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>
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@@ -6,7 +6,11 @@ namespace lobby;
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// GameSummary stores one game record returned by the lobby list
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// endpoints. owner_user_id is empty for public games (no human owner).
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// The shape matches `lobby/openapi.yaml` `MyGameSummary`.
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// current_turn carries the runtime's most recent observed turn number
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// (zero before the engine produces its first snapshot); the user
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// surface uses it to read the corresponding `user.games.report`
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// without an extra round-trip. The shape matches `lobby/openapi.yaml`
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// `MyGameSummary`.
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table GameSummary {
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game_id:string;
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game_name:string;
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@@ -18,6 +22,7 @@ table GameSummary {
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enrollment_ends_at_ms:int64;
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created_at_ms:int64;
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updated_at_ms:int64;
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current_turn:int32;
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}
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// MyGamesListRequest stores the authenticated read request for the
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@@ -141,8 +141,20 @@ func (rcv *GameSummary) MutateUpdatedAtMs(n int64) bool {
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return rcv._tab.MutateInt64Slot(22, n)
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}
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func (rcv *GameSummary) CurrentTurn() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameSummary) MutateCurrentTurn(n int32) bool {
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return rcv._tab.MutateInt32Slot(24, n)
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}
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func GameSummaryStart(builder *flatbuffers.Builder) {
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builder.StartObject(10)
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builder.StartObject(11)
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}
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func GameSummaryAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
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@@ -174,6 +186,9 @@ func GameSummaryAddCreatedAtMs(builder *flatbuffers.Builder, createdAtMs int64)
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func GameSummaryAddUpdatedAtMs(builder *flatbuffers.Builder, updatedAtMs int64) {
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builder.PrependInt64Slot(9, updatedAtMs, 0)
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}
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func GameSummaryAddCurrentTurn(builder *flatbuffers.Builder, currentTurn int32) {
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builder.PrependInt32Slot(10, currentTurn, 0)
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}
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func GameSummaryEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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