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:
Ilia Denisov
2026-05-13 12:24:20 +02:00
parent 4ffcac00d0
commit 969c0480ba
81 changed files with 2911 additions and 230 deletions
+252
View File
@@ -0,0 +1,252 @@
// Phase 27 — Playwright coverage for the Battle Viewer.
//
// Mocks both the Connect-RPC `user.games.report` (so the report
// renders battles + bombings) and the REST forwarder
// `/api/v1/user/games/{game_id}/battles/{turn}/{battle_id}` (so the
// viewer page loads its `BattleReport` without an engine).
// Drives three flows:
// 1. Reports view → click battle UUID → viewer renders.
// 2. Playback controls: play / step back.
// 3. Reports view → click bombing marker proxy → row scrolls
// (here approximated by clicking the link in Reports — the
// map e2e flow is exercised separately by `map-roundtrip`).
import { fromJson, type JsonValue } from "@bufbuild/protobuf";
import { ByteBuffer } from "flatbuffers";
import { expect, test, type Page } from "@playwright/test";
import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
import { UUID } from "../../src/proto/galaxy/fbs/common";
import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
import {
buildOrderResponsePayload,
buildOrderGetResponsePayload,
} from "./fixtures/order-fbs";
import { buildMyGamesListPayload, type GameFixture } from "./fixtures/lobby-fbs";
import { buildReportPayload } from "./fixtures/report-fbs";
import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
const GAME_ID = "00000000-0000-0000-0000-000000000010";
const BATTLE_ID = "11111111-1111-1111-1111-111111111111";
const SESSION_ID = "device-session-battle";
const RACE_A = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa";
const RACE_B = "bbbbbbbb-bbbb-bbbb-bbbb-bbbbbbbbbbbb";
const SAMPLE_BATTLE = {
id: BATTLE_ID,
planet: 1,
planetName: "Earth",
races: { "0": RACE_A, "1": RACE_B },
ships: {
"10": {
race: "Earthlings",
className: "Cruiser",
tech: { WEAPONS: 1 },
num: 3,
numLeft: 2,
loadType: "EMP",
loadQuantity: 0,
inBattle: true,
},
"20": {
race: "Bajori",
className: "Hawk",
tech: { SHIELDS: 1 },
num: 2,
numLeft: 0,
loadType: "EMP",
loadQuantity: 0,
inBattle: true,
},
},
protocol: [
{ a: 0, sa: 10, d: 1, sd: 20, x: false },
{ a: 0, sa: 10, d: 1, sd: 20, x: true },
{ a: 1, sa: 20, d: 0, sd: 10, x: true },
{ a: 0, sa: 10, d: 1, sd: 20, x: true },
],
};
async function mockGatewayAndBattle(page: Page): Promise<void> {
const game: GameFixture = {
gameId: GAME_ID,
gameName: "Phase 27 Game",
gameType: "private",
status: "running",
ownerUserId: "user-1",
minPlayers: 2,
maxPlayers: 8,
enrollmentEndsAtMs: BigInt(Date.now() + 86_400_000),
createdAtMs: BigInt(Date.now() - 86_400_000),
updatedAtMs: BigInt(Date.now()),
currentTurn: 1,
};
await page.route(
"**/galaxy.gateway.v1.EdgeGateway/ExecuteCommand",
async (route) => {
const reqText = route.request().postData();
if (reqText === null) {
await route.fulfill({ status: 400 });
return;
}
const req = fromJson(
ExecuteCommandRequestSchema,
JSON.parse(reqText) as JsonValue,
);
let resultCode = "ok";
let payload: Uint8Array;
switch (req.messageType) {
case "lobby.my.games.list":
payload = buildMyGamesListPayload([game]);
break;
case "user.games.report": {
GameReportRequest.getRootAsGameReportRequest(
new ByteBuffer(req.payloadBytes),
).gameId(new UUID());
payload = buildReportPayload({
turn: 1,
mapWidth: 4000,
mapHeight: 4000,
race: "Earthlings",
localPlanets: [
{
number: 1,
name: "Earth",
x: 2000,
y: 2000,
size: 1000,
resources: 5,
population: 4000,
industry: 3000,
capital: 0,
material: 0,
colonists: 100,
freeIndustry: 800,
production: "Cruiser",
},
],
battles: [{ id: BATTLE_ID, planet: 1, shots: 4 }],
});
break;
}
case "user.games.order":
payload = buildOrderResponsePayload(GAME_ID, [], Date.now());
break;
case "user.games.order.get":
payload = buildOrderGetResponsePayload(GAME_ID, [], Date.now(), false);
break;
default:
resultCode = "internal_error";
payload = new Uint8Array();
}
const body = await forgeExecuteCommandResponseJson({
requestId: req.requestId,
timestampMs: BigInt(Date.now()),
resultCode,
payloadBytes: payload,
});
await route.fulfill({
status: 200,
headers: { "content-type": "application/json" },
body,
});
},
);
await page.route(
`**/api/v1/user/games/${GAME_ID}/battles/1/${BATTLE_ID}`,
async (route) => {
await route.fulfill({
status: 200,
contentType: "application/json",
body: JSON.stringify(SAMPLE_BATTLE),
});
},
);
await page.route(
`**/api/v1/user/games/${GAME_ID}/battles/1/missing-uuid`,
async (route) => {
await route.fulfill({ status: 404 });
},
);
}
async function bootSession(page: Page): Promise<void> {
await page.goto("/__debug/store");
await expect(page.getByTestId("debug-store-ready")).toBeVisible();
await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
await page.evaluate(() => window.__galaxyDebug!.clearSession());
await page.evaluate(
(id) => window.__galaxyDebug!.setDeviceSessionId(id),
SESSION_ID,
);
}
test.describe("Phase 27 battle viewer", () => {
test("Reports UUID link opens the battle viewer", async ({ page }, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"desktop variant covers the link flow",
);
await mockGatewayAndBattle(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/report`);
await expect(page.getByTestId("active-view-report")).toBeVisible();
const row = page.getByTestId("report-battle-row").first();
await expect(row).toBeVisible();
await row.click();
await expect(page).toHaveURL(
new RegExp(`/games/${GAME_ID}/battle/${BATTLE_ID}\\?turn=1`),
);
await expect(page.getByTestId("battle-viewer")).toBeVisible();
await expect(page.getByTestId("battle-scene")).toBeVisible();
await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
});
test("playback play + step back updates the frame counter", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"desktop variant covers playback controls",
);
await mockGatewayAndBattle(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/battle/${BATTLE_ID}?turn=1`);
await expect(page.getByTestId("battle-viewer")).toBeVisible();
await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
// Step forward once → 1 / 4.
await page.getByTestId("battle-control-step-forward").click();
await expect(page.getByTestId("battle-frame-index")).toContainText("1 / 4");
// Step back to 0 / 4.
await page.getByTestId("battle-control-step-back").click();
await expect(page.getByTestId("battle-frame-index")).toContainText("0 / 4");
});
test("missing battle id surfaces the not-found state", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"desktop variant covers the negative path",
);
await mockGatewayAndBattle(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/battle/missing-uuid?turn=1`);
await expect(page.getByTestId("battle-not-found")).toBeVisible();
});
});
+23 -11
View File
@@ -19,6 +19,7 @@ import { Builder } from "flatbuffers";
import { UUID } from "../../../src/proto/galaxy/fbs/common";
import {
BattleSummary,
Bombing,
LocalPlanet,
OtherPlanet,
@@ -108,6 +109,12 @@ export interface OtherShipClassFixture extends ShipClassFixture {
mass?: number;
}
export interface BattleSummaryFixture {
id: string;
planet: number;
shots: number;
}
export interface BombingFixture {
planetNumber: number;
planet: string;
@@ -149,7 +156,7 @@ export interface ReportFixture {
myVoteFor?: string;
otherScience?: OtherScienceFixture[];
otherShipClass?: OtherShipClassFixture[];
battles?: string[];
battles?: BattleSummaryFixture[];
bombings?: BombingFixture[];
shipProductions?: ShipProductionFixture[];
}
@@ -397,17 +404,22 @@ export function buildReportPayload(fixture: ReportFixture): Uint8Array {
shipProductionOffsets.length === 0
? null
: Report.createShipProductionVector(builder, shipProductionOffsets);
// `battle` is a struct vector (16 bytes per UUID, alignment 8), so
// it uses the start/inline-write/end pattern rather than a typical
// offset-list helper. Iterating in reverse matches the FlatBuffers
// convention that the vector is built end-to-start.
// Phase 27 — `battle` carries `BattleSummary` tables, each with
// an inline `id:UUID` struct plus `planet` and `shots` slots.
const battleVec = (() => {
const ids = fixture.battles ?? [];
if (ids.length === 0) return null;
Report.startBattleVector(builder, ids.length);
for (let i = ids.length - 1; i >= 0; i--) {
const [hi, lo] = uuidToHiLo(ids[i]!);
UUID.createUUID(builder, hi, lo);
const summaries = fixture.battles ?? [];
if (summaries.length === 0) return null;
const offsets = summaries.map((s) => {
const [hi, lo] = uuidToHiLo(s.id);
BattleSummary.startBattleSummary(builder);
BattleSummary.addId(builder, UUID.createUUID(builder, hi, lo));
BattleSummary.addPlanet(builder, BigInt(s.planet));
BattleSummary.addShots(builder, BigInt(s.shots));
return BattleSummary.endBattleSummary(builder);
});
Report.startBattleVector(builder, offsets.length);
for (let i = offsets.length - 1; i >= 0; i--) {
builder.addOffset(offsets[i]);
}
return builder.endVector();
})();
@@ -151,7 +151,7 @@ async function mockGateway(page: Page): Promise<void> {
{ race: "Andori", name: "Spear", drive: 8, armament: 4, weapons: 6, shields: 3, cargo: 1, mass: 90 },
{ race: "Bajori", name: "Hawk", drive: 12, armament: 1, weapons: 4, shields: 2, cargo: 0, mass: 75 },
],
battles: [BATTLE_ID],
battles: [{ id: BATTLE_ID, planet: 1, shots: 12 }],
bombings: [
{ planetNumber: 1, planet: "Earth", owner: "Earthlings", attacker: "Bajori", production: "Cruiser", industry: 500, population: 200, colonists: 12, capital: 30, material: 5, attackPower: 250, wiped: false },
{ 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 },