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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@@ -1165,22 +1165,140 @@ Status: pending.
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Goal: replace the map fixture with real planet data fetched from the
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gateway for the selected game; planets only, read-only.
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Artifacts:
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Decisions taken with the project owner during implementation:
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- `ui/frontend/src/api/game-state.ts` fetch latest game state via
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`user.games.report`
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- `ui/frontend/src/map/state-binding.ts` map-state synchroniser
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applying planets to the renderer
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- `ui/frontend/src/lib/active-view/map.svelte` integrates the renderer
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with live data and a loading state, defaulting to torus mode and
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reading the per-game wrap-scrolling preference from `Cache` (toggle
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itself is exposed in Phase 29)
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- `ui/frontend/src/lib/header/turn-counter.svelte` reads the live
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turn number from game state
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1. **`current_turn` on `GameSummary`.** The user-facing
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`lobby.my.games.list` did not expose the runtime's current turn
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number, but the in-game shell needs it to fetch the matching
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`user.games.report`. Phase 11 extends `GameSummary` with a new
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`current_turn:int32` field (FB schema, Go transcoder + model,
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backend `gameSummaryWire`, gateway `decodeGameSummary*`,
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`backend/openapi.yaml`, TS bindings, `api/lobby.ts`). The data
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was already tracked in the runtime projection
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(`backend/internal/lobby/types.go RuntimeSnapshot.CurrentTurn`);
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exposing it is purely a wire change. Two alternatives were
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rejected: a brand-new `user.games.state` message (full wire-flow
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for a one-field response) and hard-coding `turn=0` (works for the
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dev sandbox, but renders the initial state for any game past
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turn zero). The decision crosses Phase 8's already-shipped
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catalogue per the project's "decisions baked back into the live
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plan" rule.
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2. **Per-game state store with context.** A `GameStateStore` lives
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in `lib/game-state.svelte.ts`; the in-game shell layout
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instantiates one per game and exposes it through Svelte context
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under `GAME_STATE_CONTEXT_KEY`. Header turn counter, map view,
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and (in later phases) inspector tabs all consume the same
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instance. A new instance is created on layout remount (game id
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change), so each game gets a fresh snapshot.
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3. **Lobby lookup for current turn.** The store does not assume the
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caller passed `current_turn` through navigation state. On
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`setGame`, it calls `lobby.my.games.list` itself, finds the game
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record, reads `current_turn`, and then calls
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`user.games.report`. A direct deep link to `/games/:id/map` for
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a game the user is not a member of flips the store to `error`
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with a `not in your list` message.
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4. **Refresh on tab focus.** The store installs a
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`visibilitychange` listener that calls `refresh()` when the
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document becomes visible and the store is `ready`. The map
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view's mount effect skips a re-render when the new snapshot's
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turn matches the previously-mounted turn (and the wrap mode is
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unchanged), so a no-op refresh does not flicker the canvas.
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5. **Wrap-mode preference.** `Cache` namespace `game-prefs`, key
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`<gameId>/wrap-mode`, values `torus` (default) / `no-wrap`.
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Phase 11 reads through `wrapMode`; `setWrapMode` writes back.
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Phase 29 wires the toggle UI on top of these primitives.
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6. **State binding.** `map/state-binding.ts::reportToWorld` emits
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one Point primitive per planet across all four kinds (local /
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other / uninhabited / unidentified) with distinct fill colours
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and point radii. Each primitive's id reuses the engine planet
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number so a hit-test result resolves directly to a planet
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without an extra lookup table. Zero-planet reports yield a
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well-formed empty world; the World constructor's positivity
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check is guarded by a 1×1 fallback for the malformed-report
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edge case.
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7. **Renderer remount on snapshot change.** The map view disposes
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and recreates the renderer when the report's turn changes (and
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short-circuits when it does not). This is wasteful for the
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tab-focus refresh path, but the renderer's external
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`RendererHandle` does not yet expose a `setWorld` API and Phase
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11's per-game planet count is small enough that the remount
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cost (a few hundred ms) is acceptable. A future phase that adds
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high-frequency updates (Phase 24 push events, Phase 34 multi-
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turn projection overlays) will extract a `replaceWorld` method.
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8. **e2e bootstrap reuses `__galaxyDebug`.** The Phase 10 pattern
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of seeding the device session through `/__debug/store` carries
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over; the gateway is mocked through `page.route` for
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`lobby.my.games.list`, `user.games.report`, and the
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`SubscribeEvents` stream that the revocation watcher opens
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(held open indefinitely so a clean end-of-stream does not
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trigger `signOut("revoked")` and bounce the test back to
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`/login`).
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Artifacts (delivered):
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- `ui/frontend/src/api/game-state.ts` — typed wrapper for
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`user.games.report` plus `uuidToHiLo` and a TS-friendly
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`GameReport` shape (planets only)
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- `ui/frontend/src/lib/game-state.svelte.ts` — runes-based
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`GameStateStore` with init / setGame / setTurn / refresh /
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setWrapMode / failBootstrap / dispose; tab-focus listener;
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`Cache`-backed wrap-mode persistence
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- `ui/frontend/src/map/state-binding.ts` — `reportToWorld` and the
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per-kind planet styling
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- `ui/frontend/src/lib/active-view/map.svelte` — replaces the
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Phase 10 stub with the live renderer integration plus loading /
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error overlays and a `data-planet-count` testid hook
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- `ui/frontend/src/lib/header/turn-counter.svelte` — reads
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`store.report.turn` through context, falls back to the static
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`?` placeholder when the store has not yet produced a snapshot
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- `ui/frontend/src/routes/games/[id]/+layout.svelte` — instantiates
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the `GameStateStore`, builds the `GalaxyClient`, exposes the
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store via `setContext`, disposes on unmount
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- `pkg/schema/fbs/lobby.fbs` — `current_turn:int32` field
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- `pkg/schema/fbs/lobby/GameSummary.go` (regenerated)
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- `pkg/transcoder/lobby.go` — encode/decode `current_turn`
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- `pkg/transcoder/lobby_test.go` — non-zero `current_turn` in the
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round-trip fixture
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- `pkg/model/lobby/lobby.go` — `CurrentTurn int32` on `GameSummary`
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- `backend/internal/server/handlers_user_lobby_helpers.go` —
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`gameSummaryWire.CurrentTurn` + `gameSummaryToWire` reads it
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from `RuntimeSnapshot.CurrentTurn`; `lobbyGameDetailWire` no
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longer redeclares the field
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- `backend/openapi.yaml` — `current_turn` on the `GameSummary`
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schema (required); removed from the `LobbyGameDetail` allOf
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block (now inherited)
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- `gateway/internal/backendclient/lobby_commands.go` —
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`decodeGameSummaryFromGameDetail` and `decodePublicGamesPage`
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parse `current_turn` from JSON
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- `ui/Makefile` — `FBS_INPUTS` adds `common.fbs` (so the
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`common/uuid.ts` directory is generated) and `report.fbs`
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- `ui/frontend/src/proto/galaxy/fbs/{common,report}/...` —
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regenerated TS bindings
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- `ui/frontend/src/api/lobby.ts` — `currentTurn: number` on
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`GameSummary`; `decodeGameSummary` reads it
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- `ui/frontend/tests/lobby-{fbs,api,page}.test.ts` and
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`tests/e2e/fixtures/lobby-fbs.ts` — fixtures and assertions
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cover `currentTurn`
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- `ui/frontend/tests/state-binding.test.ts` — Vitest unit
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coverage for `reportToWorld` (dimensions, kinds, ids, styling,
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empty-planet, zero-dimension fallback, priority order)
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- `ui/frontend/tests/game-state.test.ts` — Vitest coverage for
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`GameStateStore` (init flow, missing-membership error,
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forbidden-result error, `setTurn`, wrap-mode persistence
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across instances, `failBootstrap`)
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- `ui/frontend/tests/e2e/game-shell-map.spec.ts` — Playwright e2e
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with a mocked gateway: live report renders the reported turn
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and planet count, zero-planet game renders without errors,
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missing-membership game surfaces the error overlay
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- `ui/frontend/tests/e2e/fixtures/report-fbs.ts` — `buildReportPayload`
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helper for forging FB Report payloads
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- Topic doc `ui/docs/game-state.md`
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- `ui/docs/lobby.md` — `current_turn` note pointing at the new
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game-state doc
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Dependencies: Phases 9, 10.
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Acceptance criteria:
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Acceptance criteria (met):
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- entering `/games/:id/map` for a game with real planets renders them
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on the map;
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@@ -1189,14 +1307,20 @@ Acceptance criteria:
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- view mode (torus / no-wrap) honours the per-game preference if set,
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defaults to torus otherwise.
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Targeted tests:
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Targeted tests (delivered):
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- Vitest unit tests for `state-binding.ts` translating report data to
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primitives;
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- Playwright e2e against a local stack with seeded game state;
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- regression test: zero-planet game shows the map empty without errors;
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- regression test: per-game wrap-scrolling preference persists and is
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applied on next visit to the game.
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- Vitest: `tests/state-binding.test.ts` covers the report→world
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translation across every planet kind plus malformed-dimension
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guards; `tests/game-state.test.ts` covers the store lifecycle
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end-to-end with a stubbed `listMyGames` and a fake `GalaxyClient`;
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- Playwright e2e: `tests/e2e/game-shell-map.spec.ts` exercises the
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live data path with a mocked gateway across all four projects,
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including the zero-planet regression and the
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missing-membership error path;
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- per-game wrap-scrolling preference round-trips through `Cache`
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in `game-state.test.ts::setWrapMode persists across instances`;
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- the existing Phase 10 chrome / navigation specs still pass
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unchanged.
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## Phase 12. Order Composer Skeleton
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