battle-fetch: migrate to user.games.battle ConnectRPC command
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The Phase 27 BattleViewer was the last UI surface still issuing raw
fetch() against the backend REST contract (`/api/v1/user/games/...
/battles/...`). The dev-deploy gateway never proxied that path, so
the viewer worked only in tools/local-dev/. Move it onto the signed
ConnectRPC channel every other authenticated surface already uses.
Wire pieces:
- FBS GameBattleRequest in pkg/schema/fbs/battle.fbs, regenerated
Go + TS bindings.
- MessageTypeUserGamesBattle constant + GameBattleRequest struct in
pkg/model/report/messages.go.
- pkg/transcoder/battle.go gains GameBattleRequestToPayload and
PayloadToGameBattleRequest helpers.
- gateway games_commands.go switches on the new message type and
GETs /api/v1/user/games/{id}/battles/{turn}/{battle_id}; the JSON
response is re-encoded as a FlatBuffers BattleReport before being
returned. 404 from backend surfaces as the canonical `not_found`
gateway error.
- ui/frontend/src/api/battle-fetch.ts now builds the FBS request,
calls GalaxyClient.executeCommand, and decodes the FBS response
into the existing UI shape (Record<string,string> race/ship maps,
string-form UUID). BattleFetchError carries an HTTP-style status
derived from the result code so the active-view's not_found branch
keeps working.
- battle.svelte pulls the GalaxyClient from the in-game shell
context. While the layout's boot Promise.all is in flight the
effect stays in `loading` until the client handle becomes
non-null.
- ui/Makefile FBS_INPUTS gains battle.fbs.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -9,6 +9,13 @@ import "github.com/google/uuid"
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// `Report`.
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const MessageTypeUserGamesReport = "user.games.report"
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// MessageTypeUserGamesBattle is the authenticated gateway message type
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// used to fetch one battle report through
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// `GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`. The
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// signed payload is a FlatBuffers `GameBattleRequest`; the response is
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// a FlatBuffers `BattleReport`.
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const MessageTypeUserGamesBattle = "user.games.battle"
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// GameReportRequest is the typed payload of MessageTypeUserGamesReport.
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// `GameID` selects the target game (the message_type alone is not
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// enough; this scope is per-game) and `Turn` selects the requested
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@@ -20,3 +27,19 @@ type GameReportRequest struct {
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// Turn is the zero-based turn number whose report is requested.
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Turn uint `json:"turn"`
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}
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// GameBattleRequest is the typed payload of MessageTypeUserGamesBattle.
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// `GameID` selects the target game; `Turn` is the turn the battle
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// happened at (the engine partitions battles by turn for cheap lookup);
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// `BattleID` is the in-game identifier returned in the report's
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// battle-summary list. All three fields are required.
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type GameBattleRequest struct {
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// GameID identifies the game the battle belongs to.
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GameID uuid.UUID `json:"game_id"`
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// Turn is the turn number the battle happened at.
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Turn uint `json:"turn"`
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// BattleID is the engine-assigned id of the battle to fetch.
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BattleID uuid.UUID `json:"battle_id"`
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}
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@@ -49,4 +49,14 @@ table BattleReport {
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protocol:[BattleActionReport];
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}
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// GameBattleRequest is the signed-gRPC request payload for
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// `MessageTypeUserGamesBattle`. Gateway forwards this into the
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// backend's `GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`
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// endpoint after resolving the caller's runtime player mapping.
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table GameBattleRequest {
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game_id:UUID (required);
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turn:uint32;
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battle_id:UUID (required);
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}
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root_type BattleReport;
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@@ -0,0 +1,96 @@
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// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package battle
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type GameBattleRequest struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameBattleRequest{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameBattleRequest{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameBattleRequest) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *GameBattleRequest) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameBattleRequest) GameId(obj *UUID) *UUID {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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x := o + rcv._tab.Pos
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if obj == nil {
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obj = new(UUID)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func (rcv *GameBattleRequest) Turn() uint32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.GetUint32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameBattleRequest) MutateTurn(n uint32) bool {
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return rcv._tab.MutateUint32Slot(6, n)
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}
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func (rcv *GameBattleRequest) BattleId(obj *UUID) *UUID {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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x := o + rcv._tab.Pos
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if obj == nil {
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obj = new(UUID)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func GameBattleRequestStart(builder *flatbuffers.Builder) {
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builder.StartObject(3)
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}
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func GameBattleRequestAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependStructSlot(0, flatbuffers.UOffsetT(gameId), 0)
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}
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func GameBattleRequestAddTurn(builder *flatbuffers.Builder, turn uint32) {
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builder.PrependUint32Slot(1, turn, 0)
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}
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func GameBattleRequestAddBattleId(builder *flatbuffers.Builder, battleId flatbuffers.UOffsetT) {
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builder.PrependStructSlot(2, flatbuffers.UOffsetT(battleId), 0)
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}
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func GameBattleRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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@@ -382,3 +382,55 @@ func encodeBattleOffsetVector(
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}
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return builder.EndVector(length)
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}
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// GameBattleRequestToPayload converts model.GameBattleRequest to
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// FlatBuffers bytes suitable for the authenticated gateway transport.
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func GameBattleRequestToPayload(req *model.GameBattleRequest) ([]byte, error) {
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if req == nil {
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return nil, errors.New("encode game battle request payload: request is nil")
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}
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builder := flatbuffers.NewBuilder(64)
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gameHi, gameLo := uuidToHiLo(req.GameID)
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battleHi, battleLo := uuidToHiLo(req.BattleID)
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fbs.GameBattleRequestStart(builder)
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fbs.GameBattleRequestAddGameId(builder, fbs.CreateUUID(builder, gameHi, gameLo))
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fbs.GameBattleRequestAddTurn(builder, uint32(req.Turn))
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fbs.GameBattleRequestAddBattleId(builder, fbs.CreateUUID(builder, battleHi, battleLo))
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offset := fbs.GameBattleRequestEnd(builder)
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fbs.FinishGameBattleRequestBuffer(builder, offset)
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return builder.FinishedBytes(), nil
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}
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// PayloadToGameBattleRequest converts FlatBuffers payload bytes into
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// model.GameBattleRequest.
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func PayloadToGameBattleRequest(data []byte) (result *model.GameBattleRequest, err error) {
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if len(data) == 0 {
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return nil, errors.New("decode game battle request payload: data is empty")
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}
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defer func() {
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if recovered := recover(); recovered != nil {
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result = nil
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err = fmt.Errorf("decode game battle request payload: panic recovered: %v", recovered)
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}
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}()
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req := fbs.GetRootAsGameBattleRequest(data, 0)
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gameID := req.GameId(nil)
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if gameID == nil {
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return nil, errors.New("decode game battle request payload: game_id is missing")
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}
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battleID := req.BattleId(nil)
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if battleID == nil {
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return nil, errors.New("decode game battle request payload: battle_id is missing")
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}
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return &model.GameBattleRequest{
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GameID: uuidFromHiLo(gameID.Hi(), gameID.Lo()),
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Turn: uint(req.Turn()),
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BattleID: uuidFromHiLo(battleID.Hi(), battleID.Lo()),
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}, nil
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}
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