fix(battle-viewer): unblock synthetic-game battle load
Tests · UI / test (push) Successful in 2m18s
Tests · UI / test (pull_request) Waiting to run

The Phase 28 ConnectRPC migration of the battle viewer added a
guard in `lib/active-view/battle.svelte` that waits for the
surrounding layout to publish a `GalaxyClient` before issuing the
fetch. The in-game shell layout deliberately skips
`galaxyClient.set(...)` on the synthetic branch (gateway is not
reachable in synthetic mode), so for any battle opened from a
synthetic-report game the viewer sat on "loading battle…"
forever — `fetchBattle` was never called, so the synthetic-fixture
short-circuit it carries was unreachable.

Let the guard skip synthetic ids: `fetchBattle` already resolves
those through `lookupSyntheticBattle` and never touches the
client, so its signature widens to `GalaxyClient | null` and the
synthetic path passes `null`. The live path still waits for the
handle as before; a `null` client on the live path now fails
fast with a transport-level `BattleFetchError` instead of silently
sitting on `loading`.

Tests:
- Existing "loading placeholder" smoke now uses a non-synthetic
  game id so it keeps asserting the live-path wait.
- Two new cases pin the synthetic behaviour: missing fixture →
  `battle-not-found`; registered fixture → `BattleViewer` mounts.

Docs:
- `docs/FUNCTIONAL.md` §6.5 still described the pre-Phase-28
  raw REST path. Updated to the signed ConnectRPC command and
  noted the synthetic short-circuit. Russian mirror updated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-19 07:52:26 +02:00
parent 82bdb6777a
commit bde01b1ce2
5 changed files with 100 additions and 17 deletions
+8 -4
View File
@@ -706,10 +706,14 @@ renders one battle at a time. Entry points:
The viewer is a logically isolated component that consumes a
`BattleReport` (shape per `pkg/model/report/battle.go`). The page
loader (`ui/frontend/src/lib/active-view/battle.svelte`) fetches
the report through the backend gateway route
`GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`,
which forwards verbatim to the engine's
`GET /api/v1/battle/:turn/:uuid`.
the report through the signed `user.games.battle` ConnectRPC
command on the authenticated edge: the gateway translates the
verified envelope into `GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`
against the backend, which in turn proxies the engine's
`GET /api/v1/battle/:turn/:uuid`. For synthetic games the loader
short-circuits to the in-memory fixture map populated by the
synthetic-report envelope (see below) and never touches the
gateway.
Visual model is radial: the planet sits at the centre, races are
placed at equal angular spacing on an outer ring, and each race is
+7 -4
View File
@@ -724,10 +724,13 @@ Battle Viewer — отдельное представление, заменяю
Сам Viewer — логически изолированный компонент, потребляющий
`BattleReport` в форме `pkg/model/report/battle.go`. Страница-обёртка
(`ui/frontend/src/lib/active-view/battle.svelte`) забирает отчёт
через backend-маршрут
`GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`,
который проксирует ответ engine-эндпоинта
`GET /api/v1/battle/:turn/:uuid`.
подписанной ConnectRPC-командой `user.games.battle` на
аутентифицированном edge: gateway переводит верифицированный
envelope в `GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`
к backend-у, тот в свою очередь проксирует engine-эндпоинт
`GET /api/v1/battle/:turn/:uuid`. Для synthetic-игр загрузчик
короткозамыкает запрос на in-memory карту фикстур, наполненную из
synthetic-report envelope (см. ниже), и не обращается к gateway.
Визуальная модель — радиальная: планета в центре, расы по внешней
окружности на равных угловых интервалах, внутри расы — облако
+12 -5
View File
@@ -73,13 +73,16 @@ const RESULT_CODE_OK = "ok";
/**
* fetchBattle returns the `BattleReport` for the supplied game, turn,
* and battle id. In synthetic-report mode (DEV / e2e) the lookup is
* served from `synthetic-battle.ts`; otherwise the function calls the
* `user.games.battle` ConnectRPC command through the supplied
* `GalaxyClient`. Throws `BattleFetchError` with the upstream HTTP
* status (or `0` for transport-level failures) on error.
* served from `synthetic-battle.ts` and the `client` argument is
* ignored; the in-game shell's synthetic branch deliberately never
* publishes a `GalaxyClient`, so callers pass `null` on that path.
* Otherwise the function calls the `user.games.battle` ConnectRPC
* command through the supplied `GalaxyClient` and throws
* `BattleFetchError` with the upstream HTTP status (or `0` for
* transport-level failures) on error.
*/
export async function fetchBattle(
client: GalaxyClient,
client: GalaxyClient | null,
gameId: string,
turn: number,
battleId: string,
@@ -92,6 +95,10 @@ export async function fetchBattle(
return fixture;
}
if (client === null) {
throw new BattleFetchError(0, "GalaxyClient is unavailable");
}
const payload = encodeRequest(gameId, turn, battleId);
const result = await client.executeCommand(MESSAGE_TYPE, payload);
if (result.resultCode !== RESULT_CODE_OK) {
@@ -20,6 +20,7 @@ viewer keeps its prop-driven contract.
fetchBattle,
type BattleReport,
} from "../../api/battle-fetch";
import { isSyntheticGameId } from "../../api/synthetic-report";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
@@ -93,7 +94,14 @@ viewer keeps its prop-driven contract.
return;
}
const client = galaxyClient?.client ?? null;
if (!client) {
// Synthetic games never publish a GalaxyClient because the
// surrounding layout deliberately skips `galaxyClient.set(...)`
// on that branch (gateway is not reachable in synthetic mode).
// `fetchBattle` short-circuits synthetic ids through the
// in-memory fixture map and ignores the client argument, so we
// must not wait for the client handle on this path — otherwise
// the viewer would sit on `loading` forever.
if (!client && !isSyntheticGameId(gameId)) {
// Layout populates the client after the boot Promise.all
// resolves; stay in `loading` so the effect re-runs once
// the handle becomes non-null.
+64 -3
View File
@@ -15,6 +15,11 @@ import { render } from "@testing-library/svelte";
import { beforeEach, describe, expect, test } from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import {
registerSyntheticBattle,
resetSyntheticBattles,
} from "../src/api/synthetic-battle";
import type { BattleReport } from "../src/api/battle-fetch";
import MapView from "../src/lib/active-view/map.svelte";
import TableView from "../src/lib/active-view/table.svelte";
@@ -24,6 +29,7 @@ import MailView from "../src/lib/active-view/mail.svelte";
beforeEach(() => {
i18n.resetForTests("en");
resetSyntheticBattles();
});
describe("active-view stubs", () => {
@@ -76,16 +82,23 @@ describe("active-view stubs", () => {
);
});
test("battle view stamps the battleId and shows the loading placeholder", () => {
test("battle view stamps the battleId and shows the loading placeholder for a live game", () => {
// Phase 27 replaces the Phase 10 stub with the Battle Viewer
// wrapper. The latest layout iteration moved the back-
// navigation buttons inside `BattleViewer` so they only mount
// once the BattleReport finishes loading. The wrapper itself
// always renders the `active-view-battle` host with the
// `data-battle-id` stamp and a localized loading copy until
// the fetcher resolves.
// the fetcher resolves. For a live game id the wrapper also
// waits for the surrounding layout to publish a `GalaxyClient`
// before issuing the fetch — without the context here the
// effect stays in `loading` as designed.
const ui = render(BattleView, {
props: { gameId: "synthetic-test", turn: 0, battleId: "b-42" },
props: {
gameId: "00000000-0000-0000-0000-000000000010",
turn: 0,
battleId: "b-42",
},
});
const node = ui.getByTestId("active-view-battle");
expect(node).toHaveAttribute("data-battle-id", "b-42");
@@ -102,4 +115,52 @@ describe("active-view stubs", () => {
);
expect(ui.getByTestId("battle-not-found")).toBeInTheDocument();
});
test("battle view surfaces not-found for a synthetic game when no fixture is registered", async () => {
// Synthetic games never publish a GalaxyClient — the in-game
// shell layout deliberately skips `galaxyClient.set(...)` on
// that branch. The viewer must resolve the fixture (or its
// absence) without waiting on the client handle; if it did
// wait, the view would sit on `loading` indefinitely because
// the handle never lands. `fetchBattle` itself is `async`, so
// even the synchronous fixture-miss path resolves on a
// microtask — `findByTestId` lets the BattleViewer wrapper
// flush its rejection handler before the assertion.
const ui = render(BattleView, {
props: {
gameId: "synthetic-test",
turn: 0,
battleId: "missing-fixture",
},
});
await ui.findByTestId("battle-not-found");
});
test("battle view renders a synthetic fixture without a GalaxyClient context", async () => {
// Regression for the dev-deploy bug where the viewer
// short-circuited to `loading` for every cross click on a
// synthetic-report game. The fixture below mirrors the shape
// `fetchBattle` returns for the live path; once
// `lookupSyntheticBattle` resolves it, the wrapper transitions
// to `ready` and mounts the BattleViewer scene.
const fixture: BattleReport = {
id: "fixture-battle",
planet: 1,
planetName: "Earth",
races: { "0": "00000000-0000-0000-0000-0000000000aa" },
ships: {},
protocol: [],
};
registerSyntheticBattle(fixture);
const ui = render(BattleView, {
props: {
gameId: "synthetic-test",
turn: 0,
battleId: "fixture-battle",
},
});
await ui.findByTestId("battle-viewer");
expect(ui.queryByTestId("battle-loading")).not.toBeInTheDocument();
});
});