Files
galaxy-game/ui/frontend/src/api/game-state.ts
T
Ilia Denisov 229c43beb5 ui/phase-14: auto-sync order draft + always GET on boot + header headline
Replaces the manual Submit button with an auto-sync pipeline driven
by `OrderDraftStore`: every successful add / remove / move
coalesces a `submitOrder` call so the engine always mirrors the
local draft. Removing the last command sends an empty cmd[] PUT —
the engine, repo, and rest model now accept that as a valid
"player cleared their draft" state.

`hydrateFromServer` is now invoked unconditionally on game boot so
a fresh device picks up the player's stored order, and the local
cache is overwritten by the server's view (server is the source of
truth).

Header replaces the static "race ?" + turn counter with a single
headline string `<race> @ <game>, turn <n>`, sourced from the
engine's Report.race + the lobby's GameSummary.gameName + the live
turn number, with a `?` fallback while any piece is loading.

Tests:
- engine: empty PUT round-trips, repo round-trips empty Commands
- order-draft: auto-sync sends full draft on every mutation,
  rejected response surfaces error sync status, rapid mutations
  coalesce, server hydration overwrites cache
- order-tab: per-row status flips through the auto-sync lifecycle,
  remove → empty cmd[] PUT, rejected → retry button
- inspector overlay: applied + valid + submitting all participate
  in the optimistic projection
- header: live race / game / turn rendering with fall-back

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 13:34:10 +02:00

280 lines
8.3 KiB
TypeScript

// Typed wrapper around `GalaxyClient.executeCommand("user.games.report",
// ...)`. The signed-gRPC wire shape is the FlatBuffers
// `report.GameReportRequest` for the request and `report.Report` for
// the response (see `pkg/schema/fbs/report.fbs`). Full ship / fleet /
// science decoding lands in Phases 17-22.
//
// Phase 13 expanded the per-planet projection so the inspector can
// render every documented field without a second round-trip. Each
// planet field is optional: the FBS schema carries different field
// sets for `LocalPlanet`, `OtherPlanet`, `UninhabitedPlanet`, and
// `UnidentifiedPlanet`, and the wrapper preserves that nullability
// instead of inventing zero values.
//
// Phase 14 adds `applyOrderOverlay`: every applied / submitting
// rename in the local draft swaps the planet name on the rendered
// report so the player sees their intent reflected immediately,
// without waiting for the next turn cutoff.
import { Builder, ByteBuffer } from "flatbuffers";
import type { GalaxyClient } from "./galaxy-client";
import { UUID } from "../proto/galaxy/fbs/common";
import {
GameReportRequest,
Report,
} from "../proto/galaxy/fbs/report";
import type { CommandStatus, OrderCommand } from "../sync/order-types";
const MESSAGE_TYPE = "user.games.report";
export class GameStateError extends Error {
readonly resultCode: string;
readonly code: string;
constructor(resultCode: string, code: string, message: string) {
super(message);
this.name = "GameStateError";
this.resultCode = resultCode;
this.code = code;
}
}
export interface ReportPlanet {
number: number;
name: string;
x: number;
y: number;
kind: "local" | "other" | "uninhabited" | "unidentified";
owner: string | null;
size: number | null;
resources: number | null;
// Engine field naming carries history: `capital` ($) is the
// industry stockpile, `material` (M) is the materials stockpile.
// `pkg/model/report/planet.go` is the source of truth for these.
industryStockpile: number | null;
materialsStockpile: number | null;
industry: number | null;
population: number | null;
colonists: number | null;
production: string | null;
freeIndustry: number | null;
}
export interface GameReport {
turn: number;
mapWidth: number;
mapHeight: number;
planetCount: number;
planets: ReportPlanet[];
/**
* race is the calling player's race name as resolved by the
* engine from the runtime player mapping. Empty when the engine
* has not produced a report yet (boot state).
*/
race: string;
}
export async function fetchGameReport(
client: GalaxyClient,
gameId: string,
turn: number,
): Promise<GameReport> {
const builder = new Builder(64);
const [hi, lo] = uuidToHiLo(gameId);
const gameIdOffset = UUID.createUUID(builder, hi, lo);
GameReportRequest.startGameReportRequest(builder);
GameReportRequest.addGameId(builder, gameIdOffset);
GameReportRequest.addTurn(builder, turn);
builder.finish(GameReportRequest.endGameReportRequest(builder));
const result = await client.executeCommand(MESSAGE_TYPE, builder.asUint8Array());
if (result.resultCode !== "ok") {
const { code, message } = decodeErrorMessage(result.payloadBytes);
throw new GameStateError(result.resultCode, code, message);
}
const buffer = new ByteBuffer(result.payloadBytes);
const report = Report.getRootAsReport(buffer);
return decodeReport(report);
}
function decodeReport(report: Report): GameReport {
const planets: ReportPlanet[] = [];
for (let i = 0; i < report.localPlanetLength(); i++) {
const p = report.localPlanet(i);
if (p === null) continue;
planets.push({
number: Number(p.number()),
name: p.name() ?? "",
x: p.x(),
y: p.y(),
kind: "local",
owner: null,
size: p.size(),
resources: p.resources(),
industryStockpile: p.capital(),
materialsStockpile: p.material(),
industry: p.industry(),
population: p.population(),
colonists: p.colonists(),
production: p.production() ?? null,
freeIndustry: p.freeIndustry(),
});
}
for (let i = 0; i < report.otherPlanetLength(); i++) {
const p = report.otherPlanet(i);
if (p === null) continue;
planets.push({
number: Number(p.number()),
name: p.name() ?? "",
x: p.x(),
y: p.y(),
kind: "other",
owner: p.owner() ?? null,
size: p.size(),
resources: p.resources(),
industryStockpile: p.capital(),
materialsStockpile: p.material(),
industry: p.industry(),
population: p.population(),
colonists: p.colonists(),
production: p.production() ?? null,
freeIndustry: p.freeIndustry(),
});
}
for (let i = 0; i < report.uninhabitedPlanetLength(); i++) {
const p = report.uninhabitedPlanet(i);
if (p === null) continue;
planets.push({
number: Number(p.number()),
name: p.name() ?? "",
x: p.x(),
y: p.y(),
kind: "uninhabited",
owner: null,
size: p.size(),
resources: p.resources(),
industryStockpile: p.capital(),
materialsStockpile: p.material(),
industry: null,
population: null,
colonists: null,
production: null,
freeIndustry: null,
});
}
for (let i = 0; i < report.unidentifiedPlanetLength(); i++) {
const p = report.unidentifiedPlanet(i);
if (p === null) continue;
planets.push({
number: Number(p.number()),
name: "",
x: p.x(),
y: p.y(),
kind: "unidentified",
owner: null,
size: null,
resources: null,
industryStockpile: null,
materialsStockpile: null,
industry: null,
population: null,
colonists: null,
production: null,
freeIndustry: null,
});
}
return {
turn: Number(report.turn()),
mapWidth: report.width(),
mapHeight: report.height(),
planetCount: report.planetCount(),
planets,
race: report.race() ?? "",
};
}
/**
* uuidToHiLo splits the canonical 36-character UUID string
* (`xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx`) into the two big-endian
* uint64 halves used by `common.UUID`. Mirrors `pkg/transcoder/uuid.go`.
*/
export function uuidToHiLo(value: string): [bigint, bigint] {
const hex = value.replace(/-/g, "").toLowerCase();
if (hex.length !== 32 || /[^0-9a-f]/.test(hex)) {
throw new GameStateError(
"invalid_request",
"invalid_request",
`invalid uuid: ${value}`,
);
}
const hi = BigInt(`0x${hex.slice(0, 16)}`);
const lo = BigInt(`0x${hex.slice(16, 32)}`);
return [hi, lo];
}
/**
* applyOrderOverlay returns a copy of `report` with every locally-
* valid or still-in-flight or applied command from `commands`
* projected on top. Phase 14 understands `planetRename` only —
* every other variant passes through. The function is pure:
* callers re-derive the overlay whenever the draft or the report
* change.
*
* `statuses` maps command id → status. Entries with `valid`,
* `submitting`, or `applied` participate in the overlay — together
* they describe "the player's committed intent for this turn":
* locally-valid (auto-sync about to fire), in-flight on the wire,
* or acknowledged by the engine. Entries with `draft`, `invalid`,
* or `rejected` skip the overlay so the player keeps the server's
* (un-renamed) view.
*/
export function applyOrderOverlay(
report: GameReport,
commands: OrderCommand[],
statuses: Record<string, CommandStatus>,
): GameReport {
if (commands.length === 0) return report;
let mutatedPlanets: ReportPlanet[] | null = null;
for (const cmd of commands) {
const status = statuses[cmd.id];
if (
status !== "valid" &&
status !== "submitting" &&
status !== "applied"
) {
continue;
}
if (cmd.kind !== "planetRename") continue;
const idx = report.planets.findIndex((p) => p.number === cmd.planetNumber);
if (idx < 0) continue;
if (mutatedPlanets === null) {
mutatedPlanets = [...report.planets];
}
mutatedPlanets[idx] = { ...mutatedPlanets[idx]!, name: cmd.name };
}
if (mutatedPlanets === null) return report;
return { ...report, planets: mutatedPlanets };
}
function decodeErrorMessage(payload: Uint8Array): { code: string; message: string } {
if (payload.length === 0) {
return { code: "internal_error", message: "empty error payload" };
}
try {
const text = new TextDecoder().decode(payload);
const parsed = JSON.parse(text) as { code?: string; message?: string };
return {
code: typeof parsed.code === "string" ? parsed.code : "internal_error",
message: typeof parsed.message === "string" ? parsed.message : text,
};
} catch {
return { code: "internal_error", message: "non-json error payload" };
}
}