2294d8b3d9
stabilise report-sections e2e Owner review on PR #58: - shrink the order-card body to 0.8rem (matching the calculator's body text scale) so the order list reads as part of the sidebar's density, not its own larger surface; - shrink the delete ✕ to 0.95rem and glue it flush to the card's top-right corner (no offset, sized to fit the corner padding-space); - tighten the card padding to match the smaller text. Independently — the same review asked to fix `report-sections › every TOC anchor lands its section in view`, which had been a long-standing e2e flake (run #366 on `development` already failed it twice before passing on retry; my PR's run #367 simply exhausted all five retries). The root cause is the smooth `scrollIntoView` settling slower than Playwright's 5 s viewport wait under heavy CI load. The production TOC already honours `prefers-reduced-motion: reduce` and swaps to an instant scroll there; switching the Playwright config to that media mode makes every spec deterministic without touching production code.
391 lines
19 KiB
Markdown
391 lines
19 KiB
Markdown
# Order composer
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This doc covers the local order draft: the per-game in-memory list
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of commands the player has composed but not yet submitted, the
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`Cache`-backed persistence that survives reloads, and the
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`historyMode` flag that hides the composer when the user is browsing
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past turns. The user-facing spec — the IA section's sidebar
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description, the `Order` tab placement, the per-command status
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display — lives in [`../PLAN.md`](../PLAN.md), section
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`Information Architecture and Navigation`. This doc is the source of
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truth for how those rules are implemented.
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## Draft replaces server order
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The client's view of "the player's intent for the next turn" lives
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entirely in the local draft. The gateway exposes a turn-scoped
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`user.games.order` endpoint that the submit pipeline drains the
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draft into; until the player explicitly submits, the server has no
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view of pending commands. The composer never reads back the
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server's idea of an order — it reads its own draft and renders it.
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The motivation is operational: a draft can be edited, reordered,
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or partially removed without round-trips, and a half-composed order
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during a connectivity hiccup keeps every line the player typed. A
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remote-first composer that reflects the gateway's pending-orders
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queue would force a sync on every keystroke.
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The submit pipeline uses batch semantics: every entry the user has
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marked `valid` is collected into one signed `user.games.order`
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request. The engine validates and stores the order, returning
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per-command `cmdApplied` / `cmdErrorCode` in the response body. The
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gateway re-encodes that JSON into the FBS `UserGamesOrderResponse`
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envelope (with `commands: [CommandItem]` populated), and `submitOrder`
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rejoins the verdict to each draft entry by `cmdId`. Successfully
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applied entries stay visible in the draft (the player keeps composing
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until turn cutoff); rejected entries stay until the player edits or
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removes them.
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A transport-level policy layers on top of the batch baseline without
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changing the batch semantics. The submit pipeline goes through
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`OrderQueue` (see [`sync-protocol.md`](sync-protocol.md)): the queue
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holds the submit while the browser is offline, classifies
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`turn_already_closed` and `game_paused` server replies into matching
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banners on the order tab, and exits the loop on the sticky states so
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a stream of mutations does not re-elicit the same gateway reply.
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Recovery from a `conflict` or `paused` banner happens on the next
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`game.turn.ready` push frame via `OrderDraftStore.resetForNewTurn`,
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which clears the local draft and re-hydrates from the server for the
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new turn.
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## Local-validation invariant
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Every command in the draft is *locally valid as of submission time*.
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A command may live in the draft as `draft` (not yet validated) or
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`valid`; `invalid` is allowed during composition but the submit
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pipeline refuses to drain a draft that contains any `invalid`
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entries. The validation step is per-command and pure — it consults
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the current `GameStateStore` snapshot only, never the network.
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The `planetRename` variant exercises the `draft → valid | invalid`
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transition. The validator (`lib/util/entity-name.ts`) is a TS port
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of `pkg/util/string.go.ValidateTypeName`, exercised on every render
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in the inline editor and re-run by the store on every `add`. The
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submit pipeline filters the draft to `valid` entries only — any
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`invalid` row blocks the Submit button.
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## Command status state machine
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```text
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draft ──validate──▶ valid ──submit──▶ submitting ──ack──▶ applied
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╲ │ │ ╲
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╲──validate──▶ invalid │ ╲──nack──▶ rejected
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│
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╲────turn_already_closed──▶ conflict
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```
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Transitions:
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- **`draft → valid` / `draft → invalid`**: local validation. May
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re-run when the underlying `GameStateStore` snapshot changes.
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- **`valid → submitting`**: the submit pipeline picks the entry off
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the draft and sends it to the gateway.
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- **`submitting → applied` / `submitting → rejected`**: the gateway
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responded; the entry is no longer in flight.
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- **`submitting → conflict`**: the gateway returned
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`resultCode = "turn_already_closed"`. The order tab surfaces a
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banner above the command list. Any subsequent mutation
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re-validates the conflict row back to `valid` / `invalid`; a
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matching `game.turn.ready` push frame triggers
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`resetForNewTurn`, which wipes the draft entirely. See
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[`sync-protocol.md`](sync-protocol.md) for the full state
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table and recovery paths.
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Local validators (`draft → valid | invalid`), the submit pipeline
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(`valid → submitting → applied | rejected`), and the optimistic
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overlay that shows the player's intent on the map and inspector while
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the order is in flight are all implemented.
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Statuses are runtime-only — they are not persisted alongside the
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commands themselves. On every `init` the store re-runs
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`validateEntityName` over each command and seeds `draft → valid` /
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`invalid`. Submitted-then-applied entries lose their `applied`
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status on reload but stay in the draft as `valid`; the user sees
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the same row, the overlay reapplies, and re-submitting is
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idempotent on the engine side (the rename already matches the
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stored value).
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### Visual encoding on the order tab
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The order tab's row carries a `status-{status}` class that tints the
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card background through the design-token subtle palette: `applied`
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reads as `--color-success-subtle`, `invalid` / `rejected` / `conflict`
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as `--color-danger-subtle`, and `draft` / `valid` / `submitting` as
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`--color-warning-subtle` (the "not yet acknowledged by the server"
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group, including the offline mode). The textual status name stays in
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the DOM as a `.sr-only` node so screen readers and the existing
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`order-command-status-N` testids still observe it. Card text sits at
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`0.8rem` — the same scale the calculator tab uses for its body labels
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— so the order list reads as part of the same sidebar density rather
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than its own larger surface. Long labels wrap inside the card
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(`overflow-wrap: anywhere`) instead of being truncated. The per-row
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delete control is a tiny framed `✕` flush against the card's
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top-right corner (no offset, sized to fit the corner padding-space)
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— always visible, never hover-only, and labelled by
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`game.sidebar.order.command_delete` for assistive tech.
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## Discriminated union shape
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`OrderCommand` is a discriminated union on the `kind` field:
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```ts
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interface PlaceholderCommand {
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readonly kind: "placeholder";
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readonly id: string;
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readonly label: string;
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}
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interface PlanetRenameCommand {
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readonly kind: "planetRename";
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readonly id: string;
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readonly planetNumber: number;
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readonly name: string;
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}
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interface SetProductionTypeCommand {
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readonly kind: "setProductionType";
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readonly id: string;
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readonly planetNumber: number;
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readonly productionType:
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| "MAT" | "CAP" | "DRIVE" | "WEAPONS"
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| "SHIELDS" | "CARGO" | "SCIENCE" | "SHIP";
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readonly subject: string;
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}
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type OrderCommand =
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| PlaceholderCommand
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| PlanetRenameCommand
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| SetProductionTypeCommand;
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```
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The `id` field is the canonical identifier the store uses for
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remove and reorder; later variants must keep `id: string` so the
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store API stays uniform. The whole draft round-trips through
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IndexedDB structured clone, so every variant must use only
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JSON-friendly value types. `planetRename` ships with the inline
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editor in `lib/inspectors/planet.svelte`, the local validator
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(`lib/util/entity-name.ts`, parity with
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`pkg/util/string.go.ValidateTypeName`), and the submit pipeline.
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`setProductionType` is the wire-mirror of the engine's
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`CommandPlanetProduce` (`pkg/model/order/order.go`). The local
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validator runs the same `subject=Production` rule as
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`game/internal/router/validator.go`: `subject` is required and
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must satisfy `validateEntityName` when `productionType` is
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`SCIENCE` or `SHIP`; otherwise it is the empty string. The
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optimistic overlay rewrites `planet.production` using
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`productionDisplayFromCommand` (`api/game-state.ts`), which
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mirrors the engine's `Cache.PlanetProductionDisplayName` so the
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overlay stays byte-equal with the next server report.
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### Collapse-by-target rule
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`setProductionType` carries a collapse-by-target rule.
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`OrderDraftStore.add` enforces it:
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when the incoming command's `kind` is `"setProductionType"` it
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drops every prior `setProductionType` entry with the same
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`planetNumber` (and the matching keys from `statuses`) before
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appending. Other variants keep their append-only behaviour —
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each `planetRename` is a distinct user-visible action and
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collapsing them would lose intent.
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Net effect on the order tab: at most one `setProductionType`
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row per planet, regardless of how many times the player clicks
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through the inspector segments. Auto-sync still fires on every
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mutation; the engine accepts repeat submits idempotently. A
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`setProductionType` and a `planetRename` for the same planet
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coexist — the rules apply within a `kind`, not across.
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## Store
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`OrderDraftStore` lives in
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[`../frontend/src/sync/order-draft.svelte.ts`](../frontend/src/sync/order-draft.svelte.ts).
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The class is a Svelte 5 runes store, so the file extension is
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`.svelte.ts`.
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Lifecycle:
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| Method | Effect |
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| ------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- |
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| `init({ cache, gameId })` | Reads the persisted draft from `cache`; sets `commands` and flips `status` to `ready`. Errors flow into `status = "error"`. |
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| `add(cmd)` | Appends to the end and persists. |
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| `remove(id)` | Drops the matching entry and persists. A miss is a no-op. |
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| `move(fromIndex, toIndex)` | Reorders within the list and persists. Out-of-range and identical indices are no-ops. |
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| `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. |
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Mutations made before `init` resolves are silently ignored — the
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shell always awaits `init` through `Promise.all([...])` next to
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`gameState.init` before exposing the store.
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Shell integration mirrors `GameStateStore`:
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- One instance per game, created in the in-game shell
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[`../frontend/src/lib/game/game-shell.svelte`](../frontend/src/lib/game/game-shell.svelte).
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- Exposed through the `ORDER_DRAFT_CONTEXT_KEY` Svelte context.
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- Disposed in the shell's `onDestroy`.
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The order tab and the planet inspector both consume the store via
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`getContext(ORDER_DRAFT_CONTEXT_KEY)` to push new commands.
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## Submit pipeline
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`sync/submit.ts` wraps `GalaxyClient.executeCommand("user.games.order", …)`:
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1. The order tab filters the draft to `valid` entries, calls
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`markSubmitting(ids)` so each row reads `submitting`, then
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posts the snapshot through `submitOrder`.
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2. `submitOrder` builds the FBS `UserGamesOrder` request (game_id,
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`updatedAt`, every command encoded as a `CommandItem` with the
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typed payload union) and signs it via the existing
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`executeCommand` orchestration.
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3. The engine validates, stores, and answers `202 Accepted` with
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the stored order body — `game_id`, `updatedAt`, plus each
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command echoed with `cmdApplied` and (on rejection)
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`cmdErrorCode`.
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4. The gateway re-encodes that JSON into FBS
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`UserGamesOrderResponse`, and the frontend parses it back into
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`Map<cmdId, "applied" | "rejected">`.
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5. The order tab calls `applyResults` on the draft, then
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`gameState.refresh()` to fetch a fresh report. The optimistic
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overlay (`api/game-state.ts.applyOrderOverlay`) keeps the
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player's intent visible on the map / inspector even if the
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engine has not yet applied the rename — turn cutoff resolves
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the divergence on the next report.
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If the gateway answers with a non-`ok` `resultCode` (auth /
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transcoder / engine validation), the submit pipeline marks every
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in-flight entry as `rejected` and surfaces the gateway's error
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message inline; no refresh is issued. Network exceptions revert
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in-flight entries back to `valid` so the operator can retry.
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## Optimistic overlay
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`applyOrderOverlay(report, commands, statuses)` (in
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`api/game-state.ts`) returns a copy of the server `GameReport`
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with every command in `applied` or `submitting` status projected
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on top.
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The overlay has its own context (`RENDERED_REPORT_CONTEXT_KEY`,
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`lib/rendered-report.svelte.ts`) — the in-game shell layout owns
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the source and exposes it to the inspector tab, the mobile sheet,
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and the map renderer. Raw `gameState.report` stays available for
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debugging and for any future consumer that needs the un-overlaid
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snapshot (history mode is the planned reader).
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## Server hydration on cache miss
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`OrderDraftStore` records `needsServerHydration = true` when no
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cache row exists for the active game (fresh install, cleared
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storage, switching device). After the shell boot resolves both
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`gameState.init` and `orderDraft.init`, it calls
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`orderDraft.hydrateFromServer({ client, turn })` which issues
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`user.games.order.get` against the gateway. A `found = false`
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answer leaves the draft empty; a stored order is decoded into
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`OrderCommand[]` and persisted to the local cache so subsequent
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reloads use the cached copy.
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An *explicitly* empty cache row (the user has removed every
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command they composed) does not trigger hydration — local intent
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always wins over the server snapshot. The "did this row exist?"
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distinction matters: `Cache.get` returns `undefined` on a miss
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and `[]` on an explicitly stored empty array.
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## Persistence
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Cache row layout:
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| Namespace | Key | Value type |
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| -------------- | ------------------ | ---------------- |
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| `order-drafts` | `{gameId}/draft` | `OrderCommand[]` |
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The store writes the full draft on every mutation. The deterministic
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write-on-every-mutation model is what tests assert and what the
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layout relies on for crash safety.
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The namespace is registered in [`storage.md`](storage.md). Cache
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implementation details live there; this doc only describes how the
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order composer uses the namespace.
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## History mode wiring
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History mode lets the user step back through past turns and see the
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report as it was. The Order tab is hidden when history mode is active
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— the player is browsing an immutable snapshot, and composing commands
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against it would be confusing.
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The in-game shell owns the `historyMode` flag and passes it to:
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- `Sidebar` as `historyMode`. The sidebar forwards it to its
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`TabBar` as `hideOrder`. The Order entry is filtered out of the
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tab list when true. If the active tab is `order` when the flag
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flips on, an effect resets it to `inspector`.
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- `BottomTabs` as `hideOrder`. The mobile bottom-tab `Order`
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button is suppressed when true.
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`historyMode` is a derived value driven by `GameStateStore.historyMode`
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(`viewedTurn < currentTurn` while `status === "ready"`). The same
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getter is also passed into `OrderDraftStore.bindClient` as
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`getHistoryMode`, which short-circuits the `add` / `remove` / `move`
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mutations to a no-op while the flag is true. This makes every
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inspector affordance that calls `orderDraft.add(...)` inert in history
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mode without per-component edits — the gate lives in the one
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chokepoint that all callers go through. The conflict / paused banners
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and the in-flight sync pipeline are untouched: they describe state
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that exists independently of the user's current view.
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The store itself stays alive across history-mode round-trips so
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the draft survives the toggle. The `RenderedReportSource` overlay
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(`lib/rendered-report.svelte.ts`) additionally short-circuits in
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history mode: when `gameState.historyMode === true` it returns
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the raw report so the map / inspector do not project pending
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renames composed for the *current* turn onto a *past* report.
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See [`game-state.md`](game-state.md) for the `viewTurn` /
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`returnToCurrent` API, the cache namespace
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(`game-history/{gameId}/turn/{N}`), and the visibility-refresh
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short-circuit; see [`navigation.md`](navigation.md) for the turn
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navigator and the read-only banner that surface history mode in
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the chrome.
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## Testing
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- [`../frontend/tests/order-draft.test.ts`](../frontend/tests/order-draft.test.ts)
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— Vitest unit tests for the store. Drives `OrderDraftStore`
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directly with `IDBCache` over `fake-indexeddb`. Covers init,
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add, remove, move, per-game isolation, mutations-before-init,
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dispose hygiene, the status machine
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(`validate` / `markSubmitting` / `applyResults` /
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`revertSubmittingToValid`), and the
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`hydrateFromServer` cache-miss fallback.
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- [`../frontend/tests/entity-name.test.ts`](../frontend/tests/entity-name.test.ts)
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— Vitest tests for the validator. Aligned with
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`pkg/util/string_test.go.TestValidateString` for parity.
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- [`../frontend/tests/submit.test.ts`](../frontend/tests/submit.test.ts)
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— Vitest tests for the submit pipeline. Hand-builds FBS
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responses to verify per-command parsing and batch-level
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fallback.
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- [`../frontend/tests/order-load.test.ts`](../frontend/tests/order-load.test.ts)
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— Vitest tests for `fetchOrder`. Covers the populated /
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not-found / negative-turn / non-ok paths.
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- [`../frontend/tests/order-overlay.test.ts`](../frontend/tests/order-overlay.test.ts)
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— Vitest tests for the pure `applyOrderOverlay` projection.
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- [`../frontend/tests/order-tab.test.ts`](../frontend/tests/order-tab.test.ts)
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— Vitest component tests for the Submit button states and the
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applied / rejected verdict flow.
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- [`../frontend/tests/inspector-planet.test.ts`](../frontend/tests/inspector-planet.test.ts)
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— Vitest component tests for the rename action and the inline
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editor's local validation.
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- [`../frontend/tests/e2e/order-composer.spec.ts`](../frontend/tests/e2e/order-composer.spec.ts)
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— Playwright spec for the order composer skeleton (seed three
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commands, reload, persistence).
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- [`../frontend/tests/e2e/rename-planet.spec.ts`](../frontend/tests/e2e/rename-planet.spec.ts)
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— End-to-end: select a planet, rename, submit, observe the
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overlay-applied name on the inspector + map, reload, and see the
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rename hydrated from `user.games.order.get`.
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The `__galaxyDebug.seedOrderDraft(gameId, commands)` and
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`__galaxyDebug.clearOrderDraft(gameId)` helpers in
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[`../frontend/src/routes/__debug/store/+page.svelte`](../frontend/src/routes/__debug/store/+page.svelte)
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write directly to the cache namespace, so seeding is independent
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of any mounted store.
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