Commit Graph

84 Commits

Author SHA1 Message Date
Ilia Denisov 17a3afd5e9 ui/phase-27: viewer polish + phantom-destroy clamp
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>
2026-05-13 16:44:46 +02:00
Ilia Denisov 8c260f8715 ui/phase-27: mass-based circles + cloud cluster + height fit
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>
2026-05-13 15:51:31 +02:00
Ilia Denisov b23649059f legacy-report: parse battles + envelope JSON output
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>
2026-05-13 14:22:53 +02:00
Ilia Denisov 659ba00ebf ui/phase-27: mark stage done after local-ci run 7
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 12:58:34 +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 ce8e869731 ui/phase-26: mark stage done after local-ci run 6
ui-test / test (push) Failing after 41s
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:27:29 +02:00
Ilia Denisov 2d17760a5e ui/phase-26: history mode (turn navigator + read-only banner)
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>
2026-05-12 00:13:19 +02:00
Ilia Denisov e98e6bda73 ui/phase-25: mark stage done after local-ci run 5
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 22:07:03 +02:00
Ilia Denisov 2ca47eb4df ui/phase-25: backend turn-cutoff guard + auto-pause + UI sync protocol
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>
2026-05-11 22:00:16 +02:00
Ilia Denisov 5b07bb4e14 ui/phase-24: push events, turn-ready toast, single SubscribeEvents consumer
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>
2026-05-11 16:16:31 +02:00
Ilia Denisov 5a2a977dc6 ui/phase-23: mark stage done after local-ci run 2
ui-test / test (push) Failing after 2m11s
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 14:41:35 +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 e2a4790f6c ui/phase-22: skip the no-op stance click in the races table
Clicking the already-active WAR/PEACE button still appended a
\`setDiplomaticStance\` whose \`relation\` matched the row's current
value. The engine would accept the duplicate harmlessly, but the
order tab inflates with rows that say nothing and every auto-sync
re-ships the redundant payload. Compare against the overlayed
stance (so a queued-but-not-applied change suppresses a re-click
that matches the *intended* state, not just the server snapshot)
and short-circuit when they agree. Mirrors the vote picker, which
already had the same guard.

vitest.config.ts: \`mergeConfig\` refuses callback-form base
configs, so resolve \`vite.config.ts\`'s callback with the test
context first and merge the plain object. Surfaced after the
\`loadEnv\` migration switched the root config to the callback
form.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 11:19:57 +02:00
Ilia Denisov c0382117b8 ui: read dev-server config from .env files and add VITE_DEV_HOST opt-in
`vite.config.ts` read `VITE_DEV_PROXY_TARGET` /
`VITE_DEV_GRPC_PROXY_TARGET` straight from `process.env`, so the
gateway-override knob only worked when the variable was exported in
the shell that ran `pnpm dev`. Per-developer `.env.development.local`
files (the documented way to override) were silently ignored by the
config: Vite auto-populates `import.meta.env` for client code from
those files, but the config itself runs in Node and has to call
`loadEnv` explicitly.

Switch the config to the function-form + `loadEnv` so every
`VITE_*` entry in any `.env*` file reaches both client code and the
config. Now adding `VITE_DEV_PROXY_TARGET=http://localhost:18080` to
`.env.development.local` actually retargets the proxy, no shell
gymnastics required.

While there, introduce `VITE_DEV_HOST` as an opt-in for wider
listener binding: unset (default) keeps Vite's loopback-only
behaviour; `true`/`1`/`yes` flips to "all interfaces" (`0.0.0.0` +
IPv6); any other string is passed through verbatim to pin a
specific LAN address. Useful when reaching the dev server through
SSH port forwarding, a VM, or a container needs a non-loopback
bind, and intentionally opt-in so an unattended `pnpm dev` on a
laptop never exposes the unauthenticated dev surface to the LAN by
accident.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 10:46:08 +02:00
Ilia Denisov 9111dd955a ui/phase-22: races table with stance toggle and vote slot
Adds the Races View in the in-game shell. The table lists every
non-extinct other race with tech levels (percent), totals,
planets, votes received, and a per-row WAR | PEACE segmented
control. A single vote-recipient slot above the table queues a
`CommandRaceVote`; per-row buttons queue `CommandRaceRelation`.
Both commands flow through the existing order draft store with
collapse-by-acceptor (stance) and singleton (vote) rules.

`GameReport` widens with `races`, `myVotes`, `myVoteFor`; the
decoder walks `report.player[]` once for the richer projection.
The optimistic overlay flips stance and vote target immediately;
`votesReceived`, `myVotes`, and the alliance summary stay
server-authoritative — alliance grouping and the 2/3 victory
check are tallied on the server at turn cutoff and explicitly
not surfaced client-side (`rules.txt` keeps foreign races'
outgoing vote targets private).

Includes Vitest component coverage of stance and vote
collapse rules + a Playwright e2e that drives both commands
through the dispatcher route and verifies the gateway saw the
expected `CommandRaceRelation` / `CommandRaceVote` payloads.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 01:52:23 +02:00
Ilia Denisov 9c29f03d66 ui/phase-21: make MapView's mounted flag reactive
The renderer-mount effect in `lib/active-view/map.svelte` reads
`mounted` to gate the runSerializedMount call, but the variable was
declared as a plain `let`, not `$state`. On the first navigation to
/map this is benign: the effect's first pass returns early (gameState
still hydrating, `report` null), and once `report` arrives the
effect re-fires — by which point `onMount` has already flipped
`mounted = true`.

On every subsequent return to /map the report is already loaded by
the long-lived gameState in the layout. The effect therefore makes
exactly one pass on the freshly-mounted component, gates on
`mounted === false` (the brand-new instance has not run `onMount`
yet), and never wakes up again because no tracked state changes
afterwards. Symptom: black canvas — fresh DOM, no mount-error
overlay, but Pixi never rebuilt the world on the new canvas.

Convert `mounted` to `$state(false)` so flipping it true inside
`onMount` triggers the effect's second pass, which now finds all
preconditions satisfied and proceeds to `runSerializedMount`. The
detailed lifecycle reasoning is preserved as a code comment so the
next reader can see why this one variable must be reactive.

Add tests/e2e/map-roundtrip.spec.ts: navigates /map → {report,
ship-class designer, science designer, mail} → /map for each
non-map view, then asserts the renderer republished primitives onto
the DEV `__galaxyDebug.getMapPrimitives()` surface. The pre-fix
build failed every variant; the patch lands all four green.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 22:58:32 +02:00
Ilia Denisov 5a3bec5acd ui/phase-21: bump done marker to local-ci run 30
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 22:10:01 +02:00
Ilia Denisov e55355a2cf ui/phase-21: harden applyOrderOverlay against HMR-stale localScience
Fixes a black-canvas regression on /map after creating a science in
DEV: when Vite hot-reloads the decoder bump that adds the
`localScience` field, the live in-memory `gameState.report` keeps
its older shape with no such field, so the overlay's
`[...report.localScience]` throws inside the reactive getter and
silently aborts the map view's `$effect`. The fix wraps the spread
and the final return in `?? []` defaults — and matches the
ship-class branches for symmetry — so the overlay stays well-defined
for any partial report shape upstream consumers may carry across an
HMR boundary.

Also adds order-overlay regression tests covering the createScience /
removeScience branches plus the explicit HMR-stale shape, and a
Playwright e2e (sciences-map-regress.spec.ts) replaying the
user-reported flow: /map → /designer/science → save → /map, asserting
no map-mount-error overlay and no console errors.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 22:00:03 +02:00
Ilia Denisov f674c86e4b ui/phase-21: mark stage as done after local-ci run 29
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 21:42:29 +02:00
Ilia Denisov 7bea22b0b5 ui/phase-21: sciences CRUD list, designer, and production-picker integration
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>
2026-05-10 21:32:37 +02:00
Ilia Denisov 0509f2cde2 ui/phase-20: bump done marker to local-ci run 28
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 18:06:20 +02:00
Ilia Denisov 54733bfb14 ui/phase-20: lock after Send + dashed tracks for in-flight & pending sends
Send joins Modernize / Dismantle / Transfer as a lockable command:
once any of the four lands in the draft for a group, every action
button on its inspector is disabled with a "command pending"
tooltip and the banner names the queued kind. Load / Unload /
Split / Join Fleet stay non-locking — they stack legitimately on
the engine side.

Two dashed overlays now run alongside the cargo-route arrows:

- Yellow dashed track for own in-space groups, drawn from the
  origin planet to the destination (matches the in-space point
  colour so eye reads both as one entity).
- Green dashed track for every wire-valid sendShipGroup command
  in the order draft, drawn from the source group's orbit planet
  to the chosen destination. Disappears when the command is
  removed from the order tab, when the engine rejects it, or
  when the group has left orbit (in-space track replaces it).

Both tracks are wrap-aware via torusShortestDelta and never
participate in hit-test.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 17:55:43 +02:00
Ilia Denisov 2d201537ee ui/phase-20: bump done marker to local-ci run 27
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 17:30:46 +02:00
Ilia Denisov ac14eaff10 ui/phase-20: pick-first Send + lock after Modernize/Dismantle/Transfer
Send no longer carries a destination control inside the form: a
click on the action drops the inspector straight into map-pick
mode, and the form (ship count + confirm) only mounts after the
player chooses a destination. Cancelling the picker leaves no
form behind.

A queued Modernize / Dismantle / Transfer for a given group
locks every action button on its inspector and surfaces a banner
that points the player at the order list. Cancelling the queued
entry from the order tab releases the lock on the next render —
the derivation watches draft.commands directly. Send / Load /
Unload / Split / Join Fleet do not lock; Send is naturally
followed by an out-of-orbit state at turn cutoff, the rest can
stack legitimately.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 17:20:48 +02:00
Ilia Denisov de824dfc9a ui/phase-20: mark stage as done after local-ci run 26
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 16:38:16 +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 f7109af55c ui/phase-19: torus-aware incoming track + on-planet groups in inspector
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>
2026-05-10 15:08:41 +02:00
Ilia Denisov 92413575f3 ui/phase-19: mark stage as done after local-ci run 24
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 13:48:30 +02:00
Ilia Denisov 3694847792 ui/phase-19: seed an authenticated session in the synthetic-report e2e
The root +layout.svelte redirects anonymous traffic to /login, so a
fresh CI browser context never gets to render the lobby's
DEV-gated synthetic-report section — the previous spec relied on
leftover session state in the local browser and silently broke on
clean runners (local-ci run 23).

Bootstrap the session through /__debug/store before navigating to
/lobby: load a device keypair, set a deterministic device session
id. The synthetic flow itself still bypasses the gateway entirely;
the seed only ensures `session.status === "authenticated"` so the
layout guard lets the lobby through.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 13:39:08 +02:00
Ilia Denisov 86e77efe39 ui/phase-19: read-only ship-group inspector + sheet + tab dispatch
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>
2026-05-10 13:24:17 +02:00
Ilia Denisov 676556db4e ui/phase-19: ship-group decoder + map binding + selection store
Wires Phase 19's data and rendering layers without yet adding the
inspector UI:

  - game-state.ts grows ReportLocalShipGroup / ReportOtherShipGroup
    / ReportIncomingShipGroup / ReportUnidentifiedShipGroup /
    ReportLocalFleet types and walks the matching FlatBuffers
    vectors (LocalGroup, OtherGroup, IncomingGroup,
    UnidentifiedGroup, LocalFleet) inside decodeReport. The Tech
    map is folded into the fixed-shape ShipGroupTech struct;
    cargo strings normalise to the closed CargoLoadType | "NONE"
    union; UUIDs come back as canonical 36-char strings.
  - synthetic-report.ts mirrors the new fields so the DEV-only
    lobby loader can feed JSON produced by legacy-report-to-json
    straight into the live UI surface.
  - selection.svelte.ts widens its discriminated union with a
    `kind: "shipGroup"` branch carrying a ShipGroupRef
    (local UUID / other / incoming / unidentified by index).
  - world.ts adds Style.strokeDashPx and render.ts.drawLine
    honours it via manual segmentation (PixiJS v8 has no native
    dash API). Ignored on points and circles.
  - state-binding.ts now returns { world, hitLookup }: the
    hit-lookup map keys every primitive id back to a concrete
    HitTarget so the click handler can dispatch to selectPlanet
    or selectShipGroup. Ship-group primitives live in a separate
    ship-groups.ts that emits one point per local / other /
    unidentified group, plus a dashed origin→destination line +
    clickable point per incoming group. Position is interpolated
    along the trajectory for in-hyperspace groups.
  - map.svelte threads the hitLookup into handleMapClick.

Vitest:
  - tests/helpers/empty-ship-groups.ts exposes EMPTY_SHIP_GROUPS
    so existing fixtures can spread the new five empty arrays
    without enumerating every field.
  - state-binding-groups.test.ts covers each group variant's
    primitive geometry and lookup correctness.
  - All previously-existing fixture builders pick up the spread
    so GameReport stays a complete object.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 13:23:56 +02:00
Ilia Denisov 132ed4e0db feat: load legary reports 2026-05-10 12:16:08 +02:00
Ilia Denisov f5ac9fac59 ui/synthetic-report: PLAN parity rule + testing doc
Locks in the synthetic-report parity rule as a global "Assumptions
and Defaults" entry in ui/PLAN.md: every phase that extends the
server->UI report contract must also extend the legacy parser in
the same PR (or document in tools/local-dev/legacy-report/README.md
why the new field cannot be derived from legacy text). The Go side
already enforces shape compatibility via the pkg/model/report
import; this rule extends that mechanical guard to "did we remember
to wire the new field through".

ui/docs/testing.md grows a "Synthetic reports for visual testing"
section with the full conversion -> load -> compose loop and the
two operational gotchas (no network on synthetic ids, page reload
clears the in-memory map).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 11:08:13 +02:00
Ilia Denisov 8f320010c6 ui/synthetic-report: dev-only legacy report loader on lobby
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>
2026-05-10 11:08:05 +02:00
Ilia Denisov e4dc0ce029 ui/phase-18: ship-class calc bridge with live designer preview
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.
2026-05-09 23:14:40 +02:00
Ilia Denisov 721fa2172d ui/phase-17: mark stage as done after local-ci run 20
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 22:01:30 +02:00
Ilia Denisov c8332bb122 ui/phase-17: clamp ship-class name input to validator's 30-rune limit
Mirrors the validateEntityName MAX_LENGTH on the form input so the
field stops accepting characters once the limit is hit. The
validator still runs and surfaces the localised reason if a paste
overshoots; the maxlength is purely a typing-time guardrail.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 21:52:24 +02:00
Ilia Denisov 0068e065ea ui/phase-17: spell out overlay invariant in plan acceptance criteria
Adds an explicit acceptance line documenting that pending Save /
Delete actions reflect on the table immediately via
applyOrderOverlay (already exercised by the new Vitest + Playwright
suites). Touches a watched path so the local-ci runner picks up the
retrigger after the previous flaky run.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 21:50:35 +02:00
Ilia Denisov 785c3483f8 ui/phase-17: ship-class CRUD without calc
Phase 17 lights up the ship-class table and designer active views,
extends the order-draft pipeline with createShipClass and
removeShipClass commands, and projects pending Save/Delete actions
through applyOrderOverlay so the table reflects the player's
intent before auto-sync lands. The plan is corrected in the same
patch: per game/rules.txt, ship classes are designed once and
cannot be edited — the engine has no Update command, so the UI
exposes only Create + Delete.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 21:44:21 +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 3442dc94f7 ui/phase-16: mark stage as done after local-ci run 17
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 20:10:56 +02:00
Ilia Denisov 7c8b5aeb23 ui/phase-16: cargo routes inspector + map pick foundation
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>
2026-05-09 20:01:34 +02:00
Ilia Denisov 5fd67ed958 ui/phase-15: mark stage as done after local-ci run 16 2026-05-09 16:15:20 +02:00
Ilia Denisov 42731022fb ui/phase-15: update game-shell-inspector e2e for new production component
The desktop spec previously asserted the read-only `inspector-planet-
field-production` row for an owned planet. Phase 15 replaced that
row with the interactive production component on the local-planet
branch — the assertion now confirms the component is mounted and
the legacy field is absent.
2026-05-09 16:05:50 +02:00
Ilia Denisov 915b4372dd ui/phase-15: planet inspector production controls + order-draft collapse
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`.
2026-05-09 15:54:30 +02:00
Ilia Denisov c4f1409329 ui/order-draft: silence hydrate path on non-UUID game ids + Phase 10 e2e fixture upgrade
Phase 14's auto-sync calls `uuidToHiLo` on every layout boot. The
existing Phase 10 e2e specs use a placeholder string `test-shell`
as the game id, which throws in the FBS request encoder and
surfaced as a noisy `console.warn` plus a flaky webkit-desktop
test on the local-ci ARM runner.

`OrderDraftStore.hydrateFromServer` and `scheduleSync` now skip
when the active game id isn't a real UUID — the auto-sync path is
inert for fixture data and the placeholder-warning is gone. The
Phase 10 spec switches to a deterministic UUID
(`10101010-1010-1010-1010-101010101010`) so future Phase 14+
specs don't have to special-case it.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 14:19:47 +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 0aaa4473a4 ui/phase-14: regression tests for routes registry + overlay reactivity
The owner reported two symptoms after pulling the Phase 14 stack:

1. user.games.order.get answered with `unimplemented: message_type
   is not routed`. The gateway/backend code was correct, but the
   local-dev compose images were stale — `make rebuild` picked up
   the new routes table and the symptom went away. To prevent this
   class of regression from depending on docker-image freshness,
   gateway/internal/backendclient/routes_test.go now asserts that
   every authenticated MessageType constant declared in
   pkg/model/{user,lobby,order,report} is registered, and verifies
   that user.games.order.get specifically resolves to the game
   command client.

2. The inspector kept the un-renamed name after a successful submit.
   ui/frontend/tests/inspector-overlay.test.ts mounts the inspector
   tab against a real OrderDraftStore + a stubbed GameStateStore
   and walks the full happy path (add planetRename → markSubmitting
   → applied → simulate refresh) plus the integration scenario
   driven through the order-tab Submit button. Both cases pass —
   the underlying overlay path is reactive and resilient to a
   refresh that returns the un-renamed snapshot. The original
   in-browser symptom was the rebuilt-image freshness issue from
   point 1; this test pins the reactive contract for future
   refactors.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 12:40:33 +02:00
Ilia Denisov 57e053764a ui/phase-14: mark stage done after green local-ci run 11
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 11:59:49 +02:00
Ilia Denisov f80c623a74 ui/phase-14: rename planet end-to-end + order read-back
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>
2026-05-09 11:50:09 +02:00