Three issues surfaced once the per-command rejection from the previous
commit actually reached the UI:
1. Sync banner falsely red. `OrderDraftStore.runSync` flipped
`syncStatus = "error"` whenever any command was rejected and
advertised a Retry button. A per-command rejection is a
player-correctable state — the round trip succeeded, the engine
just refused that command — so the retry can't help. Keep
`syncStatus = "synced"` on `success`; the red row highlight is
the visible cue.
2. Rejection reason missing. Add `cmd_error_message: string` to
`CommandItem` in `pkg/schema/fbs/order.fbs` (appended last to
preserve existing slot offsets) and regenerate the Go + TS stubs
for that one type. Plumb the message through `CommandMeta`,
`Controller.applyCommand`'s `m.Result(code, message)` call, the
Go transcoder, the UI decoders in `submit.ts` / `order-load.ts`,
and the `OrderDraftStore.errorMessages` map. `order-tab.svelte`
renders it as an italic danger-coloured line under rejected
commands, with new CSS for `.error-reason`.
3. Verdict lost on navigation. `order-load.ts.decodeCommand` never
read `cmdApplied`/`cmdErrorCode`, so `hydrateFromServer` fell
back to a blanket "applied" status — a previously-rejected
command came back green after a lobby → game round trip. Extend
the fetch decoder to populate `statuses`/`errorCodes`/
`errorMessages` maps and have `hydrateFromServer` use them.
Engine-side persistence already records the verdict on disk —
verified against the live `0000/order/<id>.json`.
`flatbuffers@25` elides default-int8/int64 fields on write; the Go
transcoder force-slots `cmd_applied=false` / `cmd_error_code=0`
already, the new test fixtures flip `builder.forceDefaults(true)` to
mirror that behaviour so the round trip survives.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Backend now owns the turn-cutoff and pause guards the order tab
relies on: the scheduler flips runtime_status between
generation_in_progress and running around every engine tick, a
failed tick auto-pauses the game through OnRuntimeSnapshot, and a
new game.paused notification kind fans out alongside
game.turn.ready. The user-games handlers reject submits with
HTTP 409 turn_already_closed or game_paused depending on the
runtime state.
UI delegates auto-sync to a new OrderQueue: offline detection,
single retry on reconnect, conflict / paused classification.
OrderDraftStore surfaces conflictBanner / pausedBanner runes,
clears them on local mutation or on a game.turn.ready push via
resetForNewTurn. The order tab renders the matching banners and
the new conflict per-row badge; i18n bundles cover en + ru.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>