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:
Ilia Denisov
2026-05-16 12:41:54 +02:00
parent 8bc75fd71b
commit ebd156ece2
20 changed files with 1513 additions and 29 deletions
+52
View File
@@ -382,3 +382,55 @@ func encodeBattleOffsetVector(
}
return builder.EndVector(length)
}
// GameBattleRequestToPayload converts model.GameBattleRequest to
// FlatBuffers bytes suitable for the authenticated gateway transport.
func GameBattleRequestToPayload(req *model.GameBattleRequest) ([]byte, error) {
if req == nil {
return nil, errors.New("encode game battle request payload: request is nil")
}
builder := flatbuffers.NewBuilder(64)
gameHi, gameLo := uuidToHiLo(req.GameID)
battleHi, battleLo := uuidToHiLo(req.BattleID)
fbs.GameBattleRequestStart(builder)
fbs.GameBattleRequestAddGameId(builder, fbs.CreateUUID(builder, gameHi, gameLo))
fbs.GameBattleRequestAddTurn(builder, uint32(req.Turn))
fbs.GameBattleRequestAddBattleId(builder, fbs.CreateUUID(builder, battleHi, battleLo))
offset := fbs.GameBattleRequestEnd(builder)
fbs.FinishGameBattleRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToGameBattleRequest converts FlatBuffers payload bytes into
// model.GameBattleRequest.
func PayloadToGameBattleRequest(data []byte) (result *model.GameBattleRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode game battle request payload: data is empty")
}
defer func() {
if recovered := recover(); recovered != nil {
result = nil
err = fmt.Errorf("decode game battle request payload: panic recovered: %v", recovered)
}
}()
req := fbs.GetRootAsGameBattleRequest(data, 0)
gameID := req.GameId(nil)
if gameID == nil {
return nil, errors.New("decode game battle request payload: game_id is missing")
}
battleID := req.BattleId(nil)
if battleID == nil {
return nil, errors.New("decode game battle request payload: battle_id is missing")
}
return &model.GameBattleRequest{
GameID: uuidFromHiLo(gameID.Hi(), gameID.Lo()),
Turn: uint(req.Turn()),
BattleID: uuidFromHiLo(battleID.Hi(), battleID.Lo()),
}, nil
}