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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@@ -94,6 +94,7 @@ func TestUserGamesOrderResponsePayloadRoundTrip(t *testing.T) {
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applied := true
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rejected := false
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errCode := 7
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errMsg := "rename failed: planet does not exist"
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source := &model.UserGamesOrder{
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GameID: uuid.MustParse("aaaaaaaa-bbbb-cccc-dddd-eeeeeeeeeeee"),
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UpdatedAt: 99,
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@@ -104,7 +105,7 @@ func TestUserGamesOrderResponsePayloadRoundTrip(t *testing.T) {
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Name: "alpha",
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},
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&model.CommandPlanetRename{
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CommandMeta: commandMeta("cmd-2", model.CommandTypePlanetRename, &rejected, &errCode),
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CommandMeta: commandMetaWithMsg("cmd-2", model.CommandTypePlanetRename, &rejected, &errCode, &errMsg),
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Number: 6,
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Name: "beta",
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},
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@@ -254,10 +255,15 @@ func TestInt64ToInt(t *testing.T) {
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}
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func commandMeta(id string, cmdType model.CommandType, applied *bool, errCode *int) model.CommandMeta {
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return commandMetaWithMsg(id, cmdType, applied, errCode, nil)
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}
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func commandMetaWithMsg(id string, cmdType model.CommandType, applied *bool, errCode *int, errMsg *string) model.CommandMeta {
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return model.CommandMeta{
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CmdType: cmdType,
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CmdID: id,
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CmdApplied: applied,
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CmdErrCode: errCode,
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CmdErrMsg: errMsg,
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}
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}
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