Files
galaxy-game/pkg/transcoder/battle.go
T
Ilia Denisov ebd156ece2
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battle-fetch: migrate to user.games.battle ConnectRPC command
The Phase 27 BattleViewer was the last UI surface still issuing raw
fetch() against the backend REST contract (`/api/v1/user/games/...
/battles/...`). The dev-deploy gateway never proxied that path, so
the viewer worked only in tools/local-dev/. Move it onto the signed
ConnectRPC channel every other authenticated surface already uses.

Wire pieces:
- FBS GameBattleRequest in pkg/schema/fbs/battle.fbs, regenerated
  Go + TS bindings.
- MessageTypeUserGamesBattle constant + GameBattleRequest struct in
  pkg/model/report/messages.go.
- pkg/transcoder/battle.go gains GameBattleRequestToPayload and
  PayloadToGameBattleRequest helpers.
- gateway games_commands.go switches on the new message type and
  GETs /api/v1/user/games/{id}/battles/{turn}/{battle_id}; the JSON
  response is re-encoded as a FlatBuffers BattleReport before being
  returned. 404 from backend surfaces as the canonical `not_found`
  gateway error.
- ui/frontend/src/api/battle-fetch.ts now builds the FBS request,
  calls GalaxyClient.executeCommand, and decodes the FBS response
  into the existing UI shape (Record<string,string> race/ship maps,
  string-form UUID). BattleFetchError carries an HTTP-style status
  derived from the result code so the active-view's not_found branch
  keeps working.
- battle.svelte pulls the GalaxyClient from the in-game shell
  context. While the layout's boot Promise.all is in flight the
  effect stays in `loading` until the client handle becomes
  non-null.
- ui/Makefile FBS_INPUTS gains battle.fbs.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 12:41:54 +02:00

437 lines
13 KiB
Go

package transcoder
import (
"errors"
"fmt"
"sort"
model "galaxy/model/report"
fbs "galaxy/schema/fbs/battle"
flatbuffers "github.com/google/flatbuffers/go"
"github.com/google/uuid"
)
// BattleReportToPayload converts model.BattleReport from the internal
// representation to FlatBuffers bytes that can be sent over network
// transports.
//
// The function returns an error when the input is nil.
func BattleReportToPayload(report *model.BattleReport) ([]byte, error) {
if report == nil {
return nil, errors.New("encode battle report payload: report is nil")
}
builder := flatbuffers.NewBuilder(2048)
planetName := builder.CreateString(report.PlanetName)
raceOffsets := encodeBattleRaceEntryOffsets(builder, report.Races)
shipOffsets := encodeBattleShipEntryOffsets(builder, report.Ships)
protocolOffsets := encodeBattleActionOffsets(builder, report.Protocol)
raceVector := encodeBattleOffsetVector(builder, len(raceOffsets), fbs.BattleReportStartRacesVector, raceOffsets)
shipVector := encodeBattleOffsetVector(builder, len(shipOffsets), fbs.BattleReportStartShipsVector, shipOffsets)
protocolVector := encodeBattleOffsetVector(builder, len(protocolOffsets), fbs.BattleReportStartProtocolVector, protocolOffsets)
idHi, idLo := uuidToHiLo(report.ID)
fbs.BattleReportStart(builder)
fbs.BattleReportAddId(builder, fbs.CreateUUID(builder, idHi, idLo))
fbs.BattleReportAddPlanet(builder, uint64(report.Planet))
fbs.BattleReportAddPlanetName(builder, planetName)
if len(raceOffsets) > 0 {
fbs.BattleReportAddRaces(builder, raceVector)
}
if len(shipOffsets) > 0 {
fbs.BattleReportAddShips(builder, shipVector)
}
if len(protocolOffsets) > 0 {
fbs.BattleReportAddProtocol(builder, protocolVector)
}
payload := fbs.BattleReportEnd(builder)
fbs.FinishBattleReportBuffer(builder, payload)
return builder.FinishedBytes(), nil
}
// PayloadToBattleReport converts FlatBuffers payload bytes into
// model.BattleReport.
//
// The function validates payload structure and integer conversions.
// Malformed payloads are returned as errors.
func PayloadToBattleReport(data []byte) (result *model.BattleReport, err error) {
if len(data) == 0 {
return nil, errors.New("decode battle report payload: data is empty")
}
defer func() {
if recovered := recover(); recovered != nil {
result = nil
err = fmt.Errorf("decode battle report payload: panic recovered: %v", recovered)
}
}()
flatReport := fbs.GetRootAsBattleReport(data, 0)
id := flatReport.Id(nil)
if id == nil {
return nil, errors.New("decode battle report payload: id is missing")
}
planet, err := uint64ToUint(flatReport.Planet(), "planet")
if err != nil {
return nil, fmt.Errorf("decode battle report payload: %w", err)
}
result = &model.BattleReport{
ID: uuidFromHiLo(id.Hi(), id.Lo()),
Planet: planet,
PlanetName: string(flatReport.PlanetName()),
}
if err := decodeBattleRaceMap(flatReport, result); err != nil {
return nil, err
}
if err := decodeBattleShipMap(flatReport, result); err != nil {
return nil, err
}
if err := decodeBattleProtocol(flatReport, result); err != nil {
return nil, err
}
return result, nil
}
func encodeBattleRaceEntryOffsets(builder *flatbuffers.Builder, races map[int]uuid.UUID) []flatbuffers.UOffsetT {
if len(races) == 0 {
return nil
}
keys := make([]int, 0, len(races))
for key := range races {
keys = append(keys, key)
}
sort.Ints(keys)
offsets := make([]flatbuffers.UOffsetT, len(keys))
for i, key := range keys {
hi, lo := uuidToHiLo(races[key])
fbs.RaceEntryStart(builder)
fbs.RaceEntryAddKey(builder, int64(key))
fbs.RaceEntryAddValue(builder, fbs.CreateUUID(builder, hi, lo))
offsets[i] = fbs.RaceEntryEnd(builder)
}
return offsets
}
func encodeBattleShipEntryOffsets(builder *flatbuffers.Builder, ships map[int]model.BattleReportGroup) []flatbuffers.UOffsetT {
if len(ships) == 0 {
return nil
}
keys := make([]int, 0, len(ships))
for key := range ships {
keys = append(keys, key)
}
sort.Ints(keys)
offsets := make([]flatbuffers.UOffsetT, len(keys))
for i, key := range keys {
group := ships[key]
groupOffset := encodeBattleReportGroup(builder, &group)
fbs.ShipEntryStart(builder)
fbs.ShipEntryAddKey(builder, int64(key))
fbs.ShipEntryAddValue(builder, groupOffset)
offsets[i] = fbs.ShipEntryEnd(builder)
}
return offsets
}
func encodeBattleActionOffsets(builder *flatbuffers.Builder, protocol []model.BattleActionReport) []flatbuffers.UOffsetT {
if len(protocol) == 0 {
return nil
}
offsets := make([]flatbuffers.UOffsetT, len(protocol))
for i := range protocol {
item := &protocol[i]
fbs.BattleActionReportStart(builder)
fbs.BattleActionReportAddAttacker(builder, int64(item.Attacker))
fbs.BattleActionReportAddAttackerShipClass(builder, int64(item.AttackerShipClass))
fbs.BattleActionReportAddDefender(builder, int64(item.Defender))
fbs.BattleActionReportAddDefenderShipClass(builder, int64(item.DefenderShipClass))
fbs.BattleActionReportAddDestroyed(builder, item.Destroyed)
offsets[i] = fbs.BattleActionReportEnd(builder)
}
return offsets
}
func encodeBattleReportGroup(builder *flatbuffers.Builder, group *model.BattleReportGroup) flatbuffers.UOffsetT {
race := builder.CreateString(group.Race)
className := builder.CreateString(group.ClassName)
loadType := builder.CreateString(group.LoadType)
tech := encodeBattleTechEntryVector(builder, group.Tech)
fbs.BattleReportGroupStart(builder)
fbs.BattleReportGroupAddInBattle(builder, group.InBattle)
fbs.BattleReportGroupAddNumber(builder, uint64(group.Number))
fbs.BattleReportGroupAddNumberLeft(builder, uint64(group.NumberLeft))
fbs.BattleReportGroupAddLoadQuantity(builder, reportFloatToFBS(group.LoadQuantity))
if tech != 0 {
fbs.BattleReportGroupAddTech(builder, tech)
}
fbs.BattleReportGroupAddRace(builder, race)
fbs.BattleReportGroupAddClassName(builder, className)
fbs.BattleReportGroupAddLoadType(builder, loadType)
return fbs.BattleReportGroupEnd(builder)
}
func encodeBattleTechEntryVector(builder *flatbuffers.Builder, tech map[string]model.Float) flatbuffers.UOffsetT {
if len(tech) == 0 {
return 0
}
keys := make([]string, 0, len(tech))
for key := range tech {
keys = append(keys, key)
}
sort.Strings(keys)
offsets := make([]flatbuffers.UOffsetT, len(keys))
for i, key := range keys {
encodedKey := builder.CreateString(key)
fbs.TechEntryStart(builder)
fbs.TechEntryAddKey(builder, encodedKey)
fbs.TechEntryAddValue(builder, reportFloatToFBS(tech[key]))
offsets[i] = fbs.TechEntryEnd(builder)
}
fbs.BattleReportGroupStartTechVector(builder, len(offsets))
for i := len(offsets) - 1; i >= 0; i-- {
builder.PrependUOffsetT(offsets[i])
}
return builder.EndVector(len(offsets))
}
func decodeBattleRaceMap(flatReport *fbs.BattleReport, result *model.BattleReport) error {
length := flatReport.RacesLength()
if length == 0 {
return nil
}
result.Races = make(map[int]uuid.UUID, length)
item := new(fbs.RaceEntry)
for i := 0; i < length; i++ {
if !flatReport.Races(item, i) {
return fmt.Errorf("decode battle report race %d: race entry is missing", i)
}
key, err := int64ToInt(item.Key(), "race key")
if err != nil {
return fmt.Errorf("decode battle report race %d: %w", i, err)
}
value := item.Value(nil)
if value == nil {
return fmt.Errorf("decode battle report race %d: race value is missing", i)
}
result.Races[key] = uuidFromHiLo(value.Hi(), value.Lo())
}
return nil
}
func decodeBattleShipMap(flatReport *fbs.BattleReport, result *model.BattleReport) error {
length := flatReport.ShipsLength()
if length == 0 {
return nil
}
result.Ships = make(map[int]model.BattleReportGroup, length)
item := new(fbs.ShipEntry)
for i := 0; i < length; i++ {
if !flatReport.Ships(item, i) {
return fmt.Errorf("decode battle report ship %d: ship entry is missing", i)
}
key, err := int64ToInt(item.Key(), "ship key")
if err != nil {
return fmt.Errorf("decode battle report ship %d: %w", i, err)
}
value := item.Value(nil)
if value == nil {
return fmt.Errorf("decode battle report ship %d: ship value is missing", i)
}
group, err := decodeBattleReportGroup(value, i)
if err != nil {
return err
}
result.Ships[key] = group
}
return nil
}
func decodeBattleProtocol(flatReport *fbs.BattleReport, result *model.BattleReport) error {
length := flatReport.ProtocolLength()
if length == 0 {
return nil
}
result.Protocol = make([]model.BattleActionReport, length)
item := new(fbs.BattleActionReport)
for i := 0; i < length; i++ {
if !flatReport.Protocol(item, i) {
return fmt.Errorf("decode battle report protocol %d: protocol entry is missing", i)
}
attacker, err := int64ToInt(item.Attacker(), "attacker")
if err != nil {
return fmt.Errorf("decode battle report protocol %d: %w", i, err)
}
attackerShipClass, err := int64ToInt(item.AttackerShipClass(), "attacker_ship_class")
if err != nil {
return fmt.Errorf("decode battle report protocol %d: %w", i, err)
}
defender, err := int64ToInt(item.Defender(), "defender")
if err != nil {
return fmt.Errorf("decode battle report protocol %d: %w", i, err)
}
defenderShipClass, err := int64ToInt(item.DefenderShipClass(), "defender_ship_class")
if err != nil {
return fmt.Errorf("decode battle report protocol %d: %w", i, err)
}
result.Protocol[i] = model.BattleActionReport{
Attacker: attacker,
AttackerShipClass: attackerShipClass,
Defender: defender,
DefenderShipClass: defenderShipClass,
Destroyed: item.Destroyed(),
}
}
return nil
}
func decodeBattleReportGroup(group *fbs.BattleReportGroup, shipIndex int) (model.BattleReportGroup, error) {
number, err := uint64ToUint(group.Number(), "number")
if err != nil {
return model.BattleReportGroup{}, fmt.Errorf("decode battle report ship %d: %w", shipIndex, err)
}
numberLeft, err := uint64ToUint(group.NumberLeft(), "number_left")
if err != nil {
return model.BattleReportGroup{}, fmt.Errorf("decode battle report ship %d: %w", shipIndex, err)
}
tech, err := decodeBattleTechMap(group, shipIndex)
if err != nil {
return model.BattleReportGroup{}, err
}
return model.BattleReportGroup{
InBattle: group.InBattle(),
Number: number,
NumberLeft: numberLeft,
LoadQuantity: reportFloatFromFBS(group.LoadQuantity()),
Tech: tech,
Race: string(group.Race()),
ClassName: string(group.ClassName()),
LoadType: string(group.LoadType()),
}, nil
}
func decodeBattleTechMap(group *fbs.BattleReportGroup, shipIndex int) (map[string]model.Float, error) {
length := group.TechLength()
if length == 0 {
return nil, nil
}
result := make(map[string]model.Float, length)
item := new(fbs.TechEntry)
for i := 0; i < length; i++ {
if !group.Tech(item, i) {
return nil, fmt.Errorf("decode battle report ship %d tech entry %d: tech entry is missing", shipIndex, i)
}
result[string(item.Key())] = reportFloatFromFBS(item.Value())
}
return result, nil
}
func encodeBattleOffsetVector(
builder *flatbuffers.Builder,
length int,
startVector func(*flatbuffers.Builder, int) flatbuffers.UOffsetT,
offsets []flatbuffers.UOffsetT,
) flatbuffers.UOffsetT {
if length == 0 {
return 0
}
startVector(builder, length)
for i := length - 1; i >= 0; i-- {
builder.PrependUOffsetT(offsets[i])
}
return builder.EndVector(length)
}
// GameBattleRequestToPayload converts model.GameBattleRequest to
// FlatBuffers bytes suitable for the authenticated gateway transport.
func GameBattleRequestToPayload(req *model.GameBattleRequest) ([]byte, error) {
if req == nil {
return nil, errors.New("encode game battle request payload: request is nil")
}
builder := flatbuffers.NewBuilder(64)
gameHi, gameLo := uuidToHiLo(req.GameID)
battleHi, battleLo := uuidToHiLo(req.BattleID)
fbs.GameBattleRequestStart(builder)
fbs.GameBattleRequestAddGameId(builder, fbs.CreateUUID(builder, gameHi, gameLo))
fbs.GameBattleRequestAddTurn(builder, uint32(req.Turn))
fbs.GameBattleRequestAddBattleId(builder, fbs.CreateUUID(builder, battleHi, battleLo))
offset := fbs.GameBattleRequestEnd(builder)
fbs.FinishGameBattleRequestBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToGameBattleRequest converts FlatBuffers payload bytes into
// model.GameBattleRequest.
func PayloadToGameBattleRequest(data []byte) (result *model.GameBattleRequest, err error) {
if len(data) == 0 {
return nil, errors.New("decode game battle request payload: data is empty")
}
defer func() {
if recovered := recover(); recovered != nil {
result = nil
err = fmt.Errorf("decode game battle request payload: panic recovered: %v", recovered)
}
}()
req := fbs.GetRootAsGameBattleRequest(data, 0)
gameID := req.GameId(nil)
if gameID == nil {
return nil, errors.New("decode game battle request payload: game_id is missing")
}
battleID := req.BattleId(nil)
if battleID == nil {
return nil, errors.New("decode game battle request payload: battle_id is missing")
}
return &model.GameBattleRequest{
GameID: uuidFromHiLo(gameID.Hi(), gameID.Lo()),
Turn: uint(req.Turn()),
BattleID: uuidFromHiLo(battleID.Hi(), battleID.Lo()),
}, nil
}