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>
Replaces the manual Submit button with an auto-sync pipeline driven
by `OrderDraftStore`: every successful add / remove / move
coalesces a `submitOrder` call so the engine always mirrors the
local draft. Removing the last command sends an empty cmd[] PUT —
the engine, repo, and rest model now accept that as a valid
"player cleared their draft" state.
`hydrateFromServer` is now invoked unconditionally on game boot so
a fresh device picks up the player's stored order, and the local
cache is overwritten by the server's view (server is the source of
truth).
Header replaces the static "race ?" + turn counter with a single
headline string `<race> @ <game>, turn <n>`, sourced from the
engine's Report.race + the lobby's GameSummary.gameName + the live
turn number, with a `?` fallback while any piece is loading.
Tests:
- engine: empty PUT round-trips, repo round-trips empty Commands
- order-draft: auto-sync sends full draft on every mutation,
rejected response surfaces error sync status, rapid mutations
coalesce, server hydration overwrites cache
- order-tab: per-row status flips through the auto-sync lifecycle,
remove → empty cmd[] PUT, rejected → retry button
- inspector overlay: applied + valid + submitting all participate
in the optimistic projection
- header: live race / game / turn rendering with fall-back
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>