fix(battle-viewer): unblock synthetic-game battle load
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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
+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) {