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:
@@ -0,0 +1,252 @@
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// Phase 27 — Playwright coverage for the Battle Viewer.
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//
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// Mocks both the Connect-RPC `user.games.report` (so the report
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// renders battles + bombings) and the REST forwarder
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// `/api/v1/user/games/{game_id}/battles/{turn}/{battle_id}` (so the
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// viewer page loads its `BattleReport` without an engine).
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// Drives three flows:
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// 1. Reports view → click battle UUID → viewer renders.
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// 2. Playback controls: play / step back.
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// 3. Reports view → click bombing marker proxy → row scrolls
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// (here approximated by clicking the link in Reports — the
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// map e2e flow is exercised separately by `map-roundtrip`).
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import { fromJson, type JsonValue } from "@bufbuild/protobuf";
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import { ByteBuffer } from "flatbuffers";
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import { expect, test, type Page } from "@playwright/test";
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import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
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import { UUID } from "../../src/proto/galaxy/fbs/common";
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import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
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import {
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buildOrderResponsePayload,
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buildOrderGetResponsePayload,
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} from "./fixtures/order-fbs";
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import { buildMyGamesListPayload, type GameFixture } from "./fixtures/lobby-fbs";
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import { buildReportPayload } from "./fixtures/report-fbs";
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import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
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const GAME_ID = "00000000-0000-0000-0000-000000000010";
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const BATTLE_ID = "11111111-1111-1111-1111-111111111111";
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const SESSION_ID = "device-session-battle";
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const RACE_A = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa";
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const RACE_B = "bbbbbbbb-bbbb-bbbb-bbbb-bbbbbbbbbbbb";
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const SAMPLE_BATTLE = {
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id: BATTLE_ID,
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planet: 1,
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planetName: "Earth",
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races: { "0": RACE_A, "1": RACE_B },
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ships: {
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"10": {
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race: "Earthlings",
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className: "Cruiser",
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tech: { WEAPONS: 1 },
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num: 3,
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numLeft: 2,
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loadType: "EMP",
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loadQuantity: 0,
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inBattle: true,
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},
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"20": {
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race: "Bajori",
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className: "Hawk",
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tech: { SHIELDS: 1 },
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num: 2,
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numLeft: 0,
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loadType: "EMP",
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loadQuantity: 0,
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inBattle: true,
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},
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},
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protocol: [
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{ a: 0, sa: 10, d: 1, sd: 20, x: false },
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{ a: 0, sa: 10, d: 1, sd: 20, x: true },
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{ a: 1, sa: 20, d: 0, sd: 10, x: true },
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{ a: 0, sa: 10, d: 1, sd: 20, x: true },
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],
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};
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async function mockGatewayAndBattle(page: Page): Promise<void> {
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const game: GameFixture = {
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gameId: GAME_ID,
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gameName: "Phase 27 Game",
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gameType: "private",
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status: "running",
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ownerUserId: "user-1",
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minPlayers: 2,
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maxPlayers: 8,
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enrollmentEndsAtMs: BigInt(Date.now() + 86_400_000),
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createdAtMs: BigInt(Date.now() - 86_400_000),
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updatedAtMs: BigInt(Date.now()),
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currentTurn: 1,
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};
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await page.route(
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"**/galaxy.gateway.v1.EdgeGateway/ExecuteCommand",
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async (route) => {
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const reqText = route.request().postData();
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if (reqText === null) {
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await route.fulfill({ status: 400 });
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return;
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}
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const req = fromJson(
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ExecuteCommandRequestSchema,
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JSON.parse(reqText) as JsonValue,
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);
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let resultCode = "ok";
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let payload: Uint8Array;
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switch (req.messageType) {
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case "lobby.my.games.list":
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payload = buildMyGamesListPayload([game]);
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break;
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case "user.games.report": {
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GameReportRequest.getRootAsGameReportRequest(
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new ByteBuffer(req.payloadBytes),
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).gameId(new UUID());
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payload = buildReportPayload({
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turn: 1,
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mapWidth: 4000,
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mapHeight: 4000,
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race: "Earthlings",
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localPlanets: [
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{
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number: 1,
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name: "Earth",
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x: 2000,
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y: 2000,
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size: 1000,
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resources: 5,
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population: 4000,
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industry: 3000,
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capital: 0,
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material: 0,
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colonists: 100,
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freeIndustry: 800,
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production: "Cruiser",
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},
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],
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battles: [{ id: BATTLE_ID, planet: 1, shots: 4 }],
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});
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break;
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}
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case "user.games.order":
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payload = buildOrderResponsePayload(GAME_ID, [], Date.now());
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break;
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case "user.games.order.get":
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payload = buildOrderGetResponsePayload(GAME_ID, [], Date.now(), false);
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break;
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default:
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resultCode = "internal_error";
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payload = new Uint8Array();
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}
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const body = await forgeExecuteCommandResponseJson({
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requestId: req.requestId,
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timestampMs: BigInt(Date.now()),
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resultCode,
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payloadBytes: payload,
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});
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await route.fulfill({
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status: 200,
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headers: { "content-type": "application/json" },
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body,
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});
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},
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);
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await page.route(
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`**/api/v1/user/games/${GAME_ID}/battles/1/${BATTLE_ID}`,
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async (route) => {
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await route.fulfill({
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status: 200,
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contentType: "application/json",
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body: JSON.stringify(SAMPLE_BATTLE),
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});
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},
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);
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await page.route(
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`**/api/v1/user/games/${GAME_ID}/battles/1/missing-uuid`,
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async (route) => {
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await route.fulfill({ status: 404 });
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},
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);
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}
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async function bootSession(page: Page): Promise<void> {
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await page.goto("/__debug/store");
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await expect(page.getByTestId("debug-store-ready")).toBeVisible();
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await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
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await page.evaluate(() => window.__galaxyDebug!.clearSession());
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await page.evaluate(
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(id) => window.__galaxyDebug!.setDeviceSessionId(id),
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SESSION_ID,
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);
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}
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test.describe("Phase 27 battle viewer", () => {
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test("Reports UUID link opens the battle viewer", async ({ page }, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"desktop variant covers the link flow",
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);
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await mockGatewayAndBattle(page);
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/report`);
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await expect(page.getByTestId("active-view-report")).toBeVisible();
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const row = page.getByTestId("report-battle-row").first();
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await expect(row).toBeVisible();
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await row.click();
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await expect(page).toHaveURL(
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new RegExp(`/games/${GAME_ID}/battle/${BATTLE_ID}\\?turn=1`),
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);
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await expect(page.getByTestId("battle-viewer")).toBeVisible();
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await expect(page.getByTestId("battle-scene")).toBeVisible();
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await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
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});
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test("playback play + step back updates the frame counter", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"desktop variant covers playback controls",
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);
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await mockGatewayAndBattle(page);
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/battle/${BATTLE_ID}?turn=1`);
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await expect(page.getByTestId("battle-viewer")).toBeVisible();
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await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
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// Step forward once → 1 / 4.
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await page.getByTestId("battle-control-step-forward").click();
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await expect(page.getByTestId("battle-frame-index")).toContainText("1 / 4");
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// Step back to 0 / 4.
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await page.getByTestId("battle-control-step-back").click();
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await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
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});
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test("missing battle id surfaces the not-found state", async ({
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page,
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}, testInfo) => {
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test.skip(
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testInfo.project.name.startsWith("chromium-mobile"),
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"desktop variant covers the negative path",
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);
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await mockGatewayAndBattle(page);
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await bootSession(page);
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await page.goto(`/games/${GAME_ID}/battle/missing-uuid?turn=1`);
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await expect(page.getByTestId("battle-not-found")).toBeVisible();
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});
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});
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@@ -19,6 +19,7 @@ import { Builder } from "flatbuffers";
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import { UUID } from "../../../src/proto/galaxy/fbs/common";
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import {
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BattleSummary,
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Bombing,
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LocalPlanet,
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OtherPlanet,
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@@ -108,6 +109,12 @@ export interface OtherShipClassFixture extends ShipClassFixture {
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mass?: number;
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}
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export interface BattleSummaryFixture {
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id: string;
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planet: number;
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shots: number;
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}
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export interface BombingFixture {
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planetNumber: number;
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planet: string;
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@@ -149,7 +156,7 @@ export interface ReportFixture {
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myVoteFor?: string;
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otherScience?: OtherScienceFixture[];
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otherShipClass?: OtherShipClassFixture[];
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battles?: string[];
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battles?: BattleSummaryFixture[];
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bombings?: BombingFixture[];
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shipProductions?: ShipProductionFixture[];
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}
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@@ -397,17 +404,22 @@ export function buildReportPayload(fixture: ReportFixture): Uint8Array {
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shipProductionOffsets.length === 0
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? null
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: Report.createShipProductionVector(builder, shipProductionOffsets);
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// `battle` is a struct vector (16 bytes per UUID, alignment 8), so
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// it uses the start/inline-write/end pattern rather than a typical
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// offset-list helper. Iterating in reverse matches the FlatBuffers
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// convention that the vector is built end-to-start.
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// Phase 27 — `battle` carries `BattleSummary` tables, each with
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// an inline `id:UUID` struct plus `planet` and `shots` slots.
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const battleVec = (() => {
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const ids = fixture.battles ?? [];
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if (ids.length === 0) return null;
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Report.startBattleVector(builder, ids.length);
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for (let i = ids.length - 1; i >= 0; i--) {
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const [hi, lo] = uuidToHiLo(ids[i]!);
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UUID.createUUID(builder, hi, lo);
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const summaries = fixture.battles ?? [];
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if (summaries.length === 0) return null;
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const offsets = summaries.map((s) => {
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const [hi, lo] = uuidToHiLo(s.id);
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BattleSummary.startBattleSummary(builder);
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BattleSummary.addId(builder, UUID.createUUID(builder, hi, lo));
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BattleSummary.addPlanet(builder, BigInt(s.planet));
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BattleSummary.addShots(builder, BigInt(s.shots));
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return BattleSummary.endBattleSummary(builder);
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});
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Report.startBattleVector(builder, offsets.length);
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for (let i = offsets.length - 1; i >= 0; i--) {
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builder.addOffset(offsets[i]);
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}
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return builder.endVector();
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})();
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@@ -151,7 +151,7 @@ async function mockGateway(page: Page): Promise<void> {
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{ race: "Andori", name: "Spear", drive: 8, armament: 4, weapons: 6, shields: 3, cargo: 1, mass: 90 },
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{ race: "Bajori", name: "Hawk", drive: 12, armament: 1, weapons: 4, shields: 2, cargo: 0, mass: 75 },
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],
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battles: [BATTLE_ID],
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battles: [{ id: BATTLE_ID, planet: 1, shots: 12 }],
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bombings: [
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{ planetNumber: 1, planet: "Earth", owner: "Earthlings", attacker: "Bajori", production: "Cruiser", industry: 500, population: 200, colonists: 12, capital: 30, material: 5, attackPower: 250, wiped: false },
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{ planetNumber: 99, planet: "DW-99", owner: "Earthlings", attacker: "Bajori", production: "Dron", industry: 0, population: 0, colonists: 0, capital: 0, material: 0, attackPower: 800, wiped: true },
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