Commit Graph

37 Commits

Author SHA1 Message Date
Ilia Denisov 2a1e80053a feat: game order api methods 2026-05-09 10:36:44 +02:00
Ilia Denisov ce7a66b3e6 ui/phase-11: map wired to live game state
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>
2026-05-08 21:17:17 +02:00
Ilia Denisov f57a290432 phase 8: lobby UI + cross-stack lobby command catalog + TS FlatBuffers
- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
  list, my-applications/invites lists, game-create, application-submit,
  invite-redeem/decline. Mirror the matching transcoder pairs and Go
  fixture round-trip tests.
- Wire the seven new lobby message types through
  gateway/internal/backendclient/{routes,lobby_commands}.go with
  per-command REST helpers, JSON-tolerant decoding of backend wire
  shapes, and httptest-based unit coverage for success / 4xx / 5xx /
  503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
  `make fbs-ts` target driving flatc, and the generated bindings under
  ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
  now uses these bindings as well, closing the JSON.parse vs
  FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
  invitations, my applications, public games, create new game) and the
  /lobby/create form. Submit-application uses an inline race-name
  form on the public-game card; create-game keeps name / description /
  turn_schedule / enrollment_ends_at always visible and the rest under
  an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
  GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
  + lobby-create component tests, Playwright lobby-flow.spec covering
  create / submit / accept across all four projects. Phase 7 e2e was
  migrated to the FlatBuffers fixtures and to click+fill against the
  Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
  Phase 7, append the new lobby commands to gateway/README.md and
  docs/ARCHITECTURE.md, add ui/docs/lobby.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 18:05:08 +02:00
Ilia Denisov 604fe40bcf docs: reorder & testing 2026-05-07 00:58:53 +03:00
Ilia Denisov f446c6a2ac feat: backend service 2026-05-06 10:14:55 +03:00
Ilia Denisov 3e2622757e feat: gamemaster 2026-05-03 07:59:03 +02:00
Ilia Denisov a7cee15115 feat: runtime manager 2026-04-28 20:39:18 +02:00
Ilia Denisov b4591cabd4 game stats shows planes and population 2026-04-26 21:12:51 +02:00
Ilia Denisov 48b0056b49 feat: game lobby service 2026-04-25 23:20:55 +02:00
Ilia Denisov 23ffcb7535 feat: user service 2026-04-10 19:05:02 +02:00
Ilia Denisov a7793f5416 ui calculator 2026-03-30 19:38:24 +02:00
Ilia Denisov 73a4b0d3ec circle radius 2026-03-22 19:43:09 +02:00
IliaDenisov e6c6970947 loader logic revised 2026-03-16 15:48:00 +02:00
Ilia Denisov 70a43237ca refactor: storage namings 2026-03-14 21:40:26 +02:00
Ilia Denisov 9adadc3bbf http connector first impl 2026-03-12 23:45:06 +02:00
Ilia Denisov 079b9facb0 client io architecture 2026-03-12 19:45:46 +03:00
IliaDenisov 2dafa69b93 connector interface 2026-03-10 17:01:47 +02:00
IliaDenisov dabe1f091a chore: re-package 2026-03-10 15:46:18 +02:00
Ilia Denisov 269de2184c chore: refactor structure 2025-11-21 21:40:15 +03:00
Ilia Denisov 126f381b04 cmd: join ship groups 2025-11-13 21:53:10 +03:00
Ilia Denisov 33efa86065 cmd: merge ship types 2025-10-02 23:22:44 +03:00
Ilia Denisov cafdd10bab refactor: race index by name 2025-10-02 22:41:04 +03:00
Ilia Denisov 0890bf3009 cmd: planet production 2025-10-02 02:05:00 +03:00
Ilia Denisov 8a7e2f57c7 cmd: rename planet 2025-10-01 22:42:23 +03:00
Ilia Denisov 2295840efe cmd: create/delete science 2025-10-01 14:30:36 +03:00
Ilia Denisov bcab29a47f cmd: delete ship type 2025-10-01 00:29:25 +03:00
Ilia Denisov 6f29288096 cmd: create ship type 2025-09-30 23:40:50 +03:00
Ilia Denisov 04fc96dc8f commands A, W 2025-09-30 20:44:10 +03:00
Ilia Denisov 128d6862a7 Ally/War commands 2025-09-28 22:43:27 +03:00
Ilia Denisov 6510676237 well, fuck... 2025-09-28 09:17:17 +03:00
Ilia Denisov 66eeefc65d create basic controller 2025-09-26 20:54:34 +03:00
Ilia Denisov 282150a253 saving new turn 2025-09-26 01:38:49 +03:00
Ilia Denisov 6d87ea6086 code cleanup 2025-09-25 21:53:16 +03:00
Ilia Denisov 46066d890b game generation process 2025-09-25 02:13:16 +03:00
Ilia Denisov ab822a1abf test dw distances 2025-09-23 23:33:47 +03:00
Ilia Denisov 7d93176031 use float64 2025-09-23 22:27:09 +03:00
Ilia Denisov 4d733ae741 new game, fs repo layer 2025-09-23 18:36:22 +03:00