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
@@ -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.