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>
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# Lobby UI
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The lobby is the first authenticated view; the user lands here after
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the email-code login completes (see
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[`docs/auth-flow.md`](auth-flow.md)). Phase 8 introduced the live
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lobby with five sections, the create-game form, and the TS-side
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FlatBuffers integration the rest of the client builds on. This doc
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captures the sections, the application / invite lifecycle the user
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sees, and the defaults baked into the create-game form.
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## Sections
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The lobby renders one column of sections, top to bottom, with the
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common content max-width capped at `32rem` (same convention as the
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login page). Cards inside each section take the full available
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width.
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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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| `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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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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## Application lifecycle
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`Submit application` on a public-game card toggles an inline race-name
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form on the same card (no overlay/modal infrastructure yet — the
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in-game shell that introduces overlays lands later). On submit:
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1. The page calls `submitApplication(client, gameId, raceName)` from
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`src/api/lobby.ts`.
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2. The wrapper builds an `ApplicationSubmitRequest` FlatBuffers
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payload, posts it through `GalaxyClient.executeCommand`, decodes
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the `ApplicationSubmitResponse`, and returns an
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`ApplicationSummary` plain object.
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3. The lobby page prepends the new application to the
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`my applications` list and collapses the inline form. The page
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does not refresh the public-games list — backend semantics are
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that the public game still exists and is still in
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`enrollment_open`.
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4. Status starts as `pending`. When the owner approves, backend
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creates a membership and the next refresh of `lobby.my.games.list`
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surfaces the game in `my games`. When the owner rejects, the
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application stays terminal in `my applications` with status
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`rejected`.
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## Invite lifecycle
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A pending invite arrives in `pending invitations` either when the
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inviter targets the user by id (`invited_user_id` is set) or when the
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user redeems a code-based invite from somewhere outside the lobby.
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The user can accept (`lobby.invite.redeem`) or decline
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(`lobby.invite.decline`):
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- **Accept** — the invite card disappears, the page refreshes
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`my games`, and the freshly-joined game appears there.
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- **Decline** — the invite card disappears. No membership is
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created.
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## Create-game form
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The form posts `lobby.game.create` through the gateway with
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`visibility="private"` hard-coded; the user surface never produces a
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public game (FUNCTIONAL.md §3.3). Fields:
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| Field | Visibility | Default | Notes |
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| --------------------- | ---------------- | ------- | ------------------------------------------------------ |
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| `game_name` | always | `""` | Non-empty client-side check |
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| `description` | always | `""` | |
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| `turn_schedule` | always | `0 0 * * *` | Plain text input, hint says "five-field cron" |
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| `enrollment_ends_at` | always | `""` | `<input type="datetime-local">`, RFC 3339 on submit |
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| `min_players` | Advanced toggle | `2` | `<details>` block |
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| `max_players` | Advanced toggle | `8` | |
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| `start_gap_hours` | Advanced toggle | `24` | |
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| `start_gap_players` | Advanced toggle | `2` | |
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| `target_engine_version` | Advanced toggle | `v1` | Falls back to `v1` if blank |
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On success the page navigates back to `/lobby` and the new game shows
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up in `my games` once the lobby's onMount has had a chance to refresh
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the list.
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## Errors
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Lobby errors raised by the gateway carry a canonical code
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(`invalid_request`, `subject_not_found`, `forbidden`, `conflict`,
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`internal_error`). The `LobbyError` thrown by `lobby.ts` exposes the
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code; the page maps it to the matching `lobby.error.<code>` i18n key
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and falls back to the gateway-supplied message via
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`lobby.error.unknown` for any unknown code.
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## Why FlatBuffers on the TS side
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The gateway encodes lobby payloads through `pkg/transcoder/lobby.go`
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into FlatBuffers bytes; the browser must decode them with the same
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schema. Phase 8 ships:
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- `flatbuffers` runtime dependency in `ui/frontend/package.json`;
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- `make -C ui fbs-ts` driving `flatc --ts` to regenerate the bindings
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from `pkg/schema/fbs/*.fbs` into `ui/frontend/src/proto/galaxy/fbs/`;
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- a Vitest round-trip suite (`tests/lobby-fbs.test.ts`) that catches
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binding drift in CI.
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Phase 7's `user.account.get` decode previously used
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`JSON.parse(TextDecoder)`; that path was rewritten in Phase 8 to use
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the same generated `AccountResponse` table, so the lobby greeting now
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works against a real local stack as well as the mocked Playwright
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fixtures.
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