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>
This commit is contained in:
@@ -1,31 +1,143 @@
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<!--
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Order composer tool. Resolves the per-game `OrderDraftStore` from
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context (set by `routes/games/[id]/+layout.svelte`) and renders the
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draft as a vertical, top-to-bottom command list. Empty state shows
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the i18n empty-state copy; non-empty state shows an ordered list of
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rows, each with a stable `data-testid` plus a per-row delete button.
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Order composer tool. Resolves the per-game `OrderDraftStore`,
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`GameStateStore`, and `GalaxyClient` from context (all set by
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`routes/games/[id]/+layout.svelte`) and renders the local draft as
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a vertical list with per-row status, a delete button, and a Submit
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button at the bottom.
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Phase 12 has no UI for adding commands — Phase 14 lands the first
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end-to-end command (`planetRename`) and the inspector affordance
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that pushes it into the draft. Tests exercise the skeleton through
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`__galaxyDebug.seedOrderDraft` (Playwright) and via direct store
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construction (Vitest).
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Phase 14 wires the first end-to-end command: clicking Submit calls
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`submitOrder` for every entry in `valid` status, flips the in-flight
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rows to `submitting`, then merges the per-command verdict back into
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the draft once the gateway responds. The optimistic overlay in
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`renderedReport` continues to show the player's intent while the
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order is in flight, so the inspector and the map reflect the new
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name even before the server applies it at turn cutoff.
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Tests exercise the skeleton through `__galaxyDebug.seedOrderDraft`
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(Playwright) and via direct store / mocked-client construction
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(Vitest).
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../../sync/order-draft.svelte";
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import {
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GAME_STATE_CONTEXT_KEY,
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type GameStateStore,
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} from "$lib/game-state.svelte";
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import {
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GALAXY_CLIENT_CONTEXT_KEY,
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type GalaxyClientHandle,
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} from "$lib/galaxy-client-context.svelte";
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import type { CommandStatus, OrderCommand } from "../../sync/order-types";
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import { submitOrder } from "../../sync/submit";
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const draft = getContext<OrderDraftStore | undefined>(
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ORDER_DRAFT_CONTEXT_KEY,
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);
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const gameState = getContext<GameStateStore | undefined>(
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GAME_STATE_CONTEXT_KEY,
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);
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const galaxyClient = getContext<GalaxyClientHandle | undefined>(
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GALAXY_CLIENT_CONTEXT_KEY,
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);
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function describe(cmd: { kind: string; label?: string }): string {
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if (cmd.kind === "placeholder") return cmd.label ?? cmd.kind;
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return cmd.kind;
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const statusKeyMap: Record<CommandStatus, TranslationKey> = {
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draft: "game.sidebar.order.status.draft",
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valid: "game.sidebar.order.status.valid",
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invalid: "game.sidebar.order.status.invalid",
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submitting: "game.sidebar.order.status.submitting",
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applied: "game.sidebar.order.status.applied",
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rejected: "game.sidebar.order.status.rejected",
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};
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let submitInFlight = $state(false);
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let submitError = $state<string | null>(null);
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const submittable = $derived.by(() => {
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if (draft === undefined) return [] as OrderCommand[];
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return draft.commands.filter(
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(cmd) => draft.statuses[cmd.id] === "valid",
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);
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});
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const hasInvalid = $derived.by(() => {
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if (draft === undefined) return false;
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return draft.commands.some((cmd) => draft.statuses[cmd.id] === "invalid");
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});
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const submitDisabled = $derived(
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draft === undefined ||
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galaxyClient === undefined ||
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galaxyClient.client === null ||
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submitInFlight ||
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submittable.length === 0 ||
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hasInvalid,
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);
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function describe(cmd: OrderCommand): string {
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switch (cmd.kind) {
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case "placeholder":
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return i18n.t("game.sidebar.order.label.placeholder", {
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label: cmd.label,
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});
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case "planetRename":
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return i18n.t("game.sidebar.order.label.planet_rename", {
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planet: String(cmd.planetNumber),
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name: cmd.name,
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});
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}
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}
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function statusOf(cmd: OrderCommand): CommandStatus {
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return draft?.statuses[cmd.id] ?? "draft";
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}
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async function submit(): Promise<void> {
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if (
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draft === undefined ||
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galaxyClient === undefined ||
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galaxyClient.client === null ||
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gameState === undefined
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)
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return;
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if (submittable.length === 0 || hasInvalid) return;
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const ids = submittable.map((cmd) => cmd.id);
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const snapshot = submittable.slice();
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submitInFlight = true;
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submitError = null;
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draft.markSubmitting(ids);
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try {
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const result = await submitOrder(
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galaxyClient.client,
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gameState.gameId,
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snapshot,
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{ updatedAt: draft.updatedAt },
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);
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if (result.ok) {
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draft.applyResults({
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results: result.results,
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updatedAt: result.updatedAt,
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});
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if (gameState !== undefined) {
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await gameState.refresh();
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}
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} else {
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draft.markRejected(ids);
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submitError = i18n.t("game.sidebar.order.error.batch_failed", {
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message: result.message,
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});
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}
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} catch (err) {
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draft.revertSubmittingToValid();
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submitError =
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err instanceof Error ? err.message : "submit failed";
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} finally {
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submitInFlight = false;
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}
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}
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</script>
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@@ -38,11 +150,22 @@ construction (Vitest).
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{:else}
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<ol class="commands" data-testid="order-list">
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{#each draft.commands as cmd, index (cmd.id)}
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<li class="command" data-testid="order-command-{index}">
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{@const status = statusOf(cmd)}
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<li
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class="command"
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data-testid="order-command-{index}"
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data-command-status={status}
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>
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<span class="index" aria-hidden="true">{index + 1}.</span>
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<span class="label" data-testid="order-command-label-{index}">
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{describe(cmd)}
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</span>
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<span
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class="status status-{status}"
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data-testid="order-command-status-{index}"
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>
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{i18n.t(statusKeyMap[status])}
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</span>
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<button
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type="button"
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class="delete"
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@@ -54,6 +177,20 @@ construction (Vitest).
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</li>
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{/each}
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</ol>
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<button
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type="button"
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class="submit"
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data-testid="order-submit"
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disabled={submitDisabled}
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onclick={() => void submit()}
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>
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{submitInFlight
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? i18n.t("game.sidebar.order.submit_in_flight")
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: i18n.t("game.sidebar.order.submit")}
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</button>
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{#if submitError !== null}
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<p class="error" data-testid="order-submit-error">{submitError}</p>
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{/if}
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{/if}
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</section>
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@@ -72,14 +209,15 @@ construction (Vitest).
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}
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.commands {
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list-style: none;
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margin: 0;
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margin: 0 0 0.75rem;
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padding: 0;
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display: flex;
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flex-direction: column;
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gap: 0.25rem;
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}
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.command {
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display: flex;
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display: grid;
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grid-template-columns: auto 1fr auto auto;
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align-items: center;
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gap: 0.5rem;
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padding: 0.4rem 0.5rem;
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@@ -88,17 +226,40 @@ construction (Vitest).
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border-radius: 4px;
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}
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.index {
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min-width: 1.5rem;
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color: #aab;
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font-variant-numeric: tabular-nums;
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}
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.label {
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flex: 1;
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min-width: 0;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.status {
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font-size: 0.75rem;
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text-transform: uppercase;
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letter-spacing: 0.04em;
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padding: 0.1rem 0.4rem;
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border-radius: 999px;
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border: 1px solid #2a3150;
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color: #aab;
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}
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.status-applied {
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color: #8be9a3;
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border-color: #2f6d3f;
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}
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.status-rejected {
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color: #d97a7a;
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border-color: #6d2f2f;
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}
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.status-invalid {
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color: #d6b86c;
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border-color: #6d562f;
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}
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.status-submitting {
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color: #6d8cff;
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border-color: #2f3f6d;
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}
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.delete {
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font: inherit;
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font-size: 0.85rem;
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@@ -113,4 +274,26 @@ construction (Vitest).
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color: #e8eaf6;
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border-color: #6d8cff;
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}
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.submit {
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font: inherit;
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font-size: 0.9rem;
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padding: 0.4rem 1rem;
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background: #1d2440;
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color: #e8eaf6;
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border: 1px solid #2a3150;
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border-radius: 3px;
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cursor: pointer;
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}
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.submit:not(:disabled):hover {
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border-color: #6d8cff;
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}
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.submit:disabled {
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cursor: not-allowed;
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opacity: 0.6;
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}
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.error {
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margin: 0.5rem 0 0;
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color: #d97a7a;
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font-size: 0.85rem;
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}
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</style>
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