f57a290432
- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
list, my-applications/invites lists, game-create, application-submit,
invite-redeem/decline. Mirror the matching transcoder pairs and Go
fixture round-trip tests.
- Wire the seven new lobby message types through
gateway/internal/backendclient/{routes,lobby_commands}.go with
per-command REST helpers, JSON-tolerant decoding of backend wire
shapes, and httptest-based unit coverage for success / 4xx / 5xx /
503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
`make fbs-ts` target driving flatc, and the generated bindings under
ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
now uses these bindings as well, closing the JSON.parse vs
FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
invitations, my applications, public games, create new game) and the
/lobby/create form. Submit-application uses an inline race-name
form on the public-game card; create-game keeps name / description /
turn_schedule / enrollment_ends_at always visible and the rest under
an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
+ lobby-create component tests, Playwright lobby-flow.spec covering
create / submit / accept across all four projects. Phase 7 e2e was
migrated to the FlatBuffers fixtures and to click+fill against the
Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
Phase 7, append the new lobby commands to gateway/README.md and
docs/ARCHITECTURE.md, add ui/docs/lobby.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
105 lines
3.5 KiB
Go
105 lines
3.5 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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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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