Step 7 — header view-menu badge.
`view-menu.svelte` reads `mailStore.unreadCount` and renders an
inline pill next to the "diplomatic mail" entry whenever the
counter is non-zero. The badge styling matches the per-row dot in
`thread-list.svelte` so the two surfaces feel consistent.
Step 8 — push event handler + MailStore init in the in-game layout.
`routes/games/[id]/+layout.svelte`:
- registers a `diplomail.message.received` handler alongside the
existing `game.turn.ready` / `game.paused` ones, parses the
signed payload, calls `mailStore.applyPushEvent` to refresh the
inbox for the matching game, and raises a toast with a "view"
deep-link that navigates to `/games/:id/mail`;
- adds `mailStore.init({ client, cache, gameId })` to the boot
`Promise.all` so the inbox + sent lists are warm by the time the
view mounts, and the badge counter is populated before any user
interaction;
- disposes the new subscription in the `onDestroy` block so a game
switch does not leak handlers across navigations.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Nine BattleViewer refinements from the latest review pass:
1. Mass radii were uniform in synthetic mode because
`+layout.svelte` skipped `loadCore()` on the synthetic branch.
The wasm bridge to `pkg/calc/ship.go` now boots in both modes
so `computeBattleGroupMass` resolves a real FullMass and
`radiusForMass` produces a per-battle scale.
2. Phantom-destroy clamp in `buildFrames`. Legacy emitters
(KNNTS041 planet #7) log many more `Destroyed` lines against a
group than the group's initial population — at frame 406 of
2317 the race totals previously hit zero on phantom shots and
the scene blanked while playback continued silently. We now
only shrink the per-group remaining count and the race totals
when the group still has ships. The line still draws on
phantom frames; only the counters stay sane.
3. Vogel sunflower positions are now reassigned by inward dot
product before being handed to ranks: the rank-0 bucket — the
one with the largest initial ship count — always lands at the
most-inward spiral slot. The previous quarter-step anchor bias
was too weak; ranks r ≥ 2 routinely overtook rank-0 toward
the planet. The anchor offset is gone.
4. Bucket order inside a cluster is locked at battle start by
each bucket's *initial* ship count (`num`), not its live
`numLeft`. The position of every class circle stays put for
the whole battle; only the label number changes as ships die.
5. Shot line + defender flash blink on a per-frame timer during
play. The line stays on for the first 90 % of frame duration,
off for the last 10 %, so two consecutive shots from the same
attacker on the same defender look like two distinct pulses.
On pause the line and flash stay drawn for inspection.
6. The defender's class circle now flashes red (destroyed) or
green (shielded) in sync with the shot line, so the eye
catches *who* was hit, not just where the line lands.
7. Battle log rows are buttons. Click / Enter / Space pauses
playback and seeks to that shot. The list also auto-scrolls
the current row into view so the highlight does not race off
the bottom on long battles.
8. Race labels now sit above the cloud's bounding top instead of
a fixed offset, so a dense cluster does not swallow its own
race name.
9. Planet glyph + label switch to neutral grey
(`#2a2f40` / `#4a5066` / `#6d7388`), keeping the planet "in the
background" rather than competing with the combatants.
Step-back icon switched to `◀︎◀︎` to mirror step-forward.
Tests: two new Vitest cases cover the phantom-destroy clamp
(single-race wipe, mixed-class race survives a class wipe). The
existing 642 Vitest tests stay green; all four `battle-viewer`
Playwright cases pass.
Docs: `ui/docs/battle-viewer-ux.md` rewrites the cluster section
(locked order + Vogel reassignment), adds Playback Details (blink
+ flash semantics), and a Phantom Destroys section explaining the
clamp.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Split GameStateStore into currentTurn (server's latest) and viewedTurn
(displayed snapshot) so history excursions don't corrupt the resume
bookmark or the live-turn bound. Add viewTurn / returnToCurrent /
historyMode rune, plus a game-history cache namespace that stores
past-turn reports for fast re-entry. OrderDraftStore.bindClient takes
a getHistoryMode getter and short-circuits add / remove / move while
the user is viewing a past turn; RenderedReportSource skips the order
overlay in the same case. Header replaces the static "turn N" with a
clickable triplet (TurnNavigator), the layout mounts HistoryBanner
under the header, and visibility-refresh is a no-op while history is
active.
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>
Lights up the player-defined sciences feature: a table view with sort
and filter, a designer with four percent inputs and a strict
sum-equals-100 gate, and a Research-sub-row integration so the
planet production picker lists the user's sciences alongside the
four tech buttons. Phase 21 decisions are baked back into ui/PLAN.md
(no UpdateScience on the wire — write-once via createScience +
removeScience; percentages instead of fractions; sciences live under
the existing Research segment).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
Two follow-up fixes after the initial Phase 19 landing:
1. The IncomingGroup dashed trajectory was drawn between raw
(x1, y1) and (x2, y2) world coordinates. On torus wrap mode
this took the long way around when origin and destination
sat near opposite seams. The line now picks endpoints via
`torusShortestDelta` so the segment crosses the seam when
that's the shorter visual path. The interpolated clickable
point follows the same unwrapped vector. The same helper
fixes the in-hyperspace position for local / foreign groups.
2. On-planet local and foreign groups previously rendered as
small offset points next to every populated planet, which
turned the canvas into noise as soon as a player held more
than a handful of planets. The map no longer renders any
in-orbit group; the planet inspector grows a compact
"stationed ship groups" subsection
(`lib/inspectors/planet/ship-groups.svelte`) that lists
each in-orbit group as a row of `<race> · <class> · <count>
ships · <mass>`. Race attribution: LocalGroup → the player's
race, OtherGroup on a foreign-owned planet → the planet's
owner, OtherGroup elsewhere → "foreign" placeholder. Rows
are non-interactive in Phase 19; Phase 21+ will deep-link
into the ship-groups table view with a (planet, race) filter.
Tests:
- `state-binding-groups.test.ts` swaps the on-planet rendering
expectation for the new "no map primitive" rule, and adds a
regression that asserts the incoming line crosses the torus
seam via `torusShortestDelta`.
- new `inspector-planet-ship-groups.test.ts` covers row
composition, the destination-mismatch filter, the
in-hyperspace exclusion, the foreign-planet owner fallback,
and the empty-state collapse.
- `inspector-planet.test.ts` and `inspector-ship-group.spec.ts`
pick up the new prop chain (`localShipGroups`,
`otherShipGroups`, `localRace`).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Closes Phase 19's UI surface. The inspector dispatches on the
selection variant: local / other groups render class, count, the
four tech levels, mass, cargo (type + amount when loaded),
location (planet name on-orbit, from/to/distance in hyperspace),
and — for local groups only — fleet membership + state. Incoming
groups surface origin / destination / distance / speed and the
inline ETA = ceil(distance / speed); zero speed collapses to the
designer's existing "—" placeholder. Unidentified groups render
just the (x, y) coordinates and the no-data hint, mirroring the
unidentified planet treatment.
Layout / inspector-tab plumbing:
- inspector-tab.svelte derives selectedShipGroup against the
rendered report and mounts <ShipGroup /> when the planet
branch doesn't match. Stale refs (an index that no longer
resolves after a turn refresh) collapse cleanly to the empty
state.
- +layout.svelte mounts <ShipGroupSheet /> alongside the
existing planet sheet on mobile; both share the
`effectiveTool === "map"` guard and clear-on-close.
i18n: en + ru both grow ~30 keys under
`game.inspector.ship_group.*`. Adding a key to one without the
other is a TS error (TranslationKey is `keyof typeof en`), so the
Russian mirror stays mandatory.
Tests:
- inspector-ship-group.test.ts exercises every variant —
on-planet local, in-hyperspace local, cargo-loaded local,
foreign, incoming with ETA, incoming with zero speed,
unidentified, plus the missing-planet `#NN` fallback.
- tests/e2e/inspector-ship-group.spec.ts is a smoke spec that
drives the DEV-only synthetic-report loader from /lobby
through navigation to /games/synthetic-XXX/map.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds api/synthetic-report.ts, an in-memory registry + JSON->GameReport
decoder for synthetic-mode game sessions. The lobby grows a
import.meta.env.DEV-gated "Synthetic test reports" section with a
JSON file picker; loading a file registers the decoded report under
a synthetic-<uuid> id and navigates to /games/<id>/map.
The in-game shell layout detects the synthetic id range, takes the
report straight from the registry via gameState.initSynthetic, and
deliberately skips both galaxyClient.set and orderDraft.bindClient.
Order auto-sync stays silent: scheduleSync already short-circuits on
non-UUID game ids, and without a bound client the network path is
unreachable. applyOrderOverlay continues to project locally-valid
draft commands onto the rendered report so renames / production
choices / route edits are visible immediately.
A page reload loses the in-memory entry and redirects to /lobby —
synthetic mode is a debug affordance, not a session.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wires pkg/calc/ship.go into the WASM Core boundary as seven thin
wrappers (DriveEffective, EmptyMass, WeaponsBlockMass, FullMass,
Speed, CargoCapacity, CarryingMass). The ship-class designer reads
Core through a new CORE_CONTEXT_KEY populated by the in-game layout
and renders a five-row preview pane (mass, full-load mass, max
speed, range at full load, cargo capacity) that updates reactively
on every form edit and on the player's localPlayer{Drive,Weapons,
Shields,Cargo} tech levels — three of which are now decoded from
the report's Player block alongside the existing localPlayerDrive.
CarryingMass is the seventh wrapper added to the original six-function
list so that "full-load mass" composes through pkg/calc/ functions
without putting math in TypeScript.
Add per-planet cargo routes (COL/CAP/MAT/EMP) to the inspector with
a renderer-driven destination picker (faded out-of-reach planets,
cursor-line anchor, hover-highlight) and per-route arrows on the
map. The pick-mode primitives are exposed via `MapPickService` so
ship-group dispatch in Phase 19/20 can reuse the same surface.
Pass A — generic map foundation:
- hit-test now sizes the click zone to `pointRadiusPx + slopPx` so
the visible disc is always part of the target.
- `RendererHandle` gains `onPointerMove`, `onHoverChange`,
`setPickMode`, `getPickState`, `getPrimitiveAlpha`,
`setExtraPrimitives`, `getPrimitives`. The click dispatcher is
centralised: pick-mode swallows clicks atomically so the standard
selection consumers do not race against teardown.
- `MapPickService` (`lib/map-pick.svelte.ts`) wraps the renderer
contract in a promise-shaped `pick(...)`. The in-game shell
layout owns the service so sidebar and bottom-sheet inspectors
see the same instance.
- Debug-surface registry exposes `getMapPrimitives`,
`getMapPickState`, `getMapCamera` to e2e specs without spawning a
separate debug page after navigation.
Pass B — cargo-route feature:
- `CargoLoadType`, `setCargoRoute`, `removeCargoRoute` typed
variants with `(source, loadType)` collapse rule on the order
draft; round-trip through the FBS encoder/decoder.
- `GameReport` decodes `routes` and the local player's drive tech
for the inline reach formula (40 × drive). `applyOrderOverlay`
upserts/drops route entries for valid/submitting/applied
commands.
- `lib/inspectors/planet/cargo-routes.svelte` renders the
four-slot section. `Add` / `Edit` call `MapPickService.pick`,
`Remove` emits `removeCargoRoute`.
- `map/cargo-routes.ts` builds shaft + arrowhead primitives per
cargo type; the map view pushes them through
`setExtraPrimitives` so the renderer never re-inits Pixi on
route mutations (Pixi 8 doesn't support that on a reused
canvas).
Docs:
- `docs/cargo-routes-ux.md` covers engine semantics + UI map.
- `docs/renderer.md` documents pick mode and the debug surface.
- `docs/calc-bridge.md` records the Phase 16 reach waiver.
- `PLAN.md` rewrites Phase 16 to reflect the foundation + feature
split and the decisions baked in (map-driven picker, inline
reach, optimistic overlay via `setExtraPrimitives`).
Tests:
- `tests/map-pick-mode.test.ts` — pure overlay-spec helper.
- `tests/map-cargo-routes.test.ts` — `buildCargoRouteLines`.
- `tests/inspector-planet-cargo-routes.test.ts` — slot rendering,
picker invocation, collapse, cancel, remove.
- Extensions to `order-draft`, `submit`, `order-load`,
`order-overlay`, `state-binding`, `inspector-planet`,
`inspector-overlay`, `game-shell-sidebar`, `game-shell-header`.
- `tests/e2e/cargo-routes.spec.ts` — Playwright happy path: add
COL, add CAP, remove COL, asserting both the inspector and the
arrow count via `__galaxyDebug.getMapPrimitives()`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds the second end-to-end command (`setProductionType`) with a
collapse-by-`planetNumber` rule on the order draft, the segmented
production-controls component on the planet inspector, the FBS
encoder/decoder pair for `CommandPlanetProduce`, and the
`localShipClass` projection on `GameReport`. Forecast number is
deferred and tracked in the new `ui/docs/calc-bridge.md`.
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>
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>
Plumbs the map → inspector pathway: a click on a planet selects it
through the new SelectionStore, the sidebar Inspector tab swaps
its empty-state copy for a per-kind read-only field set, and a
mobile-only bottom-sheet mirrors the same content over the map.
Field projection in api/game-state.ts now surfaces every documented
planet field.
OrderDraftStore persists per-game command drafts in Cache; the
sidebar Order tab renders the list with a per-row delete control.
The layout passes a `historyMode` prop through Sidebar / BottomTabs
as a constant `false`, so Phase 26 only flips the source.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replaces the Phase 10 map stub with live planet rendering driven by
`user.games.report`, and wires the header turn counter to the same
data. Phase 11's frontend sits on a per-game `GameStateStore` that
lives in `lib/game-state.svelte.ts`: the in-game shell layout
instantiates one per game, exposes it through Svelte context, and
disposes it on remount. The store discovers the game's current turn
through `lobby.my.games.list`, fetches the matching report, and
exposes a TS-friendly snapshot to the header turn counter, the map
view, and the inspector / order / calculator tabs that later phases
will plug onto the same instance.
The pipeline forced one cross-stage decision: the user surface needs
the current turn number to know which report to fetch, but
`GameSummary` did not expose it. Phase 11 extends the lobby
catalogue (FB schema, transcoder, Go model, backend
gameSummaryWire, gateway decoders, openapi, TS bindings,
api/lobby.ts) with `current_turn:int32`. The data was already
tracked in backend's `RuntimeSnapshot.CurrentTurn`; surfacing it is
a wire change only. Two alternatives were rejected: a brand-new
`user.games.state` message (full wire-flow for one field) and
hard-coding `turn=0` (works for the dev sandbox, which never
advances past zero, but renders the initial state for any real
game). The change crosses Phase 8's already-shipped catalogue per
the project's "decisions baked back into the live plan" rule —
existing tests and fixtures are updated in the same patch.
The state binding lives in `map/state-binding.ts::reportToWorld`:
one Point primitive per planet across all four kinds (local /
other / uninhabited / unidentified) with distinct fill colours,
fill alphas, and point radii so the user can tell them apart at a
glance. The planet engine number is reused as the primitive id so
a hit-test result resolves directly to a planet without an extra
lookup table. Zero-planet reports yield a well-formed empty world;
malformed dimensions fall back to 1×1 so a bad report cannot crash
the renderer.
The map view's mount effect creates the renderer once and skips
re-mount on no-op refreshes (same turn, same wrap mode); a turn
change or wrap-mode flip disposes and recreates it. The renderer's
external API does not yet expose `setWorld`; Phase 24 / 34 will
extract it once high-frequency updates land. The store installs a
`visibilitychange` listener that calls `refresh()` when the tab
regains focus.
Wrap-mode preference uses `Cache` namespace `game-prefs`, key
`<gameId>/wrap-mode`, default `torus`. Phase 11 reads through
`store.wrapMode`; Phase 29 wires the toggle UI on top of
`setWrapMode`.
Tests: Vitest unit coverage for `reportToWorld` (every kind,
ids, styling, empty / zero-dimension edges, priority order) and
for the store lifecycle (init success, missing-membership error,
forbidden-result error, `setTurn`, wrap-mode persistence across
instances, `failBootstrap`). Playwright e2e mocks the gateway for
`lobby.my.games.list` and `user.games.report` and asserts the
live data path: turn counter shows the reported turn,
`active-view-map` flips to `data-status="ready"`, and
`data-planet-count` matches the fixture count. The zero-planet
regression and the missing-membership error path are covered.
Phase 11 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wraps every in-game route under `/games/:id/*` in a responsive shell
with a header (race / turn placeholders, view-menu dropdown or mobile
hamburger, account menu), a three-tab sidebar (Calculator, Inspector,
Order), an active-view slot, and a mobile-only bottom-tabs row
`[Map, Calc, Order, More]`. Every view in the IA section
(`map`, `table/:entity`, `report`, `battle/:battleId?`, `mail`,
`designer/{ship-class,science}/:id?`) ships as a thin SvelteKit route
that mounts a `lib/active-view/<name>.svelte` stub rendering a
localised `coming soon` body. The lobby's `gotoGame` path now actually
lands on a rendered shell instead of a 404.
The "view router" mentioned in the plan is implemented as the file
system plus two-line route wrappers — no separate dispatch component.
Sidebar tab state lives as a `$state` rune inside `sidebar.svelte`,
which sits in the layout that SvelteKit keeps mounted across child
route swaps, so tab choice survives every active-view navigation for
free. A `?sidebar=calc|inspector|order` URL param seeds the initial
tab on first mount; the mobile bottom-tabs use a layout-owned
`mobileTool` rune with a URL-gated `effectiveTool` derivation so the
Calc / Order tool overlay only applies on `/map` and naturally drops
when the user navigates elsewhere.
Tablet ships with a click-toggle drawer for the sidebar rather than
the IA section's swipe-from-right gesture; the structural breakpoint
satisfies Phase 10's acceptance criterion and Phase 35 polish lands
the swipe. The mobile More drawer mirrors the header view-menu
content; the IA's narrower More list (Mail, Battle, Tables, History,
Settings, Logout) is also a Phase 35 polish target once History
exists.
Topic doc `ui/docs/navigation.md` captures the active-view model, the
sidebar state-preservation rule, the `?sidebar=` and `mobileTool`
conventions, and the transient map-overlay back-stack concept (with
the implementation deferred to Phase 34 alongside its first user).
i18n catalogues for `en` and `ru` add the full `game.shell.*`,
`game.view.*`, `game.sidebar.*`, `game.bottom_tabs.*` namespaces.
Tests: Vitest covers the header view-menu (every IA destination
including the Tables sub-list), the account-menu Logout / Language
wiring, the sidebar default tab / switching / `?sidebar=` seed /
close button, and every active-view stub. Playwright e2e boots an
authenticated session via `__galaxyDebug.setDeviceSessionId` (no
gateway calls — the shell makes none in Phase 10), exercises every
view through both the desktop dropdown and the mobile More drawer,
verifies sidebar tab survival across navigation, and uses
`setViewportSize` to validate the breakpoint switches at 768 px and
1024 px.
Phase 10 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>