Ilia Denisov af30846091
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fix(game): #59 — per-command rejection on PUT /api/v1/order
Validation of a player's order now applies every command against a
transient game-state snapshot and records the per-command outcome
(cmdApplied, cmdErrorCode) in each command's meta. The order is
persisted even when some commands are rejected, and the response is
202 + UserGamesOrder so clients can surface the partial failure
without the chain collapsing into "downstream service is unavailable".

Pkg/error consts are reshelved onto three explicit ranges with a
package doc and helpers (IsInternalCode/IsInputCode/IsGameStateCode):
1xxx internal/server (500/501), 2xxx structural input (400), 3xxx
game-state per-command rejection (400 when escaping HTTP, otherwise
recorded as cmdErrorCode). Two pre-existing typos fixed mechanically
(ErrBeakGroupNumberNotEnough -> ErrBreakGroupNumberNotEnough,
ErrRaceExinct -> ErrRaceExtinct) along with all callsites.

Engine errorResponse maps *GenericError by shelf rather than mapping
everything to 500. The Quit-not-last structural check in
Controller.ValidateOrder is preserved and its type assertion fixed
(was a value assertion against a pointer-typed command, so the check
silently never fired).

Backend, gateway and UI are unchanged — they were already correct on
the 202 path; only the engine collapsing per-command rejection into
500 was needed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 09:36:29 +02:00
2026-05-11 01:10:32 +02:00
2026-05-28 08:53:27 +02:00
2026-05-11 22:18:16 +02:00
2026-05-11 01:10:32 +02:00
2026-04-09 15:16:36 +03:00
2026-05-23 16:55:02 +02:00
2026-05-23 16:55:02 +02:00
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