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>
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>
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>