ui/phase-14: rename planet end-to-end + order read-back
Wires the first end-to-end command through the full pipeline:
inspector rename action → local order draft → user.games.order
submit → optimistic overlay on map / inspector → server hydration
on cache miss via the new user.games.order.get message type.
Backend: GET /api/v1/user/games/{id}/orders forwards to engine
GET /api/v1/order. Gateway parses the engine PUT response into the
extended UserGamesOrderResponse FBS envelope and adds
executeUserGamesOrderGet for the read-back path. Frontend ports
ValidateTypeName to TS, lands the inline rename editor + Submit
button, and exposes a renderedReport context so consumers see the
overlay-applied snapshot.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -371,11 +371,15 @@ Authenticated client traffic for in-game operations crosses three
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serialisation boundaries: signed-gRPC FlatBuffers (client ↔ gateway),
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JSON over REST (gateway ↔ backend), and JSON over REST again
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(backend ↔ engine). Gateway owns the FB ↔ JSON transcoding for the
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three message types `user.games.command`, `user.games.order`,
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`user.games.report` (FB schemas in `pkg/schema/fbs/{order,report}`,
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encoders in `pkg/transcoder`). Backend never touches FlatBuffers and
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never re-interprets the JSON beyond rebinding the actor field from
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the runtime player mapping (clients never carry a trusted actor).
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four message types `user.games.command`, `user.games.order`,
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`user.games.order.get`, `user.games.report` (FB schemas in
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`pkg/schema/fbs/{order,report}`, encoders in `pkg/transcoder`).
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`user.games.order.get` reads back the player's stored order for a
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given turn — paired with the POST `user.games.order` so the client
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can hydrate its local draft after a cache loss without re-deriving
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from the report. Backend never touches FlatBuffers and never
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re-interprets the JSON beyond rebinding the actor field from the
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runtime player mapping (clients never carry a trusted actor).
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Container state is owned by `backend/internal/runtime`:
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