7c8b5aeb23
Add per-planet cargo routes (COL/CAP/MAT/EMP) to the inspector with a renderer-driven destination picker (faded out-of-reach planets, cursor-line anchor, hover-highlight) and per-route arrows on the map. The pick-mode primitives are exposed via `MapPickService` so ship-group dispatch in Phase 19/20 can reuse the same surface. Pass A — generic map foundation: - hit-test now sizes the click zone to `pointRadiusPx + slopPx` so the visible disc is always part of the target. - `RendererHandle` gains `onPointerMove`, `onHoverChange`, `setPickMode`, `getPickState`, `getPrimitiveAlpha`, `setExtraPrimitives`, `getPrimitives`. The click dispatcher is centralised: pick-mode swallows clicks atomically so the standard selection consumers do not race against teardown. - `MapPickService` (`lib/map-pick.svelte.ts`) wraps the renderer contract in a promise-shaped `pick(...)`. The in-game shell layout owns the service so sidebar and bottom-sheet inspectors see the same instance. - Debug-surface registry exposes `getMapPrimitives`, `getMapPickState`, `getMapCamera` to e2e specs without spawning a separate debug page after navigation. Pass B — cargo-route feature: - `CargoLoadType`, `setCargoRoute`, `removeCargoRoute` typed variants with `(source, loadType)` collapse rule on the order draft; round-trip through the FBS encoder/decoder. - `GameReport` decodes `routes` and the local player's drive tech for the inline reach formula (40 × drive). `applyOrderOverlay` upserts/drops route entries for valid/submitting/applied commands. - `lib/inspectors/planet/cargo-routes.svelte` renders the four-slot section. `Add` / `Edit` call `MapPickService.pick`, `Remove` emits `removeCargoRoute`. - `map/cargo-routes.ts` builds shaft + arrowhead primitives per cargo type; the map view pushes them through `setExtraPrimitives` so the renderer never re-inits Pixi on route mutations (Pixi 8 doesn't support that on a reused canvas). Docs: - `docs/cargo-routes-ux.md` covers engine semantics + UI map. - `docs/renderer.md` documents pick mode and the debug surface. - `docs/calc-bridge.md` records the Phase 16 reach waiver. - `PLAN.md` rewrites Phase 16 to reflect the foundation + feature split and the decisions baked in (map-driven picker, inline reach, optimistic overlay via `setExtraPrimitives`). Tests: - `tests/map-pick-mode.test.ts` — pure overlay-spec helper. - `tests/map-cargo-routes.test.ts` — `buildCargoRouteLines`. - `tests/inspector-planet-cargo-routes.test.ts` — slot rendering, picker invocation, collapse, cancel, remove. - Extensions to `order-draft`, `submit`, `order-load`, `order-overlay`, `state-binding`, `inspector-planet`, `inspector-overlay`, `game-shell-sidebar`, `game-shell-header`. - `tests/e2e/cargo-routes.spec.ts` — Playwright happy path: add COL, add CAP, remove COL, asserting both the inspector and the arrow count via `__galaxyDebug.getMapPrimitives()`. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
555 lines
17 KiB
TypeScript
555 lines
17 KiB
TypeScript
// Typed wrapper around `GalaxyClient.executeCommand("user.games.report",
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// ...)`. The signed-gRPC wire shape is the FlatBuffers
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// `report.GameReportRequest` for the request and `report.Report` for
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// the response (see `pkg/schema/fbs/report.fbs`). Full ship / fleet /
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// science decoding lands in Phases 17-22.
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//
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// Phase 13 expanded the per-planet projection so the inspector can
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// render every documented field without a second round-trip. Each
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// planet field is optional: the FBS schema carries different field
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// sets for `LocalPlanet`, `OtherPlanet`, `UninhabitedPlanet`, and
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// `UnidentifiedPlanet`, and the wrapper preserves that nullability
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// instead of inventing zero values.
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//
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// Phase 14 adds `applyOrderOverlay`: every applied / submitting
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// rename in the local draft swaps the planet name on the rendered
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// report so the player sees their intent reflected immediately,
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// without waiting for the next turn cutoff.
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//
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// Phase 15 extends the projection with a minimal `localShipClass`
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// summary so the planet inspector's Build-Ship sub-picker has data
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// to render. Phase 17 (ship-class CRUD) widens `ShipClassSummary`
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// when the designer ships need the full attribute set.
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import { Builder, ByteBuffer } from "flatbuffers";
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import type { GalaxyClient } from "./galaxy-client";
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import { UUID } from "../proto/galaxy/fbs/common";
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import {
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GameReportRequest,
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Report,
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} from "../proto/galaxy/fbs/report";
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import type {
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CargoLoadType,
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CommandStatus,
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OrderCommand,
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ProductionType,
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} from "../sync/order-types";
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import { CARGO_LOAD_TYPE_VALUES, isCargoLoadType } from "../sync/order-types";
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const MESSAGE_TYPE = "user.games.report";
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export class GameStateError extends Error {
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readonly resultCode: string;
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readonly code: string;
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constructor(resultCode: string, code: string, message: string) {
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super(message);
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this.name = "GameStateError";
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this.resultCode = resultCode;
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this.code = code;
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}
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}
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export interface ReportPlanet {
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number: number;
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name: string;
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x: number;
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y: number;
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kind: "local" | "other" | "uninhabited" | "unidentified";
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owner: string | null;
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size: number | null;
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resources: number | null;
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// Engine field naming carries history: `capital` ($) is the
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// industry stockpile, `material` (M) is the materials stockpile.
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// `pkg/model/report/planet.go` is the source of truth for these.
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industryStockpile: number | null;
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materialsStockpile: number | null;
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industry: number | null;
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population: number | null;
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colonists: number | null;
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production: string | null;
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freeIndustry: number | null;
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}
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/**
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* ShipClassSummary is the slim projection of `report.ShipClass` the
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* planet inspector's Build-Ship sub-picker needs in Phase 15. Only
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* the human-visible `name` is carried — the engine command shape
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* (`CommandPlanetProduce.subject`) takes the class name, not its
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* underlying tech values. Phase 17 widens this type when the ship
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* designer needs the full attribute set.
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*/
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export interface ShipClassSummary {
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name: string;
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}
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/**
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* ReportRouteEntry is one slot of a planet's cargo-route table —
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* a (loadType, destinationPlanetNumber) pair. The engine stores
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* the entries as `map[RouteType]uint` per planet
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* (`game/internal/model/game/planet.go`); this type flattens that
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* map into an array so iteration order is stable for tests and
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* the map-arrow renderer.
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*/
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export interface ReportRouteEntry {
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loadType: CargoLoadType;
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destinationPlanetNumber: number;
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}
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/**
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* ReportRoute groups every cargo-route slot configured on a
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* single source planet. `entries` is sorted by
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* `CARGO_LOAD_TYPE_VALUES` priority (COL → CAP → MAT → EMP) so
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* the inspector and the map renderer see deterministic order.
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*/
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export interface ReportRoute {
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sourcePlanetNumber: number;
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entries: ReportRouteEntry[];
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}
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export interface GameReport {
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turn: number;
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mapWidth: number;
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mapHeight: number;
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planetCount: number;
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planets: ReportPlanet[];
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/**
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* race is the calling player's race name as resolved by the
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* engine from the runtime player mapping. Empty when the engine
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* has not produced a report yet (boot state).
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*/
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race: string;
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/**
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* localShipClass enumerates the player's own designed ship classes
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* by name. Empty until at least one class is created
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* (`CommandShipClassCreate`, Phase 17). The Build-Ship sub-picker
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* shows a localized "no ship classes" placeholder when this is
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* empty.
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*/
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localShipClass: ShipClassSummary[];
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/**
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* routes lists every cargo route the player has configured.
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* Each entry is keyed by source planet; the per-planet
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* `entries` array is sorted in turn-cutoff load order
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* (`CARGO_LOAD_TYPE_VALUES`). Empty when no routes are set or
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* when the report does not carry the route field.
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*/
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routes: ReportRoute[];
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/**
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* localPlayerDrive is the local player's drive tech level. The
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* engine's reach formula is `40 * driveTech`
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* (`game/internal/model/game/race.go.FlightDistance`); the
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* cargo-route picker filters destinations through it, so the
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* value is propagated all the way through `applyOrderOverlay`
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* to the inspector subsection. Zero on boot or when the
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* report's player block is missing the local entry.
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*/
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localPlayerDrive: number;
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}
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export async function fetchGameReport(
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client: GalaxyClient,
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gameId: string,
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turn: number,
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): Promise<GameReport> {
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const builder = new Builder(64);
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const [hi, lo] = uuidToHiLo(gameId);
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const gameIdOffset = UUID.createUUID(builder, hi, lo);
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GameReportRequest.startGameReportRequest(builder);
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GameReportRequest.addGameId(builder, gameIdOffset);
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GameReportRequest.addTurn(builder, turn);
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builder.finish(GameReportRequest.endGameReportRequest(builder));
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const result = await client.executeCommand(MESSAGE_TYPE, builder.asUint8Array());
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if (result.resultCode !== "ok") {
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const { code, message } = decodeErrorMessage(result.payloadBytes);
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throw new GameStateError(result.resultCode, code, message);
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}
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const buffer = new ByteBuffer(result.payloadBytes);
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const report = Report.getRootAsReport(buffer);
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return decodeReport(report);
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}
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function decodeReport(report: Report): GameReport {
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const planets: ReportPlanet[] = [];
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for (let i = 0; i < report.localPlanetLength(); i++) {
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const p = report.localPlanet(i);
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if (p === null) continue;
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planets.push({
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number: Number(p.number()),
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name: p.name() ?? "",
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x: p.x(),
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y: p.y(),
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kind: "local",
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owner: null,
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size: p.size(),
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resources: p.resources(),
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industryStockpile: p.capital(),
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materialsStockpile: p.material(),
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industry: p.industry(),
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population: p.population(),
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colonists: p.colonists(),
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production: p.production() ?? null,
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freeIndustry: p.freeIndustry(),
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});
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}
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for (let i = 0; i < report.otherPlanetLength(); i++) {
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const p = report.otherPlanet(i);
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if (p === null) continue;
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planets.push({
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number: Number(p.number()),
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name: p.name() ?? "",
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x: p.x(),
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y: p.y(),
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kind: "other",
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owner: p.owner() ?? null,
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size: p.size(),
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resources: p.resources(),
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industryStockpile: p.capital(),
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materialsStockpile: p.material(),
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industry: p.industry(),
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population: p.population(),
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colonists: p.colonists(),
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production: p.production() ?? null,
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freeIndustry: p.freeIndustry(),
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});
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}
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for (let i = 0; i < report.uninhabitedPlanetLength(); i++) {
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const p = report.uninhabitedPlanet(i);
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if (p === null) continue;
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planets.push({
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number: Number(p.number()),
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name: p.name() ?? "",
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x: p.x(),
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y: p.y(),
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kind: "uninhabited",
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owner: null,
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size: p.size(),
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resources: p.resources(),
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industryStockpile: p.capital(),
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materialsStockpile: p.material(),
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industry: null,
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population: null,
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colonists: null,
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production: null,
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freeIndustry: null,
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});
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}
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for (let i = 0; i < report.unidentifiedPlanetLength(); i++) {
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const p = report.unidentifiedPlanet(i);
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if (p === null) continue;
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planets.push({
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number: Number(p.number()),
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name: "",
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x: p.x(),
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y: p.y(),
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kind: "unidentified",
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owner: null,
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size: null,
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resources: null,
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industryStockpile: null,
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materialsStockpile: null,
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industry: null,
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population: null,
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colonists: null,
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production: null,
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freeIndustry: null,
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});
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}
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const localShipClass: ShipClassSummary[] = [];
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for (let i = 0; i < report.localShipClassLength(); i++) {
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const sc = report.localShipClass(i);
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if (sc === null) continue;
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localShipClass.push({ name: sc.name() ?? "" });
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}
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const raceName = report.race() ?? "";
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const routes = decodeReportRoutes(report);
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const localPlayerDrive = findLocalPlayerDrive(report, raceName);
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return {
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turn: Number(report.turn()),
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mapWidth: report.width(),
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mapHeight: report.height(),
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planetCount: report.planetCount(),
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planets,
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race: raceName,
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localShipClass,
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routes,
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localPlayerDrive,
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};
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}
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/**
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* decodeReportRoutes flattens `report.route()[]` into the typed
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* `ReportRoute[]`. Each `Route` carries `planet` (source) and an
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* array of `RouteEntry` rows where `key` is the destination
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* planet number and `value` is the load-type string. Entries
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* with unknown load-types are dropped with a `console.warn` so a
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* future schema bump never silently corrupts the inspector.
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*/
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function decodeReportRoutes(report: Report): ReportRoute[] {
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const out: ReportRoute[] = [];
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for (let i = 0; i < report.routeLength(); i++) {
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const route = report.route(i);
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if (route === null) continue;
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const sourcePlanetNumber = Number(route.planet());
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const entries: ReportRouteEntry[] = [];
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for (let j = 0; j < route.routeLength(); j++) {
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const entry = route.route(j);
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if (entry === null) continue;
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const value = entry.value() ?? "";
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if (!isCargoLoadType(value)) {
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console.warn(
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`decodeReport: skipping RouteEntry with unknown load-type "${value}"`,
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);
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continue;
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}
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entries.push({
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loadType: value,
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destinationPlanetNumber: Number(entry.key()),
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});
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}
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entries.sort(compareRouteEntriesByLoadType);
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out.push({ sourcePlanetNumber, entries });
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}
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return out;
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}
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const LOAD_TYPE_ORDER: Record<CargoLoadType, number> = (() => {
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const map = {} as Record<CargoLoadType, number>;
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CARGO_LOAD_TYPE_VALUES.forEach((value, index) => {
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map[value] = index;
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});
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return map;
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})();
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function compareRouteEntriesByLoadType(
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a: ReportRouteEntry,
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b: ReportRouteEntry,
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): number {
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return LOAD_TYPE_ORDER[a.loadType] - LOAD_TYPE_ORDER[b.loadType];
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}
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/**
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* findLocalPlayerDrive locates the local player's drive tech
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* level by matching `Player.name` against the report's `race`
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* field (the engine uses race name as the runtime player
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* identifier). Returns 0 when the lookup fails — boot state, an
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* incomplete report, or a future schema bump that switches to
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* UUIDs. Wrapping the lookup in one helper keeps the migration
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* cost contained.
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*/
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function findLocalPlayerDrive(report: Report, raceName: string): number {
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if (raceName === "") return 0;
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for (let i = 0; i < report.playerLength(); i++) {
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const player = report.player(i);
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if (player === null) continue;
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if ((player.name() ?? "") !== raceName) continue;
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return player.drive();
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}
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return 0;
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}
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/**
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* uuidToHiLo splits the canonical 36-character UUID string
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* (`xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx`) into the two big-endian
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* uint64 halves used by `common.UUID`. Mirrors `pkg/transcoder/uuid.go`.
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*/
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export function uuidToHiLo(value: string): [bigint, bigint] {
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const hex = value.replace(/-/g, "").toLowerCase();
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if (hex.length !== 32 || /[^0-9a-f]/.test(hex)) {
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throw new GameStateError(
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"invalid_request",
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"invalid_request",
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`invalid uuid: ${value}`,
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);
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}
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const hi = BigInt(`0x${hex.slice(0, 16)}`);
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const lo = BigInt(`0x${hex.slice(16, 32)}`);
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return [hi, lo];
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}
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/**
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* applyOrderOverlay returns a copy of `report` with every locally-
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* valid or still-in-flight or applied command from `commands`
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* projected on top. Phase 14 introduced the overlay for
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* `planetRename`; Phase 15 extends it to `setProductionType` so the
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* inspector segment / map label reflect the chosen production target
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* before the engine confirms it. Other variants pass through. The
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* function is pure: callers re-derive the overlay whenever the draft
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* or the report change.
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*
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* `statuses` maps command id → status. Entries with `valid`,
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* `submitting`, or `applied` participate in the overlay — together
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* they describe "the player's committed intent for this turn":
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* locally-valid (auto-sync about to fire), in-flight on the wire,
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* or acknowledged by the engine. Entries with `draft`, `invalid`,
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* or `rejected` skip the overlay so the player keeps the server's
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* (un-renamed) view.
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*/
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export function applyOrderOverlay(
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report: GameReport,
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commands: OrderCommand[],
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statuses: Record<string, CommandStatus>,
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): GameReport {
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if (commands.length === 0) return report;
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let mutatedPlanets: ReportPlanet[] | null = null;
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let mutatedRoutes: ReportRoute[] | null = null;
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for (const cmd of commands) {
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const status = statuses[cmd.id];
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if (
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status !== "valid" &&
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status !== "submitting" &&
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status !== "applied"
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) {
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continue;
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}
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if (cmd.kind === "planetRename") {
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const idx = report.planets.findIndex(
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(p) => p.number === cmd.planetNumber,
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);
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if (idx < 0) continue;
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if (mutatedPlanets === null) {
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mutatedPlanets = [...report.planets];
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}
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mutatedPlanets[idx] = { ...mutatedPlanets[idx]!, name: cmd.name };
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continue;
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}
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if (cmd.kind === "setProductionType") {
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const idx = report.planets.findIndex(
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(p) => p.number === cmd.planetNumber,
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);
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if (idx < 0) continue;
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if (mutatedPlanets === null) {
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mutatedPlanets = [...report.planets];
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}
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mutatedPlanets[idx] = {
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...mutatedPlanets[idx]!,
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production: productionDisplayFromCommand(
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cmd.productionType,
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cmd.subject,
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),
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};
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continue;
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}
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if (cmd.kind === "setCargoRoute") {
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if (mutatedRoutes === null) {
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mutatedRoutes = cloneRoutes(report.routes);
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}
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upsertRouteEntry(mutatedRoutes, cmd.sourcePlanetNumber, {
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loadType: cmd.loadType,
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destinationPlanetNumber: cmd.destinationPlanetNumber,
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});
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continue;
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}
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if (cmd.kind === "removeCargoRoute") {
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if (mutatedRoutes === null) {
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mutatedRoutes = cloneRoutes(report.routes);
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}
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deleteRouteEntry(mutatedRoutes, cmd.sourcePlanetNumber, cmd.loadType);
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continue;
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}
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}
|
|
if (mutatedPlanets === null && mutatedRoutes === null) return report;
|
|
return {
|
|
...report,
|
|
planets: mutatedPlanets ?? report.planets,
|
|
routes: mutatedRoutes ?? report.routes,
|
|
};
|
|
}
|
|
|
|
function cloneRoutes(routes: ReportRoute[]): ReportRoute[] {
|
|
return routes.map((r) => ({
|
|
sourcePlanetNumber: r.sourcePlanetNumber,
|
|
entries: r.entries.map((e) => ({ ...e })),
|
|
}));
|
|
}
|
|
|
|
function upsertRouteEntry(
|
|
routes: ReportRoute[],
|
|
sourcePlanetNumber: number,
|
|
entry: ReportRouteEntry,
|
|
): void {
|
|
let route = routes.find((r) => r.sourcePlanetNumber === sourcePlanetNumber);
|
|
if (route === undefined) {
|
|
route = { sourcePlanetNumber, entries: [] };
|
|
routes.push(route);
|
|
}
|
|
const idx = route.entries.findIndex((e) => e.loadType === entry.loadType);
|
|
if (idx >= 0) {
|
|
route.entries[idx] = entry;
|
|
} else {
|
|
route.entries.push(entry);
|
|
}
|
|
route.entries.sort(compareRouteEntriesByLoadType);
|
|
}
|
|
|
|
function deleteRouteEntry(
|
|
routes: ReportRoute[],
|
|
sourcePlanetNumber: number,
|
|
loadType: CargoLoadType,
|
|
): void {
|
|
const routeIndex = routes.findIndex(
|
|
(r) => r.sourcePlanetNumber === sourcePlanetNumber,
|
|
);
|
|
if (routeIndex < 0) return;
|
|
const route = routes[routeIndex]!;
|
|
route.entries = route.entries.filter((e) => e.loadType !== loadType);
|
|
if (route.entries.length === 0) {
|
|
routes.splice(routeIndex, 1);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* productionDisplayFromCommand mirrors the engine's
|
|
* `Cache.PlanetProductionDisplayName`
|
|
* (`game/internal/controller/planet.go`) for the optimistic overlay.
|
|
* Keeping the strings byte-equal with the next server report avoids
|
|
* a flicker when the overlay drops on the next turn cutoff.
|
|
*/
|
|
export function productionDisplayFromCommand(
|
|
productionType: ProductionType,
|
|
subject: string,
|
|
): string {
|
|
switch (productionType) {
|
|
case "MAT":
|
|
return "Material";
|
|
case "CAP":
|
|
return "Capital";
|
|
case "DRIVE":
|
|
return "Drive";
|
|
case "WEAPONS":
|
|
return "Weapons";
|
|
case "SHIELDS":
|
|
return "Shields";
|
|
case "CARGO":
|
|
return "Cargo";
|
|
case "SCIENCE":
|
|
case "SHIP":
|
|
return subject;
|
|
}
|
|
}
|
|
|
|
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" };
|
|
}
|
|
}
|