ui/phase-26: history mode (turn navigator + read-only banner)

Split GameStateStore into currentTurn (server's latest) and viewedTurn
(displayed snapshot) so history excursions don't corrupt the resume
bookmark or the live-turn bound. Add viewTurn / returnToCurrent /
historyMode rune, plus a game-history cache namespace that stores
past-turn reports for fast re-entry. OrderDraftStore.bindClient takes
a getHistoryMode getter and short-circuits add / remove / move while
the user is viewing a past turn; RenderedReportSource skips the order
overlay in the same case. Header replaces the static "turn N" with a
clickable triplet (TurnNavigator), the layout mounts HistoryBanner
under the header, and visibility-refresh is a no-op while history is
active.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-12 00:13:19 +02:00
parent 070fdc0ee5
commit 2d17760a5e
20 changed files with 1572 additions and 118 deletions
+112 -19
View File
@@ -27,6 +27,10 @@ const PREF_KEY_WRAP_MODE = (gameId: string) => `${gameId}/wrap-mode`;
const PREF_KEY_LAST_VIEWED_TURN = (gameId: string) =>
`${gameId}/last-viewed-turn`;
const HISTORY_NAMESPACE = "game-history";
const HISTORY_KEY_TURN = (gameId: string, turn: number) =>
`${gameId}/turn/${turn}`;
/**
* GAME_STATE_CONTEXT_KEY is the Svelte context key the in-game shell
* layout uses to expose its `GameStateStore` instance to descendants.
@@ -55,9 +59,30 @@ export class GameStateStore {
* game (lifted from the lobby record on `setGame`). Phase 14
* exposes it so the layout can pass it to
* `OrderDraftStore.hydrateFromServer` after both stores boot;
* later phases (history mode, calc) will read it directly.
* Phase 26 keeps the "authoritative server-side turn" meaning —
* only `setGame`, `advanceToPending`, and the visibility-listener
* lobby re-query update it. History navigation (`viewTurn`) leaves
* it alone so the "Return to current turn" affordance keeps a
* reliable target.
*/
currentTurn = $state(0);
/**
* viewedTurn is the turn whose snapshot is currently displayed.
* In live mode it equals `currentTurn`. Phase 26 history mode
* decouples the two: `viewTurn(N)` flips this rune (and `report`)
* to N without touching `currentTurn` or `last-viewed-turn`.
*/
viewedTurn = $state(0);
/**
* historyMode is the derived "user is viewing a past turn" rune
* consumed by Phase 12 sidebar / bottom-tabs wiring, the Phase 26
* history banner, the rendered-report overlay short-circuit, and
* the order-draft mutation gate. It depends only on the rune state
* above, so every consumer reacts to a single source of truth.
*/
historyMode = $derived(
this.status === "ready" && this.viewedTurn < this.currentTurn,
);
/**
* synthetic is set by `initSynthetic` for DEV-only sessions backed
* by a hand-loaded report (lobby's "Load synthetic report"
@@ -140,16 +165,18 @@ export class GameStateStore {
// server-side current turn, open the user on their last-seen
// snapshot and surface the gap through `pendingTurn` so the
// shell can render a "new turn available" affordance instead
// of silently auto-advancing.
// of silently auto-advancing. After Phase 26 the same gap
// also flips `historyMode` to true (viewedTurn < currentTurn),
// so the read-only banner appears alongside the toast.
if (
lastViewed !== null &&
lastViewed >= 0 &&
lastViewed < summary.currentTurn
) {
this.pendingTurn = summary.currentTurn;
await this.loadTurn(lastViewed);
await this.loadTurn(lastViewed, { isCurrent: false });
} else {
await this.loadTurn(summary.currentTurn);
await this.loadTurn(summary.currentTurn, { isCurrent: true });
}
} catch (err) {
if (this.destroyed) return;
@@ -196,7 +223,7 @@ export class GameStateStore {
}
this.gameName = summary.gameName;
this.currentTurn = summary.currentTurn;
await this.loadTurn(summary.currentTurn);
await this.loadTurn(summary.currentTurn, { isCurrent: true });
this.pendingTurn = null;
} catch (err) {
if (this.destroyed) return;
@@ -206,29 +233,57 @@ export class GameStateStore {
}
/**
* setTurn loads a different turn snapshot — used by Phase 26 history
* mode. The current turn stays at whatever `setGame` discovered;
* calling without an argument refetches the same turn.
* viewTurn loads the historical snapshot for `turn` and switches the
* UI into history mode (Phase 26). The current turn is untouched —
* `historyMode` flips on automatically through the derived rune, and
* the `last-viewed-turn` cache is only refreshed when the caller
* happens to ask for the currentTurn (e.g. `returnToCurrent`). A
* cache hit on `game-history/{gameId}/turn/{N}` skips the network;
* past turns are immutable so the cache never goes stale.
*/
async setTurn(turn: number): Promise<void> {
async viewTurn(turn: number): Promise<void> {
if (this.client === null) return;
if (!Number.isFinite(turn) || turn < 0 || turn > this.currentTurn) {
return;
}
this.status = "loading";
this.error = null;
try {
await this.loadTurn(turn);
await this.loadTurn(turn, { isCurrent: turn === this.currentTurn });
} catch (err) {
if (this.destroyed) return;
this.status = "error";
this.error = describe(err);
}
}
/**
* refresh re-fetches the report at the current turn. Called on
* window `visibilitychange` so the map and the turn counter stay
* fresh after the user returns to the tab.
* returnToCurrent jumps back to the server's current turn after a
* history excursion. Thin wrapper around `viewTurn(currentTurn)` so
* the banner / popover share the same call site.
*/
refresh(): Promise<void> {
return this.setTurn(this.currentTurn);
returnToCurrent(): Promise<void> {
return this.viewTurn(this.currentTurn);
}
/**
* refresh is fired from the `visibilitychange` listener. In live
* mode it re-fetches the report at the current turn so the map and
* the counter catch up after the user returns to the tab. In
* history mode it is a no-op: the user is intentionally viewing a
* past turn, push events (Phase 24) deliver new-turn notifications
* asynchronously, and forcing a reload would silently bump the
* user out of history mode.
*/
async refresh(): Promise<void> {
if (this.client === null) return;
if (this.historyMode) return;
try {
await this.loadTurn(this.currentTurn, { isCurrent: true });
} catch (err) {
if (this.destroyed) return;
console.warn("game-state: refresh failed", err);
}
}
/**
@@ -276,6 +331,7 @@ export class GameStateStore {
this.wrapMode = await readWrapMode(opts.cache, opts.gameId);
this.report = opts.report;
this.currentTurn = opts.report.turn;
this.viewedTurn = opts.report.turn;
this.status = "ready";
}
@@ -295,20 +351,57 @@ export class GameStateStore {
return games.find((g) => g.gameId === gameId) ?? null;
}
private async loadTurn(turn: number): Promise<void> {
private async loadTurn(
turn: number,
opts: { isCurrent: boolean },
): Promise<void> {
if (this.client === null) return;
const report = await fetchGameReport(this.client, this.gameId, turn);
const report = await this.readReport(turn, opts.isCurrent);
if (this.destroyed) return;
this.report = report;
this.currentTurn = turn;
this.viewedTurn = turn;
this.status = "ready";
if (this.cache !== null) {
if (this.cache === null) return;
if (opts.isCurrent) {
// Persist last-viewed-turn only when the user is caught up
// on the live snapshot. Historical excursions are ephemeral
// (Phase 26 decision): the resume-on-open affordance from
// Phase 11 must keep meaning "the latest turn this player
// was caught up on", not "wherever they last clicked".
await this.cache.put(
PREF_NAMESPACE,
PREF_KEY_LAST_VIEWED_TURN(this.gameId),
turn,
);
return;
}
// Past turns are immutable, so the snapshot is safe to cache
// for fast re-entry. The current-turn snapshot deliberately
// skips the cache — it is mutable until the next tick.
await this.cache.put(
HISTORY_NAMESPACE,
HISTORY_KEY_TURN(this.gameId, turn),
report,
);
}
private async readReport(
turn: number,
isCurrent: boolean,
): Promise<GameReport> {
if (this.client === null) {
throw new Error("game-state: readReport called without client");
}
if (!isCurrent && this.cache !== null) {
const cached = await this.cache.get<GameReport>(
HISTORY_NAMESPACE,
HISTORY_KEY_TURN(this.gameId, turn),
);
if (cached !== undefined && cached.turn === turn) {
return cached;
}
}
return await fetchGameReport(this.client, this.gameId, turn);
}
private installVisibilityListener(): void {