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>
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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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