Native SvelteKit service worker (src/service-worker.ts): a version-keyed
cache precaches the app shell + build artefacts (incl. core.wasm) +
static files; activate purges old caches; the gateway is never
intercepted; navigations fall back to the cached shell offline. Adds
static/manifest.webmanifest, a generated placeholder icon set
(scripts/gen-pwa-icons.mjs — dependency-free pure-Node PNG encoder), and
manifest / theme-color / apple-touch tags in app.html.
Gated by Playwright against a production preview (playwright.pwa.config.ts
+ tests/pwa/pwa.spec.ts via `pnpm test:pwa`, wired into ui-test):
manifest + installable icons, SW registration + a single version-keyed
cache, and offline shell load. Lighthouse is not used — its PWA category
was removed in v12.
Docs: ui/docs/pwa-strategy.md (+ index); F5 marked done.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduce the shared design-token system under
ui/frontend/src/lib/theme/: tokens.css (dark default + light palette,
plus spacing/radii/typography scales), base.css global baseline
(document background, text, token focus ring, selection), and
theme.svelte.ts (system/light/dark choice, persisted to localStorage,
applied via data-theme on <html>). A pre-paint guard in app.html
resolves the theme before the app boots to avoid a flash, and the theme
picker is wired into the previously-disabled account-menu stub.
Migrate the always-visible in-game chrome to the tokens (header, account
menu, sidebar, tab-bar, bottom-tabs, shell background): dark renders as
before, light comes for free. The default stays dark during the
incremental migration; the remaining view bodies migrate in F1b.
Docs: ui/docs/design-system.md (+ index entry). Test: tests/theme.test.ts.
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>