets) and regenerate the Go + TS stubs for that one type. Plumb the message through `CommandMeta`, `Controller.applyCommand`'s `m.Result(code, message)` call, the Go transcoder, the UI decoders in `submit.ts` / `order-load.ts`, and the `OrderDraftStore.errorMessages` map. `order-tab.svelte` renders it as an italic danger-coloured line under rejected commands, with new CSS for `.error-reason`. 3. Verdict lost on navigation. `order-load.ts.decodeCommand` never read `cmdApplied`/`cmdErrorCode`, so `hydrateFromServer` fell back to a blanket "applied" status — a previously-rejected command came back green after a lobby → game round trip. Extend the fetch decoder to populate `statuses`/`errorCodes`/ `errorMessages` maps and have `hydrateFromServer` use them. Engine-side persistence already records the verdict on disk — verified against the live `0000/order/<id>.json`. `flatbuffers@25` elides default-int8/int64 fields on write; the Go transcoder force-slots `cmd_applied=false` / `cmd_error_code=0` already, the new test fixtures flip `builder.forceDefaults(true)` to mirror that behaviour so the round trip survives. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -520,6 +520,16 @@ components:
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`0` when the command was applied, a non-zero `GenericError`
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code (shelves `2xxx`/`3xxx` in `pkg/error/generic.go`) when
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the command was rejected. Omitted on requests.
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cmdErrorMessage:
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type: string
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description: |
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Per-command rejection reason, formatted by the engine's
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`GenericError.Error()` (e.g.
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`Entity does not exists: ship type "Drone"`). Set alongside
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`cmdApplied=false`/`cmdErrorCode!=0`, omitted when the
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command was applied. Provided so clients can surface the
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specific reason without keeping their own code → text
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catalog in sync with the engine.
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CommandType:
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type: string
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description: Discriminator identifying the game command variant carried in a `cmd` element.
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