- `ui/docs/diplomail-ui.md`: new topic doc covering the wire
surface, recipient-by-race-name decision, threading model,
translation toggle, push events, badge, layout, and
accessibility.
- `docs/FUNCTIONAL.md` §11.4 grows a paragraph that records the
UI's per-race threading rule, the absent read-receipt UX, and
the recipient-by-race-name compose path. Mirrored verbatim into
`docs/FUNCTIONAL_ru.md`.
- `ui/PLAN.md` Phase 28 marked done with a "Decisions during
stage" block matching the implementation plan, and the artifact
list updated to the actual file set.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the documentation gaps from the freshly-audited diplomail
implementation. FUNCTIONAL.md gains a §11 "Diplomatic mail" with
the full user-facing story across all five stages, mirrored into
FUNCTIONAL_ru.md as the project conventions require. A new
backend/docs/diplomail-translator-setup.md captures the
LibreTranslate operational recipe (Docker image, env wiring,
manual smoke test, troubleshooting). The package README gains a
"Multi-instance posture" note documenting the deliberate absence
of FOR UPDATE in the worker pickup query — single-instance is
safe today; multi-instance scaling will revisit the claim
mechanism.
Two small edge-case tests round things out: malformed
LibreTranslate response bodies (single string, short array,
empty array, missing field) must surface as errors so the worker
falls back instead of crashing; and an empty translation queue
must produce zero events on three consecutive Worker.Tick calls.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three Phase-27 BattleViewer refinements on top of the radial scene:
1. Height fit. The viewer is pinned to `calc(100dvh − 80px)` so it
never pushes the in-game shell past the viewport. `.active-view`
gains `overflow: hidden` + flex column; `.viewer` becomes a
`flex: 1` child; the always-visible text log shrinks to a 30 dvh
ceiling with its own scroll. A global `body { margin: 0 }`
reset (added to `app.html`) plugs the 16 px the browser's
default body margin used to leak.
2. Mass-based ship-class circles. New `lib/battle-player/mass.ts`
carries the radius formula and the per-battle FullMass compute:
`MIN_RADIUS + (MAX_RADIUS − MIN_RADIUS) * sqrt(mass / max)`,
clamped to `[6, 24] px`. FullMass goes through the existing
wasm bridge (`emptyMass` → `carryingMass` → `fullMass`) — no
new wire fields. The viewer page resolves a
`(race, className) → ShipClassRef` lookup from the parent
GameReport's `localShipClass` + `otherShipClass` tables and
passes it to the viewer via context. Unknown class or
degenerate (weapons/armament) params fall back to MAX_RADIUS
so the bucket stays visible.
3. Cloud cluster layout. Cluster key shifts from per-group
`g.key` to `(raceId, className)` so tech-variants of the same
hull collapse into one visual bucket. The horizontal
classCircleX row is replaced by a Vogel sunflower spiral in
the local `(u, v)` basis — `u` points from the race anchor to
the planet, `v` is `u` rotated 90° clockwise. Buckets are
sorted by NumberLeft desc; the cluster anchor is pushed inward
by a quarter step so rank-0 sits closest to the planet. The
step is adaptive (`min(baseStep, MAX_CLUSTER_RADIUS / sqrt(N))`)
so clusters with many classes do not spill into neighbours.
Tests:
- Vitest: `radiusForMass` covering zero / max / quarter-mass /
out-of-range cases (6 cases).
- Playwright: new `battle-viewer.spec.ts` case asserts
`document.documentElement.scrollHeight - window.innerHeight ≤ 4`
at a 1280×720 desktop viewport. The existing fixture gains
`localShipClass` + `otherShipClass` so the lookup has data to
render proportional circles.
Docs: `ui/docs/battle-viewer-ux.md` rewrites the "Radial scene"
section (cloud layout, mass-based radius, height fit) and adds
a "Height fit" subsection. `docs/FUNCTIONAL.md` §6.5 (+ ru
mirror) get the one-line story about per-mass sizing, cluster
aggregation, and the viewport-locked layout.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Side activity on top of Phase 27: the legacy-report tool now extracts
the "Battle at (#N) Name" / "Battle Protocol" blocks the parser used
to skip. Both the per-battle summary (Report.Battle: []BattleSummary)
and the full BattleReport (rosters + protocol) flow through.
Parser:
- new sectionBattle / sectionBattleProtocol states, with handle()
trapping the per-race "<Race> Groups" sub-headers so the roster
stays attributed to the right race;
- parseBattleHeader extracts (planet, planetName) from
"Battle at (#NN) <Name>";
- parseBattleRosterRow maps the 10-token row into
BattleReportGroup; column 8 ("L") is NumberLeft, confirmed against
KNNTS fixtures;
- parseBattleProtocolLine counts shots and builds
BattleActionReport entries from the 8-token "X Y fires on A B :
Destroyed|Shields" lines;
- flushPendingBattle finalises a battle on next "Battle at" or any
top-level section change and appends both the summary and the
full report;
- syntheticBattleID(idx) + syntheticBattleRaceID(name) synthesise
stable UUIDs in dedicated namespaces so re-runs produce
byte-identical JSON.
Parse() signature widens to (Report, []BattleReport, error); the
single caller — the CLI — is updated.
CLI emits a v1 envelope:
{ "version": 1, "report": <Report>, "battles": { <uuid>: <BR>, ... } }
Bare-Report JSONs still load on the UI side for backward compat.
UI synthetic loader: loadSyntheticReportFromJSON detects the v1
envelope, decodes the report as before, and forwards every battle
through registerSyntheticBattle so the Battle Viewer resolves any
UUID offline. Pre-envelope JSON files (no `version` field) still
load — the battle registry stays empty for them.
Docs: legacy-report README moves Battles from "Skipped" to
in-scope, documents the envelope and UUID namespaces;
docs/FUNCTIONAL.md §6.5 (and the ru mirror) note that synthetic
mode is now end-to-end via the envelope.
Tests:
- TestParseBattles covers two battles with full rosters,
per-shot destroyed/shielded mapping, NumberLeft from column 8,
deterministic UUIDs across re-parses, and proves a trailing
top-level section still parses (battle state closes cleanly);
- smokeWant gains a battles count; runSmoke cross-checks
BattleSummary ↔ BattleReport alignment (id/planet/shots);
- all six real-fixture smoke tests pinned to their `Battle at`
counts (28, 79, 56, 30, 83, 57);
- Vitest covers the synthetic-report envelope path (battles
forwarded, missing-battles tolerated, bare-Report backward
compat);
- KNNTS041.json regenerated against the new parser (existing
diff was stale w.r.t. Phase 23 anyway; this commit brings it
in line with the v1 envelope).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Backend now owns the turn-cutoff and pause guards the order tab
relies on: the scheduler flips runtime_status between
generation_in_progress and running around every engine tick, a
failed tick auto-pauses the game through OnRuntimeSnapshot, and a
new game.paused notification kind fans out alongside
game.turn.ready. The user-games handlers reject submits with
HTTP 409 turn_already_closed or game_paused depending on the
runtime state.
UI delegates auto-sync to a new OrderQueue: offline detection,
single retry on reconnect, conflict / paused classification.
OrderDraftStore surfaces conflictBanner / pausedBanner runes,
clears them on local mutation or on a game.turn.ready push via
resetForNewTurn. The order tab renders the matching banners and
the new conflict per-row badge; i18n bundles cover en + ru.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the gateway's signed SubscribeEvents stream end-to-end:
- backend: emit game.turn.ready from lobby.OnRuntimeSnapshot on every
current_turn advance, addressed to every active membership, push-only
channel, idempotency key turn-ready:<game_id>:<turn>;
- ui: single EventStream singleton replaces revocation-watcher.ts and
carries both per-event dispatch and revocation detection; toast
primitive (store + host) lives in lib/; GameStateStore gains
pendingTurn/markPendingTurn/advanceToPending and a persisted
lastViewedTurn so a return after multiple turns surfaces the same
"view now" affordance as a live push event;
- mandatory event-signature verification through ui/core
(verifyPayloadHash + verifyEvent), full-jitter exponential backoff
1s -> 30s on transient failure, signOut("revoked") on
Unauthenticated or clean end-of-stream;
- catalog and migration accept the new kind; tests cover producer
(testcontainers + capturing publisher), consumer (Vitest event
stream, toast, game-state extensions), and a Playwright e2e
delivering a signed frame to the live UI.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
Wires the first end-to-end command through the full pipeline:
inspector rename action → local order draft → user.games.order
submit → optimistic overlay on map / inspector → server hydration
on cache miss via the new user.games.order.get message type.
Backend: GET /api/v1/user/games/{id}/orders forwards to engine
GET /api/v1/order. Gateway parses the engine PUT response into the
extended UserGamesOrderResponse FBS envelope and adds
executeUserGamesOrderGet for the read-back path. Frontend ports
ValidateTypeName to TS, lands the inline rename editor + Submit
button, and exposes a renderedReport context so consumers see the
overlay-applied snapshot.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds a minimal Svelte 5 i18n primitive (`src/lib/i18n/`) backing the
login form, the layout blocker page, and the lobby placeholder.
SUPPORTED_LOCALES drives both the picker and the runtime lookup;
adding a language is a two-step change inside `src/lib/i18n/`.
Login form gains a globe-icon language dropdown (English / Русский
in their native names), defaulting to navigator.languages with `en`
as the fallback. Switching the locale re-renders the form in place;
on submit, the locale rides in the JSON body of `send-email-code`
because Safari/WebKit silently drops JS-set Accept-Language. Gateway
gains a body `locale` field that takes priority over the request
header for preferred-language resolution.
Email and code inputs disable browser autofill / suggestions
(`autocomplete=off` + `autocorrect=off` + `autocapitalize=off` +
`spellcheck=false`) so Keychain / address-book pickers and
remembered-value dropdowns no longer fire on focus.
Cross-cuts:
- backend & gateway openapi: clarify that body `locale` is honored.
- docs/FUNCTIONAL{,_ru}.md §1.2: document body-vs-header priority.
- gateway tests: body `locale` overrides Accept-Language; blank
body `locale` falls back to header.
- new ui/docs/i18n.md; cross-links from auth-flow.md and ui/README.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replace the native-gRPC server bootstrap with a single
`connectrpc.com/connect` HTTP/h2c listener. Connect-Go natively
serves Connect, gRPC, and gRPC-Web on the same port, so browsers can
now reach the authenticated surface without giving up the gRPC
framing native and desktop clients may use later. The decorator
stack (envelope → session → payload-hash → signature →
freshness/replay → rate-limit → routing/push) is reused unchanged
behind a small Connect → gRPC adapter and a `grpc.ServerStream`
shim around `*connect.ServerStream`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>