f80c623a74
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>
106 lines
3.6 KiB
Go
106 lines
3.6 KiB
Go
package backendclient
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import (
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"context"
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"galaxy/gateway/internal/downstream"
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lobbymodel "galaxy/model/lobby"
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ordermodel "galaxy/model/order"
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reportmodel "galaxy/model/report"
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usermodel "galaxy/model/user"
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)
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// UserRoutes returns the authenticated `user.*` downstream routes
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// served by backend. When client is nil every route resolves to a
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// dependency-unavailable client so the static router still recognises
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// the message types.
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func UserRoutes(client *RESTClient) map[string]downstream.Client {
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target := downstream.Client(unavailableClient{})
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if client != nil {
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target = userCommandClient{rest: client}
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}
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return map[string]downstream.Client{
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usermodel.MessageTypeGetMyAccount: target,
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usermodel.MessageTypeUpdateMyProfile: target,
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usermodel.MessageTypeUpdateMySettings: target,
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usermodel.MessageTypeListMySessions: target,
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usermodel.MessageTypeRevokeMySession: target,
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usermodel.MessageTypeRevokeAllMySessions: target,
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}
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}
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// LobbyRoutes returns the authenticated `lobby.*` downstream routes
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// served by backend. When client is nil every route resolves to a
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// dependency-unavailable client.
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func LobbyRoutes(client *RESTClient) map[string]downstream.Client {
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target := downstream.Client(unavailableClient{})
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if client != nil {
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target = lobbyCommandClient{rest: client}
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}
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return map[string]downstream.Client{
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lobbymodel.MessageTypeMyGamesList: target,
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lobbymodel.MessageTypePublicGamesList: target,
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lobbymodel.MessageTypeMyApplicationsList: target,
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lobbymodel.MessageTypeMyInvitesList: target,
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lobbymodel.MessageTypeOpenEnrollment: target,
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lobbymodel.MessageTypeGameCreate: target,
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lobbymodel.MessageTypeApplicationSubmit: target,
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lobbymodel.MessageTypeInviteRedeem: target,
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lobbymodel.MessageTypeInviteDecline: target,
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}
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}
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// GameRoutes returns the authenticated `user.games.*` downstream
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// routes served by backend (which in turn forwards to the running
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// game engine container). When client is nil every route resolves to
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// a dependency-unavailable client.
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func GameRoutes(client *RESTClient) map[string]downstream.Client {
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target := downstream.Client(unavailableClient{})
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if client != nil {
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target = gameCommandClient{rest: client}
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}
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return map[string]downstream.Client{
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ordermodel.MessageTypeUserGamesCommand: target,
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ordermodel.MessageTypeUserGamesOrder: target,
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ordermodel.MessageTypeUserGamesOrderGet: target,
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reportmodel.MessageTypeUserGamesReport: target,
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}
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}
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type unavailableClient struct{}
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func (unavailableClient) ExecuteCommand(context.Context, downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return downstream.UnaryResult{}, downstream.ErrDownstreamUnavailable
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}
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type userCommandClient struct {
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rest *RESTClient
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}
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func (c userCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return c.rest.ExecuteUserCommand(ctx, command)
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}
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type lobbyCommandClient struct {
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rest *RESTClient
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}
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func (c lobbyCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return c.rest.ExecuteLobbyCommand(ctx, command)
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}
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type gameCommandClient struct {
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rest *RESTClient
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}
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func (c gameCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return c.rest.ExecuteGameCommand(ctx, command)
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}
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var (
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_ downstream.Client = unavailableClient{}
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_ downstream.Client = userCommandClient{}
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_ downstream.Client = lobbyCommandClient{}
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_ downstream.Client = gameCommandClient{}
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)
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