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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// Phase 11 helpers for forging FlatBuffers report payloads in e2e
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// tests. Mirrors the engine's `report.Report` shape so the mocked
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// gateway can return realistic data without standing up the real
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// engine container.
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//
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// Phase 11 only renders planets, so the helpers keep the report shape
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// minimal (turn / dimensions / planet vectors). Later phases extend
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// the helper as ships, fleets, sciences, etc. land.
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import { Builder } from "flatbuffers";
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import {
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LocalPlanet,
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OtherPlanet,
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Report,
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UnidentifiedPlanet,
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UninhabitedPlanet,
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} from "../../../src/proto/galaxy/fbs/report";
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export interface PlanetFixture {
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number: number;
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name: string;
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x: number;
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y: number;
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}
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export interface OtherPlanetFixture extends PlanetFixture {
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owner: string;
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}
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export interface ReportFixture {
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turn: number;
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mapWidth?: number;
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mapHeight?: number;
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localPlanets?: PlanetFixture[];
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otherPlanets?: OtherPlanetFixture[];
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uninhabitedPlanets?: PlanetFixture[];
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unidentifiedPlanets?: { number: number; x: number; y: number }[];
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}
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export function buildReportPayload(fixture: ReportFixture): Uint8Array {
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const builder = new Builder(512);
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const localOffsets = (fixture.localPlanets ?? []).map((planet) => {
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const name = builder.createString(planet.name);
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LocalPlanet.startLocalPlanet(builder);
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LocalPlanet.addNumber(builder, BigInt(planet.number));
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LocalPlanet.addX(builder, planet.x);
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LocalPlanet.addY(builder, planet.y);
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LocalPlanet.addName(builder, name);
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LocalPlanet.addSize(builder, 10);
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LocalPlanet.addResources(builder, 0.5);
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LocalPlanet.addPopulation(builder, 0);
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LocalPlanet.addIndustry(builder, 0);
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return LocalPlanet.endLocalPlanet(builder);
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});
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const otherOffsets = (fixture.otherPlanets ?? []).map((planet) => {
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const name = builder.createString(planet.name);
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const owner = builder.createString(planet.owner);
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OtherPlanet.startOtherPlanet(builder);
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OtherPlanet.addNumber(builder, BigInt(planet.number));
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OtherPlanet.addX(builder, planet.x);
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OtherPlanet.addY(builder, planet.y);
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OtherPlanet.addName(builder, name);
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OtherPlanet.addOwner(builder, owner);
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OtherPlanet.addSize(builder, 9);
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return OtherPlanet.endOtherPlanet(builder);
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});
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const uninhabitedOffsets = (fixture.uninhabitedPlanets ?? []).map(
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(planet) => {
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const name = builder.createString(planet.name);
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UninhabitedPlanet.startUninhabitedPlanet(builder);
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UninhabitedPlanet.addNumber(builder, BigInt(planet.number));
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UninhabitedPlanet.addX(builder, planet.x);
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UninhabitedPlanet.addY(builder, planet.y);
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UninhabitedPlanet.addName(builder, name);
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UninhabitedPlanet.addSize(builder, 6);
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return UninhabitedPlanet.endUninhabitedPlanet(builder);
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},
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);
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const unidentifiedOffsets = (fixture.unidentifiedPlanets ?? []).map(
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(planet) => {
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UnidentifiedPlanet.startUnidentifiedPlanet(builder);
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UnidentifiedPlanet.addNumber(builder, BigInt(planet.number));
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UnidentifiedPlanet.addX(builder, planet.x);
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UnidentifiedPlanet.addY(builder, planet.y);
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return UnidentifiedPlanet.endUnidentifiedPlanet(builder);
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},
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);
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const localVec =
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localOffsets.length === 0
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? null
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: Report.createLocalPlanetVector(builder, localOffsets);
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const otherVec =
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otherOffsets.length === 0
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? null
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: Report.createOtherPlanetVector(builder, otherOffsets);
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const uninhabitedVec =
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uninhabitedOffsets.length === 0
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? null
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: Report.createUninhabitedPlanetVector(builder, uninhabitedOffsets);
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const unidentifiedVec =
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unidentifiedOffsets.length === 0
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? null
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: Report.createUnidentifiedPlanetVector(builder, unidentifiedOffsets);
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const totalPlanets =
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(fixture.localPlanets ?? []).length +
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(fixture.otherPlanets ?? []).length +
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(fixture.uninhabitedPlanets ?? []).length +
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(fixture.unidentifiedPlanets ?? []).length;
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Report.startReport(builder);
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Report.addTurn(builder, BigInt(fixture.turn));
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Report.addWidth(builder, fixture.mapWidth ?? 4000);
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Report.addHeight(builder, fixture.mapHeight ?? 4000);
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Report.addPlanetCount(builder, totalPlanets);
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if (localVec !== null) Report.addLocalPlanet(builder, localVec);
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if (otherVec !== null) Report.addOtherPlanet(builder, otherVec);
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if (uninhabitedVec !== null) Report.addUninhabitedPlanet(builder, uninhabitedVec);
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if (unidentifiedVec !== null) Report.addUnidentifiedPlanet(builder, unidentifiedVec);
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const reportOff = Report.endReport(builder);
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builder.finish(reportOff);
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return builder.asUint8Array();
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}
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