ui/phase-11: map wired to live game state

Replaces the Phase 10 map stub with live planet rendering driven by
`user.games.report`, and wires the header turn counter to the same
data. Phase 11's frontend sits on a per-game `GameStateStore` that
lives in `lib/game-state.svelte.ts`: the in-game shell layout
instantiates one per game, exposes it through Svelte context, and
disposes it on remount. The store discovers the game's current turn
through `lobby.my.games.list`, fetches the matching report, and
exposes a TS-friendly snapshot to the header turn counter, the map
view, and the inspector / order / calculator tabs that later phases
will plug onto the same instance.

The pipeline forced one cross-stage decision: the user surface needs
the current turn number to know which report to fetch, but
`GameSummary` did not expose it. Phase 11 extends the lobby
catalogue (FB schema, transcoder, Go model, backend
gameSummaryWire, gateway decoders, openapi, TS bindings,
api/lobby.ts) with `current_turn:int32`. The data was already
tracked in backend's `RuntimeSnapshot.CurrentTurn`; surfacing it is
a wire change only. Two alternatives were rejected: a brand-new
`user.games.state` message (full wire-flow for one field) and
hard-coding `turn=0` (works for the dev sandbox, which never
advances past zero, but renders the initial state for any real
game). The change crosses Phase 8's already-shipped catalogue per
the project's "decisions baked back into the live plan" rule —
existing tests and fixtures are updated in the same patch.

The state binding lives in `map/state-binding.ts::reportToWorld`:
one Point primitive per planet across all four kinds (local /
other / uninhabited / unidentified) with distinct fill colours,
fill alphas, and point radii so the user can tell them apart at a
glance. The planet engine number is reused as the primitive id so
a hit-test result resolves directly to a planet without an extra
lookup table. Zero-planet reports yield a well-formed empty world;
malformed dimensions fall back to 1×1 so a bad report cannot crash
the renderer.

The map view's mount effect creates the renderer once and skips
re-mount on no-op refreshes (same turn, same wrap mode); a turn
change or wrap-mode flip disposes and recreates it. The renderer's
external API does not yet expose `setWorld`; Phase 24 / 34 will
extract it once high-frequency updates land. The store installs a
`visibilitychange` listener that calls `refresh()` when the tab
regains focus.

Wrap-mode preference uses `Cache` namespace `game-prefs`, key
`<gameId>/wrap-mode`, default `torus`. Phase 11 reads through
`store.wrapMode`; Phase 29 wires the toggle UI on top of
`setWrapMode`.

Tests: Vitest unit coverage for `reportToWorld` (every kind,
ids, styling, empty / zero-dimension edges, priority order) and
for the store lifecycle (init success, missing-membership error,
forbidden-result error, `setTurn`, wrap-mode persistence across
instances, `failBootstrap`). Playwright e2e mocks the gateway for
`lobby.my.games.list` and `user.games.report` and asserts the
live data path: turn counter shows the reported turn,
`active-view-map` flips to `data-status="ready"`, and
`data-planet-count` matches the fixture count. The zero-planet
regression and the missing-membership error path are covered.

Phase 11 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-08 21:17:17 +02:00
parent ff524fabc6
commit ce7a66b3e6
53 changed files with 5994 additions and 70 deletions
@@ -89,9 +89,12 @@ type gameSummaryWire struct {
EnrollmentEndsAt string `json:"enrollment_ends_at"`
CreatedAt string `json:"created_at"`
UpdatedAt string `json:"updated_at"`
CurrentTurn int32 `json:"current_turn"`
}
// lobbyGameDetailWire mirrors `LobbyGameDetail` from openapi.yaml.
// `current_turn` is inherited from `gameSummaryWire`; the runtime
// fields below carry the runtime projection on top of it.
type lobbyGameDetailWire struct {
gameSummaryWire
Visibility string `json:"visibility"`
@@ -100,7 +103,6 @@ type lobbyGameDetailWire struct {
TargetEngineVersion string `json:"target_engine_version"`
StartGapHours int32 `json:"start_gap_hours"`
StartGapPlayers int32 `json:"start_gap_players"`
CurrentTurn int32 `json:"current_turn"`
RuntimeStatus string `json:"runtime_status"`
EngineHealth string `json:"engine_health,omitempty"`
StartedAt *string `json:"started_at,omitempty"`
@@ -118,6 +120,7 @@ func gameSummaryToWire(g lobby.GameRecord) gameSummaryWire {
EnrollmentEndsAt: g.EnrollmentEndsAt.UTC().Format(timestampLayout),
CreatedAt: g.CreatedAt.UTC().Format(timestampLayout),
UpdatedAt: g.UpdatedAt.UTC().Format(timestampLayout),
CurrentTurn: g.RuntimeSnapshot.CurrentTurn,
}
if g.OwnerUserID != nil {
s := g.OwnerUserID.String()
@@ -135,7 +138,6 @@ func lobbyGameDetailToWire(g lobby.GameRecord) lobbyGameDetailWire {
TargetEngineVersion: g.TargetEngineVersion,
StartGapHours: g.StartGapHours,
StartGapPlayers: g.StartGapPlayers,
CurrentTurn: g.RuntimeSnapshot.CurrentTurn,
RuntimeStatus: g.RuntimeSnapshot.RuntimeStatus,
EngineHealth: g.RuntimeSnapshot.EngineHealth,
}