ui/phase-27: battle viewer (radial scene, playback, map markers)
Engine wire change: Report.battle switched from []uuid.UUID to
[]BattleSummary{id, planet, shots} so the map can place battle
markers without N extra fetches. FBS schema + generated Go/TS
regenerated; transcoder + report controller updated; openapi
adds the BattleSummary schema with a freeze test.
Backend gateway forwards engine GET /api/v1/battle/:turn/:uuid as
/api/v1/user/games/{game_id}/battles/{turn}/{battle_id} (handler
plus engineclient.FetchBattle, contract test stub, openapi spec).
UI:
- BattleViewer (lib/battle-player/) is a logically isolated SVG
radial scene that consumes a BattleReport prop. Planet at the
centre, races on the outer ring at equal angular spacing, race
clusters by (race, className) with <class>:<numLeft> labels;
observer groups (inBattle: false) are not drawn; eliminated
races drop out and survivors re-distribute on the next frame.
- Shot line per frame: red on destroyed, green otherwise; erased
on the next frame. Playback controls: play/pause + step ± +
rewind + 1x/2x/4x speed (400/200/100 ms per frame).
- Page wrapper (lib/active-view/battle.svelte) loads BattleReport
via api/battle-fetch.ts; synthetic-gameId prefix routes to a
fixture loader, otherwise REST through the gateway. Always-
visible <ol> text protocol satisfies the accessibility ask.
- section-battles.svelte links every battle UUID into the viewer.
- map/battle-markers.ts: yellow X cross of 2 LinePrim through the
corners of the planet's circumscribed square (stroke width
clamps from 1 px at 1 shot to 5 px at 100+ shots); bombing
marker is a stroke-only ring (yellow when damaged, red when
wiped). Wired into state-binding.ts; click handler dispatches
battle clicks to the viewer and bombing clicks to the matching
Reports row.
- i18n keys for the viewer in en + ru.
Docs: ui/docs/battle-viewer-ux.md, FUNCTIONAL.md §6.5 + ru
mirror, ui/PLAN.md Phase 27 decisions + deferred TODOs (push
event, richer class visuals, animated re-distribution).
Tests: Vitest unit (radial layout + timeline frame builder +
marker stroke formula + marker primitives), Playwright e2e for
the viewer (Reports link → viewer, playback step, not-found),
backend engineclient FetchBattle (200 / 404 / bad input), engine
openapi freezes (BattleReport, BattleReportGroup,
BattleActionReport, BattleSummary, Report.battle items).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -45,6 +45,7 @@ var pathParamStubs = map[string]string{
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"delivery_id": "00000000-0000-0000-0000-000000000006",
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"user_id": "00000000-0000-0000-0000-000000000007",
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"device_session_id": "00000000-0000-0000-0000-000000000008",
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"battle_id": "00000000-0000-0000-0000-000000000009",
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"id": "1.2.3",
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"username": "alice",
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"turn": "42",
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@@ -243,6 +243,60 @@ func (h *UserGamesHandlers) Report() gin.HandlerFunc {
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}
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}
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// Battle handles GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}.
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// Forwards to the engine's `GET /api/v1/battle/:turn/:uuid`. Path
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// parameters are validated up-front to save a network hop. 404 from
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// the engine is forwarded as 404. The recipient race is resolved
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// from the runtime mapping but not forwarded — engine returns the
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// battle by id, visibility is enforced by the engine state.
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func (h *UserGamesHandlers) Battle() gin.HandlerFunc {
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if h == nil || h.runtime == nil || h.engine == nil {
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return handlers.NotImplemented("userGamesBattle")
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}
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return func(c *gin.Context) {
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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turnRaw := c.Param("turn")
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turn, err := strconv.Atoi(turnRaw)
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if err != nil || turn < 0 {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "turn must be a non-negative integer")
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return
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}
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battleID := c.Param("battle_id")
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if battleID == "" {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "battle id is required")
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return
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}
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userID, ok := userid.FromContext(c.Request.Context())
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if !ok {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "user id missing")
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return
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}
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ctx := c.Request.Context()
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if _, err := h.runtime.ResolvePlayerMapping(ctx, gameID, userID); err != nil {
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respondGameProxyError(c, h.logger, "user games battle", ctx, err)
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return
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}
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endpoint, err := h.runtime.EngineEndpoint(ctx, gameID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games battle", ctx, err)
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return
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}
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body, status, err := h.engine.FetchBattle(ctx, endpoint, turn, battleID)
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if err != nil {
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respondEngineProxyError(c, h.logger, "user games battle", ctx, body, err)
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return
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}
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if status == http.StatusNotFound {
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httperr.Abort(c, http.StatusNotFound, httperr.CodeNotFound, "battle not found")
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return
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}
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c.Data(http.StatusOK, "application/json", body)
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}
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}
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// rebindActor decodes a JSON object from raw, sets `actor` to
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// raceName, and re-encodes. Backend never trusts the actor field
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// supplied by the client (per ARCHITECTURE.md §9).
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@@ -263,6 +263,7 @@ func registerUserRoutes(router *gin.Engine, instruments *metrics.Instruments, de
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userGames.POST("/:game_id/orders", deps.UserGames.Orders())
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userGames.GET("/:game_id/orders", deps.UserGames.GetOrders())
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userGames.GET("/:game_id/reports/:turn", deps.UserGames.Report())
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userGames.GET("/:game_id/battles/:turn/:battle_id", deps.UserGames.Battle())
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userSessions := group.Group("/sessions")
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userSessions.GET("", deps.UserSessions.List())
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