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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@@ -1,15 +1,31 @@
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<!--
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Phase 10 placeholder turn counter. The displayed value is the static
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`?` glyph from `game.shell.turn_unknown`; Phase 11 swaps the source
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to the live game state. The wrapping span is kept as the public
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shape so Phase 11 only needs to replace the inner text.
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Phase 11 turn counter: reads the live turn number from the per-game
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`GameStateStore` provided through context by
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`routes/games/[id]/+layout.svelte`. Renders the static `?` placeholder
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from `game.shell.turn_unknown` when the store has not yet produced a
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report (boot, network error, no membership) so the header chrome
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keeps its width across loading transitions.
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Phase 26 will turn this into a clickable trigger that opens the
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turn navigator; Phase 24 wires push-event-driven turn-ready toasts
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that may flash this counter when a new turn is ready.
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import { GAME_STATE_CONTEXT_KEY, type GameStateStore } from "$lib/game-state.svelte";
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const store = getContext<GameStateStore | undefined>(GAME_STATE_CONTEXT_KEY);
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const display = $derived.by(() => {
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const report = store?.report ?? null;
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if (report === null) return i18n.t("game.shell.turn_unknown");
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return String(report.turn);
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});
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</script>
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<span class="turn" data-testid="turn-counter">
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{i18n.t("game.shell.turn_label")} {i18n.t("game.shell.turn_unknown")}
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<span class="turn" data-testid="turn-counter" data-turn={display}>
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{i18n.t("game.shell.turn_label")} {display}
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</span>
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<style>
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