Files
Ilia Denisov 2ca47eb4df ui/phase-25: backend turn-cutoff guard + auto-pause + UI sync protocol
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>
2026-05-11 22:00:16 +02:00

233 lines
6.7 KiB
TypeScript

// Component coverage for the Phase 14 order tab. The Submit button
// has been retired — every successful `add` / `remove` triggers
// `OrderDraftStore.scheduleSync`, so the tab is mostly a status
// surface. Tests assert the per-row status badge transitions and
// the bottom-bar sync state.
import "@testing-library/jest-dom/vitest";
import "fake-indexeddb/auto";
import { fireEvent, render, waitFor } from "@testing-library/svelte";
import { afterEach, beforeEach, describe, expect, test } from "vitest";
import OrderTab from "../src/lib/sidebar/order-tab.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../src/sync/order-draft.svelte";
import { i18n } from "../src/lib/i18n/index.svelte";
import type { OrderCommand } from "../src/sync/order-types";
import { IDBCache } from "../src/platform/store/idb-cache";
import { openGalaxyDB } from "../src/platform/store/idb";
import { recordingClient } from "./helpers/fake-order-client";
const GAME_ID = "11111111-2222-3333-4444-555555555555";
let db: Awaited<ReturnType<typeof openGalaxyDB>>;
let dbName: string;
beforeEach(async () => {
dbName = `galaxy-order-tab-${crypto.randomUUID()}`;
db = await openGalaxyDB(dbName);
i18n.resetForTests("en");
});
afterEach(async () => {
db.close();
await new Promise<void>((resolve) => {
const req = indexedDB.deleteDatabase(dbName);
req.onsuccess = () => resolve();
req.onerror = () => resolve();
req.onblocked = () => resolve();
});
});
async function makeDraft(
commands: OrderCommand[],
): Promise<{ draft: OrderDraftStore; context: Map<unknown, unknown> }> {
const cache = new IDBCache(db);
const draft = new OrderDraftStore();
await draft.init({ cache, gameId: GAME_ID });
for (const cmd of commands) {
await draft.add(cmd);
}
const context = new Map<unknown, unknown>([
[ORDER_DRAFT_CONTEXT_KEY, draft],
]);
return { draft, context };
}
describe("order-tab", () => {
test("renders the empty state when the draft has no commands", async () => {
const { draft, context } = await makeDraft([]);
const ui = render(OrderTab, { context });
expect(ui.getByTestId("order-empty")).toBeVisible();
expect(ui.queryByTestId("order-list")).toBeNull();
// The sync bar still renders so the user can see the
// idle / synced / error transitions.
expect(ui.getByTestId("order-sync")).toBeVisible();
draft.dispose();
});
test("invalid command shows the invalid status badge", async () => {
const { draft, context } = await makeDraft([
{ kind: "planetRename", id: "id-1", planetNumber: 1, name: "" },
]);
const ui = render(OrderTab, { context });
expect(ui.getByTestId("order-command-status-0")).toHaveTextContent(
"invalid",
);
draft.dispose();
});
test("auto-sync flips the row to applied and the sync bar to synced", async () => {
const handle = recordingClient(GAME_ID, "ok");
const { draft, context } = await makeDraft([]);
draft.bindClient(handle.client);
const ui = render(OrderTab, { context });
await draft.add({
kind: "planetRename",
id: "id-1",
planetNumber: 1,
name: "Earth",
});
await handle.waitForCalls(1);
await waitFor(() => {
expect(ui.getByTestId("order-command-status-0")).toHaveTextContent(
"applied",
);
});
await waitFor(() => {
expect(ui.getByTestId("order-sync")).toHaveAttribute(
"data-sync-status",
"synced",
);
});
expect(handle.calls).toHaveLength(1);
expect(handle.calls[0]!.commandIds).toEqual(["id-1"]);
draft.dispose();
});
test("removing the last command sends an empty cmd[] PUT", async () => {
const handle = recordingClient(GAME_ID, "ok");
const { draft, context } = await makeDraft([]);
draft.bindClient(handle.client);
await draft.add({
kind: "planetRename",
id: "id-1",
planetNumber: 1,
name: "Earth",
});
await handle.waitForCalls(1);
const ui = render(OrderTab, { context });
await fireEvent.click(ui.getByTestId("order-command-delete-0"));
await handle.waitForCalls(2);
expect(handle.calls[1]!.commandIds).toEqual([]);
expect(draft.commands).toEqual([]);
await waitFor(() => {
expect(ui.getByTestId("order-empty")).toBeVisible();
});
draft.dispose();
});
test("non-ok response surfaces the sync error and a retry button", async () => {
const handle = recordingClient(GAME_ID, "rejected");
const { draft, context } = await makeDraft([]);
draft.bindClient(handle.client);
const ui = render(OrderTab, { context });
await draft.add({
kind: "planetRename",
id: "id-1",
planetNumber: 1,
name: "Earth",
});
await handle.waitForCalls(1);
await waitFor(() => {
expect(ui.getByTestId("order-sync")).toHaveAttribute(
"data-sync-status",
"error",
);
});
expect(ui.getByTestId("order-sync-retry")).toBeVisible();
expect(ui.getByTestId("order-command-status-0")).toHaveTextContent(
"rejected",
);
// Retry the call now that the fixture answers ok.
handle.setOutcome("ok");
await fireEvent.click(ui.getByTestId("order-sync-retry"));
await handle.waitForCalls(2);
await waitFor(() => {
expect(draft.statuses["id-1"]).toBe("applied");
});
await waitFor(() => {
expect(ui.getByTestId("order-sync")).toHaveAttribute(
"data-sync-status",
"synced",
);
});
draft.dispose();
});
test("turn_already_closed surfaces the conflict banner with the turn", async () => {
const handle = recordingClient(GAME_ID, "turn_already_closed");
const { draft, context } = await makeDraft([]);
draft.bindClient(handle.client, { getCurrentTurn: () => 12 });
const ui = render(OrderTab, { context });
await draft.add({
kind: "planetRename",
id: "id-1",
planetNumber: 1,
name: "Earth",
});
await handle.waitForCalls(1);
await waitFor(() => {
const banner = ui.getByTestId("order-conflict-banner");
expect(banner).toBeVisible();
expect(banner).toHaveTextContent("Turn 12");
expect(banner).toHaveAttribute("data-conflict-turn", "12");
});
expect(ui.getByTestId("order-command-status-0")).toHaveTextContent("conflict");
expect(ui.getByTestId("order-sync")).toHaveAttribute(
"data-sync-status",
"conflict",
);
draft.dispose();
});
test("game_paused surfaces the paused banner and blocks retry", async () => {
const handle = recordingClient(GAME_ID, "game_paused");
const { draft, context } = await makeDraft([]);
draft.bindClient(handle.client);
const ui = render(OrderTab, { context });
await draft.add({
kind: "planetRename",
id: "id-1",
planetNumber: 1,
name: "Earth",
});
await handle.waitForCalls(1);
await waitFor(() => {
expect(ui.getByTestId("order-paused-banner")).toBeVisible();
});
expect(ui.getByTestId("order-sync")).toHaveAttribute(
"data-sync-status",
"paused",
);
// No retry button is shown for paused state.
expect(ui.queryByTestId("order-sync-retry")).toBeNull();
draft.dispose();
});
});