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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# Per-game state store
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This document describes the per-game state owned by the in-game shell
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layout. Phase 11 introduces the store and uses it for two consumers
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(the header turn counter and the map view); later phases plug
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inspector tabs, the order composer, and the calculator on top of the
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same instance.
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## Lifecycle
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`routes/games/[id]/+layout.svelte` instantiates one `GameStateStore`
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per game (the layout remounts when the user navigates to a different
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game id, so each game gets a fresh store). The layout exposes the
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instance through Svelte context under `GAME_STATE_CONTEXT_KEY`;
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descendants read it via `getContext(GAME_STATE_CONTEXT_KEY)`.
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The layout's `onMount` builds the `GalaxyClient`, loads `Cache`
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through `loadStore()`, then calls `gameState.init({ client, cache,
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gameId })`. `init`:
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1. installs a `visibilitychange` listener on `document` so the report
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is refreshed when the tab regains focus;
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2. calls `setGame(gameId)`, which:
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- reads the per-game wrap-mode preference from `Cache`
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(`game-prefs / <gameId>/wrap-mode`, default `torus`);
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- calls `lobby.my.games.list` and finds the game record (the
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Phase 11 wire schema extension on `GameSummary` adds
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`current_turn`); if the user is not a member, the store flips
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to `error`;
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- calls `user.games.report` for the discovered turn and decodes
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the FlatBuffers response into a TS-friendly `GameReport` shape.
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The store exposes:
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| field | type | meaning |
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| ------------- | ----------------------------- | ---------------------------------------------------- |
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| `gameId` | `string` | active game id |
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| `status` | `idle / loading / ready / error` | current lifecycle state |
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| `report` | `GameReport \| null` | latest decoded report, `null` until first fetch |
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| `wrapMode` | `torus / no-wrap` | per-game preference, persisted via `Cache` |
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| `error` | `string \| null` | localised error message when `status === "error"` |
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## Phase boundaries
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- Phase 11 surfaces only the planet subset of the report. Later
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phases extend `GameReport` and `decodeReport` as their slice of
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the wire lands (ships, fleets, sciences, routes, battles, mail).
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- Phase 26 wires history mode through `setTurn(turn)`. The store
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already supports it; the navigator UI is what is missing.
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- Phase 24 replaces the tab-focus refresh with push-event-driven
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refreshes; the visibility listener stays as a fallback for
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background tabs that miss a push.
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- Phase 29 wires the wrap-mode toggle UI on top of `setWrapMode`.
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## Why `current_turn` lives on `GameSummary`
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The user-facing surface needs the current turn number to know which
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report to fetch. Two alternatives were rejected:
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- a brand-new `user.games.state` message — adds a full wire-flow
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(fbs schema, transcoder, gateway routing, backend handler) for a
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one-field response;
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- hard-coding `turn=0` for all games — works for the dev sandbox
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(which never advances past turn zero) but renders the initial
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state for any real game past turn zero.
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Extending `GameSummary` reuses the existing lobby pipeline; the
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backend already tracks `current_turn` in its runtime projection
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(`backend/internal/server/handlers_user_lobby_helpers.go`
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`gameSummaryToWire` reads it from `g.RuntimeSnapshot.CurrentTurn`).
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The wire change touches Phase 8's already-shipped catalogue, but the
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`current_turn` field defaults to zero on the FB side, so existing
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tests and the dev sandbox flow continue to work unchanged.
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## State binding
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`map/state-binding.ts::reportToWorld(report)` translates a
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`GameReport` into a renderer-ready `World`. Phase 11 emits one Point
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primitive per planet across all four kinds (local / other /
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uninhabited / unidentified). Each kind gets a distinct fill colour,
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fill alpha, and point radius so the four classes are
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visually-distinguishable at a glance; later phases will refine the
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colour palette as the visual language stabilises (Phase 35 polish).
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The planet engine number is reused as the primitive id so a hit-test
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result can resolve back to a planet without an extra lookup table.
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## Refresh discipline
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`refresh()` re-fetches the same turn snapshot. It is called by the
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`visibilitychange` handler when `document.visibilityState ===
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"visible"` and the store is already in `ready` state. The map view's
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mount effect skips a re-render when the new snapshot's turn matches
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the previously-mounted turn (and the wrap mode is unchanged), so a
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no-op refresh does not flicker the canvas.
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`setTurn(turn)` is the entry point for Phase 26 history mode:
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calling it on a different turn loads that snapshot and the same
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mount effect re-creates the renderer with the new world.
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`setWrapMode(mode)` writes to `Cache` and updates the rune; the
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map view's effect picks the change up and re-mounts the renderer
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with the new mode.
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+7
-1
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| Section | Empty state | Source | Action |
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| -------------------- | --------------------- | -------------------------- | --------------------------------------------------------- |
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| `create new game` | (always visible) | — | Navigates to `/lobby/create` |
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| `my games` | `no games yet` | `lobby.my.games.list` | Click → `/games/:id/map` (placeholder until Phase 10) |
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| `my games` | `no games yet` | `lobby.my.games.list` | Click → `/games/:id/map` |
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| `pending invitations`| `no invitations` | `lobby.my.invites.list` | Accept (`lobby.invite.redeem`) / Decline (`lobby.invite.decline`) |
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| `my applications` | `no applications` | `lobby.my.applications.list` | Status badge (`pending` / `approved` / `rejected`) |
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| `public games` | `no public games` | `lobby.public.games.list` | Submit application via inline race-name form (`lobby.application.submit`) |
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@@ -27,6 +27,12 @@ The header preserves the device-session-id `<code>` block from the
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Phase 7 placeholder (kept as a debug affordance) plus a greeting if
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the gateway returns a `display_name` for the caller.
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`GameSummary` carries an extra `current_turn` field (Phase 11
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extension) that the lobby UI does not display directly — the in-game
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shell reads it from the same payload to load the matching
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`user.games.report` for the map view without an additional gateway
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call. See [`game-state.md`](game-state.md) for the consumer's view.
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## Application lifecycle
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`Submit application` on a public-game card toggles an inline race-name
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