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>
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>
The compose stack hard-coded host ports (postgres 5433, redis 6380,
mailpit 8025, gateway REST 8080, gateway gRPC 9090) — fine for a
clean dev machine, painful when those ports collide with other
services on the same host (e.g. a `crowdsec` sitting on
127.0.0.1:8080 or a Prometheus instance on :9090).
Every host-port mapping is now `${LOCAL_DEV_*_PORT:-<old-default>}`,
so the defaults match prior behaviour for everyone and a per-host
override is a single environment variable away. `.env` carries the
overrides as commented-out lines so the customisation surface is
discoverable without grepping the compose file. README's
"Port 8080 already in use" troubleshooting entry now points at the
new variables and the optional `docker-compose.override.yml`
workflow.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Commit 408097e ('feat: move func to calc package') moved a helper
into pkg/calc and made pkg/util/map.go import galaxy/calc, but the
local-dev backend / gateway Dockerfiles never picked up the new
module. The synthesised go.work has no replace directive for
galaxy/calc and the build context never copies pkg/calc, so any
backend / gateway image rebuild fails with
galaxy/calc@v0.0.0: malformed module path "galaxy/calc": missing
dot in first path element
Add the missing COPY, the matching `use ./pkg/calc` line, and the
`galaxy/calc v0.0.0 => ./pkg/calc` replace to both local-dev
Dockerfiles. The local-dev stack now rebuilds cleanly and the
auto-heal flow (prune-broken-engines + pre-bootstrap reconciler
tick) finishes by spawning a fresh engine container for the new
sandbox game.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
`make rebuild` runs `compose build --no-cache backend gateway` plus
a fresh `up -d --wait`. It must therefore also reap any engine
container whose bind-mount source went away during host downtime,
otherwise the new backend image boots into a stack with the same
orphan that triggered the heal flow in the first place.
Also extend the troubleshooting note: pulling the heal-cycle fix
requires one explicit `make rebuild` so the backend image picks up
the pre-bootstrap reconciler tick. Without that, `make up` runs
the new Makefile target but the legacy backend cannot follow
through, and the developer is left staring at a `cancelled`
sandbox with no running replacement.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
After a host reboot macOS clears /private/tmp, so the per-game
bind-mount source under /tmp/galaxy-game-state/<uuid> vanishes and
Docker refuses to restart the long-lived engine container under
`restart: unless-stopped`. The container then sits in `exited` state
and the dev sandbox is unreachable until the developer manually rms
it and runs `make up` twice.
Fix `make -C tools/local-dev up` to heal this in one cycle:
1. `prune-broken-engines` (new make target wired into `up`) walks
every container labelled `galaxy-game-engine` and removes the ones
not in `running` / `restarting` state. Healthy long-lived
containers survive normal up/down cycles untouched.
2. The backend now runs a single reconciliation pass before the
dev-sandbox bootstrap (`Reconciler().Tick(ctx)` in main.go).
Without it, bootstrap would reuse the soon-to-be-cancelled game
that the periodic ticker is about to mark `removed`. The pre-tick
cascades the orphan runtime row through markRemoved → lobby
cancel before bootstrap purges terminal sandbox games and creates
a fresh one — so a single `make up` lands a working sandbox with
a brand new state directory.
README troubleshooting section documents the symptom and the
recovery so the bind-mount-source error message is greppable.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The parity rule from ui/PLAN.md says every UI phase that decodes a
new Report field must extend the legacy converter in lockstep.
Phase 19 brings ship groups (LocalGroup / OtherGroup /
UnidentifiedGroup / IncomingGroup) and LocalFleet onto the wire-
compatible UI surface; this commit teaches
tools/local-dev/legacy-report to populate the three sections that
exist in the legacy text format:
- "Your Groups" → []LocalGroup. Cargo type, load, fleet name,
state, on-planet vs hyperspace position (origin / range) all
decoded; LocalGroup.ID is synthesised deterministically from
the per-report group index so re-running the converter
produces byte-identical JSON. Speed is left zero — the legacy
table doesn't expose it.
- "Your Fleets" → []LocalFleet. Origin / range / state mirror
the row layout used by Killer / Tancordia variants; gplus's
state-less rows still resolve.
- "Incoming Groups" → []IncomingGroup. Origin / destination
names — and `#NN` by-id references — resolve against the
parsed planet tables. Because the section can land before
"Your Planets" in some engines, group / fleet / incoming rows
are buffered and resolved in `parser.finish` after every
planet is known.
Battles, OtherGroup (only ever in battle rosters), and
UnidentifiedGroup stay out of scope — README.md spells out what
remains not-derivable.
Adds Killer031–033 / TSERCON_Z032–033 / Tancordia036–039 fixtures
to the dg directory and exercises three of them through new
TestParseDg{Killer031,Tancordia037,KNNTS041} smoke tests, plus
inline tests for each new section parser. Drops the stale
KNNTS039.json artefact left over from Phase 18 development.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
A Go module under tools/local-dev/legacy-report that converts the
"dg" / "gplus" engine .REP files in tools/local-dev/reports/ into the
JSON shape of pkg/model/report.Report. The output drives a DEV-only
synthetic-mode loader on the UI lobby so the map, inspectors, and
order-overlay can be exercised against rich game states without
playing many turns end-to-end.
Scope is intentionally narrow: only the fields the UI client decodes
today (planets, players, own ship classes, header). Importing
pkg/model/report keeps the parser and the typed contract in lockstep
— any backwards-incompatible schema change breaks the tool's
compilation before it ships. The README spells out the parity rule
for extending the parser alongside future UI decoders.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Previously a cancelled / finished / start_failed sandbox game would
hang in the dev user's lobby until manually cleaned up — `make up`
would create a new running game alongside it but the dead tiles
piled up. Now backend's `devsandbox.Bootstrap` deletes every
terminal sandbox game owned by the dev user before find-or-create
runs, so the lobby always shows exactly one running tile.
Schema: `runtime_records` and `player_mappings` gain
`ON DELETE CASCADE` on their `game_id` foreign keys so a single
`DELETE FROM games` cleans every referencing row in one write.
Pre-prod migration rule applies — change goes into
`00001_init.sql`, not a new migration.
API: `lobby.Service.DeleteGame` is the new destructive helper that
backs the bootstrap purge. It bypasses the cancel-cascade-notify
pipeline; production callers must stay on the regular lifecycle.
The dev-sandbox docs in `tools/local-dev/README.md` spell out the
new behaviour.
Tests:
- backend/internal/lobby/lobby_e2e_test.go gains
`TestDeleteGameCascadesEverything` proving CASCADE works
end-to-end against a real Postgres testcontainer.
- backend/internal/devsandbox keeps its existing terminal-status
contract test; the new `purgeTerminalSandboxGames` helper rides
on the same `terminalSandboxStatus` predicate.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The Phase 14 follow-up surfaced a footgun: `make up` reuses any
pre-built backend / gateway images and silently misses route table
or transcoder edits. Add a dedicated section to the README that
points at `make rebuild`, plus the engine-only path through
`make stop-engines` + `docker rmi`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Three fixes around the dev sandbox end-to-end path. Each one was
flushed out by an actual login walkthrough after the previous
commit.
Backend bootstrap now treats `cancelled`, `finished`, and
`start_failed` as terminal: the per-boot find-or-create skips such
games and provisions a fresh one. Without this, a single bad
shutdown cascade leaves the developer staring at a dead lobby tile
forever (cancelled games don't transition back). Covered by
TestTerminalSandboxStatus.
Tools/local-dev: stop killing engine containers in `make down`. The
runtime treats the disappearance of an engine as a real failure
(cascading the lobby game to `cancelled`); leaving the container
running across `down/up` lets the runtime reconciler re-attach on
the next boot. The teardown happens only in `make clean`, where the
DB is wiped anyway. Compose now also exposes :9090 (authenticated
EdgeGateway listener) on the host so the Vite dev proxy can reach
the Connect-Web surface, and bumps the gateway anti-abuse limits
for `public_misc` so the same surface is not blanket-rejected with
413.
Ui/frontend: the lobby's `My Games` cards are now clickable only
for the playable statuses (`running`, `paused`, `finished`). All
other statuses render as disabled buttons so a click on a draft or
cancelled game no longer drops the user on a 404 — the in-game
view at /games/:id/* doesn't exist before Phase 10 and never makes
sense for a cancelled game. Vite proxy splits the dev targets so
`/api/*` continues to talk to the REST listener and
`/galaxy.gateway.v1.EdgeGateway/*` is routed to the Connect-Web
listener via VITE_DEV_GRPC_PROXY_TARGET (defaults to :9090).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Backend's runtime spawns the engine container outside the compose
project, so `docker compose down` left a `galaxy-game-…` container
running. Add a `stop-engines` target that finds them by their OCI
image-title label (set in game/Dockerfile) and remove forcibly;
make `down` and `clean` depend on it. `clean` additionally wipes
the per-game state directory under /tmp/galaxy-game-state.
Add a troubleshooting note for the related symptom: when the
browser holds a keypair from a previous DB and `make clean`
recreates everything, the lobby renders "no games yet" until the
user clears site data or opens an incognito window. The dev user
keeps the same email but receives a fresh user_id, which the old
keypair cannot authenticate against.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds backend/internal/devsandbox: an idempotent boot-time hook that,
when BACKEND_DEV_SANDBOX_EMAIL is set, ensures (1) the configured
engine_version row, (2) the real dev user, (3) PlayerCount-1
deterministic dummy users, (4) a private "Dev Sandbox" game with a
year-out turn schedule, (5) memberships for every participant via
the new lobby.Service.InsertMembershipDirect helper, (6) a drive of
the lifecycle to running. Re-running on a populated DB is a no-op;
partial states from earlier crashes are recovered.
tools/local-dev gains the matching env vars in .env, surfaces them
in compose, and acquires a `make build-engine` target that builds
galaxy-engine:local-dev from game/Dockerfile (a prerequisite of
`up`/`rebuild`). The compose game-state mount is changed from a
named volume to a host bind on /tmp/galaxy-game-state so backend's
bind-mount source for spawned engine containers resolves on the
docker daemon.
After `make -C tools/local-dev up`, login as dev@local.test with
the dev code 123456 and the Dev Sandbox already shows up in My
Games. Per-user behaviour for the same email survives a backend
restart.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
vite.config.ts now proxies `/api` and `/galaxy.gateway.v1.EdgeGateway`
to the gateway, so the browser sees only `localhost:5173` and never
trips a cross-origin preflight. `.env.development` accordingly points
`VITE_GATEWAY_BASE_URL` at the Vite origin. The proxy target is
overridable via `VITE_DEV_PROXY_TARGET=...` for non-default gateways
without touching the compose file.
`gateway/Dockerfile` previously failed to build because gateway
imports `galaxy/core` (replaced to `../ui/core` in `gateway/go.mod`)
but the Dockerfile did not copy `ui/core/` into the build context
nor declare the replace in the synthesised `go.work`. Adding both
makes `docker build -f gateway/Dockerfile .` succeed; this is the
same fix already shipped in `tools/local-dev/gateway.Dockerfile`,
back-ported to upstream.
Verified:
- docker build -f gateway/Dockerfile . — builds cleanly
- pnpm test 14/14, pnpm exec playwright test 44/44 (with CI=1 to
force a fresh dev server; reuse keeps the previous startup env)
- curl POST through localhost:5173/api/* and /galaxy.gateway.v1.* —
reach the gateway, no CORS preflight on the browser side
tools/local-dev/README.md updated with the new network map and the
`VITE_DEV_PROXY_TARGET` override.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds tools/local-dev/ with postgres + redis + mailpit + backend +
gateway plus a Make wrapper, so `make -C tools/local-dev up` brings
the full authenticated stack online and `pnpm -C ui/frontend dev`
talks to it directly. The committed `.env.development` already
points at the stack and pins the matching gateway response public
key from the dev keypair under tools/local-dev/keys/.
The backend ships a new opt-in env, BACKEND_AUTH_DEV_FIXED_CODE
(`tools/local-dev/.env` defaults it to 123456). When set,
ConfirmEmailCode accepts that literal in addition to the real
bcrypt-verified code; SendEmailCode still queues a real email so
Mailpit captures the issued code at http://localhost:8025/, and
both paths coexist. The override is rejected as non-six-digit by
config validation and emits a loud warning at backend startup.
The local-dev Dockerfiles mirror backend/Dockerfile and
gateway/Dockerfile but switch the runtime stage to alpine so
docker-compose healthchecks can wget /healthz; the gateway
Dockerfile additionally copies ui/core/ into the build context
because gateway/go.mod's `replace galaxy/core => ../ui/core` is
required to compile the gateway main.
Smoke tested:
- `make -C tools/local-dev up` boots all five services to healthy.
- send-email-code + confirm-email-code with code=123456 returns a
device_session_id; a real code in Mailpit also redeems
successfully.
- `pnpm test` 14/14, `pnpm exec playwright test` 44/44.
- `go test ./backend/internal/config/...` green.
Docs: tools/local-dev/README.md, tools/local-dev/keys/README.md,
new "Local development stack" section in ui/docs/testing.md, and a
short pointer in ui/README.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>