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:
@@ -0,0 +1,168 @@
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// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package lobby
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type GameCreateRequest struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameCreateRequest(buf []byte, offset flatbuffers.UOffsetT) *GameCreateRequest {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameCreateRequest{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameCreateRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameCreateRequest(buf []byte, offset flatbuffers.UOffsetT) *GameCreateRequest {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameCreateRequest{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedGameCreateRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameCreateRequest) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *GameCreateRequest) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameCreateRequest) GameName() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameCreateRequest) Description() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameCreateRequest) MinPlayers() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameCreateRequest) MutateMinPlayers(n int32) bool {
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return rcv._tab.MutateInt32Slot(8, n)
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}
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func (rcv *GameCreateRequest) MaxPlayers() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameCreateRequest) MutateMaxPlayers(n int32) bool {
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return rcv._tab.MutateInt32Slot(10, n)
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}
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func (rcv *GameCreateRequest) StartGapHours() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameCreateRequest) MutateStartGapHours(n int32) bool {
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return rcv._tab.MutateInt32Slot(12, n)
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}
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func (rcv *GameCreateRequest) StartGapPlayers() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameCreateRequest) MutateStartGapPlayers(n int32) bool {
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return rcv._tab.MutateInt32Slot(14, n)
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}
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func (rcv *GameCreateRequest) EnrollmentEndsAtMs() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameCreateRequest) MutateEnrollmentEndsAtMs(n int64) bool {
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return rcv._tab.MutateInt64Slot(16, n)
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}
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func (rcv *GameCreateRequest) TurnSchedule() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameCreateRequest) TargetEngineVersion() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func GameCreateRequestStart(builder *flatbuffers.Builder) {
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builder.StartObject(9)
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}
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func GameCreateRequestAddGameName(builder *flatbuffers.Builder, gameName flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameName), 0)
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}
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func GameCreateRequestAddDescription(builder *flatbuffers.Builder, description flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(description), 0)
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}
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func GameCreateRequestAddMinPlayers(builder *flatbuffers.Builder, minPlayers int32) {
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builder.PrependInt32Slot(2, minPlayers, 0)
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}
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func GameCreateRequestAddMaxPlayers(builder *flatbuffers.Builder, maxPlayers int32) {
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builder.PrependInt32Slot(3, maxPlayers, 0)
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}
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func GameCreateRequestAddStartGapHours(builder *flatbuffers.Builder, startGapHours int32) {
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builder.PrependInt32Slot(4, startGapHours, 0)
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}
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func GameCreateRequestAddStartGapPlayers(builder *flatbuffers.Builder, startGapPlayers int32) {
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builder.PrependInt32Slot(5, startGapPlayers, 0)
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}
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func GameCreateRequestAddEnrollmentEndsAtMs(builder *flatbuffers.Builder, enrollmentEndsAtMs int64) {
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builder.PrependInt64Slot(6, enrollmentEndsAtMs, 0)
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}
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func GameCreateRequestAddTurnSchedule(builder *flatbuffers.Builder, turnSchedule flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(7, flatbuffers.UOffsetT(turnSchedule), 0)
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}
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func GameCreateRequestAddTargetEngineVersion(builder *flatbuffers.Builder, targetEngineVersion flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(targetEngineVersion), 0)
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}
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func GameCreateRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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