Three-stage refactor of the game-engine plumbing (game logic untouched):
Stage 1 — lock-free persistence + admin serialisation. Remove the file
lock from repo/fs (the .lock file, the Read/Write-vs-*Safe duality and the
dead ReadSafe polling) and replace the two-step rename with a single atomic
rename so concurrent reads are torn-free without a lock. Serialise the
state-mutating admin writers (init/turn/banish) with one shared router
LimitMiddleware, rewritten to block on the request context instead of a
racy shared 100ms timer.
Stage 2 — remove the obsolete immediate-command path end to end. Players
submit through PUT /api/v1/order; the legacy PUT /api/v1/command path is
deleted across game (route, handler, 24 command factories, Ctrl), backend
(Commands handler/route, engineclient.ExecuteCommands), gateway (dispatch +
executeUserGamesCommand + routing entry), the FlatBuffers/model contract
(UserGamesCommand[Response]) and transcoder, plus every affected
OpenAPI/README/FUNCTIONAL/ARCHITECTURE doc. The integration proxy test is
converted to the order path.
Stage 3 — flatten the REST->engine wrapper. Replace the executor adapter,
the controller package functions and RepoController with one concrete
controller.Service; drop the single-implementation Repo and Storage
interfaces (repo.Repo / fs.FS are now concrete). Handlers depend on a thin
handler.Engine seam and own the domain->REST projection; storage is
resolved once at startup instead of per request.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>