Compare commits

2 Commits

Author SHA1 Message Date
Ilia Denisov bbdcc36e05 ui/phase-24: declare game.turn.ready as JSON-friendly catalog kind
ui-test / test (push) Failing after 40s
TestBuildClientPushEventCoversCatalog required every catalog kind to
encode through a FlatBuffers `preMarshaledEvent`. game.turn.ready
intentionally rides on the JSON fallback because its payload is just
`{game_id, turn}` and the only consumer (Phase 24 UI handler) parses
JSON inline. Make the policy explicit through a jsonFriendlyKinds
allow-list so the test still asserts each kind is covered and a future
producer that picks the wrong encoding fails loudly.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 17:27:29 +02:00
Ilia Denisov 5b07bb4e14 ui/phase-24: push events, turn-ready toast, single SubscribeEvents consumer
Wires the gateway's signed SubscribeEvents stream end-to-end:

- backend: emit game.turn.ready from lobby.OnRuntimeSnapshot on every
  current_turn advance, addressed to every active membership, push-only
  channel, idempotency key turn-ready:<game_id>:<turn>;
- ui: single EventStream singleton replaces revocation-watcher.ts and
  carries both per-event dispatch and revocation detection; toast
  primitive (store + host) lives in lib/; GameStateStore gains
  pendingTurn/markPendingTurn/advanceToPending and a persisted
  lastViewedTurn so a return after multiple turns surfaces the same
  "view now" affordance as a live push event;
- mandatory event-signature verification through ui/core
  (verifyPayloadHash + verifyEvent), full-jitter exponential backoff
  1s -> 30s on transient failure, signOut("revoked") on
  Unauthenticated or clean end-of-stream;
- catalog and migration accept the new kind; tests cover producer
  (testcontainers + capturing publisher), consumer (Vitest event
  stream, toast, game-state extensions), and a Playwright e2e
  delivering a signed frame to the live UI.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 16:16:31 +02:00
27 changed files with 2207 additions and 213 deletions
+12 -3
View File
@@ -339,9 +339,18 @@ Admin-channel kinds (`runtime.*`) deliver email to
routes land in `notification_routes` with `status='skipped'` and the
operator log line records the configuration miss.
`game.*` (`game.started`, `game.turn.ready`, `game.generation.failed`,
`game.finished`) and `mail.dead_lettered` are reserved kinds without a
producer in the catalog; adding them is an additive change to the
`game.turn.ready` is emitted by `lobby.Service.OnRuntimeSnapshot`
(`backend/internal/lobby/runtime_hooks.go`) whenever the engine's
`current_turn` advances. The intent targets every active membership
of the game, uses idempotency key `turn-ready:<game_id>:<turn>`, and
carries the JSON payload `{game_id, turn}`. The catalog routes it
through the push channel only — per-turn email would be spam — so
the UI's signed `SubscribeEvents` stream
(`ui/frontend/src/api/events.svelte.ts`) is the sole delivery path.
The remaining `game.*` (`game.started`, `game.generation.failed`,
`game.finished`) and `mail.dead_lettered` are reserved kinds without
a producer in the catalog; adding them is an additive change to the
catalog vocabulary and the migration CHECK constraint.
Templates ship in English only; localisation belongs to clients that
+1
View File
@@ -109,6 +109,7 @@ const (
NotificationLobbyRaceNameRegistered = "lobby.race_name.registered"
NotificationLobbyRaceNamePending = "lobby.race_name.pending"
NotificationLobbyRaceNameExpired = "lobby.race_name.expired"
NotificationGameTurnReady = "game.turn.ready"
)
// Deps aggregates every collaborator the lobby Service depends on.
+48
View File
@@ -30,6 +30,7 @@ func (s *Service) OnRuntimeSnapshot(ctx context.Context, gameID uuid.UUID, snaps
if err != nil {
return err
}
prevTurn := game.RuntimeSnapshot.CurrentTurn
merged := mergeRuntimeSnapshot(game.RuntimeSnapshot, snapshot)
now := s.deps.Now().UTC()
updated, err := s.deps.Store.UpdateGameRuntimeSnapshot(ctx, gameID, merged, now)
@@ -55,9 +56,56 @@ func (s *Service) OnRuntimeSnapshot(ctx context.Context, gameID uuid.UUID, snaps
}
}
s.deps.Cache.PutGame(updated)
if merged.CurrentTurn > prevTurn {
s.publishTurnReady(ctx, gameID, merged.CurrentTurn)
}
return nil
}
// publishTurnReady fans out a `game.turn.ready` notification to every
// active member of the game once the engine reports a new
// `current_turn`. The intent is best-effort: a publisher failure is
// logged at warn level (matching the rest of OnRuntimeSnapshot's
// notification calls) and does not abort the snapshot bookkeeping.
// Idempotency is anchored on (game_id, turn), so a duplicate snapshot
// for the same turn collapses into a single notification at the
// notification.Submit boundary.
func (s *Service) publishTurnReady(ctx context.Context, gameID uuid.UUID, turn int32) {
memberships, err := s.deps.Store.ListMembershipsForGame(ctx, gameID)
if err != nil {
s.deps.Logger.Warn("turn-ready notification: list memberships failed",
zap.String("game_id", gameID.String()),
zap.Int32("turn", turn),
zap.Error(err))
return
}
recipients := make([]uuid.UUID, 0, len(memberships))
for _, m := range memberships {
if m.Status != MembershipStatusActive {
continue
}
recipients = append(recipients, m.UserID)
}
if len(recipients) == 0 {
return
}
intent := LobbyNotification{
Kind: NotificationGameTurnReady,
IdempotencyKey: fmt.Sprintf("turn-ready:%s:%d", gameID, turn),
Recipients: recipients,
Payload: map[string]any{
"game_id": gameID.String(),
"turn": turn,
},
}
if pubErr := s.deps.Notification.PublishLobbyEvent(ctx, intent); pubErr != nil {
s.deps.Logger.Warn("turn-ready notification failed",
zap.String("game_id", gameID.String()),
zap.Int32("turn", turn),
zap.Error(pubErr))
}
}
// OnGameFinished completes the game lifecycle: marks the game as
// `finished`, evaluates capable-finish per active member, and
// transitions reservation rows to either `pending_registration`
@@ -0,0 +1,207 @@
package lobby_test
import (
"context"
"database/sql"
"fmt"
"sync"
"testing"
"time"
"galaxy/backend/internal/config"
"galaxy/backend/internal/lobby"
"github.com/google/uuid"
)
// capturingPublisher records every `LobbyNotification` intent that the
// lobby service emits, so a test can assert the producer side without
// running the real notification.Submit pipeline.
type capturingPublisher struct {
mu sync.Mutex
items []lobby.LobbyNotification
}
func (p *capturingPublisher) PublishLobbyEvent(_ context.Context, ev lobby.LobbyNotification) error {
p.mu.Lock()
defer p.mu.Unlock()
p.items = append(p.items, ev)
return nil
}
func (p *capturingPublisher) byKind(kind string) []lobby.LobbyNotification {
p.mu.Lock()
defer p.mu.Unlock()
out := make([]lobby.LobbyNotification, 0, len(p.items))
for _, ev := range p.items {
if ev.Kind == kind {
out = append(out, ev)
}
}
return out
}
// newServiceWithPublisher mirrors `newServiceForTest` but lets the
// caller inject a custom NotificationPublisher; the runtime-hooks
// emit path needs to observe intents directly.
func newServiceWithPublisher(t *testing.T, db *sql.DB, now func() time.Time, max int32, publisher lobby.NotificationPublisher) *lobby.Service {
t.Helper()
store := lobby.NewStore(db)
cache := lobby.NewCache()
if err := cache.Warm(context.Background(), store); err != nil {
t.Fatalf("warm cache: %v", err)
}
svc, err := lobby.NewService(lobby.Deps{
Store: store,
Cache: cache,
Notification: publisher,
Entitlement: stubEntitlement{max: max},
Config: config.LobbyConfig{
SweeperInterval: time.Second,
PendingRegistrationTTL: time.Hour,
InviteDefaultTTL: time.Hour,
},
Now: now,
})
if err != nil {
t.Fatalf("new service: %v", err)
}
return svc
}
// TestOnRuntimeSnapshotEmitsTurnReady verifies that an engine snapshot
// advancing `current_turn` fans out a `game.turn.ready` intent to every
// active member, that the idempotency key is anchored on (game_id, turn),
// and that a snapshot with the same turn does not re-emit.
func TestOnRuntimeSnapshotEmitsTurnReady(t *testing.T) {
db := startPostgres(t)
now := time.Now().UTC()
clock := func() time.Time { return now }
publisher := &capturingPublisher{}
svc := newServiceWithPublisher(t, db, clock, 5, publisher)
owner := uuid.New()
seedAccount(t, db, owner)
game, err := svc.CreateGame(context.Background(), lobby.CreateGameInput{
OwnerUserID: &owner,
Visibility: lobby.VisibilityPrivate,
GameName: "Turn-Ready Fan-Out",
MinPlayers: 1,
MaxPlayers: 4,
StartGapHours: 1,
StartGapPlayers: 1,
EnrollmentEndsAt: now.Add(time.Hour),
TurnSchedule: "0 0 * * *",
TargetEngineVersion: "1.0.0",
})
if err != nil {
t.Fatalf("create game: %v", err)
}
if _, err := svc.OpenEnrollment(context.Background(), &owner, false, game.GameID); err != nil {
t.Fatalf("open enrollment: %v", err)
}
// Seed two active members through the store so the test focuses on
// the runtime hook, not the membership state machine.
store := lobby.NewStore(db)
canonicalPolicy, err := lobby.NewPolicy()
if err != nil {
t.Fatalf("new policy: %v", err)
}
memberA := uuid.New()
memberB := uuid.New()
seedAccount(t, db, memberA)
seedAccount(t, db, memberB)
for i, m := range []uuid.UUID{memberA, memberB} {
race := fmt.Sprintf("Race%d", i+1)
canonical, err := canonicalPolicy.Canonical(race)
if err != nil {
t.Fatalf("canonical %q: %v", race, err)
}
if _, err := db.ExecContext(context.Background(), `
INSERT INTO backend.memberships (
membership_id, game_id, user_id, race_name, canonical_key, status
) VALUES ($1, $2, $3, $4, $5, 'active')
`, uuid.New(), game.GameID, m, race, string(canonical)); err != nil {
t.Fatalf("seed membership %s: %v", m, err)
}
}
if err := svc.Cache().Warm(context.Background(), store); err != nil {
t.Fatalf("re-warm cache: %v", err)
}
if _, err := svc.ReadyToStart(context.Background(), &owner, false, game.GameID); err != nil {
t.Fatalf("ready-to-start: %v", err)
}
if _, err := svc.Start(context.Background(), &owner, false, game.GameID); err != nil {
t.Fatalf("start: %v", err)
}
// First snapshot: prev=0, current_turn=1 → emit on the very first
// turn after the engine starts producing.
if err := svc.OnRuntimeSnapshot(context.Background(), game.GameID, lobby.RuntimeSnapshot{
CurrentTurn: 1,
RuntimeStatus: "running",
}); err != nil {
t.Fatalf("on-runtime-snapshot 1: %v", err)
}
intents := publisher.byKind(lobby.NotificationGameTurnReady)
if len(intents) != 1 {
t.Fatalf("after turn 1 want 1 turn-ready intent, got %d", len(intents))
}
first := intents[0]
wantKey := fmt.Sprintf("turn-ready:%s:1", game.GameID)
if first.IdempotencyKey != wantKey {
t.Errorf("turn 1 idempotency key = %q, want %q", first.IdempotencyKey, wantKey)
}
if got := first.Payload["turn"]; got != int32(1) {
t.Errorf("turn 1 payload turn = %v, want 1", got)
}
if got := first.Payload["game_id"]; got != game.GameID.String() {
t.Errorf("turn 1 payload game_id = %v, want %s", got, game.GameID)
}
if len(first.Recipients) != 2 {
t.Errorf("turn 1 recipients = %d, want 2", len(first.Recipients))
}
recipientSet := map[uuid.UUID]struct{}{}
for _, r := range first.Recipients {
recipientSet[r] = struct{}{}
}
if _, ok := recipientSet[memberA]; !ok {
t.Errorf("turn 1 missing memberA in recipients")
}
if _, ok := recipientSet[memberB]; !ok {
t.Errorf("turn 1 missing memberB in recipients")
}
// Same turn re-delivered (duplicate snapshot, gateway replay) must
// not re-emit at the lobby layer: prev catches up to merged.
if err := svc.OnRuntimeSnapshot(context.Background(), game.GameID, lobby.RuntimeSnapshot{
CurrentTurn: 1,
RuntimeStatus: "running",
}); err != nil {
t.Fatalf("on-runtime-snapshot 1 replay: %v", err)
}
if got := len(publisher.byKind(lobby.NotificationGameTurnReady)); got != 1 {
t.Fatalf("after duplicate turn 1 want 1 intent, got %d", got)
}
// Next turn advances → second emit with key anchored on turn 2.
if err := svc.OnRuntimeSnapshot(context.Background(), game.GameID, lobby.RuntimeSnapshot{
CurrentTurn: 2,
RuntimeStatus: "running",
}); err != nil {
t.Fatalf("on-runtime-snapshot 2: %v", err)
}
intents = publisher.byKind(lobby.NotificationGameTurnReady)
if len(intents) != 2 {
t.Fatalf("after turn 2 want 2 turn-ready intents, got %d", len(intents))
}
wantKey2 := fmt.Sprintf("turn-ready:%s:2", game.GameID)
if intents[1].IdempotencyKey != wantKey2 {
t.Errorf("turn 2 idempotency key = %q, want %q", intents[1].IdempotencyKey, wantKey2)
}
if got := intents[1].Payload["turn"]; got != int32(2) {
t.Errorf("turn 2 payload turn = %v, want 2", got)
}
}
+5
View File
@@ -17,6 +17,7 @@ const (
KindRuntimeImagePullFailed = "runtime.image_pull_failed"
KindRuntimeContainerStartFailed = "runtime.container_start_failed"
KindRuntimeStartConfigInvalid = "runtime.start_config_invalid"
KindGameTurnReady = "game.turn.ready"
)
// CatalogEntry describes the per-kind delivery policy: which channels
@@ -95,6 +96,9 @@ var catalog = map[string]CatalogEntry{
Admin: true,
MailTemplateID: KindRuntimeStartConfigInvalid,
},
KindGameTurnReady: {
Channels: []string{ChannelPush},
},
}
// LookupCatalog returns the per-kind policy and a boolean reporting
@@ -123,5 +127,6 @@ func SupportedKinds() []string {
KindRuntimeImagePullFailed,
KindRuntimeContainerStartFailed,
KindRuntimeStartConfigInvalid,
KindGameTurnReady,
}
}
@@ -39,6 +39,7 @@ func TestCatalogChannels(t *testing.T) {
KindRuntimeImagePullFailed: {ChannelEmail},
KindRuntimeContainerStartFailed: {ChannelEmail},
KindRuntimeStartConfigInvalid: {ChannelEmail},
KindGameTurnReady: {ChannelPush},
}
for kind, want := range expect {
entry, ok := LookupCatalog(kind)
+26 -4
View File
@@ -9,9 +9,25 @@ import (
"github.com/google/uuid"
)
// jsonFriendlyKinds lists catalog kinds whose payload is small and
// stable enough that the gateway-bound encoding stays JSON instead of
// FlatBuffers. The default for new producers is still FB; declaring a
// kind here is a deliberate decision baked into the build target's
// payload contract.
//
// `game.turn.ready` ships `{game_id, turn}` only, the UI parses it
// inline in `routes/games/[id]/+layout.svelte` (Phase 24), and no
// other consumer reads the payload — adopting the FB encoder would
// require a new TS notification stub set and the regen tooling for
// `pkg/schema/fbs/notification.fbs` without buying anything.
var jsonFriendlyKinds = map[string]bool{
KindGameTurnReady: true,
}
// TestBuildClientPushEventCoversCatalog asserts that every catalog kind
// returns a typed FB event (preMarshaledEvent) and that an unknown kind
// falls through to the JSON safety net.
// is exercised by this test, that FB-typed kinds return a
// `preMarshaledEvent`, and that JSON-friendly kinds (see
// `jsonFriendlyKinds` above) return a `push.JSONEvent`.
func TestBuildClientPushEventCoversCatalog(t *testing.T) {
t.Parallel()
@@ -57,6 +73,10 @@ func TestBuildClientPushEventCoversCatalog(t *testing.T) {
"game_id": gameID.String(),
"reason": "missing engine version",
}},
{"game turn ready", KindGameTurnReady, map[string]any{
"game_id": gameID.String(),
"turn": int32(7),
}},
}
seenKinds := map[string]bool{}
@@ -78,8 +98,10 @@ func TestBuildClientPushEventCoversCatalog(t *testing.T) {
if len(bytes) == 0 {
t.Fatalf("Marshal returned empty bytes")
}
if _, isJSON := event.(push.JSONEvent); isJSON {
t.Fatalf("expected typed FB event for %s, got JSONEvent", tt.kind)
_, isJSON := event.(push.JSONEvent)
wantJSON := jsonFriendlyKinds[tt.kind]
if isJSON != wantJSON {
t.Fatalf("kind %s: JSONEvent=%v, want JSONEvent=%v", tt.kind, isJSON, wantJSON)
}
})
seenKinds[tt.kind] = true
@@ -605,7 +605,8 @@ CREATE TABLE notifications (
'lobby.race_name.registered', 'lobby.race_name.pending',
'lobby.race_name.expired',
'runtime.image_pull_failed', 'runtime.container_start_failed',
'runtime.start_config_invalid'
'runtime.start_config_invalid',
'game.turn.ready'
))
);
+13 -7
View File
@@ -672,13 +672,19 @@ runtime status, per-player stats). The engine's "game finished"
report drives the `running → finished` transition ([Section 3.5](#35-cancellation-and-finish))
and triggers Race Name Directory promotions ([Section 5](#5-race-name-directory)).
The `game.*` notification kinds (`game.started`, `game.turn.ready`,
`game.generation.failed`, `game.finished`) are reserved in the
documentation but have **no producer** in the codebase today; the
notification catalog explicitly omits them (`backend/internal/notification/catalog.go`).
Adding a producer is purely additive: register the kind in the
catalog, populate `MailTemplateID` if email fan-out is desired, and
have the appropriate domain module call `notification.Submit`.
Among the `game.*` notification kinds, `game.turn.ready` is wired:
`lobby.Service.OnRuntimeSnapshot` (`backend/internal/lobby/runtime_hooks.go`)
emits one intent per advancing `current_turn`, addressed to every
active membership of the game, with idempotency key
`turn-ready:<game_id>:<turn>` and JSON payload `{game_id, turn}`. The
catalog routes the intent through the push channel only; email is
deliberately omitted to avoid per-turn spam.
The remaining `game.*` kinds (`game.started`, `game.generation.failed`,
`game.finished`) and `mail.dead_lettered` are reserved without a
producer; adding one is purely additive (register the kind in the
catalog, extend the migration `CHECK` constraint, and call
`notification.Submit` from the appropriate domain module).
### 6.6 Cross-references
+13 -8
View File
@@ -690,14 +690,19 @@ status, per-player-stats). Engine-отчёт "game finished" гонит
([Раздел 3.5](#35-отмена-и-завершение)) и триггерит Race Name
Directory-промоушен ([Раздел 5](#5-реестр-названий-рас)).
`game.*`-виды уведомлений (`game.started`, `game.turn.ready`,
`game.generation.failed`, `game.finished`) зарезервированы в
документации, но **не имеют поставщика** в кодовой базе сегодня;
notification-каталог явно их опускает
(`backend/internal/notification/catalog.go`). Добавление поставщика
аддитивно: зарегистрировать вид в каталоге, заполнить
`MailTemplateID`, если нужен email-веер, и заставить нужный
доменный модуль вызвать `notification.Submit`.
Из `game.*`-видов уведомлений подключён `game.turn.ready`:
`lobby.Service.OnRuntimeSnapshot` (`backend/internal/lobby/runtime_hooks.go`)
выпускает один intent на каждое увеличение `current_turn`, адресуя
его всем активным membership-ам игры, с idempotency-ключом
`turn-ready:<game_id>:<turn>` и JSON-payload-ом `{game_id, turn}`.
Каталог направляет intent только в push-канал; email-фан-аут
сознательно опущен, чтобы избежать спама на каждом ходе.
Остальные `game.*`-виды (`game.started`, `game.generation.failed`,
`game.finished`) и `mail.dead_lettered` зарезервированы без поставщика;
добавление поставщика чисто аддитивное (зарегистрировать вид в
каталоге, расширить `CHECK`-констрейнт миграции и вызвать
`notification.Submit` из подходящего доменного модуля).
### 6.6 Перекрёстные ссылки
+77 -22
View File
@@ -2581,40 +2581,95 @@ Decisions during stage:
`game.table.*` so the two surfaces evolve independently. ≈90 new
keys, en + ru in lockstep.
## Phase 24. Push Events — Turn-Ready
## ~~Phase 24. Push Events — Turn-Ready~~
Status: pending.
Status: done.
Goal: subscribe to the server push stream and refresh client state
when a turn-ready event arrives.
Artifacts:
Artifacts (delivered):
- `ui/frontend/src/api/events.ts` push-stream subscription wired
through `GalaxyClient.subscribeEvents` and Connect server-streaming
- on `game.turn.ready` event: invalidate `(game_id, current_turn)`
cache entries and trigger a fresh report fetch
- a top-of-screen toast: `Turn N+1 is ready. View now.` with a button
that re-renders the active view against the new turn
- mandatory event signature verification through `ui/core` — any
verification failure tears down the stream and reconnects with
exponential backoff
- `ui/frontend/src/api/events.svelte.ts` — single
`SubscribeEvents` consumer per session. Absorbs the previous
`revocation-watcher.ts` (now deleted) so there is exactly one
authenticated stream per device session; clean end-of-stream and
`Unauthenticated` ConnectError both funnel into
`session.signOut("revoked")`. Exposes a `connectionStatus` rune
for the future header indicator.
- `ui/frontend/src/lib/toast.svelte.ts` and `toast-host.svelte` —
single-slot transient-notification primitive mounted from the
root layout; later phases (battle, mail) reuse it.
- `GameStateStore` gained `pendingTurn`, `markPendingTurn`,
`advanceToPending`, and a persisted `lastViewedTurn` so a boot
with `lastViewedTurn < currentTurn` opens the user on the
last-seen snapshot and surfaces the gap through the same toast
affordance as a live push event.
- Backend producer: `lobby.Service.OnRuntimeSnapshot` emits
`game.turn.ready` on every `current_turn` advance, addressed to
every active membership, idempotency key
`turn-ready:<game_id>:<turn>`, payload `{game_id, turn}`.
Catalog routes it through the push channel only.
- Mandatory event-signature verification through `ui/core`:
`core.verifyPayloadHash` + `core.verifyEvent` on every frame.
Verification failure tears the stream down and reconnects with
full-jitter exponential backoff (base 1 s, ceiling 30 s,
unbounded retries).
- Topic doc: `ui/docs/events.md`.
Dependencies: Phases 23, 4 (Connect streaming in gateway).
Acceptance criteria:
Decisions baked back in (this stage):
- a server-side turn cutoff produces a toast within one second;
- accepting the toast refreshes the active view to the new turn's data
without a full page reload;
- a forged event (test fixture with bad signature) is rejected and the
stream reconnects.
- **Minimum traffic on `game.turn.ready`.** The event flips
`gameState.pendingTurn` only; the report for the new turn is not
fetched until the user activates the toast's "view now" action.
This is the same affordance the boot-time `lastViewedTurn < currentTurn`
branch surfaces, so a player who returns after several turns sees
one "view now" path instead of an auto-jump.
- **Revocation-watcher folded into `events.svelte.ts`.** A single
SubscribeEvents stream now serves both per-event dispatch and
revocation detection. Two parallel streams per session would
double the gateway hub load and ambiguate the
`session_invalidation` clean-close signal.
- **Integration test scope.** Backend producer is covered by
`lobby/runtime_hooks_test.go` (testcontainers); UI consumer by
`tests/events.test.ts` and the Playwright e2e in
`tests/e2e/turn-ready.spec.ts`. A dedicated
`integration/turn_ready_flow_test.go` was not added because
triggering `OnRuntimeSnapshot` end-to-end through the running
runtime container would require a test-only admin endpoint, and
the existing `TestNotificationFlow_LobbyInvite` already exercises
the backend → gateway → stream path for another notification
kind on the exact same producer mechanism.
Targeted tests:
Acceptance criteria (met):
- Vitest unit tests for `events.ts` handling subscribe, event
dispatch, error backoff;
- Playwright e2e: trigger a server turn, observe toast and refresh.
- a server-side turn cutoff produces a toast within one second
(Phase 24's stream propagation; the producer side ships with the
backend changes above);
- activating the toast refreshes the active view to the new turn's
data without a full page reload
(`gameState.advanceToPending` → fresh `lobby.my.games.list` +
`user.games.report` round-trip);
- a forged event (Vitest fixture with bad signature or
payload-hash mismatch) is rejected and the stream reconnects
through full-jitter backoff.
Targeted tests (delivered):
- Vitest: `tests/events.test.ts` (verified dispatch, type
filtering, bad-signature reconnect, `Unauthenticated` sign-out,
clean end-of-stream sign-out, connection-status transitions);
`tests/toast.test.ts`; extensions in `tests/game-state.test.ts`
for `pendingTurn` / `lastViewedTurn` / `advanceToPending`.
- Backend: `internal/notification/catalog_test.go` (kind +
channels); `internal/lobby/runtime_hooks_test.go`
(testcontainers, capturing publisher, idempotency on duplicate
snapshots).
- Playwright: `tests/e2e/turn-ready.spec.ts` (signed
`game.turn.ready` frame surfaces the toast, manual dismiss
clears it).
## Phase 25. Sync Protocol — Order Queue, Retry, Conflict
+118
View File
@@ -0,0 +1,118 @@
# UI events stream (`api/events.svelte.ts`)
This document describes how the SvelteKit frontend consumes the
gateway's `SubscribeEvents` server-streaming RPC. The single
authenticated session keeps **one** stream open through the
`EventStream` singleton declared in `src/api/events.svelte.ts`; the
root layout starts it once the session reaches `authenticated` and
stops it on sign-out.
## Why a single consumer
Before Phase 24, the watcher in `lib/revocation-watcher.ts` opened a
parallel stream just to observe session revocation. Phase 24 folds
that watcher into `EventStream` so that:
- there is only **one** SubscribeEvents connection per session
(avoids doubling the gateway hub load);
- both clean end-of-stream on an authenticated session and an
`Unauthenticated` ConnectError funnel through one
`session.signOut("revoked")` call site;
- per-event-type dispatch (turn-ready toasts, lobby/mail/battle
notifications later) shares the same verification path.
## Lifecycle
```
SessionStore.status = "authenticated"
↓ (root layout $effect)
EventStream.start({ core, keypair, deviceSessionId, gatewayResponsePublicKey })
loop: open SubscribeEvents → verify each frame → dispatch to handlers
EventStream.stop() (on logout, unmount, or session id change)
```
`start` is idempotent for the same session: re-calling while the
stream is running is a no-op. The root layout detects a session id
flip (re-login on the same tab) by storing the bound id and calling
`stop()` + `start()` against the fresh credentials.
## Frame handling
Every `GatewayEvent` is verified before dispatch:
1. `core.verifyPayloadHash(payloadBytes, payloadHash)` — the SHA-256
digest of `payloadBytes` must equal `payloadHash`. A mismatch is
treated as a forgery.
2. `core.verifyEvent(gatewayResponsePublicKey, signature, fields)`
Ed25519 verification using the canonical signing input defined in
`ui/core/canon/event.go` (mirrored by `gateway/authn/event.go`).
3. On success the verified projection (`VerifiedEvent`) is passed to
every handler registered via `eventStream.on(eventType, handler)`.
Any verification failure throws `SignatureError`, which falls into
the same retry path as a transport error: the loop classifies it as
transient, tears the stream down, and reconnects with full-jitter
exponential backoff (base 1 s, ceiling 30 s, unbounded retries).
## Connection status
`EventStream.connectionStatus` is a Svelte rune with five values:
- `idle` — stream not running.
- `connecting``subscribeEvents()` issued, no frame received yet.
- `connected` — first frame verified and dispatched, attempt counter
reset to zero.
- `reconnecting` — transient failure, backoff in flight.
- `offline``navigator.onLine === false` at the moment of failure.
The header connection-state indicator planned in `PLAN.md`
cross-cutting shell reads this rune; it is not part of Phase 24 but
the rune is wired now so a later phase can add the dot without
touching this module.
## Revocation semantics
Two paths lead to `session.signOut("revoked")`:
- a `ConnectError` with code `Unauthenticated`: the gateway rejected
the stream credentials (revoked device session);
- a clean end-of-stream while `session.status === "authenticated"`:
the gateway's documented `session_invalidation` signal closes the
stream once the device session flips to revoked.
Any other error (network drop, gateway 5xx, transient close,
signature failure) keeps the session alive and triggers backoff +
reconnect.
## Adding a new event type
1. Register a handler from the consumer module:
```ts
const off = eventStream.on("mail.received", (event) => {
// parse event.payloadBytes
});
onDestroy(off);
```
2. If the handler reads scoped data (per-game, per-route), register
from a layout that owns that scope and pass the gameId via a
closure. The handler should filter events whose payload does not
match its scope (see `routes/games/[id]/+layout.svelte` for the
`game.turn.ready` filter).
3. The payload encoding is owned by the producer side: the
`game.turn.ready` event uses JSON `{game_id, turn}`. Document
the schema next to the producer (e.g. `backend/README.md` §10).
## Tests
- Unit (Vitest): `tests/events.test.ts` mocks the transport via
`createRouterTransport` and covers verified dispatch, type
filtering, bad-signature reconnect, `Unauthenticated` sign-out,
clean end-of-stream sign-out, and connection-status transitions.
- E2E (Playwright): `tests/e2e/turn-ready.spec.ts` serves a signed
`game.turn.ready` frame through `page.route`, asserts the toast
surfaces, and verifies manual dismiss without advance. The
advance roundtrip (toast → click "view now" → fresh report) is
covered by Vitest at the store level because it is sensitive to
Playwright-side network ordering.
+376
View File
@@ -0,0 +1,376 @@
// `EventStream` is the single SubscribeEvents consumer for the
// authenticated UI session. It opens one server-streaming RPC against
// the gateway, verifies every incoming event (payload-hash +
// Ed25519 signature) through `ui/core`, dispatches verified events to
// type-keyed handlers, and reconnects with full-jitter exponential
// backoff on transient failure.
//
// Phase 24 introduces this module in place of `revocation-watcher.ts`.
// The watcher's revocation semantics are absorbed: a clean
// end-of-stream while the session is authenticated, or an
// `Unauthenticated` ConnectError, both call `session.signOut("revoked")`.
// Per-event-type dispatch (turn-ready toasts in this phase; battle and
// mail toasts in later phases) is registered through `on(eventType,
// handler)`.
//
// The store exposes `connectionStatus` as a Svelte rune so the
// connection-state indicator in the shell header (see PLAN.md
// cross-cutting shell) can subscribe without ceremony. The indicator
// itself is not part of Phase 24, but the rune is wired here so the
// next phase that adds the dot can read it directly.
import { create } from "@bufbuild/protobuf";
import { ConnectError } from "@connectrpc/connect";
import type { Core } from "../platform/core/index";
import type { DeviceKeypair } from "../platform/store/index";
import {
GatewayEventSchema,
SubscribeEventsRequestSchema,
type GatewayEvent,
} from "../proto/galaxy/gateway/v1/edge_gateway_pb";
import { GATEWAY_BASE_URL } from "../lib/env";
import { session } from "../lib/session-store.svelte";
import { createEdgeGatewayClient, type EdgeGatewayClient } from "./connect";
const PROTOCOL_VERSION = "v1";
const SUBSCRIBE_MESSAGE_TYPE = "gateway.subscribe";
// Connect error code numerical values used by the watcher. The full
// enum lives in `@connectrpc/connect` but importing the runtime enum
// would pull a large surface into this small module.
const CONNECT_CODE_CANCELED = 1;
const CONNECT_CODE_UNAUTHENTICATED = 16;
const BACKOFF_BASE_MS = 1_000;
const BACKOFF_MAX_MS = 30_000;
/**
* VerifiedEvent is the verified projection of a `GatewayEvent` handed
* to user handlers. The signature and payload-hash fields are dropped
* because verification has already succeeded; consumers only need the
* envelope plus the opaque payload bytes.
*/
export interface VerifiedEvent {
eventType: string;
eventId: string;
timestampMs: bigint;
requestId: string;
traceId: string;
payloadBytes: Uint8Array;
}
export type EventHandler = (event: VerifiedEvent) => void;
export type ConnectionStatus =
| "idle"
| "connecting"
| "connected"
| "reconnecting"
| "offline";
/**
* EventStreamStartOptions carries the live primitives the stream
* consumer cannot resolve by itself. Production code reads `core`,
* `keypair`, and `deviceSessionId` from the session store and the
* gateway public key from `lib/env`; tests inject a fake
* `EdgeGatewayClient` and deterministic `sleep`/`random` to drive
* backoff in fake-timer mode.
*/
export interface EventStreamStartOptions {
core: Core;
keypair: DeviceKeypair;
deviceSessionId: string;
gatewayResponsePublicKey: Uint8Array;
/** Custom transport client. Defaults to `createEdgeGatewayClient(GATEWAY_BASE_URL)`. */
client?: EdgeGatewayClient;
/** Sleep hook for tests; defaults to a real-time `setTimeout`. */
sleep?: (ms: number) => Promise<void>;
/** Random source for full-jitter backoff; defaults to `Math.random`. */
random?: () => number;
/** Function reporting `navigator.onLine`; defaults to the browser global. */
onlineProbe?: () => boolean;
}
/**
* SignatureError marks a verification failure (payload-hash mismatch
* or invalid Ed25519 signature). The stream loop classifies it as a
* forgery and reconnects through the same backoff path used for
* transient transport errors.
*/
export class SignatureError extends Error {
constructor(message: string) {
super(message);
this.name = "SignatureError";
}
}
export class EventStream {
connectionStatus: ConnectionStatus = $state("idle");
private handlers = new Map<string, Set<EventHandler>>();
private controller: AbortController | null = null;
private running = false;
/**
* on registers a handler for a specific event type. Returns a
* disposer that removes the handler. Multiple handlers per type
* are supported so future phases (battle, mail) can subscribe
* alongside turn-ready without coordination.
*/
on(eventType: string, handler: EventHandler): () => void {
let bucket = this.handlers.get(eventType);
if (bucket === undefined) {
bucket = new Set();
this.handlers.set(eventType, bucket);
}
bucket.add(handler);
return () => {
const current = this.handlers.get(eventType);
if (current === undefined) {
return;
}
current.delete(handler);
if (current.size === 0) {
this.handlers.delete(eventType);
}
};
}
/**
* start opens the stream. Calling start while the stream is
* already running is a no-op so the root layout's `$effect`-based
* lifecycle stays idempotent across re-renders.
*/
start(opts: EventStreamStartOptions): void {
if (this.running) {
return;
}
this.running = true;
this.controller = new AbortController();
void this.run(opts, this.controller.signal);
}
/**
* stop tears down the stream. Used by the root layout on logout
* or unmount. Re-calling start after stop opens a fresh stream.
*/
stop(): void {
this.running = false;
if (this.controller !== null) {
this.controller.abort();
this.controller = null;
}
this.connectionStatus = "idle";
}
/**
* resetForTests is used by the Vitest harness to forget all
* handlers and force the rune back to `idle` between cases.
*/
resetForTests(): void {
this.stop();
this.handlers.clear();
}
private async run(
opts: EventStreamStartOptions,
signal: AbortSignal,
): Promise<void> {
const sleep = opts.sleep ?? defaultSleep;
const random = opts.random ?? Math.random;
const onlineProbe = opts.onlineProbe ?? defaultOnlineProbe;
const client = opts.client ?? createEdgeGatewayClient(GATEWAY_BASE_URL);
let attempt = 0;
while (!signal.aborted && this.running) {
this.connectionStatus = "connecting";
let stream: AsyncIterable<GatewayEvent>;
try {
stream = await openStream(client, opts, signal);
} catch (err) {
if (signal.aborted) {
return;
}
if (handleAuthenticationError(err)) {
return;
}
this.connectionStatus = onlineProbe() ? "reconnecting" : "offline";
await sleep(backoffDelay(attempt, random));
attempt += 1;
continue;
}
let firstEventSeen = false;
let terminated = false;
try {
for await (const event of stream) {
if (signal.aborted) {
return;
}
this.verifyEvent(event, opts);
if (!firstEventSeen) {
firstEventSeen = true;
this.connectionStatus = "connected";
attempt = 0;
}
this.dispatch(event);
}
terminated = true;
} catch (err) {
if (signal.aborted) {
return;
}
if (handleAuthenticationError(err)) {
return;
}
this.connectionStatus = onlineProbe() ? "reconnecting" : "offline";
await sleep(backoffDelay(attempt, random));
attempt += 1;
continue;
}
if (terminated) {
// Clean end-of-stream on an authenticated session is the
// gateway's documented session-invalidation signal.
if (session.status === "authenticated") {
await session.signOut("revoked");
return;
}
this.connectionStatus = "idle";
return;
}
}
}
private verifyEvent(event: GatewayEvent, opts: EventStreamStartOptions): void {
if (!opts.core.verifyPayloadHash(event.payloadBytes, event.payloadHash)) {
throw new SignatureError("event payload_hash mismatch");
}
const ok = opts.core.verifyEvent(
opts.gatewayResponsePublicKey,
event.signature,
{
eventType: event.eventType,
eventId: event.eventId,
timestampMs: event.timestampMs,
requestId: event.requestId,
traceId: event.traceId,
payloadHash: event.payloadHash,
},
);
if (!ok) {
throw new SignatureError("event signature verification failed");
}
}
private dispatch(event: GatewayEvent): void {
const bucket = this.handlers.get(event.eventType);
if (bucket === undefined || bucket.size === 0) {
return;
}
const projection: VerifiedEvent = {
eventType: event.eventType,
eventId: event.eventId,
timestampMs: event.timestampMs,
requestId: event.requestId,
traceId: event.traceId,
payloadBytes: event.payloadBytes,
};
for (const handler of [...bucket]) {
try {
handler(projection);
} catch (err) {
console.info("events: handler threw", event.eventType, err);
}
}
}
}
async function openStream(
client: EdgeGatewayClient,
opts: EventStreamStartOptions,
signal: AbortSignal,
): Promise<AsyncIterable<GatewayEvent>> {
const requestId = newRequestId();
const timestampMs = BigInt(Date.now());
const emptyPayload = new Uint8Array();
const payloadHash = await sha256(emptyPayload);
const canonical = opts.core.signRequest({
protocolVersion: PROTOCOL_VERSION,
deviceSessionId: opts.deviceSessionId,
messageType: SUBSCRIBE_MESSAGE_TYPE,
timestampMs,
requestId,
payloadHash,
});
const signature = await opts.keypair.sign(canonical);
const request = create(SubscribeEventsRequestSchema, {
protocolVersion: PROTOCOL_VERSION,
deviceSessionId: opts.deviceSessionId,
messageType: SUBSCRIBE_MESSAGE_TYPE,
timestampMs,
requestId,
payloadHash,
signature,
payloadBytes: emptyPayload,
});
return client.subscribeEvents(request, { signal });
}
function handleAuthenticationError(err: unknown): boolean {
if (!(err instanceof ConnectError)) {
return false;
}
if (err.code === CONNECT_CODE_CANCELED) {
return true;
}
if (err.code === CONNECT_CODE_UNAUTHENTICATED) {
void session.signOut("revoked");
return true;
}
return false;
}
function backoffDelay(attempt: number, random: () => number): number {
const cap = Math.min(BACKOFF_MAX_MS, BACKOFF_BASE_MS * 2 ** attempt);
return Math.floor(random() * cap);
}
function defaultSleep(ms: number): Promise<void> {
return new Promise((resolve) => setTimeout(resolve, ms));
}
function defaultOnlineProbe(): boolean {
if (typeof navigator === "undefined") {
return true;
}
return navigator.onLine !== false;
}
async function sha256(payload: Uint8Array): Promise<Uint8Array> {
const digest = await crypto.subtle.digest(
"SHA-256",
payload as BufferSource,
);
return new Uint8Array(digest);
}
function newRequestId(): string {
if (typeof crypto.randomUUID === "function") {
return crypto.randomUUID();
}
const buf = new Uint8Array(16);
crypto.getRandomValues(buf);
let hex = "";
for (let i = 0; i < buf.length; i++) {
hex += buf[i]!.toString(16).padStart(2, "0");
}
return `${hex.slice(0, 8)}-${hex.slice(8, 12)}-${hex.slice(12, 16)}-${hex.slice(16, 20)}-${hex.slice(20, 32)}`;
}
/**
* eventStream is the singleton stream consumer the root layout starts
* once the session becomes authenticated and stops on logout. Tests
* call `resetForTests()` between cases.
*/
export const eventStream = new EventStream();
+104
View File
@@ -24,6 +24,8 @@ import type { WrapMode } from "../map/world";
const PREF_NAMESPACE = "game-prefs";
const PREF_KEY_WRAP_MODE = (gameId: string) => `${gameId}/wrap-mode`;
const PREF_KEY_LAST_VIEWED_TURN = (gameId: string) =>
`${gameId}/last-viewed-turn`;
/**
* GAME_STATE_CONTEXT_KEY is the Svelte context key the in-game shell
@@ -66,6 +68,17 @@ export class GameStateStore {
* this flag is enough to keep the network silent.
*/
synthetic = $state(false);
/**
* pendingTurn carries the latest server-side turn the user has not
* yet opened: it is `> currentTurn` whenever the server reports a
* new turn (either through a `game.turn.ready` push event after
* boot, or through the boot-time discovery that the persisted
* `lastViewedTurn` is behind the lobby's `current_turn`). The
* layout's `$effect` renders a toast/banner when it is non-null;
* `advanceToPending()` refreshes the store onto the new turn and
* clears the rune.
*/
pendingTurn: number | null = $state(null);
private client: GalaxyClient | null = null;
private cache: Cache | null = null;
@@ -98,12 +111,21 @@ export class GameStateStore {
if (this.client === null || this.cache === null) {
throw new Error("game-state: setGame called before init");
}
// Only forget the pending indicator when the consumer is
// actually switching games. On the initial `setGame` after
// `init` the previous `gameId` is the empty string, and a
// concurrent `markPendingTurn` from a push event arriving
// while we were still bootstrapping must not be erased.
if (this.gameId !== "" && this.gameId !== gameId) {
this.pendingTurn = null;
}
this.gameId = gameId;
this.status = "loading";
this.error = null;
this.report = null;
this.wrapMode = await readWrapMode(this.cache, gameId);
const lastViewed = await readLastViewedTurn(this.cache, gameId);
try {
const summary = await this.findGame(gameId);
@@ -114,7 +136,68 @@ export class GameStateStore {
}
this.gameName = summary.gameName;
this.currentTurn = summary.currentTurn;
// If the persisted last-viewed turn is older than the
// server-side current turn, open the user on their last-seen
// snapshot and surface the gap through `pendingTurn` so the
// shell can render a "new turn available" affordance instead
// of silently auto-advancing.
if (
lastViewed !== null &&
lastViewed >= 0 &&
lastViewed < summary.currentTurn
) {
this.pendingTurn = summary.currentTurn;
await this.loadTurn(lastViewed);
} else {
await this.loadTurn(summary.currentTurn);
}
} catch (err) {
if (this.destroyed) return;
this.status = "error";
this.error = describe(err);
}
}
/**
* markPendingTurn records a server-reported new turn (typically
* delivered through `game.turn.ready`). Values that are not
* strictly ahead of the latest known turn (current or already
* pending) are ignored so a replayed event cannot regress the
* indicator.
*/
markPendingTurn(turn: number): void {
const latest = this.pendingTurn ?? this.currentTurn;
if (turn > latest) {
this.pendingTurn = turn;
}
}
/**
* advanceToPending re-queries the lobby record and loads the
* report at the server's latest `current_turn`, then clears the
* pending indicator. Unlike `setGame`, this skips the
* `lastViewedTurn` lookup — the user has explicitly asked to
* jump to the new turn, so any persisted bookmark from the
* previous session is irrelevant. Failures keep the indicator
* set so the user can retry from the same affordance.
*/
async advanceToPending(): Promise<void> {
if (this.pendingTurn === null || this.client === null) {
return;
}
this.status = "loading";
this.error = null;
try {
const summary = await this.findGame(this.gameId);
if (summary === null) {
this.status = "error";
this.error = `game ${this.gameId} is not in your list`;
return;
}
this.gameName = summary.gameName;
this.currentTurn = summary.currentTurn;
await this.loadTurn(summary.currentTurn);
this.pendingTurn = null;
} catch (err) {
if (this.destroyed) return;
this.status = "error";
@@ -219,6 +302,13 @@ export class GameStateStore {
this.report = report;
this.currentTurn = turn;
this.status = "ready";
if (this.cache !== null) {
await this.cache.put(
PREF_NAMESPACE,
PREF_KEY_LAST_VIEWED_TURN(this.gameId),
turn,
);
}
}
private installVisibilityListener(): void {
@@ -239,6 +329,20 @@ async function readWrapMode(cache: Cache, gameId: string): Promise<WrapMode> {
return "torus";
}
async function readLastViewedTurn(
cache: Cache,
gameId: string,
): Promise<number | null> {
const stored = await cache.get<number>(
PREF_NAMESPACE,
PREF_KEY_LAST_VIEWED_TURN(gameId),
);
if (typeof stored !== "number" || !Number.isFinite(stored)) {
return null;
}
return stored;
}
function describe(err: unknown): string {
if (err instanceof GameStateError) {
return err.message;
+5
View File
@@ -7,10 +7,15 @@
const en = {
"common.language": "language",
"common.loading": "loading…",
"common.dismiss": "dismiss",
"common.browser_not_supported_title": "browser not supported",
"common.browser_not_supported_body":
"Galaxy requires Ed25519 in WebCrypto. See supported browsers.",
"game.events.turn_ready.message": "turn {turn} is ready",
"game.events.turn_ready.action": "view now",
"game.events.signature_failed": "verification failed, reconnecting…",
"login.title": "sign in to Galaxy",
"login.email_label": "email",
"login.email_required": "email must not be empty",
+5
View File
@@ -8,10 +8,15 @@ import type en from "./en";
const ru: Record<keyof typeof en, string> = {
"common.language": "язык",
"common.loading": "загрузка…",
"common.dismiss": "закрыть",
"common.browser_not_supported_title": "браузер не поддерживается",
"common.browser_not_supported_body":
"Galaxy требует поддержки Ed25519 в WebCrypto. См. список поддерживаемых браузеров.",
"game.events.turn_ready.message": "ход {turn} готов",
"game.events.turn_ready.action": "открыть",
"game.events.signature_failed": "подпись повреждена, переподключение…",
"login.title": "вход в Galaxy",
"login.email_label": "электронная почта",
"login.email_required": "адрес не должен быть пустым",
-157
View File
@@ -1,157 +0,0 @@
// `startRevocationWatcher` opens an authenticated SubscribeEvents
// stream against the gateway and treats any non-aborted termination
// as a session-revocation signal: the watcher calls
// `session.signOut("revoked")` so the root layout's anonymous redirect
// returns the user to `/login` immediately.
//
// Phase 7 deliberately ignores event payloads — the per-event
// dispatch (turn-ready toasts, mail invalidation, ...) lands in
// Phase 24. The wire envelope shape and signing rules are identical
// to `executeCommand`: the gateway's `canonicalSubscribeEventsValidation`
// enforces the same v1 envelope shape, and the canonical signing
// input is produced by `Core.signRequest`. The integration suite
// exercises the same flow in
// `integration/testenv/connect_client.go::SubscribeEvents` with the
// `gateway.subscribe` literal.
import { create } from "@bufbuild/protobuf";
import { ConnectError } from "@connectrpc/connect";
import { createEdgeGatewayClient } from "../api/connect";
import { loadCore } from "../platform/core/index";
import { SubscribeEventsRequestSchema } from "../proto/galaxy/gateway/v1/edge_gateway_pb";
import { GATEWAY_BASE_URL } from "./env";
import { session } from "./session-store.svelte";
const PROTOCOL_VERSION = "v1";
const SUBSCRIBE_MESSAGE_TYPE = "gateway.subscribe";
/**
* startRevocationWatcher opens a SubscribeEvents stream and returns a
* stop function. Calling the stop function aborts the in-flight
* stream silently; only stream terminations the watcher did not
* initiate trigger `session.signOut("revoked")`.
*/
export function startRevocationWatcher(): () => void {
const controller = new AbortController();
void runWatcher(controller.signal);
return () => controller.abort();
}
async function runWatcher(signal: AbortSignal): Promise<void> {
if (
session.status !== "authenticated" ||
session.keypair === null ||
session.deviceSessionId === null
) {
return;
}
const keypair = session.keypair;
const deviceSessionId = session.deviceSessionId;
let stream: AsyncIterable<unknown>;
try {
const core = await loadCore();
const requestId =
typeof crypto.randomUUID === "function"
? crypto.randomUUID()
: fallbackRequestId();
const timestampMs = BigInt(Date.now());
const emptyPayload = new Uint8Array();
const payloadHash = await sha256(emptyPayload);
const canonical = core.signRequest({
protocolVersion: PROTOCOL_VERSION,
deviceSessionId,
messageType: SUBSCRIBE_MESSAGE_TYPE,
timestampMs,
requestId,
payloadHash,
});
const signature = await keypair.sign(canonical);
const client = createEdgeGatewayClient(GATEWAY_BASE_URL);
const request = create(SubscribeEventsRequestSchema, {
protocolVersion: PROTOCOL_VERSION,
deviceSessionId,
messageType: SUBSCRIBE_MESSAGE_TYPE,
timestampMs,
requestId,
payloadHash,
signature,
payloadBytes: emptyPayload,
});
stream = client.subscribeEvents(request, { signal });
} catch (err) {
// A failure before the stream is opened (load core, signing,
// transport) is a transient setup error — log and bail out.
// Revocation is signalled later by the gateway closing an
// already-open stream.
if (!signal.aborted) {
console.info("session store: failed to open subscribe-events", err);
}
return;
}
try {
for await (const _event of stream) {
void _event;
}
} catch (err) {
// Stream errors arrive on three different paths:
// 1. our own AbortController fired (page navigated, layout
// stopped the watcher) — `signal.aborted` is true;
// 2. the gateway revoked the session and Connect-Web maps
// that to `Unauthenticated` / `PermissionDenied`;
// 3. transient network failure (Wi-Fi drop, server
// restart) — anything else.
//
// Only branch 2 is a true revocation. Branch 1 is silent;
// branch 3 is logged but does not log the user out, so a
// flaky network does not bounce them back to /login.
if (signal.aborted) {
return;
}
const code = connectErrorCode(err);
if (code === ConnectErrorCode.Unauthenticated) {
await session.signOut("revoked");
return;
}
console.info("session store: subscribe-events stream errored", err);
return;
}
// Clean end-of-stream from the gateway is the documented
// `session_invalidation` signal: backend closes the push stream
// once the device session flips to revoked.
if (!signal.aborted && session.status === "authenticated") {
await session.signOut("revoked");
}
}
const ConnectErrorCode = {
Canceled: 1,
Unauthenticated: 16,
} as const;
function connectErrorCode(err: unknown): number | null {
if (err instanceof ConnectError) {
return err.code;
}
return null;
}
async function sha256(payload: Uint8Array): Promise<Uint8Array> {
const digest = await crypto.subtle.digest(
"SHA-256",
payload as BufferSource,
);
return new Uint8Array(digest);
}
function fallbackRequestId(): string {
const buf = new Uint8Array(16);
crypto.getRandomValues(buf);
let hex = "";
for (let i = 0; i < buf.length; i++) {
hex += buf[i]!.toString(16).padStart(2, "0");
}
return `${hex.slice(0, 8)}-${hex.slice(8, 12)}-${hex.slice(12, 16)}-${hex.slice(16, 20)}-${hex.slice(20, 32)}`;
}
+109
View File
@@ -0,0 +1,109 @@
<!--
Single mounting point for the global toast slot, rendered once from
the root layout. The host reads `toast.current` reactively and stays
fully empty (zero DOM nodes inside the wrapper) when no toast is
active so the surrounding shell layout is not perturbed.
-->
<script lang="ts">
import { i18n } from "$lib/i18n/index.svelte";
import { toast } from "$lib/toast.svelte";
function handleAction(): void {
const current = toast.current;
if (current === null) {
return;
}
const action = current.onAction;
toast.dismiss(current.id);
action?.();
}
function handleClose(): void {
if (toast.current === null) {
return;
}
toast.dismiss(toast.current.id);
}
</script>
{#if toast.current !== null}
<div class="toast-host" role="status" aria-live="polite">
<div class="toast" data-testid="toast">
<span class="toast-message" data-testid="toast-message">
{i18n.t(toast.current.messageKey, toast.current.messageParams)}
</span>
{#if toast.current.actionLabelKey !== undefined}
<button
type="button"
class="toast-action"
data-testid="toast-action"
onclick={handleAction}
>
{i18n.t(toast.current.actionLabelKey)}
</button>
{/if}
<button
type="button"
class="toast-close"
data-testid="toast-close"
aria-label={i18n.t("common.dismiss")}
onclick={handleClose}
>
×
</button>
</div>
</div>
{/if}
<style>
.toast-host {
position: fixed;
top: 1rem;
left: 50%;
transform: translateX(-50%);
z-index: 1000;
max-width: min(28rem, calc(100vw - 2rem));
}
.toast {
display: flex;
align-items: center;
gap: 0.75rem;
padding: 0.6rem 0.85rem;
background: #1a2034;
color: #e8eaf6;
border: 1px solid #2c3354;
border-radius: 0.5rem;
box-shadow: 0 4px 16px rgba(0, 0, 0, 0.5);
font-size: 0.9rem;
}
.toast-message {
flex: 1;
min-width: 0;
}
.toast-action {
background: transparent;
color: #8ab4f8;
border: none;
font-weight: 600;
cursor: pointer;
font-size: 0.8rem;
padding: 0.2rem 0.5rem;
text-transform: uppercase;
letter-spacing: 0.04em;
}
.toast-action:hover {
text-decoration: underline;
}
.toast-close {
background: transparent;
color: #94a3b8;
border: none;
font-size: 1.1rem;
line-height: 1;
cursor: pointer;
padding: 0 0.25rem;
}
.toast-close:hover {
color: #e8eaf6;
}
</style>
+97
View File
@@ -0,0 +1,97 @@
// `ToastStore` is the single transient-notification primitive for the
// SvelteKit shell. Phase 24 ships it together with the push-event
// dispatch: the per-game layout shows one `Turn N is ready. View now.`
// toast on a verified `game.turn.ready` event. Later phases reuse the
// same store for mail / battle / lobby toasts (PLAN.md §"cross-cutting
// shell").
//
// The store keeps **one** active toast at a time: a fresh `show()`
// replaces the previous descriptor. This matches the UX intent of
// "one loud notification at a time" — the rare cases where several
// events arrive in quick succession are still observable, because
// each replacement re-arms the timer and the user sees every payload
// in turn.
import type { TranslationKey } from "./i18n/index.svelte";
/**
* ToastDescriptor describes one toast in flight. `messageKey` and
* `actionLabelKey` are typed against the i18n catalog so a missing
* translation key fails at compile time. `durationMs === null` (or
* `undefined`) makes the toast sticky — the user must dismiss it
* through the action button or another `show()` call.
*/
export interface ToastDescriptor {
id: string;
messageKey: TranslationKey;
messageParams?: Record<string, string>;
actionLabelKey?: TranslationKey;
onAction?: () => void;
durationMs?: number | null;
}
class ToastStore {
current: ToastDescriptor | null = $state(null);
private timer: ReturnType<typeof setTimeout> | null = null;
private counter = 0;
/**
* show replaces the active toast with descriptor and returns its
* fresh id. Pass that id to `dismiss(id)` from a delayed callback
* to avoid dismissing a newer toast that already took its slot.
*/
show(descriptor: Omit<ToastDescriptor, "id">): string {
this.clearTimer();
this.counter += 1;
const id = String(this.counter);
const full: ToastDescriptor = { ...descriptor, id };
this.current = full;
if (
full.durationMs !== null &&
full.durationMs !== undefined &&
full.durationMs > 0
) {
const duration = full.durationMs;
this.timer = setTimeout(() => {
this.dismiss(id);
}, duration);
}
return id;
}
/**
* dismiss clears the active toast. With an id, the call is a
* no-op when the active toast has a different id — this guards
* the auto-dismiss timer from clobbering a newer descriptor.
*/
dismiss(id?: string): void {
if (
id !== undefined &&
(this.current === null || this.current.id !== id)
) {
return;
}
this.clearTimer();
this.current = null;
}
/**
* resetForTests forgets every in-flight descriptor and the id
* counter. Production code never calls this.
*/
resetForTests(): void {
this.clearTimer();
this.current = null;
this.counter = 0;
}
private clearTimer(): void {
if (this.timer !== null) {
clearTimeout(this.timer);
this.timer = null;
}
}
}
export const toast = new ToastStore();
+51 -11
View File
@@ -4,28 +4,66 @@
import { page } from "$app/state";
import { i18n } from "$lib/i18n/index.svelte";
import { session } from "$lib/session-store.svelte";
import { startRevocationWatcher } from "$lib/revocation-watcher";
import { eventStream } from "../api/events.svelte";
import { loadCore } from "../platform/core/index";
import { GATEWAY_RESPONSE_PUBLIC_KEY } from "$lib/env";
import ToastHost from "$lib/toast-host.svelte";
let { children } = $props();
let stopWatcher: (() => void) | null = null;
// `streamSessionId` records the device session id the event stream
// is currently bound to. The `$effect` below uses it to detect a
// re-login (different session id while still authenticated) and
// restart the stream against the fresh credentials.
let streamSessionId: string | null = null;
onMount(() => {
void session.init();
return () => {
if (stopWatcher !== null) {
stopWatcher();
stopWatcher = null;
}
eventStream.stop();
streamSessionId = null;
};
});
$effect(() => {
if (session.status === "authenticated" && stopWatcher === null) {
stopWatcher = startRevocationWatcher();
} else if (session.status !== "authenticated" && stopWatcher !== null) {
stopWatcher();
stopWatcher = null;
if (
session.status === "authenticated" &&
session.keypair !== null &&
session.deviceSessionId !== null &&
GATEWAY_RESPONSE_PUBLIC_KEY.length > 0
) {
const keypair = session.keypair;
const deviceSessionId = session.deviceSessionId;
if (streamSessionId !== deviceSessionId) {
if (streamSessionId !== null) {
eventStream.stop();
}
streamSessionId = deviceSessionId;
void (async (): Promise<void> => {
try {
const core = await loadCore();
// Bail out if the session flipped away from this id
// while we were loading core (logout, re-login).
if (
session.deviceSessionId !== deviceSessionId ||
session.status !== "authenticated"
) {
return;
}
eventStream.start({
core,
keypair,
deviceSessionId,
gatewayResponsePublicKey: GATEWAY_RESPONSE_PUBLIC_KEY,
});
} catch (err) {
console.info("layout: failed to start event stream", err);
}
})();
}
} else if (streamSessionId !== null) {
eventStream.stop();
streamSessionId = null;
}
const pathname = page.url.pathname;
@@ -57,6 +95,8 @@
{@render children()}
{/if}
<ToastHost />
<style>
.status {
padding: 2rem;
@@ -90,6 +90,11 @@ fresh.
getSyntheticReport,
isSyntheticGameId,
} from "../../../api/synthetic-report";
import {
eventStream,
type VerifiedEvent,
} from "../../../api/events.svelte";
import { toast } from "$lib/toast.svelte";
let { children } = $props();
@@ -224,6 +229,60 @@ fresh.
return new Uint8Array(digest);
}
// `unsubTurnReady` carries the `eventStream.on(...)` disposer for
// the game-scoped turn-ready handler. The layout registers the
// handler once the local `GameStateStore` is initialised so an
// event arriving before `currentTurn` is known cannot misfire.
let unsubTurnReady: (() => void) | null = null;
const turnReadyDecoder = new TextDecoder("utf-8");
function parseTurnReadyPayload(
event: VerifiedEvent,
): { gameId: string; turn: number } | null {
try {
const text = turnReadyDecoder.decode(event.payloadBytes);
const json: unknown = JSON.parse(text);
if (typeof json !== "object" || json === null) {
return null;
}
const record = json as Record<string, unknown>;
const eventGameId = record.game_id;
const eventTurn = record.turn;
if (
typeof eventGameId !== "string" ||
typeof eventTurn !== "number" ||
!Number.isFinite(eventTurn)
) {
return null;
}
return { gameId: eventGameId, turn: eventTurn };
} catch {
return null;
}
}
let activeTurnReadyToastId: string | null = null;
$effect(() => {
const pending = gameState.pendingTurn;
if (pending === null) {
if (activeTurnReadyToastId !== null) {
toast.dismiss(activeTurnReadyToastId);
activeTurnReadyToastId = null;
}
return;
}
activeTurnReadyToastId = toast.show({
messageKey: "game.events.turn_ready.message",
messageParams: { turn: String(pending) },
actionLabelKey: "game.events.turn_ready.action",
onAction: () => {
void gameState.advanceToPending();
},
durationMs: null,
});
});
onMount(() => {
(async (): Promise<void> => {
// DEV-only synthetic-report path. The lobby's "Load
@@ -276,6 +335,19 @@ fresh.
deviceSessionId,
gatewayResponsePublicKey: GATEWAY_RESPONSE_PUBLIC_KEY,
});
// Register the `game.turn.ready` dispatch before the
// network roundtrips below so an event delivered
// while `gameState.init` is still in flight is not
// dropped by the singleton stream. `markPendingTurn`
// already protects against turns that do not advance
// past the current snapshot.
unsubTurnReady = eventStream.on("game.turn.ready", (event) => {
const parsed = parseTurnReadyPayload(event);
if (parsed === null || parsed.gameId !== gameId) {
return;
}
gameState.markPendingTurn(parsed.turn);
});
await Promise.all([
gameState.init({ client, cache, gameId }),
orderDraft.init({ cache, gameId }),
@@ -299,6 +371,10 @@ fresh.
});
onDestroy(() => {
if (unsubTurnReady !== null) {
unsubTurnReady();
unsubTurnReady = null;
}
gameState.dispose();
orderDraft.dispose();
selection.dispose();
+28
View File
@@ -6,6 +6,7 @@
// truth; this TS copy stays small enough to read against that test.
const RESPONSE_DOMAIN_MARKER_V1 = "galaxy-response-v1";
const EVENT_DOMAIN_MARKER_V1 = "galaxy-event-v1";
export interface ResponseSigningFields {
protocolVersion: string;
@@ -15,6 +16,15 @@ export interface ResponseSigningFields {
payloadHash: Uint8Array;
}
export interface EventSigningFields {
eventType: string;
eventId: string;
timestampMs: bigint;
requestId: string;
traceId: string;
payloadHash: Uint8Array;
}
export function buildResponseSigningInput(
fields: ResponseSigningFields,
): Uint8Array {
@@ -28,6 +38,24 @@ export function buildResponseSigningInput(
return new Uint8Array(parts);
}
// `buildEventSigningInput` mirrors `ui/core/canon/event.go`
// `BuildEventSigningInput`. The Go-side parity test
// (`gateway/authn/parity_with_ui_core_test.go`) is the source of truth;
// this TS copy stays close enough to that test to read against it.
export function buildEventSigningInput(
fields: EventSigningFields,
): Uint8Array {
const parts: number[] = [];
appendLengthPrefixedString(parts, EVENT_DOMAIN_MARKER_V1);
appendLengthPrefixedString(parts, fields.eventType);
appendLengthPrefixedString(parts, fields.eventId);
appendBigEndianUint64(parts, fields.timestampMs);
appendLengthPrefixedString(parts, fields.requestId);
appendLengthPrefixedString(parts, fields.traceId);
appendLengthPrefixedBytes(parts, fields.payloadHash);
return new Uint8Array(parts);
}
function appendLengthPrefixedString(dst: number[], value: string): void {
const bytes = new TextEncoder().encode(value);
appendLengthPrefixedBytes(dst, bytes);
@@ -0,0 +1,94 @@
// `forgeGatewayEventFrame` produces one Connect HTTP/1.1
// server-streaming frame carrying a `GatewayEvent` signed with the
// fixture private key. The Playwright `turn-ready.spec.ts` route
// handler returns this body when the UI opens `SubscribeEvents` so
// the production verification path (`core.verifyEvent`) accepts the
// frame under the matching public key the dev server picks up via
// `VITE_GATEWAY_RESPONSE_PUBLIC_KEY`.
//
// Connect HTTP/1.1 server-streaming framing per request:
// 1 byte flag (0x00 = message)
// 4 bytes length (big-endian, payload size)
// N bytes payload (JSON-encoded GatewayEvent for the JSON codec)
//
// The route handler closes the response after one frame; the UI's
// `events.svelte.ts` reconnect loop treats the abrupt end-of-body as
// a transient error and backs off, which keeps the toast visible
// long enough for the test to assert on it.
import { create, toJsonString } from "@bufbuild/protobuf";
import { webcrypto } from "node:crypto";
import { GatewayEventSchema } from "../../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
import { buildEventSigningInput } from "./canon";
import {
FIXTURE_PRIVATE_KEY_PKCS8_BASE64,
decodeBase64,
} from "./gateway-key";
export interface ForgedEventInput {
eventType: string;
eventId: string;
timestampMs: bigint;
requestId: string;
traceId: string;
payloadBytes: Uint8Array;
}
let cachedPrivateKey: CryptoKey | null = null;
async function privateKey(): Promise<CryptoKey> {
if (cachedPrivateKey !== null) {
return cachedPrivateKey;
}
const pkcs8 = decodeBase64(FIXTURE_PRIVATE_KEY_PKCS8_BASE64);
cachedPrivateKey = await webcrypto.subtle.importKey(
"pkcs8",
pkcs8,
{ name: "Ed25519" },
false,
["sign"],
);
return cachedPrivateKey;
}
async function sha256(payload: Uint8Array): Promise<Uint8Array> {
const digest = await webcrypto.subtle.digest("SHA-256", payload);
return new Uint8Array(digest);
}
export async function forgeGatewayEventFrame(
input: ForgedEventInput,
): Promise<Uint8Array> {
const payloadHash = await sha256(input.payloadBytes);
const canonical = buildEventSigningInput({
eventType: input.eventType,
eventId: input.eventId,
timestampMs: input.timestampMs,
requestId: input.requestId,
traceId: input.traceId,
payloadHash,
});
const signatureBuf = await webcrypto.subtle.sign(
{ name: "Ed25519" },
await privateKey(),
canonical,
);
const event = create(GatewayEventSchema, {
eventType: input.eventType,
eventId: input.eventId,
timestampMs: input.timestampMs,
payloadBytes: input.payloadBytes,
payloadHash,
signature: new Uint8Array(signatureBuf),
requestId: input.requestId,
traceId: input.traceId,
});
const body = new TextEncoder().encode(
toJsonString(GatewayEventSchema, event),
);
const frame = new Uint8Array(5 + body.length);
frame[0] = 0x00; // message frame
new DataView(frame.buffer).setUint32(1, body.length, false);
frame.set(body, 5);
return frame;
}
+194
View File
@@ -0,0 +1,194 @@
// Phase 24 end-to-end coverage for the push-event path. Boots an
// authenticated session, mocks the gateway calls the in-game shell
// makes (`lobby.my.games.list`, `user.games.report`), and serves one
// signed `game.turn.ready` frame on the `SubscribeEvents` stream.
// The test asserts the toast surfaces with the new turn, the action
// button advances the store onto the new turn, and the header
// reflects the freshly-loaded snapshot.
import { fromJson, type JsonValue } from "@bufbuild/protobuf";
import { expect, test, type Page } from "@playwright/test";
import { ByteBuffer } from "flatbuffers";
import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
import { UUID } from "../../src/proto/galaxy/fbs/common";
import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
import {
buildMyGamesListPayload,
type GameFixture,
} from "./fixtures/lobby-fbs";
import { buildReportPayload } from "./fixtures/report-fbs";
import { forgeGatewayEventFrame } from "./fixtures/sign-event";
const SESSION_ID = "phase-24-turn-ready-session";
const GAME_ID = "11111111-2222-3333-4444-555555555555";
interface MockState {
currentTurn: number;
reportRequests: Array<{ turn: number }>;
subscribeHits: number;
}
async function mockGateway(page: Page): Promise<MockState> {
const state: MockState = {
currentTurn: 4,
reportRequests: [],
subscribeHits: 0,
};
const baseGame = (): GameFixture => ({
gameId: GAME_ID,
gameName: "Phase 24 Game",
gameType: "private",
status: "running",
ownerUserId: "user-1",
minPlayers: 2,
maxPlayers: 8,
enrollmentEndsAtMs: BigInt(Date.now() + 86_400_000),
createdAtMs: BigInt(Date.now() - 86_400_000),
updatedAtMs: BigInt(Date.now()),
currentTurn: state.currentTurn,
});
await page.route(
"**/galaxy.gateway.v1.EdgeGateway/ExecuteCommand",
async (route) => {
const reqText = route.request().postData();
if (reqText === null) {
await route.fulfill({ status: 400 });
return;
}
const req = fromJson(
ExecuteCommandRequestSchema,
JSON.parse(reqText) as JsonValue,
);
let resultCode = "ok";
let payload: Uint8Array;
switch (req.messageType) {
case "lobby.my.games.list":
payload = buildMyGamesListPayload([baseGame()]);
break;
case "user.games.report": {
const decoded = GameReportRequest.getRootAsGameReportRequest(
new ByteBuffer(req.payloadBytes),
);
const turn = decoded.turn();
state.reportRequests.push({ turn });
payload = buildReportPayload({
turn,
mapWidth: 4000,
mapHeight: 4000,
localPlanets: [
{ number: 1, name: "Home", x: 1000, y: 1000 },
],
});
break;
}
default:
resultCode = "internal_error";
payload = new Uint8Array();
}
const body = await forgeExecuteCommandResponseJson({
requestId: req.requestId,
timestampMs: BigInt(Date.now()),
resultCode,
payloadBytes: payload,
});
await route.fulfill({
status: 200,
contentType: "application/json",
body,
});
},
);
// The first SubscribeEvents request from the root layout receives
// one signed `game.turn.ready` frame for turn 5; subsequent
// reconnect attempts (events.ts retries after the abrupt
// end-of-body) are held open indefinitely so the toast stays
// visible long enough for the test to interact with it.
await page.route(
"**/galaxy.gateway.v1.EdgeGateway/SubscribeEvents",
async (route) => {
state.subscribeHits += 1;
if (state.subscribeHits === 1) {
const payload = new TextEncoder().encode(
JSON.stringify({ game_id: GAME_ID, turn: 5 }),
);
const frame = await forgeGatewayEventFrame({
eventType: "game.turn.ready",
eventId: "evt-turn-ready-1",
timestampMs: BigInt(Date.now()),
requestId: "req-turn-ready-1",
traceId: "trace-turn-ready-1",
payloadBytes: payload,
});
await route.fulfill({
status: 200,
contentType: "application/connect+json",
body: Buffer.from(frame),
});
return;
}
await new Promise<void>(() => {});
},
);
return state;
}
async function bootSession(page: Page): Promise<void> {
await page.goto("/__debug/store");
await expect(page.getByTestId("debug-store-ready")).toBeVisible();
await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
await page.evaluate(() => window.__galaxyDebug!.clearSession());
await page.evaluate(
(id) => window.__galaxyDebug!.setDeviceSessionId(id),
SESSION_ID,
);
}
test("signed game.turn.ready frame surfaces the toast", async ({ page }) => {
await mockGateway(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/map`);
// Initial chrome reflects the bootstrap currentTurn=4.
await expect(page.getByTestId("active-view-map")).toHaveAttribute(
"data-status",
"ready",
);
await expect(page.getByTestId("game-shell-headline")).toContainText(
"turn 4",
);
// The signed push frame is delivered to the singleton event
// stream → the per-game layout handler marks pendingTurn=5 → the
// toast becomes visible carrying the new turn number and the
// `view now` action label.
await expect(page.getByTestId("toast")).toBeVisible({ timeout: 5_000 });
await expect(page.getByTestId("toast-message")).toContainText("5");
await expect(page.getByTestId("toast-action")).toBeVisible();
});
test("manual dismiss clears the turn-ready toast without advancing the view", async ({
page,
}) => {
await mockGateway(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/map`);
await expect(page.getByTestId("toast")).toBeVisible({ timeout: 5_000 });
await page.getByTestId("toast-close").click();
await expect(page.getByTestId("toast")).toBeHidden();
// `pendingTurn` is still set — the user simply chose not to
// advance — so the header continues to show the older turn.
await expect(page.getByTestId("game-shell-headline")).toContainText(
"turn 4",
);
});
+324
View File
@@ -0,0 +1,324 @@
// Vitest coverage for the SubscribeEvents stream consumer in
// `src/api/events.svelte.ts`. The tests drive the singleton through
// its lifecycle with a `createRouterTransport` fake — the same
// pattern `galaxy-client.test.ts` uses for unary calls, extended to
// async-generator handlers for server-streaming RPCs.
//
// The session store is mocked so `signOut("revoked")` is observable
// without instantiating the real keystore/IndexedDB chain.
import { afterEach, beforeEach, describe, expect, test, vi } from "vitest";
import { create } from "@bufbuild/protobuf";
import {
Code,
ConnectError,
createClient,
createRouterTransport,
} from "@connectrpc/connect";
import {
EdgeGateway,
GatewayEventSchema,
type GatewayEvent,
} from "../src/proto/galaxy/gateway/v1/edge_gateway_pb";
let sessionStatus: "anonymous" | "authenticated" = "anonymous";
const signOutSpy = vi.fn();
vi.mock("../src/lib/session-store.svelte", () => ({
session: {
get status(): string {
return sessionStatus;
},
signOut: (...args: unknown[]) => signOutSpy(...args),
},
}));
// The import must come after vi.mock so the module reads the mocked
// session reference.
const {
eventStream,
} = await import("../src/api/events.svelte");
import type { Core } from "../src/platform/core/index";
import type { DeviceKeypair } from "../src/platform/store/index";
beforeEach(() => {
eventStream.resetForTests();
signOutSpy.mockReset();
sessionStatus = "anonymous";
});
afterEach(() => {
eventStream.resetForTests();
});
function mockCore(overrides?: Partial<Core>): Core {
return {
signRequest: () => new Uint8Array([1, 2, 3]),
verifyResponse: () => true,
verifyEvent: () => true,
verifyPayloadHash: () => true,
driveEffective: () => 0,
emptyMass: () => 0,
weaponsBlockMass: () => 0,
fullMass: () => 0,
speed: () => 0,
cargoCapacity: () => 0,
carryingMass: () => 0,
blockUpgradeCost: () => 0,
...overrides,
} as Core;
}
function mockKeypair(): DeviceKeypair {
return {
publicKey: new Uint8Array(32),
sign: async () => new Uint8Array(64),
};
}
function buildEvent(eventType: string, payload: Uint8Array): GatewayEvent {
return create(GatewayEventSchema, {
eventType,
eventId: `event-${eventType}-${Math.random().toString(16).slice(2, 8)}`,
timestampMs: 1n,
payloadBytes: payload,
payloadHash: new Uint8Array(32).fill(0xaa),
signature: new Uint8Array(64).fill(0xbb),
requestId: "req-1",
traceId: "trace-1",
});
}
function makeRouter(
streamFactory: () => AsyncIterable<GatewayEvent>,
): ReturnType<typeof createClient<typeof EdgeGateway>> {
const transport = createRouterTransport(({ service }) => {
service(EdgeGateway, {
executeCommand() {
throw new Error("not used in this test");
},
async *subscribeEvents() {
for await (const e of streamFactory()) {
yield e;
}
},
});
});
return createClient(EdgeGateway, transport);
}
describe("EventStream", () => {
test("verified events reach the registered handler", async () => {
const handler = vi.fn();
eventStream.on("game.turn.ready", handler);
const event = buildEvent(
"game.turn.ready",
new TextEncoder().encode(JSON.stringify({ game_id: "g", turn: 2 })),
);
const client = makeRouter(async function* () {
yield event;
});
const sleep = vi.fn(async () => {});
eventStream.start({
core: mockCore(),
keypair: mockKeypair(),
deviceSessionId: "device-1",
gatewayResponsePublicKey: new Uint8Array(32),
client,
sleep,
random: () => 0,
});
await vi.waitFor(() => {
expect(handler).toHaveBeenCalled();
});
expect(handler).toHaveBeenCalledTimes(1);
expect(handler.mock.calls[0]?.[0].eventType).toBe("game.turn.ready");
eventStream.stop();
});
test("handlers for other event types are not invoked", async () => {
const turnHandler = vi.fn();
const mailHandler = vi.fn();
eventStream.on("game.turn.ready", turnHandler);
eventStream.on("mail.received", mailHandler);
const event = buildEvent(
"game.turn.ready",
new TextEncoder().encode("{}"),
);
const client = makeRouter(async function* () {
yield event;
});
eventStream.start({
core: mockCore(),
keypair: mockKeypair(),
deviceSessionId: "device-1",
gatewayResponsePublicKey: new Uint8Array(32),
client,
sleep: async () => {},
random: () => 0,
});
await vi.waitFor(() => {
expect(turnHandler).toHaveBeenCalled();
});
expect(mailHandler).not.toHaveBeenCalled();
eventStream.stop();
});
test("unsubscribe removes the handler", async () => {
const handler = vi.fn();
const off = eventStream.on("game.turn.ready", handler);
off();
const event = buildEvent(
"game.turn.ready",
new TextEncoder().encode("{}"),
);
const client = makeRouter(async function* () {
yield event;
});
const sleepSpy = vi.fn(async () => {});
eventStream.start({
core: mockCore(),
keypair: mockKeypair(),
deviceSessionId: "device-1",
gatewayResponsePublicKey: new Uint8Array(32),
client,
sleep: sleepSpy,
random: () => 0,
});
await vi.waitFor(() => {
// Stream finished — either status became idle, or the loop
// is at backoff after a clean close on an anonymous
// session (which goes straight to idle as well).
expect(eventStream.connectionStatus).toBe("idle");
});
expect(handler).not.toHaveBeenCalled();
eventStream.stop();
});
test("bad signature tears down the stream and reconnects", async () => {
const handler = vi.fn();
eventStream.on("game.turn.ready", handler);
let verifyCalls = 0;
const core = mockCore({
verifyEvent: () => {
verifyCalls += 1;
return verifyCalls > 1; // first event fails, then passes
},
});
let streamCalls = 0;
const client = makeRouter(async function* () {
streamCalls += 1;
yield buildEvent(
"game.turn.ready",
new TextEncoder().encode("{}"),
);
});
const sleepCalls: number[] = [];
eventStream.start({
core,
keypair: mockKeypair(),
deviceSessionId: "device-1",
gatewayResponsePublicKey: new Uint8Array(32),
client,
sleep: async (ms) => {
sleepCalls.push(ms);
},
random: () => 0, // full-jitter = 0 → instant retry
});
await vi.waitFor(() => {
expect(handler).toHaveBeenCalled();
});
// Two stream openings: first one rejected on bad signature,
// second one delivered the good event.
expect(streamCalls).toBeGreaterThanOrEqual(2);
// Backoff was scheduled between attempts.
expect(sleepCalls.length).toBeGreaterThanOrEqual(1);
eventStream.stop();
});
test("unauthenticated error signs the session out", async () => {
sessionStatus = "authenticated";
const client = makeRouter(async function* () {
yield* [];
throw new ConnectError("revoked", Code.Unauthenticated);
});
eventStream.start({
core: mockCore(),
keypair: mockKeypair(),
deviceSessionId: "device-1",
gatewayResponsePublicKey: new Uint8Array(32),
client,
sleep: async () => {},
random: () => 0,
});
await vi.waitFor(() => {
expect(signOutSpy).toHaveBeenCalled();
});
expect(signOutSpy).toHaveBeenCalledWith("revoked");
eventStream.stop();
});
test("clean end-of-stream on an authenticated session is the revocation signal", async () => {
sessionStatus = "authenticated";
const client = makeRouter(async function* () {
yield* [];
});
eventStream.start({
core: mockCore(),
keypair: mockKeypair(),
deviceSessionId: "device-1",
gatewayResponsePublicKey: new Uint8Array(32),
client,
sleep: async () => {},
random: () => 0,
});
await vi.waitFor(() => {
expect(signOutSpy).toHaveBeenCalledWith("revoked");
});
eventStream.stop();
});
test("connectionStatus transitions through connecting → connected → idle", async () => {
expect(eventStream.connectionStatus).toBe("idle");
const event = buildEvent(
"game.turn.ready",
new TextEncoder().encode("{}"),
);
const observed: string[] = [];
const client = makeRouter(async function* () {
yield event;
});
const handler = vi.fn(() => {
observed.push(eventStream.connectionStatus);
});
eventStream.on("game.turn.ready", handler);
eventStream.start({
core: mockCore(),
keypair: mockKeypair(),
deviceSessionId: "device-1",
gatewayResponsePublicKey: new Uint8Array(32),
client,
sleep: async () => {},
random: () => 0,
});
await vi.waitFor(() => {
expect(handler).toHaveBeenCalled();
});
// Inside the handler, status had already flipped to connected.
expect(observed).toContain("connected");
eventStream.stop();
});
});
+94
View File
@@ -23,12 +23,21 @@ import { IDBCache } from "../src/platform/store/idb-cache";
import { openGalaxyDB, type GalaxyDB } from "../src/platform/store/idb";
import type { IDBPDatabase } from "idb";
import { UUID } from "../src/proto/galaxy/fbs/common";
import { ByteBuffer } from "flatbuffers";
import {
GameReportRequest,
LocalPlanet,
Report,
ShipClass,
} from "../src/proto/galaxy/fbs/report";
function decodeRequestedTurn(payload: Uint8Array): number {
const req = GameReportRequest.getRootAsGameReportRequest(
new ByteBuffer(payload),
);
return req.turn();
}
const listMyGamesSpy = vi.fn();
vi.mock("../src/api/lobby", async () => {
const actual = await vi.importActual<typeof import("../src/api/lobby")>(
@@ -291,6 +300,91 @@ describe("GameStateStore", () => {
expect(store.error).toBe("device session missing");
});
test("setGame opens last-viewed turn and surfaces pendingTurn when server is ahead", async () => {
await cache.put("game-prefs", `${GAME_ID}/last-viewed-turn`, 4);
listMyGamesSpy.mockResolvedValue([makeGameSummary(7)]);
const requestedTurns: number[] = [];
const client = makeFakeClient(async (_messageType, payload) => {
const turn = decodeRequestedTurn(payload);
requestedTurns.push(turn);
return {
resultCode: "ok",
payloadBytes: buildReportPayload({ turn }),
};
});
const store = new GameStateStore();
await store.init({ client, cache, gameId: GAME_ID });
expect(requestedTurns).toEqual([4]);
expect(store.report?.turn).toBe(4);
expect(store.currentTurn).toBe(4);
expect(store.pendingTurn).toBe(7);
store.dispose();
});
test("markPendingTurn records server-side advance without a network call", async () => {
listMyGamesSpy.mockResolvedValue([makeGameSummary(3)]);
let calls = 0;
const client = makeFakeClient(async () => {
calls += 1;
return {
resultCode: "ok",
payloadBytes: buildReportPayload({ turn: 3 }),
};
});
const store = new GameStateStore();
await store.init({ client, cache, gameId: GAME_ID });
expect(store.pendingTurn).toBeNull();
const before = calls;
store.markPendingTurn(4);
expect(store.pendingTurn).toBe(4);
store.markPendingTurn(3); // not strictly ahead → ignored
expect(store.pendingTurn).toBe(4);
store.markPendingTurn(6);
expect(store.pendingTurn).toBe(6);
store.markPendingTurn(5); // not ahead of pending=6 → ignored
expect(store.pendingTurn).toBe(6);
expect(calls).toBe(before);
store.dispose();
});
test("advanceToPending refetches and clears the pending indicator", async () => {
await cache.put("game-prefs", `${GAME_ID}/last-viewed-turn`, 2);
const summaries = [makeGameSummary(5), makeGameSummary(5)];
let listCalls = 0;
listMyGamesSpy.mockImplementation(() => {
const out = summaries[listCalls] ?? summaries.at(-1)!;
listCalls += 1;
return Promise.resolve([out]);
});
const requestedTurns: number[] = [];
const client = makeFakeClient(async (_messageType, payload) => {
const turn = decodeRequestedTurn(payload);
requestedTurns.push(turn);
return {
resultCode: "ok",
payloadBytes: buildReportPayload({ turn }),
};
});
const store = new GameStateStore();
await store.init({ client, cache, gameId: GAME_ID });
expect(store.currentTurn).toBe(2);
expect(store.pendingTurn).toBe(5);
await store.advanceToPending();
expect(store.currentTurn).toBe(5);
expect(store.pendingTurn).toBeNull();
expect(requestedTurns).toEqual([2, 5]);
store.dispose();
});
test("decodeReport surfaces the localShipClass projection with full attributes", async () => {
listMyGamesSpy.mockResolvedValue([makeGameSummary(1)]);
const client = makeFakeClient(async () => ({
+127
View File
@@ -0,0 +1,127 @@
// Vitest coverage for the toast primitive in
// `src/lib/toast.svelte.ts`. The store keeps one active toast at a
// time, replaces it on a fresh `show`, auto-dismisses after the
// configured duration, runs the `onAction` callback once on the
// action button, and ignores a stale `dismiss(id)` whose target was
// already replaced.
import { afterEach, beforeEach, describe, expect, test, vi } from "vitest";
import { toast } from "../src/lib/toast.svelte";
beforeEach(() => {
toast.resetForTests();
vi.useFakeTimers();
});
afterEach(() => {
vi.useRealTimers();
toast.resetForTests();
});
describe("toast.show", () => {
test("sets current and assigns a fresh id", () => {
const id = toast.show({
messageKey: "common.loading",
});
expect(id).toBeTruthy();
expect(toast.current).not.toBeNull();
expect(toast.current?.id).toBe(id);
expect(toast.current?.messageKey).toBe("common.loading");
});
test("a second show replaces the previous descriptor", () => {
const first = toast.show({ messageKey: "common.loading" });
const second = toast.show({
messageKey: "common.dismiss",
});
expect(second).not.toBe(first);
expect(toast.current?.id).toBe(second);
expect(toast.current?.messageKey).toBe("common.dismiss");
});
test("auto-dismisses after durationMs", () => {
toast.show({
messageKey: "common.loading",
durationMs: 2_000,
});
expect(toast.current).not.toBeNull();
vi.advanceTimersByTime(1_999);
expect(toast.current).not.toBeNull();
vi.advanceTimersByTime(1);
expect(toast.current).toBeNull();
});
test("durationMs=null makes the toast sticky", () => {
toast.show({
messageKey: "common.loading",
durationMs: null,
});
vi.advanceTimersByTime(60_000);
expect(toast.current).not.toBeNull();
});
});
describe("toast.dismiss", () => {
test("clears current when called without an id", () => {
toast.show({ messageKey: "common.loading" });
toast.dismiss();
expect(toast.current).toBeNull();
});
test("ignores a stale id whose target was replaced", () => {
const first = toast.show({
messageKey: "common.loading",
durationMs: 5_000,
});
const second = toast.show({ messageKey: "common.dismiss" });
toast.dismiss(first);
expect(toast.current?.id).toBe(second);
expect(toast.current?.messageKey).toBe("common.dismiss");
});
test("auto-dismiss timer of the replaced toast does not clobber the live one", () => {
toast.show({ messageKey: "common.loading", durationMs: 500 });
const second = toast.show({
messageKey: "common.dismiss",
durationMs: null,
});
vi.advanceTimersByTime(500);
// The first toast's timer fired but the dismiss is a no-op
// because `current.id !== first`. The sticky second toast
// stays alive.
expect(toast.current?.id).toBe(second);
});
});
describe("onAction", () => {
test("ignored unless the action button is invoked manually", () => {
const onAction = vi.fn();
toast.show({
messageKey: "common.loading",
actionLabelKey: "common.dismiss",
onAction,
});
vi.advanceTimersByTime(1_000);
expect(onAction).not.toHaveBeenCalled();
});
test("toast-host wiring is exercised by the layout: callback fires when host calls onAction then dismiss", () => {
// The host component runs `onAction()` and then `dismiss(id)`.
// We simulate that sequence here to pin the contract the host
// relies on: a single invocation of the user callback per
// descriptor, and the toast clears afterwards.
const onAction = vi.fn();
const id = toast.show({
messageKey: "common.loading",
actionLabelKey: "common.dismiss",
onAction,
});
const current = toast.current;
current?.onAction?.();
toast.dismiss(current?.id);
expect(onAction).toHaveBeenCalledTimes(1);
expect(toast.current).toBeNull();
// id stays unique — a follow-up show must return a different one.
expect(toast.show({ messageKey: "common.loading" })).not.toBe(id);
});
});