phase 8: lobby UI + cross-stack lobby command catalog + TS FlatBuffers

- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
  list, my-applications/invites lists, game-create, application-submit,
  invite-redeem/decline. Mirror the matching transcoder pairs and Go
  fixture round-trip tests.
- Wire the seven new lobby message types through
  gateway/internal/backendclient/{routes,lobby_commands}.go with
  per-command REST helpers, JSON-tolerant decoding of backend wire
  shapes, and httptest-based unit coverage for success / 4xx / 5xx /
  503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
  `make fbs-ts` target driving flatc, and the generated bindings under
  ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
  now uses these bindings as well, closing the JSON.parse vs
  FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
  invitations, my applications, public games, create new game) and the
  /lobby/create form. Submit-application uses an inline race-name
  form on the public-game card; create-game keeps name / description /
  turn_schedule / enrollment_ends_at always visible and the rest under
  an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
  GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
  + lobby-create component tests, Playwright lobby-flow.spec covering
  create / submit / accept across all four projects. Phase 7 e2e was
  migrated to the FlatBuffers fixtures and to click+fill against the
  Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
  Phase 7, append the new lobby commands to gateway/README.md and
  docs/ARCHITECTURE.md, add ui/docs/lobby.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-07 18:05:08 +02:00
parent 5d2a3b79c5
commit f57a290432
90 changed files with 11862 additions and 112 deletions
+168
View File
@@ -0,0 +1,168 @@
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package lobby
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type GameCreateRequest struct {
_tab flatbuffers.Table
}
func GetRootAsGameCreateRequest(buf []byte, offset flatbuffers.UOffsetT) *GameCreateRequest {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &GameCreateRequest{}
x.Init(buf, n+offset)
return x
}
func FinishGameCreateRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsGameCreateRequest(buf []byte, offset flatbuffers.UOffsetT) *GameCreateRequest {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &GameCreateRequest{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedGameCreateRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *GameCreateRequest) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *GameCreateRequest) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *GameCreateRequest) GameName() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameCreateRequest) Description() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameCreateRequest) MinPlayers() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameCreateRequest) MutateMinPlayers(n int32) bool {
return rcv._tab.MutateInt32Slot(8, n)
}
func (rcv *GameCreateRequest) MaxPlayers() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameCreateRequest) MutateMaxPlayers(n int32) bool {
return rcv._tab.MutateInt32Slot(10, n)
}
func (rcv *GameCreateRequest) StartGapHours() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameCreateRequest) MutateStartGapHours(n int32) bool {
return rcv._tab.MutateInt32Slot(12, n)
}
func (rcv *GameCreateRequest) StartGapPlayers() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameCreateRequest) MutateStartGapPlayers(n int32) bool {
return rcv._tab.MutateInt32Slot(14, n)
}
func (rcv *GameCreateRequest) EnrollmentEndsAtMs() int64 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
if o != 0 {
return rcv._tab.GetInt64(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameCreateRequest) MutateEnrollmentEndsAtMs(n int64) bool {
return rcv._tab.MutateInt64Slot(16, n)
}
func (rcv *GameCreateRequest) TurnSchedule() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameCreateRequest) TargetEngineVersion() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func GameCreateRequestStart(builder *flatbuffers.Builder) {
builder.StartObject(9)
}
func GameCreateRequestAddGameName(builder *flatbuffers.Builder, gameName flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameName), 0)
}
func GameCreateRequestAddDescription(builder *flatbuffers.Builder, description flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(description), 0)
}
func GameCreateRequestAddMinPlayers(builder *flatbuffers.Builder, minPlayers int32) {
builder.PrependInt32Slot(2, minPlayers, 0)
}
func GameCreateRequestAddMaxPlayers(builder *flatbuffers.Builder, maxPlayers int32) {
builder.PrependInt32Slot(3, maxPlayers, 0)
}
func GameCreateRequestAddStartGapHours(builder *flatbuffers.Builder, startGapHours int32) {
builder.PrependInt32Slot(4, startGapHours, 0)
}
func GameCreateRequestAddStartGapPlayers(builder *flatbuffers.Builder, startGapPlayers int32) {
builder.PrependInt32Slot(5, startGapPlayers, 0)
}
func GameCreateRequestAddEnrollmentEndsAtMs(builder *flatbuffers.Builder, enrollmentEndsAtMs int64) {
builder.PrependInt64Slot(6, enrollmentEndsAtMs, 0)
}
func GameCreateRequestAddTurnSchedule(builder *flatbuffers.Builder, turnSchedule flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(7, flatbuffers.UOffsetT(turnSchedule), 0)
}
func GameCreateRequestAddTargetEngineVersion(builder *flatbuffers.Builder, targetEngineVersion flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(targetEngineVersion), 0)
}
func GameCreateRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}