Split GameStateStore into currentTurn (server's latest) and viewedTurn (displayed snapshot) so history excursions don't corrupt the resume bookmark or the live-turn bound. Add viewTurn / returnToCurrent / historyMode rune, plus a game-history cache namespace that stores past-turn reports for fast re-entry. OrderDraftStore.bindClient takes a getHistoryMode getter and short-circuits add / remove / move while the user is viewing a past turn; RenderedReportSource skips the order overlay in the same case. Header replaces the static "turn N" with a clickable triplet (TurnNavigator), the layout mounts HistoryBanner under the header, and visibility-refresh is a no-op while history is active. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Order composer
This doc covers the local order draft: the per-game in-memory list
of commands the player has composed but not yet submitted, the
Cache-backed persistence that survives reloads, and the
historyMode flag that hides the composer when the user is browsing
past turns. The user-facing spec — the IA section's sidebar
description, the Order tab placement, the per-command status
display — lives in ../PLAN.md, section
Information Architecture and Navigation. This doc is the source of
truth for how those rules are implemented.
Draft replaces server order
The client's view of "the player's intent for the next turn" lives
entirely in the local draft. The gateway exposes a turn-scoped
user.games.order endpoint that the submit pipeline drains the
draft into; until the player explicitly submits, the server has no
view of pending commands. The composer never reads back the
server's idea of an order — it reads its own draft and renders it.
The motivation is operational: a draft can be edited, reordered, or partially removed without round-trips, and a half-composed order during a connectivity hiccup keeps every line the player typed. A remote-first composer that reflects the gateway's pending-orders queue would force a sync on every keystroke.
Phase 14 lands the submit pipeline with batch semantics: every
entry the user has marked valid is collected into one signed
user.games.order request. The engine validates and stores the
order, returning per-command cmdApplied / cmdErrorCode in the
response body. The gateway re-encodes that JSON into the FBS
UserGamesOrderResponse envelope (with commands: [CommandItem]
populated), and submitOrder rejoins the verdict to each draft
entry by cmdId. Successfully applied entries stay visible in
the draft (the player keeps composing until turn cutoff);
rejected entries stay until the player edits or removes them.
Phase 25 layers a transport-level policy on top of this baseline
without changing the batch semantics. The submit pipeline now
goes through OrderQueue (see
sync-protocol.md): the queue holds the
submit while the browser is offline, classifies
turn_already_closed and game_paused server replies into
matching banners on the order tab, and exits the loop on the
sticky states so a stream of mutations does not re-elicit the
same gateway reply. Recovery from a conflict or paused
banner happens on the next game.turn.ready push frame via
OrderDraftStore.resetForNewTurn, which clears the local draft
and re-hydrates from the server for the new turn.
Local-validation invariant
Every command in the draft is locally valid as of submission time.
A command may live in the draft as draft (not yet validated) or
valid; invalid is allowed during composition but the submit
pipeline refuses to drain a draft that contains any invalid
entries. The validation step is per-command and pure — it consults
the current GameStateStore snapshot only, never the network.
Phase 14's planetRename is the first variant that exercises the
draft → valid | invalid transition. The validator
(lib/util/entity-name.ts) is a TS port of
pkg/util/string.go.ValidateTypeName, exercised on every render
in the inline editor and re-run by the store on every add. The
submit pipeline filters the draft to valid entries only — any
invalid row blocks the Submit button.
Command status state machine
draft ──validate──▶ valid ──submit──▶ submitting ──ack──▶ applied
╲ │ │ ╲
╲──validate──▶ invalid │ ╲──nack──▶ rejected
│
╲────turn_already_closed──▶ conflict
Transitions:
draft → valid/draft → invalid: local validation. May re-run when the underlyingGameStateStoresnapshot changes (Phase 14+).valid → submitting: the submit pipeline picks the entry off the draft and sends it to the gateway.submitting → applied/submitting → rejected: the gateway responded; the entry is no longer in flight.submitting → conflict(Phase 25): the gateway returnedresultCode = "turn_already_closed". The order tab surfaces a banner above the command list. Any subsequent mutation re-validates the conflict row back tovalid/invalid; a matchinggame.turn.readypush frame triggersresetForNewTurn, which wipes the draft entirely. Seesync-protocol.mdfor the full state table and recovery paths.
Phase 14 lands the local validators (draft → valid | invalid),
the submit pipeline (valid → submitting → applied | rejected),
and the optimistic overlay that shows the player's intent on the
map and inspector while the order is in flight.
Statuses are runtime-only — they are not persisted alongside the
commands themselves. On every init the store re-runs
validateEntityName over each command and seeds draft → valid /
invalid. Submitted-then-applied entries lose their applied
status on reload but stay in the draft as valid; the user sees
the same row, the overlay reapplies, and re-submitting is
idempotent on the engine side (the rename already matches the
stored value).
Discriminated union shape
OrderCommand is a discriminated union on the kind field. Phase
12 shipped the skeleton with a single content-free variant; Phase
14 added the first real one and Phase 15 added the second:
interface PlaceholderCommand {
readonly kind: "placeholder";
readonly id: string;
readonly label: string;
}
interface PlanetRenameCommand {
readonly kind: "planetRename";
readonly id: string;
readonly planetNumber: number;
readonly name: string;
}
interface SetProductionTypeCommand {
readonly kind: "setProductionType";
readonly id: string;
readonly planetNumber: number;
readonly productionType:
| "MAT" | "CAP" | "DRIVE" | "WEAPONS"
| "SHIELDS" | "CARGO" | "SCIENCE" | "SHIP";
readonly subject: string;
}
type OrderCommand =
| PlaceholderCommand
| PlanetRenameCommand
| SetProductionTypeCommand;
The id field is the canonical identifier the store uses for
remove and reorder; later variants must keep id: string so the
store API stays uniform. The whole draft round-trips through
IndexedDB structured clone, so every variant must use only
JSON-friendly value types. Phase 14 lands planetRename together
with the inline editor in lib/inspectors/planet.svelte, the
local validator (lib/util/entity-name.ts, parity with
pkg/util/string.go.ValidateTypeName), and the submit pipeline.
setProductionType is the wire-mirror of the engine's
CommandPlanetProduce (pkg/model/order/order.go). The local
validator runs the same subject=Production rule as
game/internal/router/validator.go: subject is required and
must satisfy validateEntityName when productionType is
SCIENCE or SHIP; otherwise it is the empty string. The
optimistic overlay rewrites planet.production using
productionDisplayFromCommand (api/game-state.ts), which
mirrors the engine's Cache.PlanetProductionDisplayName so the
overlay stays byte-equal with the next server report.
Collapse-by-target rule (Phase 15)
setProductionType is the first variant to carry a
collapse-by-target rule. OrderDraftStore.add enforces it:
when the incoming command's kind is "setProductionType" it
drops every prior setProductionType entry with the same
planetNumber (and the matching keys from statuses) before
appending. Other variants keep their append-only behaviour —
each planetRename is a distinct user-visible action and
collapsing them would lose intent.
Net effect on the order tab: at most one setProductionType
row per planet, regardless of how many times the player clicks
through the inspector segments. Auto-sync still fires on every
mutation; the engine accepts repeat submits idempotently. A
setProductionType and a planetRename for the same planet
coexist — the rules apply within a kind, not across.
Store
OrderDraftStore lives in
../frontend/src/sync/order-draft.svelte.ts.
The class is a Svelte 5 runes store, so the file extension is
.svelte.ts (the original PLAN.md artifact line listed .ts —
the deviation is documented inline in PLAN.md's Phase 12
"Decisions" subsection).
Lifecycle:
| Method | Effect |
|---|---|
init({ cache, gameId }) |
Reads the persisted draft from cache; sets commands and flips status to ready. Errors flow into status = "error". |
add(cmd) |
Appends to the end and persists. |
remove(id) |
Drops the matching entry and persists. A miss is a no-op. |
move(fromIndex, toIndex) |
Reorders within the list and persists. Out-of-range and identical indices are no-ops. |
dispose() |
Marks the store destroyed; subsequent persist() calls are no-ops so a fast game-switch does not write stale state into the next id. |
Mutations made before init resolves are silently ignored — the
layout always awaits init through Promise.all([...]) next to
gameState.init before exposing the store.
Layout integration mirrors GameStateStore:
- One instance per game, created in
../frontend/src/routes/games/[id]/+layout.svelte. - Exposed through the
ORDER_DRAFT_CONTEXT_KEYSvelte context. - Disposed in the layout's
onDestroy.
The order tab consumes the store via
getContext(ORDER_DRAFT_CONTEXT_KEY); Phase 14's planet inspector
will use the same key to push a new command.
Submit pipeline
sync/submit.ts wraps GalaxyClient.executeCommand("user.games.order", …):
- The order tab filters the draft to
validentries, callsmarkSubmitting(ids)so each row readssubmitting, then posts the snapshot throughsubmitOrder. submitOrderbuilds the FBSUserGamesOrderrequest (game_id,updatedAt = 0in Phase 14, every command encoded as aCommandItemwith the typed payload union) and signs it via the existingexecuteCommandorchestration.- The engine validates, stores, and answers
202 Acceptedwith the stored order body —game_id,updatedAt, plus each command echoed withcmdAppliedand (on rejection)cmdErrorCode. - The gateway re-encodes that JSON into FBS
UserGamesOrderResponse, and the frontend parses it back intoMap<cmdId, "applied" | "rejected">. - The order tab calls
applyResultson the draft, thengameState.refresh()to fetch a fresh report. The optimistic overlay (api/game-state.ts.applyOrderOverlay) keeps the player's intent visible on the map / inspector even if the engine has not yet applied the rename — turn cutoff resolves the divergence on the next report.
If the gateway answers with a non-ok resultCode (auth /
transcoder / engine validation), the submit pipeline marks every
in-flight entry as rejected and surfaces the gateway's error
message inline; no refresh is issued. Network exceptions revert
in-flight entries back to valid so the operator can retry.
Optimistic overlay
applyOrderOverlay(report, commands, statuses) (in
api/game-state.ts) returns a copy of the server GameReport
with every command in applied or submitting status projected
on top. Phase 14 understands planetRename only; future phases
extend the switch.
The overlay has its own context (RENDERED_REPORT_CONTEXT_KEY,
lib/rendered-report.svelte.ts) — the in-game shell layout owns
the source and exposes it to the inspector tab, the mobile sheet,
and the map renderer. Raw gameState.report stays available for
debugging and for any future consumer that needs the un-overlaid
snapshot (history mode is the planned reader).
Server hydration on cache miss
OrderDraftStore records needsServerHydration = true when no
cache row exists for the active game (fresh install, cleared
storage, switching device). After the layout boot resolves both
gameState.init and orderDraft.init, it calls
orderDraft.hydrateFromServer({ client, turn }) which issues
user.games.order.get against the gateway. A found = false
answer leaves the draft empty; a stored order is decoded into
OrderCommand[] and persisted to the local cache so subsequent
reloads use the cached copy.
An explicitly empty cache row (the user has removed every
command they composed) does not trigger hydration — local intent
always wins over the server snapshot. The "did this row exist?"
distinction matters: Cache.get returns undefined on a miss
and [] on an explicitly stored empty array.
Persistence
Cache row layout:
| Namespace | Key | Value type |
|---|---|---|
order-drafts |
{gameId}/draft |
OrderCommand[] |
The store writes the full draft on every mutation. Phase 25 may profile the submit pipeline and batch into a microtask if write amplification becomes a problem; until then the deterministic write-on-every-mutation model is what tests assert and what the layout relies on for crash safety.
The namespace is registered in storage.md. Cache
implementation details live there; this doc only describes how the
order composer uses the namespace.
History mode wiring
Phase 26 implements history mode: the user can step back through past turns and see the report as it was. The IA section specifies that the Order tab is hidden when history mode is active — the player is browsing an immutable snapshot, and composing commands against it would be confusing.
Phase 12 wires the flag end-to-end as a prop. The layout owns the flag and passes it to:
SidebarashistoryMode. The sidebar forwards it to itsTabBarashideOrder. The Order entry is filtered out of the tab list when true. If a?sidebar=orderURL seed lands while the flag is true, the sidebar falls back toinspector. If the active tab isorderwhen the flag flips on, an effect resets it toinspector.BottomTabsashideOrder. The mobile bottom-tabOrderbutton is suppressed when true.
Phase 26 turns the constant into a derived value driven by
GameStateStore.historyMode (viewedTurn < currentTurn while
status === "ready"). The same getter is also passed into
OrderDraftStore.bindClient as getHistoryMode, which short-
circuits the add / remove / move mutations to a no-op while
the flag is true. This makes every Phase 14–22 inspector affordance
that calls orderDraft.add(...) inert in history mode without
per-component edits — the gate lives in the one chokepoint that
all callers go through. The conflict / paused banners and the
in-flight sync pipeline are untouched: they describe state that
exists independently of the user's current view.
The store itself stays alive across history-mode round-trips so
the draft survives the toggle. The RenderedReportSource overlay
(lib/rendered-report.svelte.ts) additionally short-circuits in
history mode: when gameState.historyMode === true it returns
the raw report so the map / inspector do not project pending
renames composed for the current turn onto a past report.
See game-state.md for the viewTurn /
returnToCurrent API, the cache namespace
(game-history/{gameId}/turn/{N}), and the visibility-refresh
short-circuit; see navigation.md for the turn
navigator and the read-only banner that surface history mode in
the chrome.
Testing
Phase 12 + Phase 14 test artifacts:
../frontend/tests/order-draft.test.ts— Vitest unit tests for the store. DrivesOrderDraftStoredirectly withIDBCacheoverfake-indexeddb. Covers init, add, remove, move, per-game isolation, mutations-before-init, dispose hygiene, the Phase 14 status machine (validate/markSubmitting/applyResults/revertSubmittingToValid), and thehydrateFromServercache-miss fallback.../frontend/tests/entity-name.test.ts— Vitest tests for the validator. Aligned withpkg/util/string_test.go.TestValidateStringfor parity.../frontend/tests/submit.test.ts— Vitest tests for the submit pipeline. Hand-builds FBS responses to verify per-command parsing and batch-level fallback.../frontend/tests/order-load.test.ts— Vitest tests forfetchOrder. Covers the populated / not-found / negative-turn / non-ok paths.../frontend/tests/order-overlay.test.ts— Vitest tests for the pureapplyOrderOverlayprojection.../frontend/tests/order-tab.test.ts— Vitest component tests for the Submit button states and the applied / rejected verdict flow.../frontend/tests/inspector-planet.test.ts— Vitest component tests for the rename action and the inline editor's local validation.../frontend/tests/e2e/order-composer.spec.ts— Playwright spec for the Phase 12 skeleton (seed three commands, reload, persistence).../frontend/tests/e2e/rename-planet.spec.ts— Phase 14 end-to-end: select a planet, rename, submit, observe the overlay-applied name on the inspector + map, reload, and see the rename hydrated fromuser.games.order.get.
The __galaxyDebug.seedOrderDraft(gameId, commands) and
__galaxyDebug.clearOrderDraft(gameId) helpers in
../frontend/src/routes/__debug/store/+page.svelte
write directly to the cache namespace, so seeding is independent
of any mounted store.