Commit Graph

35 Commits

Author SHA1 Message Date
Ilia Denisov 601970b028 refactor(game): lock-free storage, remove /command, flatten engine wrapper
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Three-stage refactor of the game-engine plumbing (game logic untouched):

Stage 1 — lock-free persistence + admin serialisation. Remove the file
lock from repo/fs (the .lock file, the Read/Write-vs-*Safe duality and the
dead ReadSafe polling) and replace the two-step rename with a single atomic
rename so concurrent reads are torn-free without a lock. Serialise the
state-mutating admin writers (init/turn/banish) with one shared router
LimitMiddleware, rewritten to block on the request context instead of a
racy shared 100ms timer.

Stage 2 — remove the obsolete immediate-command path end to end. Players
submit through PUT /api/v1/order; the legacy PUT /api/v1/command path is
deleted across game (route, handler, 24 command factories, Ctrl), backend
(Commands handler/route, engineclient.ExecuteCommands), gateway (dispatch +
executeUserGamesCommand + routing entry), the FlatBuffers/model contract
(UserGamesCommand[Response]) and transcoder, plus every affected
OpenAPI/README/FUNCTIONAL/ARCHITECTURE doc. The integration proxy test is
converted to the order path.

Stage 3 — flatten the REST->engine wrapper. Replace the executor adapter,
the controller package functions and RepoController with one concrete
controller.Service; drop the single-implementation Repo and Storage
interfaces (repo.Repo / fs.FS are now concrete). Handlers depend on a thin
handler.Engine seam and own the domain->REST projection; storage is
resolved once at startup instead of per request.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 13:37:07 +02:00
Ilia Denisov 15d35f6f1f feat(game): canonical gameId in POST /api/v1/admin/init
Tests · Go / test (push) Successful in 1m57s
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Tests · Go / test (pull_request) Successful in 2m0s
Engine no longer mints its own game UUID. The orchestrator (backend)
generates the game UUID at game-create time and passes it in the
admin/init request body as the required `gameId` field, so the value
that names the engine container and host bind-mount directory also
ends up inside the engine's state.json.

The engine rejects the zero UUID with 400 and any init that conflicts
with an existing state.json with 409 (a second init on the same gameId
is also a conflict; full idempotency is not part of the contract).

Updates rest.InitRequest, openapi.yaml (schema + 409 response),
controller.GenerateGame/NewGame/buildGameOnMap signatures, the engine
HTTP handler/executor, the backend runtime worker, and the relevant
unit and contract tests. Documentation in game/README.md,
docs/ARCHITECTURE.md, backend/README.md, and backend/docs/{runtime,flows}.md
is updated in the same patch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 13:13:31 +02:00
Ilia Denisov 723885e74e fix(order): surface rejection reason, keep sync green, hydrate verdicts
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Three issues surfaced once the per-command rejection from the previous
commit actually reached the UI:

1. Sync banner falsely red. `OrderDraftStore.runSync` flipped
   `syncStatus = "error"` whenever any command was rejected and
   advertised a Retry button. A per-command rejection is a
   player-correctable state — the round trip succeeded, the engine
   just refused that command — so the retry can't help. Keep
   `syncStatus = "synced"` on `success`; the red row highlight is
   the visible cue.

2. Rejection reason missing. Add `cmd_error_message: string` to
   `CommandItem` in `pkg/schema/fbs/order.fbs` (appended last to
   preserve existing slot offsets) and regenerate the Go + TS stubs
   for that one type. Plumb the message through `CommandMeta`,
   `Controller.applyCommand`'s `m.Result(code, message)` call, the
   Go transcoder, the UI decoders in `submit.ts` /  `order-load.ts`,
   and the `OrderDraftStore.errorMessages` map. `order-tab.svelte`
   renders it as an italic danger-coloured line under rejected
   commands, with new CSS for `.error-reason`.

3. Verdict lost on navigation. `order-load.ts.decodeCommand` never
   read `cmdApplied`/`cmdErrorCode`, so `hydrateFromServer` fell
   back to a blanket "applied" status — a previously-rejected
   command came back green after a lobby → game round trip. Extend
   the fetch decoder to populate `statuses`/`errorCodes`/
   `errorMessages` maps and have `hydrateFromServer` use them.
   Engine-side persistence already records the verdict on disk —
   verified against the live `0000/order/<id>.json`.

`flatbuffers@25` elides default-int8/int64 fields on write; the Go
transcoder force-slots `cmd_applied=false` / `cmd_error_code=0`
already, the new test fixtures flip `builder.forceDefaults(true)` to
mirror that behaviour so the round trip survives.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 11:42:27 +02:00
Ilia Denisov af30846091 fix(game): #59 — per-command rejection on PUT /api/v1/order
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Validation of a player's order now applies every command against a
transient game-state snapshot and records the per-command outcome
(cmdApplied, cmdErrorCode) in each command's meta. The order is
persisted even when some commands are rejected, and the response is
202 + UserGamesOrder so clients can surface the partial failure
without the chain collapsing into "downstream service is unavailable".

Pkg/error consts are reshelved onto three explicit ranges with a
package doc and helpers (IsInternalCode/IsInputCode/IsGameStateCode):
1xxx internal/server (500/501), 2xxx structural input (400), 3xxx
game-state per-command rejection (400 when escaping HTTP, otherwise
recorded as cmdErrorCode). Two pre-existing typos fixed mechanically
(ErrBeakGroupNumberNotEnough -> ErrBreakGroupNumberNotEnough,
ErrRaceExinct -> ErrRaceExtinct) along with all callsites.

Engine errorResponse maps *GenericError by shelf rather than mapping
everything to 500. The Quit-not-last structural check in
Controller.ValidateOrder is preserved and its type assertion fixed
(was a value assertion against a pointer-typed command, so the check
silently never fired).

Backend, gateway and UI are unchanged — they were already correct on
the 202 path; only the engine collapsing per-command rejection into
500 was needed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 09:36:29 +02:00
Ilia Denisov 24c68e9846 feat(model+ui): F8-05 — race on OtherGroup, real attribution + N×M label
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Tests · UI / test (pull_request) Successful in 3m53s
Issue #48 п.32 ("Stationed ship groups") shipped with a fragile race
fallback: when a foreign group sat on a non-`other`-kind planet the
inspector printed a generic "foreign" label, which collapsed the
race dropdown to a single uninformative bucket. The engine FBS
contract did not carry per-group race either, so live games hit the
same gap. This patch carries race authoritatively from the engine
through every layer down to the inspector.

Wire format & engine
- `pkg/schema/fbs/report.fbs`: add `race:string` to `OtherGroup` and
  `LocalGroup` (additive — old clients ignore).
- `pkg/schema/fbs/report/`: regenerated Go bindings.
- `ui/frontend/src/proto/galaxy/fbs/report/`: regenerated TS bindings.
- `pkg/model/report.OtherGroup.Race`: new field; carried through
  `LocalGroup` via the embedded `OtherGroup`.
- `pkg/transcoder/report.go`: encode + decode `race` on both
  `LocalGroup` and `OtherGroup`.
- `game/internal/controller/report.go.otherGroup`: set `v.Race`
  from `c.g.Race[c.RaceIndex(sg.OwnerID)].Name` so every emitted
  group — own or foreign — carries the resolved race name.

Legacy parser
- `tools/local-dev/legacy-report/parser.go`: capture the
  `<Race> Groups` header into `pendingOtherGroup.race`, fill local
  group `Race` from `p.rep.Race`, propagate both into the
  `report.OtherGroup` rows.
- Tests + smoke counts updated; regenerated `KNNTS{039,041}.json`
  fixtures so the synthetic loader carries the new field.

UI
- `ui/frontend/src/api/`: `ReportShipGroupBase.race` field;
  synthetic loader + FBS decoder populate it.
- `ui/frontend/src/lib/inspectors/planet/ship-groups.svelte`: the
  stationed-groups inspector picks race directly from
  `group.race` (own falls back to `localRace`, both finally to the
  `race.unknown` placeholder). The planet-owner / "foreign"
  heuristic is gone.
- Row label changes from "N ships mass M" to a compact
  `<class>` | `<N ×>` | `<mass>` three-column layout: the count
  cell is right-aligned tabular, the mass cell is right-aligned
  monospace + tabular, matching the inspector / calculator number
  conventions. Stale i18n keys removed
  (`ship_groups.row.count`, `.row.mass`, `.race.foreign`).
- All affected unit tests (8 files) carry the new `race` field.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 16:23:17 +02:00
Ilia Denisov 9ae7b88b89 feat(ui): Phase 30 ship-class calculator with goal-seek and reach circles
Tests · UI / test (push) Successful in 2m14s
Tests · Go / test (push) Successful in 2m25s
Fuse the standalone ship-class designer (Phases 17/18) into a sidebar calculator: live mass/speed/attack/defence/bombing results, a planet build-rate readout, single-target goal-seek, a modernization-cost mode, and auto reach circles on the map for the selected planet.

pkg/calc becomes the single source for the new math (no mirroring): extract BombingPower from the engine model and the per-turn ship-production loop from controller.ProduceShip into pkg/calc (engine now delegates), and add inverse goal-seek solvers in pkg/calc/solve.go. Thin-bridge the combat, planet-build, and solver functions through ui/core/calc + ui/wasm and rebuild core.wasm.

Remove the standalone designer view/route; the ship-classes table and the view/bottom menus open the calculator via a shared request store.

Docs: rewrite ui/PLAN.md Phase 30, adjust Phase 34 (realistic forecast + CAP/COL ownership), add ui/docs/calculator-ux.md, extend calc-bridge.md, fix navigation.md; remove ui/CALCULATOR.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:04:07 +02:00
Ilia Denisov 2bd1b54936 feat(ui): Phase 29 map visibility toggles
Tests · Go / test (push) Successful in 2m31s
Tests · UI / test (push) Failing after 8m7s
Adds the gear-icon popover on the map view with per-game persistence
of every category toggle plus the wrap-mode radio. Hide-by-id and
visibility-fog facilities land on the renderer so every flip applies
within one frame without a Pixi remount; the wrap-mode toggle keeps
its existing remount + camera-preserve path. A new server-side turn
force-resets every flag to defaults so a hidden category never makes
the player miss the next turn's news.

Also fixes the FligthDistance → FlightDistance typo in pkg/calc/race.go
(plus the single Go caller); the TS side keeps duplicating the formula
until a race-level WASM bridge lands.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 21:33:53 +02:00
Ilia Denisov 3d06f49f3c fix(generator): drop incorrect distinctness assert in TestPlanetRandomName
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Tests · Integration / integration (pull_request) Successful in 1m42s
Tests · Go / test (pull_request) Successful in 2m2s
`RandomName` builds the suffix as two independent `rand.Intn(1000)`
calls, so the two 4-digit halves collide on ~0.1% of runs. The
sub-test asserted `g[2] != g[3]`, which flakes whenever the same
value lands twice — once per ~1000 sub-runs per class, so across
the seven `PlanetClass` rows the integration suite hit it on
`#199 go-unit.yaml` against `feature/subscribe-events-heartbeat`
(`"0074"` collision).

Distinctness is not a property `RandomName` promises and is not
load-bearing for callers: `game/internal/controller/generate_game.go`
uses these names for planet labels and already tolerates duplicate
names across planets, so collisions inside one name are no worse
than collisions between names. Drop the assert; keep the format and
class-prefix checks, which are the actual contract.

Stress-tested with `-count=200`: 200 consecutive iterations × 7
classes = 1400 sub-runs without a single failure where the prior
version's flake probability would have surfaced ~once on average.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 10:13:25 +02:00
Ilia Denisov bd11cd80da ui/phase-27: root-cause aggregation of duplicate (race, className) rows
Legacy reports list the same `(race, className)` pair across several
roster rows; the engine likewise creates one ShipGroup per arrival.
Both the legacy parser and `TransformBattle` were keyed on shipClass
without summing — only the last row / group's counts survived, so a
protocol's destroy count appeared to exceed the recorded initial
roster. The UI worked around this with phantom-frame logic.

Both parser and engine now SUM `Number`/`NumberLeft` across rows /
groups sharing the same class; the phantom-frame workaround is gone.
KNNTS041 turn 41 planet #7 reconciles: `Nails:pup` 1168 initial −
86 survivors = 1082 destroys.

The engine's previously latent nil-map write on `bg.Tech` (would
have paniced on any group with non-empty Tech) is fixed in the same
patch — it blocked the aggregation regression test.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:52:40 +02:00
Ilia Denisov 969c0480ba ui/phase-27: battle viewer (radial scene, playback, map markers)
Engine wire change: Report.battle switched from []uuid.UUID to
[]BattleSummary{id, planet, shots} so the map can place battle
markers without N extra fetches. FBS schema + generated Go/TS
regenerated; transcoder + report controller updated; openapi
adds the BattleSummary schema with a freeze test.

Backend gateway forwards engine GET /api/v1/battle/:turn/:uuid as
/api/v1/user/games/{game_id}/battles/{turn}/{battle_id} (handler
plus engineclient.FetchBattle, contract test stub, openapi spec).

UI:
- BattleViewer (lib/battle-player/) is a logically isolated SVG
  radial scene that consumes a BattleReport prop. Planet at the
  centre, races on the outer ring at equal angular spacing, race
  clusters by (race, className) with <class>:<numLeft> labels;
  observer groups (inBattle: false) are not drawn; eliminated
  races drop out and survivors re-distribute on the next frame.
- Shot line per frame: red on destroyed, green otherwise; erased
  on the next frame. Playback controls: play/pause + step ± +
  rewind + 1x/2x/4x speed (400/200/100 ms per frame).
- Page wrapper (lib/active-view/battle.svelte) loads BattleReport
  via api/battle-fetch.ts; synthetic-gameId prefix routes to a
  fixture loader, otherwise REST through the gateway. Always-
  visible <ol> text protocol satisfies the accessibility ask.
- section-battles.svelte links every battle UUID into the viewer.
- map/battle-markers.ts: yellow X cross of 2 LinePrim through the
  corners of the planet's circumscribed square (stroke width
  clamps from 1 px at 1 shot to 5 px at 100+ shots); bombing
  marker is a stroke-only ring (yellow when damaged, red when
  wiped). Wired into state-binding.ts; click handler dispatches
  battle clicks to the viewer and bombing clicks to the matching
  Reports row.
- i18n keys for the viewer in en + ru.

Docs: ui/docs/battle-viewer-ux.md, FUNCTIONAL.md §6.5 + ru
mirror, ui/PLAN.md Phase 27 decisions + deferred TODOs (push
event, richer class visuals, animated re-distribution).

Tests: Vitest unit (radial layout + timeline frame builder +
marker stroke formula + marker primitives), Playwright e2e for
the viewer (Reports link → viewer, playback step, not-found),
backend engineclient FetchBattle (200 / 404 / bad input), engine
openapi freezes (BattleReport, BattleReportGroup,
BattleActionReport, BattleSummary, Report.battle items).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 12:24:20 +02:00
Ilia Denisov 4ffcac00d0 tests, docs: game engine fetch battle api
ui-test / test (push) Failing after 37s
2026-05-13 11:28:28 +02:00
Ilia Denisov a9adbad7ef feat: game engine fetch battle api
ui-test / test (push) Failing after 47s
2026-05-13 10:50:45 +02:00
Ilia Denisov c58027c034 ui/phase-23: turn-report view with twenty sections and TOC
Replaces the Phase 10 report stub with a scrollable orchestrator that
renders every FBS array as a dedicated section (galaxy summary, votes,
player status, my/foreign sciences, my/foreign ship classes, battles,
bombings, approaching groups, my/foreign/uninhabited/unknown planets,
ships in production, cargo routes, my fleets, my/foreign/unidentified
ship groups). A sticky table of contents (a <select> on mobile),
"back to map" affordance, IntersectionObserver-driven active-section
highlight, and SvelteKit Snapshot-based scroll save/restore round out
the view.

GameReport gains six new fields (players, otherScience, otherShipClass,
battleIds, bombings, shipProductions); decodeReport, the synthetic-
report loader, the e2e fixture builder, and EMPTY_SHIP_GROUPS extend
in lockstep. ~90 new i18n keys land in en + ru together.

The legacy-report parser is extended to populate the new sections from
the dg/gplus text formats (Your Sciences, <Race> Sciences, <Race> Ship
Types, Bombings, Ships In Production). Ships-in-production prod_used
is derived through a new pkg/calc.ShipBuildCost helper; the engine's
controller.ProduceShip refactors to call the same helper without any
behaviour change (engine tests stay unchanged and green). Battles
remain in the parser's Skipped list — the legacy text carries no
stable per-battle UUID.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 14:33:56 +02:00
Ilia Denisov 3626998a33 ui/phase-20: ship-group inspector actions
Eight ship-group operations land on the inspector behind a single
inline-form panel: split, send, load, unload, modernize, dismantle,
transfer, join fleet. Each action either appends a typed command to
the local order draft or surfaces a tooltip explaining the
disabled state. Partial-ship operations emit an implicit
breakShipGroup command before the targeted action so the engine
sees a clean (Break, Action) pair on the wire.

`pkg/calc.BlockUpgradeCost` migrates from
`game/internal/controller/ship_group_upgrade.go` so the calc
bridge can wrap a pure pkg/calc formula; the controller now
imports it. The bridge surfaces the function as
`core.blockUpgradeCost`, which the inspector calls once per ship
block to render the modernize cost preview.

`GameReport.otherRaces` is decoded from the report's player block
(non-extinct, ≠ self) and feeds the transfer-to-race picker. The
planet inspector's stationed-ship rows become clickable for own
groups so the actions panel is reachable from the standard click
flow (the renderer continues to hide on-planet groups).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 16:27:55 +02:00
Ilia Denisov 408097e3aa feat: move func to calc package 2026-05-10 14:55:14 +02:00
Ilia Denisov 8a236bef14 ui/phase-16: pick any planet in reach + stronger pick-mode dim
The cargo-route picker filtered out unidentified planets, so an
early-game player who had spotted but not surveyed a destination
could not configure a route to it — the engine has no such
restriction (`game/internal/controller/route.go.PlanetRouteSet`
only checks ownership of the origin and `util.ShortDistance(...) <=
FligthDistance`). Drop the unidentified guard and document the
contract in `cargo-routes-ux.md` plus a comment over `reachableSet()`.

Pick-mode dim now drops both alpha and tint on out-of-reach
planets so bright shapes (`STYLE_LOCAL` is `0x6dd2ff`) collapse
into a single muted gray. The single-channel `dimAlpha=0.3` was too
gentle against the dark theme — the user reported the dim wasn't
visible. Tighten to `dimAlpha=0.35 + dimTint=0x303841`; restore
both on tear-down.

Also threads through the user's `pkg/calc/race.go.FligthDistance`
addition: `calc-bridge.md` records the new Go-side reference (the
engine's `Race.FlightDistance()` already wraps it), and the picker
comment points at the canonical formula location.

Tests:
- `inspector-planet-cargo-routes.test.ts` adds two cases — a
  reach-spans-every-kind case (own + foreign + uninhabited +
  unidentified all picked when in range) and a successful pick to
  an unidentified destination.
- All 356 vitest cases + chromium-desktop / webkit-desktop e2e
  cargo-routes pass.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 20:48:42 +02:00
Ilia Denisov 229c43beb5 ui/phase-14: auto-sync order draft + always GET on boot + header headline
Replaces the manual Submit button with an auto-sync pipeline driven
by `OrderDraftStore`: every successful add / remove / move
coalesces a `submitOrder` call so the engine always mirrors the
local draft. Removing the last command sends an empty cmd[] PUT —
the engine, repo, and rest model now accept that as a valid
"player cleared their draft" state.

`hydrateFromServer` is now invoked unconditionally on game boot so
a fresh device picks up the player's stored order, and the local
cache is overwritten by the server's view (server is the source of
truth).

Header replaces the static "race ?" + turn counter with a single
headline string `<race> @ <game>, turn <n>`, sourced from the
engine's Report.race + the lobby's GameSummary.gameName + the live
turn number, with a `?` fallback while any piece is loading.

Tests:
- engine: empty PUT round-trips, repo round-trips empty Commands
- order-draft: auto-sync sends full draft on every mutation,
  rejected response surfaces error sync status, rapid mutations
  coalesce, server hydration overwrites cache
- order-tab: per-row status flips through the auto-sync lifecycle,
  remove → empty cmd[] PUT, rejected → retry button
- inspector overlay: applied + valid + submitting all participate
  in the optimistic projection
- header: live race / game / turn rendering with fall-back

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 13:34:10 +02:00
Ilia Denisov 381e41b325 fix: game order api & tests 2026-05-09 10:55:55 +02:00
Ilia Denisov 2a1e80053a feat: game order api methods 2026-05-09 10:36:44 +02:00
Ilia Denisov cd61868881 chore: add game .gitignore 2026-05-07 11:58:28 +02:00
Ilia Denisov 08f1917bc1 docs: ui plan 2026-05-07 06:32:46 +02:00
Ilia Denisov 604fe40bcf docs: reorder & testing 2026-05-07 00:58:53 +03:00
Ilia Denisov 3e2622757e feat: gamemaster 2026-05-03 07:59:03 +02:00
Ilia Denisov a7cee15115 feat: runtime manager 2026-04-28 20:39:18 +02:00
Ilia Denisov e0a99b346b add game engine openapi 2026-04-26 22:10:02 +02:00
Ilia Denisov b4591cabd4 game stats shows planes and population 2026-04-26 21:12:51 +02:00
Ilia Denisov fe829285a6 feat: use postgres 2026-04-26 20:34:39 +02:00
Ilia Denisov 5b7593e6f6 feat: mail service 2026-04-17 18:39:16 +02:00
Ilia Denisov 23ffcb7535 feat: user service 2026-04-10 19:05:02 +02:00
Ilia Denisov 86a68ed9d0 feat: authsession service 2026-04-08 16:23:07 +02:00
Ilia Denisov a7793f5416 ui calculator 2026-03-30 19:38:24 +02:00
Ilia Denisov 73a4b0d3ec circle radius 2026-03-22 19:43:09 +02:00
IliaDenisov 0ce2690b3f move Makefile 2026-03-17 16:05:54 +02:00
Ilia Denisov ac3ed31a23 connector impl 2026-03-14 21:11:51 +02:00
Ilia Denisov 9ade76e21d fs storage 2026-03-13 21:07:23 +02:00