Files
galaxy-game/ui/frontend/src/sync/order-draft.svelte.ts
T
Ilia Denisov f80c623a74 ui/phase-14: rename planet end-to-end + order read-back
Wires the first end-to-end command through the full pipeline:
inspector rename action → local order draft → user.games.order
submit → optimistic overlay on map / inspector → server hydration
on cache miss via the new user.games.order.get message type.

Backend: GET /api/v1/user/games/{id}/orders forwards to engine
GET /api/v1/order. Gateway parses the engine PUT response into the
extended UserGamesOrderResponse FBS envelope and adds
executeUserGamesOrderGet for the read-back path. Frontend ports
ValidateTypeName to TS, lands the inline rename editor + Submit
button, and exposes a renderedReport context so consumers see the
overlay-applied snapshot.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 11:50:09 +02:00

271 lines
9.1 KiB
TypeScript

// Per-game runes store that owns the local order draft. Mirrors the
// Phase 11 `GameStateStore` lifecycle: one instance per game, created
// in `routes/games/[id]/+layout.svelte`, exposed to descendants via
// Svelte context, disposed when the layout unmounts.
//
// Draft state is persisted into the platform `Cache` under the
// `order-drafts` namespace with a per-game key, so a reload, a
// browser restart, or a navigation through the lobby and back into
// the same game restores the previously composed list. Phase 14
// will add the submit pipeline that drains the draft to the server;
// Phase 26 will hide the order tab in history mode through a flag
// passed by the layout (the store itself remains alive across that
// transition so the draft survives history-mode round-trips).
//
// The store deliberately carries no Svelte component imports so it
// can be tested directly with a synthetic `Cache` without rendering
// any UI.
import type { Cache } from "../platform/store/index";
import type { GalaxyClient } from "../api/galaxy-client";
import { fetchOrder } from "./order-load";
import type { CommandStatus, OrderCommand } from "./order-types";
import { validateEntityName } from "$lib/util/entity-name";
const NAMESPACE = "order-drafts";
const draftKey = (gameId: string): string => `${gameId}/draft`;
/**
* ORDER_DRAFT_CONTEXT_KEY is the Svelte context key the in-game shell
* layout uses to expose its `OrderDraftStore` instance to descendants.
* The order tab and any later command-builder UI resolve the store via
* `getContext(ORDER_DRAFT_CONTEXT_KEY)`.
*/
export const ORDER_DRAFT_CONTEXT_KEY = Symbol("order-draft");
type Status = "idle" | "ready" | "error";
export class OrderDraftStore {
commands: OrderCommand[] = $state([]);
statuses: Record<string, CommandStatus> = $state({});
updatedAt = $state(0);
status: Status = $state("idle");
error: string | null = $state(null);
/**
* needsServerHydration is `true` when the cache row for this game
* was absent at `init` time. The layout reads it after both
* `gameState.init` and `orderDraft.init` resolve and, if `true`,
* calls `hydrateFromServer` once the current turn is known.
* An explicitly empty cache row sets it to `false` (the user has
* an empty draft, not a missing one).
*/
needsServerHydration = $state(false);
private cache: Cache | null = null;
private gameId = "";
private destroyed = false;
/**
* init loads the persisted draft for `opts.gameId` from `opts.cache`
* into `commands` and flips `status` to `ready`. The call is
* idempotent on the same store instance — the layout always
* constructs a fresh store per game, so there is no need to support
* mid-life game switching here.
*
* When the cache row is absent, `needsServerHydration` is set to
* `true`; the layout fans out a `hydrateFromServer` call once the
* current turn is known. An explicitly empty cache row is treated
* as "user has an empty draft" and skipped — local intent always
* wins over server snapshot.
*/
async init(opts: { cache: Cache; gameId: string }): Promise<void> {
this.cache = opts.cache;
this.gameId = opts.gameId;
try {
const stored = await opts.cache.get<OrderCommand[]>(
NAMESPACE,
draftKey(opts.gameId),
);
if (this.destroyed) return;
if (stored === undefined) {
this.commands = [];
this.needsServerHydration = true;
} else {
this.commands = Array.isArray(stored) ? [...stored] : [];
this.needsServerHydration = false;
}
this.recomputeStatuses();
this.status = "ready";
} catch (err) {
if (this.destroyed) return;
this.status = "error";
this.error = err instanceof Error ? err.message : "load failed";
}
}
/**
* hydrateFromServer fetches the player's stored order from the
* gateway when the cache row was absent at boot. The result is
* merged into `commands` and persisted so subsequent reloads
* prefer the cached version. Failures are non-fatal — the draft
* stays empty and the user can keep composing.
*/
async hydrateFromServer(opts: {
client: GalaxyClient;
turn: number;
}): Promise<void> {
if (this.status !== "ready" || !this.needsServerHydration) return;
this.needsServerHydration = false;
try {
const fetched = await fetchOrder(opts.client, this.gameId, opts.turn);
if (this.destroyed) return;
this.commands = fetched.commands;
this.updatedAt = fetched.updatedAt;
this.recomputeStatuses();
await this.persist();
} catch (err) {
if (this.destroyed) return;
console.warn(
"order-draft: server hydration failed; staying on empty draft",
err,
);
}
}
/**
* add appends a command to the end of the draft, runs local
* validation for the new entry, and persists the updated list.
* Mutations made before `init` resolves are ignored — the layout
* always awaits `init` before exposing the store.
*/
async add(command: OrderCommand): Promise<void> {
if (this.status !== "ready") return;
this.commands = [...this.commands, command];
this.statuses = { ...this.statuses, [command.id]: validateCommand(command) };
await this.persist();
}
/**
* remove drops the command with the given id from the draft and
* persists the result. A miss is a no-op.
*/
async remove(id: string): Promise<void> {
if (this.status !== "ready") return;
const next = this.commands.filter((cmd) => cmd.id !== id);
if (next.length === this.commands.length) return;
this.commands = next;
const nextStatuses = { ...this.statuses };
delete nextStatuses[id];
this.statuses = nextStatuses;
await this.persist();
}
/**
* move relocates the command at `fromIndex` to `toIndex`, shifting
* the intermediate commands. Out-of-range indices and identical
* positions are no-ops; both indices are clamped against the
* current `commands` length.
*/
async move(fromIndex: number, toIndex: number): Promise<void> {
if (this.status !== "ready") return;
const length = this.commands.length;
if (fromIndex < 0 || fromIndex >= length) return;
if (toIndex < 0 || toIndex >= length) return;
if (fromIndex === toIndex) return;
const next = [...this.commands];
const [picked] = next.splice(fromIndex, 1);
if (picked === undefined) return;
next.splice(toIndex, 0, picked);
this.commands = next;
await this.persist();
}
/**
* markSubmitting flips the status of every entry in `ids` to
* `submitting` so the order tab can disable per-row controls and
* show a spinner. The state machine runs `valid → submitting →
* applied | rejected` (see ui/docs/order-composer.md).
*/
markSubmitting(ids: string[]): void {
const next = { ...this.statuses };
for (const id of ids) {
next[id] = "submitting";
}
this.statuses = next;
}
/**
* applyResults merges the verdict map returned by `submitOrder`
* into the per-command status map. Entries not present in the
* map keep their current status — useful when only a subset of
* commands round-tripped to the server. The engine-assigned
* `updatedAt` is also stashed for the next submit's stale-order
* detection (kept as plumbing only in Phase 14).
*/
applyResults(opts: {
results: Map<string, CommandStatus>;
updatedAt: number;
}): void {
const next = { ...this.statuses };
for (const [id, status] of opts.results.entries()) {
next[id] = status;
}
this.statuses = next;
this.updatedAt = opts.updatedAt;
}
/**
* markRejected switches every supplied id to `rejected`. Used by
* the order tab when `submitOrder` returns `ok: false` — the
* gateway didn't process any command, so the entire batch is
* treated as rejected.
*/
markRejected(ids: string[]): void {
const next = { ...this.statuses };
for (const id of ids) {
next[id] = "rejected";
}
this.statuses = next;
}
/**
* revertSubmittingToValid resets every entry currently in
* `submitting` back to its pre-submit status (typically `valid`).
* Called when the network layer throws an exception so the
* operator can retry without the rows looking stuck mid-flight.
*/
revertSubmittingToValid(): void {
const next = { ...this.statuses };
for (const cmd of this.commands) {
if (next[cmd.id] === "submitting") {
next[cmd.id] = validateCommand(cmd);
}
}
this.statuses = next;
}
dispose(): void {
this.destroyed = true;
this.cache = null;
}
private recomputeStatuses(): void {
const next: Record<string, CommandStatus> = {};
for (const cmd of this.commands) {
next[cmd.id] = validateCommand(cmd);
}
this.statuses = next;
}
private async persist(): Promise<void> {
if (this.cache === null || this.destroyed) return;
// `commands` is `$state`, so individual entries are proxies.
// IndexedDB's structured clone refuses to clone proxies, so the
// snapshot must be taken before the put.
const snapshot = $state.snapshot(this.commands) as OrderCommand[];
await this.cache.put(NAMESPACE, draftKey(this.gameId), snapshot);
}
}
function validateCommand(cmd: OrderCommand): CommandStatus {
switch (cmd.kind) {
case "planetRename":
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
case "placeholder":
// Phase 12 placeholder entries are content-free and never
// transition out of `draft` — they are not submittable.
return "draft";
}
}