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
+200 -27
View File
@@ -1,21 +1,33 @@
// Battle-report fetcher used by the Battle Viewer page.
//
// Phase 27 ships the BattleViewer as a logically isolated component
// that accepts a `BattleReport` matching `pkg/model/report/battle.go`.
// This module owns the type mirror and a single `fetchBattle` entry
// point. In synthetic mode (development & e2e fixtures), the loader
// falls back to a local fixture so the UI tests don't depend on a
// running engine; otherwise it issues a real `GET` against the
// backend gateway route added in Phase 27 step 3.
// Phase 28 migrates this surface off the raw REST passthrough onto the
// `user.games.battle` ConnectRPC command — the same signed envelope the
// other authenticated traffic rides. The synthetic-mode short-circuit
// stays so DEV / e2e tests can render fixtures without a live gateway.
import { Builder, ByteBuffer } from "flatbuffers";
import type { GalaxyClient } from "./galaxy-client";
import { uuidToHiLo } from "./game-state";
import { isSyntheticGameId } from "./synthetic-report";
import { lookupSyntheticBattle } from "./synthetic-battle";
import {
BattleActionReport as FbsBattleActionReport,
BattleReport as FbsBattleReport,
BattleReportGroup as FbsBattleReportGroup,
GameBattleRequest,
RaceEntry,
ShipEntry,
UUID,
} from "../proto/galaxy/fbs/battle";
import { ErrorResponse as FbsErrorResponse } from "../proto/galaxy/fbs/lobby";
/**
* BattleReport is the wire shape returned by the engine endpoint
* `GET /api/v1/battle/:turn/:uuid` and forwarded by the backend
* gateway as `GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`.
* Fields mirror `pkg/model/report/battle.go`.
* BattleReport mirrors the on-wire battle shape the BattleViewer
* renders. Fields match `pkg/model/report/battle.go`; integer-keyed
* maps from the underlying model are surfaced as string-keyed
* `Record`s so the existing components (race / ship lookup, mass
* scaling, timeline) keep their current types.
*/
export interface BattleReport {
id: string;
@@ -46,20 +58,28 @@ export interface BattleActionReport {
}
export class BattleFetchError extends Error {
constructor(public readonly status: number, message: string) {
constructor(
public readonly status: number,
message: string,
) {
super(message);
this.name = "BattleFetchError";
}
}
const MESSAGE_TYPE = "user.games.battle";
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
* backend gateway route. Throws `BattleFetchError` with the upstream
* status on validation or transport failure.
* `user.games.battle` ConnectRPC command through the supplied
* `GalaxyClient`. Throws `BattleFetchError` with the upstream HTTP
* status (or `0` for transport-level failures) on error.
*/
export async function fetchBattle(
client: GalaxyClient,
gameId: string,
turn: number,
battleId: string,
@@ -71,18 +91,171 @@ export async function fetchBattle(
}
return fixture;
}
const path = `/api/v1/user/games/${encodeURIComponent(gameId)}/battles/${turn}/${encodeURIComponent(battleId)}`;
const response = await fetch(path, {
headers: { Accept: "application/json" },
});
if (response.status === 404) {
throw new BattleFetchError(404, "battle not found");
const payload = encodeRequest(gameId, turn, battleId);
const result = await client.executeCommand(MESSAGE_TYPE, payload);
if (result.resultCode !== RESULT_CODE_OK) {
throw decodeError(result.resultCode, result.payloadBytes);
}
if (!response.ok) {
throw new BattleFetchError(
response.status,
`battle fetch failed: ${response.status}`,
);
}
return (await response.json()) as BattleReport;
return decodeBattleReport(result.payloadBytes);
}
function encodeRequest(
gameId: string,
turn: number,
battleId: string,
): Uint8Array {
const builder = new Builder(96);
const [gameHi, gameLo] = uuidToHiLo(gameId);
const [battleHi, battleLo] = uuidToHiLo(battleId);
GameBattleRequest.startGameBattleRequest(builder);
GameBattleRequest.addGameId(
builder,
UUID.createUUID(builder, gameHi, gameLo),
);
GameBattleRequest.addTurn(builder, turn);
GameBattleRequest.addBattleId(
builder,
UUID.createUUID(builder, battleHi, battleLo),
);
builder.finish(GameBattleRequest.endGameBattleRequest(builder));
return builder.asUint8Array();
}
function decodeError(resultCode: string, payload: Uint8Array): BattleFetchError {
let message = resultCode;
try {
const errorResponse = FbsErrorResponse.getRootAsErrorResponse(
new ByteBuffer(payload),
);
const body = errorResponse.error();
if (body) {
message = body.message() ?? resultCode;
}
} catch (_err) {
// fall through to the raw result code
}
const status = mapResultCodeToStatus(resultCode);
return new BattleFetchError(status, message);
}
function mapResultCodeToStatus(resultCode: string): number {
switch (resultCode) {
case "not_found":
return 404;
case "invalid_request":
return 400;
case "forbidden":
return 403;
case "conflict":
return 409;
case "service_unavailable":
return 503;
default:
return 500;
}
}
function decodeBattleReport(bytes: Uint8Array): BattleReport {
const fb = FbsBattleReport.getRootAsBattleReport(new ByteBuffer(bytes));
const id = uuidStringFromFB(fb.id());
if (id === null) {
throw new BattleFetchError(500, "battle response missing id");
}
return {
id,
planet: Number(fb.planet()),
planetName: fb.planetName() ?? "",
races: decodeRaces(fb),
ships: decodeShips(fb),
protocol: decodeProtocol(fb),
};
}
function decodeRaces(fb: FbsBattleReport): Record<string, string> {
const out: Record<string, string> = {};
const total = fb.racesLength();
const item = new RaceEntry();
for (let i = 0; i < total; i++) {
if (!fb.races(i, item)) continue;
const valueUUID = item.value();
const value = uuidStringFromFB(valueUUID);
if (value === null) continue;
out[item.key().toString()] = value;
}
return out;
}
function decodeShips(fb: FbsBattleReport): Record<string, BattleReportGroup> {
const out: Record<string, BattleReportGroup> = {};
const total = fb.shipsLength();
const entry = new ShipEntry();
for (let i = 0; i < total; i++) {
if (!fb.ships(i, entry)) continue;
const group = entry.value();
if (group === null) continue;
out[entry.key().toString()] = decodeGroup(group);
}
return out;
}
function decodeGroup(group: FbsBattleReportGroup): BattleReportGroup {
const tech: Record<string, number> = {};
const techLen = group.techLength();
for (let i = 0; i < techLen; i++) {
const t = group.tech(i);
if (!t) continue;
const key = t.key();
if (key === null) continue;
tech[key] = t.value();
}
return {
race: (group.race() ?? "") as string,
className: (group.className() ?? "") as string,
tech,
num: Number(group.number()),
numLeft: Number(group.numberLeft()),
loadType: (group.loadType() ?? "") as string,
loadQuantity: group.loadQuantity(),
inBattle: group.inBattle(),
};
}
function decodeProtocol(fb: FbsBattleReport): BattleActionReport[] {
const out: BattleActionReport[] = [];
const total = fb.protocolLength();
const item = new FbsBattleActionReport();
for (let i = 0; i < total; i++) {
if (!fb.protocol(i, item)) continue;
out.push({
a: Number(item.attacker()),
sa: Number(item.attackerShipClass()),
d: Number(item.defender()),
sd: Number(item.defenderShipClass()),
x: item.destroyed(),
});
}
return out;
}
function uuidStringFromFB(uuid: UUID | null): string | null {
if (uuid === null) return null;
const hi = uuid.hi();
const lo = uuid.lo();
const hex = bigUintTo16Hex(hi) + bigUintTo16Hex(lo);
return (
hex.slice(0, 8) +
"-" +
hex.slice(8, 12) +
"-" +
hex.slice(12, 16) +
"-" +
hex.slice(16, 20) +
"-" +
hex.slice(20, 32)
);
}
function bigUintTo16Hex(value: bigint): string {
return value.toString(16).padStart(16, "0");
}