Commit Graph

116 Commits

Author SHA1 Message Date
Ilia Denisov 2ecdecad1e feat(ui): lobby site-style sidebar + profile screen (#47)
- Wrap lobby and profile in a shared `lobby-shell.svelte` chrome:
  page-list sidebar (Overview/Profile) and a top "Player-xxxx"
  identity strip mirroring the project site's monospace look.
- Strip the legacy `lobby.title`, device-session-id `<code>`, and
  `lobby.greeting` paragraph; the identity strip both names the user
  and opens the profile editor.
- Add a top-level `profile` AppScreen with a three-field form
  (`display_name`, `preferred_language`, `time_zone`) backed by a new
  `src/api/account.ts` wrapper around `user.account.get`,
  `user.profile.update`, and `user.settings.update`. Saving switches
  the active i18n locale in-place when the new preferred language is
  one the UI ships translations for.
- Update e2e fixture + auth-flow / lobby-flow specs to use the new
  `lobby-account-name` testid and wait for the loaded identity before
  releasing pending `SubscribeEvents` (webkit revocation race). New
  `profile-screen.spec.ts` covers navigation, edit-save, and cancel.
- Sync `ui/docs/lobby.md` and `ui/docs/navigation.md` to the new
  layout.

Closes #47
2026-05-26 22:25:40 +02:00
Ilia Denisov b01a60e42b fix(ui): F8-06 calculator polish — drop delete-class button, reserve lock slot
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- Remove the `delete <ship_class_name>` button (and `deleteClass`,
  `canDelete`, `.delete` CSS, `game.calculator.action.delete` i18n key)
  from the calculator. Delete-class lives in the ship-classes table —
  the broader rework will land under #53.
- Bombing and cargo-capacity rows now reserve a hidden lock-slot
  placeholder so their value column lines up vertically with the
  mass/speed/attack/defence rows (which carry a lock button).
2026-05-26 19:10:59 +02:00
Ilia Denisov cc4727a32e fix(ui): F8-06 calculator polish — always 3-decimal display, mono font, input cap
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Owner feedback round 2 on PR #61:

- Pad every read-only calculator value to three decimals: tech labels,
  derived results (mass, speed, attack, defence, bombing, cargo
  capacity), planet MAT, planet build-rate, modernization cost, and
  the full-cargo capacity label all read as "1.000" instead of "1",
  matching the goal-seek back-solved input and the report. Drops
  thousands grouping so the same `fmt()` string also embeds cleanly
  in the read-only `<input type="number">` cell.
- Switch label and input styling onto the existing `--font-mono`
  token (right-aligned, tabular-nums) so columns line up vertically
  across rows like a financial table.
- Refuse a fourth decimal as the user types in every calculator
  number input (DWSC blocks, tech, MAT, custom load, lock value,
  modernization target tech): the `oninput` truncates the input text
  past three decimal digits and explicitly writes the truncated
  value back through `bind:value`, so Svelte's later reactive flush
  cannot undo the cap.
- Doc + tests follow the rule (five new vitest cases covering the
  3-decimal label format, the input cap on each input class, and
  the integer-padding rule for derived results).
2026-05-26 18:43:32 +02:00
Ilia Denisov cbf7f65916 fix(ui): F8-06 calculator polish — unified spinner UX, lock-infeasible on (0, 1), dropdown reset-changes
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Owner review on PR #61:

- п.9 (option B). Hide the native spinner on EVERY numeric input in
  the calculator (DWSC blocks, armament, tech, planet MAT, custom
  load, lock value, modernization target tech) and drive every step
  through ArrowUp / ArrowDown. The column widths stay stable and the
  inputs read consistently across the whole row. The ship blocks
  keep the smart (0 ↔ 1) jump on ArrowUp/ArrowDown; armament steps
  ±1 with a JS handler instead of relying on the native spinner.
  Other inputs step by their natural grain (±0.001 for tech / lock,
  ±0.01 for MAT / load).
- п.10. Tech-level labels (`tech-val`) and the planet MAT label
  (`mat-val`) now read through the same `Ceil3` formatter as the
  derived results, so plain-text numeric values share the report's
  3-decimal tabular formatting. The design-area component receives
  `formatNumber` as a prop; the resolved (goal-seek) cell uses the
  same formatter, so the read-only computed value matches the rest
  of the row.
- п.12. `computeCalculator` now validates the back-solved block
  against the same DWSC rule the live validator enforces (`0` or
  `≥ 1`). When the solver lands in the `(0, 1)` gap (e.g. attack
  0.5 / weaponsTech 1.5 → weapons 0.333…) the lock is flagged
  infeasible — the lock input flips red and the claimed block is
  NOT back-solved into the invalid range, so the design preview
  keeps reading the user's own typed values instead of silently
  showing a sub-1 block.
- new. Selecting an existing ship class from the name datalist now
  loads it immediately. `change` fires only on blur in Firefox,
  which is why the previous behaviour looked delayed; switching the
  load to `oninput` with an `InputEvent.inputType` check makes the
  load synchronous everywhere (datalist replacement carries
  `"insertReplacementText"` in Chromium / WebKit, `undefined` in
  Firefox; keyboard typing always carries a typing `inputType`).
  Before loading we compare the live blocks to the previously
  loaded class (or to the empty defaults) and, if they differ, ask
  through a `window.confirm`. On decline we revert the name field
  and leave the design untouched.

Tests: calculator-tab and calc-model gain six cases (armament
step, tech/MAT formatter labels, lock infeasible on (0, 1) for
both attack→weapons and emptyMass→cargo, lock-value Arrow step,
dropdown immediate load + confirm-blocks-load + confirm-allows-load),
all 779 vitest tests green. docs/calculator-ux.md follows the new
behaviour.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-26 18:02:56 +02:00
Ilia Denisov e9b904332e fix(ui): calculator polish — smart input steps, unified tech/MAT lock idiom, tech floor, speed-lock ceiling fix
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- pkg/calc: DriveForSpeed treats restMass==0 as a valid ceiling-only
  case (every positive drive solves it), so locking the displayed
  speed of a D=1, W=A=S=C=0 ship is no longer a phantom "infeasible".
- ship-design-area: drive/weapons/shields/cargo inputs use a JS-driven
  smart step on ArrowUp/ArrowDown (0↔1 jump, otherwise ±0.1) and hide
  the native spinner so it cannot produce invalid (0, 1) values;
  armament keeps its native step 1.
- Tech and planet MAT cells follow the same lock idiom as goal-seek
  locks: open padlock (🔓) over the inherited value → click to open
  an input with a closed padlock (🔒). The padlock slot is always
  reserved, so the column width is stable.
- Tech overrides (design area and modernization target) are floored
  at the player's current tech on this turn — a lower value is
  flagged as invalid.
2026-05-26 14:30:43 +02:00
Ilia Denisov 2294d8b3d9 fix(ui): tighter order card — calculator-scale font, corner-flush ✕;
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stabilise report-sections e2e

Owner review on PR #58:

- shrink the order-card body to 0.8rem (matching the calculator's body
  text scale) so the order list reads as part of the sidebar's
  density, not its own larger surface;
- shrink the delete ✕ to 0.95rem and glue it flush to the card's
  top-right corner (no offset, sized to fit the corner padding-space);
- tighten the card padding to match the smaller text.

Independently — the same review asked to fix `report-sections › every
TOC anchor lands its section in view`, which had been a long-standing
e2e flake (run #366 on `development` already failed it twice before
passing on retry; my PR's run #367 simply exhausted all five retries).
The root cause is the smooth `scrollIntoView` settling slower than
Playwright's 5 s viewport wait under heavy CI load. The production
TOC already honours `prefers-reduced-motion: reduce` and swaps to an
instant scroll there; switching the Playwright config to that media
mode makes every spec deterministic without touching production code.
2026-05-26 08:28:58 +02:00
Ilia Denisov 5ca30df334 feat(ui): readable order card — status as background tint, corner ✕
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The order-tab row now wraps long labels (`overflow-wrap: anywhere`),
encodes status into the card background via the design-token subtle
palette (applied → success-subtle, invalid/rejected/conflict →
danger-subtle, draft/valid/submitting → warning-subtle), and exposes
a small framed `✕` delete button absolutely positioned in the
card's top-right corner — always visible, labelled by
`game.sidebar.order.command_delete` for assistive tech. The textual
status name remains in the DOM as an `.sr-only` node so screen
readers and the existing testids still observe it.

Refs #46
2026-05-26 07:23:44 +02:00
Ilia Denisov e82c9f8bbd fix(ui): no-op when re-selecting the turn already on screen
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Clicking the current-turn row in the header turn navigator while
already viewing it routed through returnToCurrent() →
viewTurn(currentTurn), which re-fetches the live report and flips the
view through `loading`. At turn 0 the only row is the live turn, so
the dropdown always fired a pointless backend round-trip and redraw.

Guard goToTurn() against re-selecting the on-screen turn
(turn === viewedTurn): just close the popover and stop. Leaving
history is unaffected — there the viewed turn differs from the target.

Closes #45

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-26 00:18:30 +02:00
Ilia Denisov 3d5b331bd9 feat(ui): autofocus login fields; keep verification code out of form history
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The two-step e-mail login now drops the cursor on each step's primary
field as it mounts — the e-mail field on load, the code field once the
e-mail step advances — via a small `use:` action. Focusing fires each
input's onfocus, which clears the readonly autofill guard, so the field
is editable straight away.

The code input now requests `autocomplete="one-time-code"` instead of
`new-password`. The latter is a password-manager hint and does not stop
Firefox saving the typed code to form history (it was offering the
previous code back in a dropdown). `one-time-code` is the semantic token
for a verification code; Firefox honours it specifically to keep the
value out of form history (Mozilla bug 1547294). The e-mail field keeps
`new-password` to fend off saved-login autofill.

Tests: new Vitest cases assert autofocus on both steps and the code
field's `one-time-code` token; a new Playwright case covers the same in
Chromium and WebKit (Safari engine). Firefox form history is owner
manual-QA — there is no Firefox project in the e2e matrix.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-25 23:53:20 +02:00
Ilia Denisov f6e4a4f6bd feat(ui): map canvas follows light/dark theme; fix invisible gear control
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The map view now selects a DARK_THEME or LIGHT_THEME palette from the
resolved app theme and threads it through every primitive builder, so
the canvas, planets, ship groups, cargo routes, battle/bombing markers,
fog, reach + selection rings, pending-Send tracks, and the pick overlay
all switch with the rest of the chrome. A theme flip remounts the
renderer preserving the camera — Pixi bakes the background at init and
every primitive bakes its colour at build, so a live re-tint is not
possible on the same instance.

This also fixes the reported bug: the gear-popover trigger and the
loading overlay hardcoded a dark navy background, so in light theme the
gear was invisible (dark icon on dark chip) until hover flipped it to a
white chip. Both now use the --color-surface-overlay token and read
correctly in both themes.

The light palette mirrors the dark one role-for-role, darkened /
saturated for contrast on a light background while keeping the incoming,
battle, and bombing accents vivid. The values are a first pass meant to
be refined during the F8 manual-QA loop.

Removes the now-dead "Phase 35" references from the code and lifts the
map-recoloring prohibition from the design-system / renderer docs; the
battle scene stays a fixed-palette data-viz surface.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-24 08:49:37 +02:00
Ilia Denisov c1672224a6 fix(ui): pin the mobile game shell to the viewport
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The app-shell migration surfaced a mobile-only e2e failure: taps on the
bottom-tab bar, the map-toggles menu, and the planet sheet were
intercepted by sibling elements despite the targets being on top.

Root cause: `.game-shell` used `min-height: 100vh`, so sub-pixel content
overflowed the viewport and made the document scrollable. On mobile that
scroll toggles the browser's dynamic toolbar, which resizes the viewport
and every `position: fixed` overlay (their sizes derive from `100vh`)
mid-gesture — defeating Playwright's actionability hit-test, and making
the real controls jittery to tap.

Pin the shell with `position: fixed; inset: 0` on the mobile breakpoint
so it leaves document flow: the document can no longer scroll, the
toolbar stays put, the viewport and overlays stay stable, and the
active-view area remains the single internal scroll region. Desktop is
unchanged (the rule is scoped to max-width: 767.98px).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 21:40:06 +02:00
Ilia Denisov e31fb2c17a docs(ui): sync docs to the app-shell; fix stale nav comments
Tests · UI / test (push) Failing after 9m28s
Rewrite ui/docs (navigation, order-composer, auth-flow, pwa-strategy,
game-state + secondary topic docs) and ui/README for the single-URL
app-shell (in-memory screens/views, Back→lobby via shallow routing,
sessionStorage restore + validation, return-to-lobby). ui/PLAN.md gets a
Phase-10 supersede note (implemented; standalone-compatible). Fix stale
code comments (session-store auth gate, report-sections spec contract).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 21:04:11 +02:00
Ilia Denisov 4e0058d46c test(ui): migrate suite to the app-shell (state-driven navigation)
- Unit: repoint moved screen imports (lib/screens, lib/game), mock
  $lib/app-nav (appScreen/activeView) instead of $app/navigation, drop the
  removed gameId props, assert screen/view selection.
- e2e: add a dev-only window.__galaxyNav affordance; specs enter a game via
  enterGame(...) instead of a /games/:id URL; URL assertions become content
  assertions (the URL stays /game/); reload uses waitUntil:"commit" (shallow
  routing) and mocks /rpc on game entry.
- Remove the obsolete report scroll-restore test (it relied on a SvelteKit
  route Snapshot that no longer exists); update the missing-membership test
  to the new lobby-redirect+toast behaviour. Fix a stale report.svelte
  docstring.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 20:49:35 +02:00
Ilia Denisov 80545e9f9d feat(ui): app-shell behaviour — restore validation, return-to-lobby, push
- A restored game that no longer exists (cancelled/removed/revoked) drops to
  the lobby with a toast instead of the in-game error state: game-state
  exposes a `notFound` flag and the shell redirects via appScreen.go("lobby").
- Add a visible "return to lobby" control to the in-game header.
- Push/toast deep-links use activeView.select(...) (no URL); fix a latent
  visibility-listener double-install on in-place game switches.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 20:11:54 +02:00
Ilia Denisov be7f06e163 feat(ui): screen-level history for the app-shell (Back → lobby)
Mirror the screen into browser history via SvelteKit shallow routing
(pushState/replaceState with page.state) so Back/Forward move between
screens while the URL stays at /game/. Overlays (game, lobby-create) push;
lobby/login replace. A popstate→page.state effect syncs the store back
without re-pushing (no loop); the boot stamp puts a restored overlay above
the load entry so Back falls through to lobby. In-game view switches never
touch history.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 20:07:03 +02:00
Ilia Denisov b6770d394c feat(ui): app-shell core — single-route dispatcher, route collapse, nav→state
Collapse the game UI to one route (`/`): a screen dispatcher renders
login/lobby/lobby-create/game from `appScreen`/`activeView` state instead of
URL routes. Move screen components to lib/screens & lib/game; the game shell
reads the game id from `appScreen.gameId` and re-inits per-game stores via an
$effect; in-game views render from `activeView`. Flip ~23 goto/href nav sites
to store mutations; drop the `?sidebar=` URL coupling. Auth gate is now
state-based. WIP: browser-history (Back→lobby), restore-validation, the
return-to-lobby button, push deep-links, and the test migration are follow-ups
on this branch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 20:04:04 +02:00
Ilia Denisov 182beebcd6 feat(ui): app-nav state stores (app-shell foundation)
Add `appScreen` + `activeView` rune singletons with a shared sessionStorage
snapshot — the in-memory source of truth that replaces URL-based screen/view
routing for the single-URL app-shell. Not wired in yet (additive).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 19:45:27 +02:00
Ilia Denisov 9cb5097f54 fix(ui): redirect app root to lobby/login; evict stale root service worker
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- The app root ("/", i.e. /game/) rendered a dev "workspace skeleton"
  stub, and the layout guard only redirected anonymous users off it, so
  an authenticated visitor stayed on the stub. Redirect "/" to /lobby
  (authenticated) and /login (anonymous), and replace the stub with a
  minimal loading placeholder. Drop the obsolete landing-stub unit test
  (root redirect is covered by the auth-flow e2e).
- Ship a tombstone /service-worker.js on the project site so any old
  root-scoped PWA worker (from when the game lived at the origin root)
  unregisters itself instead of serving a stale cached page at the
  site origin. The game now registers its worker only under /game/.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 18:53:16 +02:00
Ilia Denisov a453b74b04 test(ui): assert relative manifest start_url in the PWA spec
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The single-origin manifest now uses relative URLs (`start_url: "./"`) so
it stays base-agnostic under `/` and `/game/`. Update the PWA spec to
assert the relative value instead of the old absolute `/`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 18:24:55 +02:00
Ilia Denisov 8565942392 feat(deploy): single-origin path-based deployment + project site
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Serve the whole stack behind one host: site at /, game UI at /game/,
gateway REST at /api + /healthz, Connect at /rpc (prefix stripped by the
edge Caddy). The built artifact is domain-agnostic — the UI talks to the
gateway same-origin via relative URLs, so the same bundle runs under any
host with no rebuild and with CORS disabled.

- Rename the Connect proto service galaxy.gateway.v1.EdgeGateway ->
  edge.v1.Gateway; regenerate Go + TS; public path /rpc/edge.v1.Gateway.
- Move the game UI under base path /game (env BASE_PATH); make the
  manifest, service-worker scope, WASM loader, and all navigation
  base-aware via a withBase helper.
- Relative API + /rpc Connect prefix; Vite dev proxy mirrors the strip.
- Rewrite the edge Caddy (dev + prod) for path-based routing; empty CORS
  allow-lists (same-origin); single host.
- New VitePress project site (site/): i18n en/ru with switcher, LaTeX
  math, minimal monospace theme; built and served at /.
- dev-deploy compose/Makefile + CI (dev-deploy, prod-build, new
  site-build) build and seed the site; probes hit /, /game/, /healthz.
- Sync docs (ARCHITECTURE, gateway README/openapi, dev-deploy &
  local-dev READMEs, CLAUDE.md, ui/PLAN).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 18:19:07 +02:00
Ilia Denisov 11f51944df fix(ui): register the service worker in production only
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SvelteKit's automatic SW registration also runs under `vite dev`, where
the worker intercepted/cached the dev-server e2e suite (42 failures).
Disable auto-registration (kit.serviceWorker.register: false) and
register the worker manually from the root layout guarded by `!dev`, so
`vite dev` and the e2e suite run worker-free while the production build —
and the PWA preview test — still install it.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:56:32 +02:00
Ilia Denisov 04c7f6e68a feat(ui): installable offline PWA — service worker, manifest, icons (F5)
Tests · UI / test (push) Failing after 7m31s
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>
2026-05-22 15:46:42 +02:00
Ilia Denisov b729036778 build(ui): build core.wasm in CI, stop committing the binary (F6)
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core.wasm and wasm_exec.js are no longer tracked (untracked + gitignored).
A reusable composite action .gitea/actions/build-wasm installs TinyGo
(actions/cache'd) and runs `make -C ui wasm`; it runs in all three
frontend-building workflows — ui-test (before Playwright; Vitest uses the
fake Core and needs no build), dev-deploy, and prod-build. ui-test gains a
Go setup (TinyGo shells out to Go); the deploy workflows already had one.

Docs: ui/docs/wasm-toolchain.md, ui/README.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 14:29:33 +02:00
Ilia Denisov b07b8fb1c8 test(ui): cargo-routes counts the selection ring in the primitive total
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The F4 selection ring is a real map primitive. The cargo-route flow has
the source planet selected, so the total primitive count is 8 (7 + the
ring circle), not 7; the line count (3) is unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 13:50:42 +02:00
Ilia Denisov 35e27c5aec fix(ui): bottom-sheet tap-outside only fires while the sheet is shown
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The planet/ship-group sheets stay mounted on desktop but are hidden by a
media query (`display: none`); the document-level tap-outside listener
fired regardless, so the first click after selecting a planet cleared the
selection — breaking every desktop inspector/select flow in CI. Guard the
handler on the sheet's computed display (`offsetParent` is unreliable for
`position: fixed`). The swipe handle is naturally inert when hidden.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 13:45:41 +02:00
Ilia Denisov 8dcaf1c6c6 feat(ui): error & state UX — error surface, view states, map selection, sheet gestures (F4)
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- lib/error/: classify any caught error into a stable ErrorKind from the
  transport signal (HTTP status / Connect Code / fetch TypeError /
  navigator.onLine); map to translated error.* messages via reportError
  (sticky Retry toast for retryable kinds) or errorMessageKey (inline).
  Mail compose now surfaces the translated 403/error inline.
- lib/ui/view-state.svelte: shared loading/empty/error placeholder with
  the right live-region role + optional action; entity tables
  (races/sciences/ship-classes) migrated, rest adopt incrementally.
- map/selection-ring.ts: accent ring around the selected planet, fed into
  the map buildExtras alongside the reach circles.
- lib/ui/sheet-dismiss.ts: tap-outside + drag-handle swipe-down dismissal
  for the planet/ship-group bottom-sheets (hand-rolled pointer events).

Tests: error, view-state, selection-ring, sheet-dismiss (761 total).
Docs: ui/docs/error-state-ux.md (+ index); F4 marked done.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 13:29:11 +02:00
Ilia Denisov 1e62837c68 feat(ui): locale persistence + i18n completeness guards (F3)
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m11s
An audit found the client already i18n-first: one hard-coded UI string
(the battle-scene aria-label, now keyed) and en/ru already share an
identical 692-key set.

- Persist the locale: i18n.setLocale writes localStorage (galaxy-locale)
  and the store boots from stored > browser detection > default, so a
  language switch survives reloads.
- tests/i18n-completeness.test.ts: en/ru key-set parity, non-empty
  values, and locale persistence.
- Docs: ui/docs/i18n.md; mark F3 done in ui/PLAN-finalize.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 08:48:13 +02:00
Ilia Denisov 70f2973396 fix(ui): darken light-theme danger to meet AA contrast
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 2m33s
With the default theme now following the OS, Playwright renders the light
theme, where the previous light `--color-danger` (#c84d4d, ~3.9:1 on a
near-white surface) failed WCAG 1.4.3 on error text — caught by the axe
scan of the science designer's empty-name error. Darken light
`--color-danger` to #c0392b (~5.5:1 on white; white-on-danger fills stay
≥5:1). Dark theme unchanged.
2026-05-22 08:40:38 +02:00
Ilia Denisov e193f3ca88 feat(ui): default theme to system (follow OS light/dark)
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Failing after 2m7s
Light has been signed off, so the theme store's default choice is now
`system` (it was `dark` during the incremental migration). This matches
the app.html pre-paint guard, which already resolved an unset choice via
prefers-color-scheme — removing the brief boot-time mismatch where the
store re-pinned dark. Users still pin light/dark via the account-menu
picker. Updates the store default + its test and the design-system /
finalize-plan docs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 08:36:17 +02:00
Ilia Denisov 642c5b7322 feat(ui): accessibility pass — WCAG 2.2 AA for login/lobby/shell (F2)
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m9s
Add the a11y foundation and bring login, lobby, and the in-game shell to
WCAG 2.2 AA:

- Primitives: .sr-only + .skip-link (base.css), trapFocus (modal focus
  trap + restore) and restoreFocus (menu focus restore) actions, the
  --color-focus visible ring.
- In-game shell: skip link + focusable main landmark; WAI-ARIA sidebar
  tabs (roving tabindex, arrow/Home/End, tabpanel wiring); menu Escape +
  focus restore (account / view / turn-navigator / map-toggles /
  bottom-tabs); mail compose as a role=dialog modal with a focus trap.
- login / lobby / lobby-create: skip link + main landmark, field labels,
  role=alert / role=status live regions.
- Map canvas: aria-label naming it a visual overview, with its data
  reachable by keyboard via the sidebar inspector and tables (accessible
  alternative; in-canvas keyboard nav deferred).

Gates (chromium-desktop): tests/e2e/a11y-axe.spec.ts scans every
top-level view for WCAG 2.2 AA violations (zero); a11y-keyboard.spec.ts
covers the skip link, menu Escape+restore, and tab roving. Adds
@axe-core/playwright. Docs: ui/docs/a11y.md (+ index). Marks F1 and F2
done in ui/PLAN-finalize.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 08:25:14 +02:00
Ilia Denisov 4ad96b0ef7 feat(ui): migrate all view bodies to design tokens (F1b)
Tests · UI / test (push) Successful in 2m11s
Tests · UI / test (pull_request) Successful in 2m7s
Tokenize every remaining component <style> — calculator, order tab,
inspectors, tables, report sections, lobby, auth, mail, battle viewer,
toasts, map overlays. A scripted pass handled the unambiguous core
palette (text/bg/surface/border/accent/danger/muted), the rest were
mapped to the semantic/grey tokens by role.

Remaining colour literals are the documented exceptions only: the
battle-scene SVG data-visualisation palette (fixed dark, like the WebGL
map canvas), overlay scrims (modal / map-canvas), and directional or
deliberate drop shadows. The default theme stays dark until light
coherence is signed off across the views.

Updates ui/docs/design-system.md (migration status + exceptions).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 07:24:02 +02:00
Ilia Denisov 973480d812 feat(ui): design tokens + light/dark theming, migrate in-game chrome (F1a)
Tests · UI / test (push) Successful in 2m4s
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>
2026-05-22 07:02:13 +02:00
Ilia Denisov b1b87c8521 feat(ui-calculator): input validation, load caps, ceil display, modernization layout
Tests · Go / test (push) Successful in 2m26s
Tests · UI / test (push) Successful in 2m26s
- custom load capped at cargo capacity (error when exceeded); full load shows the cargo capacity; zero cargo pins load to empty and disables the toggle

- per-input red border + tooltip for every invalid value (blocks, techs, load, MAT, modernization target); no value may be negative; locking a speed is disabled when drive is zero

- display every computed number (results + goal-seek back-solved input) rounded up to 3 decimals via a shared pkg/calc Ceil3 bridged to wasm; engine keeps its own round-to-nearest util.Fixed*

- modernization total upgrade cost spans two columns (single line)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 21:24:40 +02:00
Ilia Denisov 3ea29cf8b5 fix(ui-calculator): keep calculator state long-lived; don't eject on planet click
Tests · UI / test (push) Successful in 1m59s
Move the calculator's inputs into a page-level calculatorState singleton so they survive the sidebar unmounting the tab on a tab switch (the inspector auto-opens on a planet click). ensureGame resets the design when the active game changes.

While on the calculator, a planet click no longer switches to the inspector — the calculator consumes the selection in its planet area / reach circles. Halve the reach-circle stroke width.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:29:08 +02:00
Ilia Denisov 9ae7b88b89 feat(ui): Phase 30 ship-class calculator with goal-seek and reach circles
Tests · UI / test (push) Successful in 2m14s
Tests · Go / test (push) Successful in 2m25s
Fuse the standalone ship-class designer (Phases 17/18) into a sidebar calculator: live mass/speed/attack/defence/bombing results, a planet build-rate readout, single-target goal-seek, a modernization-cost mode, and auto reach circles on the map for the selected planet.

pkg/calc becomes the single source for the new math (no mirroring): extract BombingPower from the engine model and the per-turn ship-production loop from controller.ProduceShip into pkg/calc (engine now delegates), and add inverse goal-seek solvers in pkg/calc/solve.go. Thin-bridge the combat, planet-build, and solver functions through ui/core/calc + ui/wasm and rebuild core.wasm.

Remove the standalone designer view/route; the ship-classes table and the view/bottom menus open the calculator via a shared request store.

Docs: rewrite ui/PLAN.md Phase 30, adjust Phase 34 (realistic forecast + CAP/COL ownership), add ui/docs/calculator-ux.md, extend calc-bridge.md, fix navigation.md; remove ui/CALCULATOR.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:04:07 +02:00
Ilia Denisov a08f4f55b0 fix(ui-map): cut the visibility fog with an inverse stencil mask (Safari pan perf, stage 2)
Tests · UI / test (push) Successful in 1m57s
Tests · UI / test (pull_request) Successful in 1m56s
Stage 1 (render-on-demand) removed the idle / whole-system freeze, but
panning a loaded map with "visible hyperspace" on stayed heavy in Safari:
the fog still cut its visibility holes by opaque overpaint — on KNNTS041
that is ~260 near-world-sized opaque circles blended over the fog every
rendered frame, a fill-rate cliff for Safari's WebGPU / Apple's tile-based
GPU.

Replace the overpaint with an INVERSE stencil mask: setVisibilityFog now
draws the FOG_COLOR rectangle(s) into fogLayer and collects the visibility
circles into one Graphics set as fogLayer.setMask({ mask, inverse: true }),
so the fog shows everywhere except the union of the circles. Per-frame cost
drops from dozens of blended opaque circle fills to one rect fill + a
stencil pass (no colour writes), which Apple's TBDR GPU handles cheaply,
and the fog stays fully vector — crisp at any zoom.

fogPaintOps and its unit tests are unchanged (the circle ops now feed the
mask instead of an overpaint). Verified with a high-contrast screenshot
during development (fog field with a correct circle-union hole) plus the
existing fog / render-on-demand e2e green on chromium + webkit.

Docs: renderer.md fog section + PLAN.md Phase 29 decision 9.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 16:53:54 +02:00
Ilia Denisov 51902b995f fix(ui-map): render-on-demand + drop pan inertia to stop the Safari fog freeze
Tests · UI / test (push) Successful in 1m55s
Tests · UI / test (pull_request) Successful in 2m4s
The Phase 29 visibility fog ("visible hyperspace") froze the whole UI on
large reports in Safari while staying smooth in Firefox. Root cause: the
fog is a layered overpaint (torus mode = 9 world-sized rects + 9xN
near-world-sized opaque circles, ~270 fills for KNNTS041) and Pixi's
continuous auto-render loop re-rasterised all of it every frame, even
while idle. Safari's WebGPU backend cannot sustain that fillrate, so the
main thread/compositor starved and the entire UI froze.

Stage 1 (vector-preserving, no rasterisation):

- Stop Pixi's auto-render loop (app.stop()) and paint on demand via a
  single Ticker.shared flush gated on viewport.dirty (camera) plus an
  internal requestRender() from every content mutation (fog / hide-set /
  extras / wrap mode / resize / pick overlay). An idle map now does zero
  GPU work per frame; plain hover paints nothing.
- Remove the decelerate (drag-inertia) plugin: a released drag stops
  instantly (owner request) and the viewport goes idle immediately.
- Expose RendererHandle.getRenderCount() / getMapRenderCount for
  deterministic e2e assertions.

Tests: new map-toggles e2e specs (idle map does not repaint; released
drag does not coast) green on all four Playwright projects incl. WebKit.
Docs: renderer.md (render-on-demand section; fog section corrected to the
current single-fogLayer model; FPS note) and PLAN.md Phase 29 decision 8.

If Safari pan is still heavy after this, stage 2 will cut the overpaint
itself with an inverse stencil mask of the circle union (kept vector).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 16:28:18 +02:00
Ilia Denisov 53b892ae00 fix(ui-map): move fog overlay to a viewport-level layer below the copies
Tests · UI / test (push) Successful in 2m50s
Tests · UI / test (pull_request) Has been cancelled
Tests · Integration / integration (pull_request) Successful in 1m47s
Tests · Go / test (pull_request) Successful in 2m5s
Two regressions surfaced once visible-hyperspace toggled on a real
dev-deploy map:

1. On the zero-turn map the bg holes painted ON TOP of the planet
   glyphs — every LOCAL planet looked like a hollow circle of
   background colour instead of the planet pixel inside an
   unfogged area.
2. On a legacy report with a drive tech that pushes the visibility
   radius well past the world dimensions the bg circles overlapped
   to cover the entire viewport. Combined with the wrong z-order
   the result was a uniformly black canvas with every primitive
   hidden.

The per-copy implementation added the fog container via
`copy.addChildAt(container, 0)` and trusted Pixi v8 to insert the
container at the start of the copy's children. Whether by a Pixi
quirk or by some interaction with how `populatePrimitives` orders
its `c.addChild(g)` calls, the fog ended up rendering after every
primitive in practice — the symptoms above are a perfect match for
that ordering.

Restructured the fog rendering so the z-order is structural
rather than relying on `addChildAt`:

- A single `fogLayer: Container` is added to the viewport BEFORE
  the nine torus copies. Pixi renders viewport children in order,
  so the layer is guaranteed to paint first; every copy renders
  on top.
- `fogPaintOps` now emits world-space coordinates with wrap
  offsets baked in (9 fog rects + 9 bg circles per visibility
  entry in torus mode, 1 + N in no-wrap mode). The renderer
  populates `fogLayer` with one `Graphics` per op — no per-copy
  iteration on the fog side.
- The previous `fogGraphics: Container[]` closure state is gone.
  Each `setVisibilityFog` flip drops every child of `fogLayer`
  and rebuilds it. The dispose path drops the children
  eagerly before `app.destroy({children: true})` walks the tree.

The fog-paint-ops test exercises the new contract: the no-wrap
path keeps one rect + N circles, the torus path expands to nine
rects + nine wrapped circles per entry (including the seam-fix
case at x = 950).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 00:26:06 +02:00
Ilia Denisov 00e84579ca fix(ui-map): split fog overlay into per-shape Graphics + torus-wrap circles
Tests · UI / test (push) Successful in 3m23s
Two visible regressions in the in-game map's fog overlay surfaced
on dev-deploy:

1. With three LOCAL planets close together, only the last planet
   glyph stayed visible inside the bg holes — the other two were
   obscured. The previous implementation stacked the fog rectangle
   plus every bg circle onto a single `Graphics` via repeated
   `g.rect(...).fill(...).circle(...).fill(...)...`. Pixi v8's
   multi-shape Graphics is supported in theory, but in practice
   only the last shape's fill seems to land, dropping the earlier
   bg holes (and the planet glyphs on top look like they vanished
   along with their hole). Splitting each op onto its own
   `Graphics` inside a per-copy `Container` removes the ambiguity
   — one shape, one fill, one render pass.

2. A planet near the right world edge produced a "sector" — the
   bg circle painted into the area past the seam, but the
   neighbouring tile's fog rectangle then overpainted that bleed,
   leaving a quarter-circle hole. In torus mode each visibility
   circle is now drawn at the nine wrapped positions
   (`(dx, dy) ∈ {-1, 0, 1}²`); the wrapped copies in the
   neighbour-tile-aligned positions keep the hole continuous
   across the seam. No-wrap mode keeps a single emission per
   circle, because wrapped circles would leak into the visible
   world rectangle as unwanted holes.

The `fogPaintOps` helper now takes the wrap mode as a parameter;
`tests/fog-paint-ops.test.ts` covers the torus expansion
(nine-wrap product per circle, the seam-fix case at x = 950) and
re-asserts the no-wrap path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 00:04:35 +02:00
Ilia Denisov 7ade838df8 test(ui-map): unit-cover the fog overlay's layered-overpaint contract
Tests · UI / test (push) Successful in 2m49s
Lifted the Phase 29 fog draw sequence out of `setVisibilityFog`
into a pure `fogPaintOps` helper that returns an ordered list of
fill operations (one fog rect, then one background-coloured
circle per visibility entry). The renderer now dispatches each op
straight onto a Pixi `Graphics`; the indirection lets the layered-
overpaint contract be tested without booting Pixi.

`tests/fog-paint-ops.test.ts` covers: empty input → no ops; single
circle → fog rect + bg circle in that order; multiple circles → N
bg circles after the fog rect; overlapping circles emitted
independently (the rendering order unions them); zero / negative
world dimensions → no ops.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 23:42:39 +02:00
Ilia Denisov 37580b7699 fix(ui-map): repaint fog as layered overpaint; rename to visibleHyperspace
Tests · UI / test (push) Waiting to run
The Phase 29 fog overlay rendered as a handful of random arc
segments instead of a clean union of holes around LOCAL planets
— Pixi v8's `Graphics.cut()` does not reliably subtract multiple
overlapping circles from a base path.

Replaced the cut-based approach with a layered overpaint: a
fog-tinted rectangle fills the world, then opaque background-
coloured circles are painted on top for every visibility circle.
The natural rendering order unions overlapping circles for free —
no geometry, no `cut()` quirks, one extra fill per circle.

Renamed the toggle from `visibilityFog` to `visibleHyperspace`
across the store, i18n strings, popover, tests, and docs. The
overlay still implements the visual "fog" effect at the renderer
level (FOG_COLOR, setVisibilityFog, getMapFog); the toggle is
named after the player-facing concept it controls — the portion
of the map that is visible (intelligence/scan coverage) — rather
than the obscured part.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 23:39:39 +02:00
Ilia Denisov 2f4dc01d54 fix(ui-map): apply wrap-mode flips in place instead of remounting
Tests · UI / test (push) Successful in 2m51s
The previous logic re-mounted the renderer whenever
`store.wrapMode` flipped, because the `sameSnapshot` gate
included `handle.getMode() === mode`. Pixi 8 does not reliably
re-initialise an `Application` on the same canvas — the symptom
showed up as the chromium tab silently closing during the
Phase 29 wrap-mode e2e ("Target page, context or browser has
been closed").

The renderer already exposes an in-place `setMode` that swaps
the wrap-clamp / torus-copy visibility synchronously while
preserving the camera; the playground-map.spec.ts wrap toggle
has been driving it for several phases without issue. Drop
mode from the snapshot gate and route the change through
`handle.setMode(mode)` instead.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 22:33:38 +02:00
Ilia Denisov 7c46aa4bec fix(ui-e2e): tighten Phase 29 effect tracking + radio wiring
Tests · UI / test (push) Failing after 7m19s
Run #217 surfaced three independent bugs that survived the first
fixup pass:

1. `visibleHighBitCount` masked the id with `(prim.id >>> 0) & 0xf…`,
   but JS bitwise AND always returns a signed int32 — the mask had
   to be re-converted with `>>> 0` AFTER the AND, not before. Result
   was always 0 on the previous run, masking the next two bugs by
   making the persistence test's high-bit-count assertions a
   tautology.
2. `applyVisibilityState` was wrapped in `untrack`, so the
   `toggles.X` reads inside `computeHiddenIds` / `computeFogCircles`
   never landed in the effect's dependency set — toggling fog or any
   marker / group / kind flag did not re-run the effect, so the
   renderer never received the new hide / fog input. Explicit
   `void toggles.X` reads now live at the top of the effect so every
   key is tracked synchronously.
3. The wrap-mode radios fired on `onchange`, which Svelte 5
   suppresses on a re-activation of an already-checked input — the
   Playwright `.click()` flake on the second wrap test reflected the
   missed event. Switched to `onclick` and short-circuited when the
   target mode is already active.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 22:23:15 +02:00
Ilia Denisov 2528d63b51 fix(ui-e2e): Phase 29 map-toggles spec passes across all four projects
Tests · UI / test (push) Failing after 10m52s
Three independent bugs in `tests/e2e/map-toggles.spec.ts` made the
fresh-Phase-29 suite red on CI #216:

1. `visiblePlanets` filtered on `p.id < 1_000_000`, which JS interprets
   in signed space — high-bit-prefix primitives (cargo route 0x80…,
   battle 0xa0…, bombing 0xc0…) are stored as negative Numbers and
   leaked into the planet list. Filter switched to a `0 < id < 1e7`
   window that matches the engine planet-number range exactly.
2. The `visibleHighBitCount` helper now ToUint32-converts the id
   before masking so the bitmask comparison works regardless of
   whether the id is stored as positive or negative.
3. The fog and wrap-mode tests read the renderer state synchronously
   after the click — the Svelte effect re-runs asynchronously, so the
   tests saw stale state. Both now `waitForFunction` on the canonical
   "settled" signal: empty fog circles for the fog flip, and a new
   `getMapMode()` debug accessor for the wrap-mode remount.

Renderer side: registers a `MapModeProvider` next to the existing
camera / fog providers and exposes `getMapMode()` through the debug
surface.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 22:02:15 +02:00
Ilia Denisov 2bd1b54936 feat(ui): Phase 29 map visibility toggles
Tests · Go / test (push) Successful in 2m31s
Tests · UI / test (push) Failing after 8m7s
Adds the gear-icon popover on the map view with per-game persistence
of every category toggle plus the wrap-mode radio. Hide-by-id and
visibility-fog facilities land on the renderer so every flip applies
within one frame without a Pixi remount; the wrap-mode toggle keeps
its existing remount + camera-preserve path. A new server-side turn
force-resets every flag to defaults so a hidden category never makes
the player miss the next turn's news.

Also fixes the FligthDistance → FlightDistance typo in pkg/calc/race.go
(plus the single Go caller); the TS side keeps duplicating the formula
until a race-level WASM bridge lands.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 21:33:53 +02:00
Ilia Denisov 14b65389ef feat(gateway): unsigned gateway.heartbeat keeps Safari push streams alive
Tests · UI / test (push) Successful in 2m35s
Tests · Go / test (push) Successful in 1m56s
Tests · UI / test (pull_request) Has been cancelled
Tests · Integration / integration (pull_request) Successful in 1m42s
Tests · Go / test (pull_request) Successful in 2m0s
Browser fetch-streaming layers close response bodies they consider
idle after roughly 15-30 s without incoming bytes. Safari is the
most aggressive, but the symptom matters everywhere: a quiet
SubscribeEvents stream (lobby, between turns, mailbox empty) gets
torn down by the browser, the EventStream singleton reconnects with
backoff, and any push event that fires inside the reconnect window
is lost because `push.Hub` queues are not persisted across
subscription closes. The user-visible failure mode is the
intermittent "Fetch API cannot load … due to access control checks"
console error (a misleading WebKit symptom — CORS headers are
actually present) plus missed turn-ready / mail-received toasts.

Server-side fix: a silence-based heartbeat at the
`authenticatedPushStreamService` wrapper layer. After the signed
`gateway.server_time` bootstrap event, gateway wraps the bound
stream with `heartbeatingStream`. Every tail Send (fan-out, future
variants) resets the silence timer; when the timer elapses, a
goroutine emits `gateway.heartbeat` with only `EventType` set —
everything else stays at proto3 defaults, so the wire frame is
~45 bytes amortised. A `sendMu` serialises the heartbeat goroutine
with tail Sends because grpc.ServerStream.Send is not goroutine-safe.

The heartbeat is intentionally UNSIGNED: heartbeats carry no
payload, dispatch to no handler on the client, and an injected
heartbeat trivially causes no user-visible state change. TLS still
protects the wire and real events keep the signed envelope
unchanged. Documented in `docs/ARCHITECTURE.md` § 15 alongside the
per-scale bandwidth projection (100…100 000 clients × 15…60 s).

Config: new `GATEWAY_PUSH_HEARTBEAT_INTERVAL` (default `15s`,
`0s` disables). Telemetry: new
`gateway.push.heartbeats_sent{outcome}` counter so operators can
budget bandwidth and spot a sudden `outcome=error` bump as an
upstream-failing-before-flush signal.

Client (`ui/frontend/src/api/events.svelte.ts`): early `continue`
on `event.eventType === "gateway.heartbeat"` before `verifyEvent`,
`verifyPayloadHash`, or dispatch — empty signature would otherwise
trip SignatureError and reconnect. A leading heartbeat still flips
`connectionStatus` to `connected` and resets backoff, because
receiving one is proof the stream is healthy.

Tests:
- `push_heartbeat_test.go`: unit tests for the wrapper — zero
  interval returns nil, heartbeat fires after silence, real Send
  resets the timer, Stop / context-cancel halt the goroutine,
  Send errors propagate.
- `server_test.go`: integration tests through the full gateway
  pipeline — heartbeat fires after the configured silence window,
  zero interval keeps the stream silent.
- `config_test.go`: default applied, env-override parsed,
  negative value rejected.
- `events.test.ts`: heartbeat skipped before verification + not
  dispatched to handlers; leading heartbeat still flips
  `connectionStatus` to `connected`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 09:29:29 +02:00
Ilia Denisov bde01b1ce2 fix(battle-viewer): unblock synthetic-game battle load
Tests · UI / test (push) Successful in 2m18s
Tests · UI / test (pull_request) Waiting to run
The Phase 28 ConnectRPC migration of the battle viewer added a
guard in `lib/active-view/battle.svelte` that waits for the
surrounding layout to publish a `GalaxyClient` before issuing the
fetch. The in-game shell layout deliberately skips
`galaxyClient.set(...)` on the synthetic branch (gateway is not
reachable in synthetic mode), so for any battle opened from a
synthetic-report game the viewer sat on "loading battle…"
forever — `fetchBattle` was never called, so the synthetic-fixture
short-circuit it carries was unreachable.

Let the guard skip synthetic ids: `fetchBattle` already resolves
those through `lookupSyntheticBattle` and never touches the
client, so its signature widens to `GalaxyClient | null` and the
synthetic path passes `null`. The live path still waits for the
handle as before; a `null` client on the live path now fails
fast with a transport-level `BattleFetchError` instead of silently
sitting on `loading`.

Tests:
- Existing "loading placeholder" smoke now uses a non-synthetic
  game id so it keeps asserting the live-path wait.
- Two new cases pin the synthetic behaviour: missing fixture →
  `battle-not-found`; registered fixture → `BattleViewer` mounts.

Docs:
- `docs/FUNCTIONAL.md` §6.5 still described the pre-Phase-28
  raw REST path. Updated to the signed ConnectRPC command and
  noted the synthetic short-circuit. Russian mirror updated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 07:52:26 +02:00
Ilia Denisov 2119f825d6 mail UI: dedupe broadcast fan-out and drop in-game admin compose
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Two issues surfaced once the long-lived dev environment finally
reached the diplomail view:

1. `/sent` returns one row per recipient for broadcast and admin
   fan-outs (so the admin tooling can render the materialised
   audience). The list pane fed all rows into the stand-alone
   bucket, so the `{#each entries as e (entryKey(e))}` key in
   `thread-list.svelte` collapsed to the same `standalone:${id}`
   for every recipient and Svelte 5 aborted the render with
   `each_key_duplicate`. Dedupe stand-alones by `message_id` in
   `buildEntries`.

2. The compose dialog exposed an `admin` kind toggle gated on
   "owner of game". That was a Phase 28 plan decision, but admin
   compose is an operator tool (server admin), not an in-game
   action — every game owner should not be able to broadcast
   admin notifications. Drop the admin option, the audience
   sub-toggles, and the admin path through `submit`. The
   `MailStore.composeAdmin` wrapper and the backend RPC stay so
   the future admin UI can call them.

Vitest covers the fan-out dedup with three rows sharing one
`message_id` collapsing to a single stand-alone entry.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 22:38:59 +02:00
Ilia Denisov 81917acc3e dev-deploy: enable Dev Sandbox bootstrap and synthetic-report loader
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Two long-standing dev-environment ergonomics had not survived the
move from the bespoke local-dev stack to the CI-driven dev-deploy:

1. `BACKEND_DEV_SANDBOX_EMAIL` defaulted to an empty string in the
   dev-deploy compose, so the auto-provisioned "Dev Sandbox" game
   never appeared on `https://www.galaxy.lan`. Bake `dev@galaxy.lan`
   as the default — matches `.env.example` and lets a developer who
   logs in with that email find a ready-to-play game in the lobby.

2. The lobby's synthetic-report loader was gated on
   `import.meta.env.DEV`, which is true only for `vite dev` (the
   tools/local-dev path). The long-lived dev environment builds
   with `vite build` (production mode), so the section was always
   stripped from its bundle. Gate it on an explicit
   `VITE_GALAXY_DEV_AFFORDANCES` flag instead and set it both in
   `.env.development` (preserves `pnpm dev` behaviour) and in the
   `dev-deploy.yaml` build step. The `prod-build.yaml` build path
   leaves the flag unset, so production stays clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 21:46:24 +02:00
Ilia Denisov 166baf4be0 battle-viewer e2e: mock user.games.battle ConnectRPC command
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Phase 28 moved the battle fetch off the REST passthrough onto the
signed envelope, so the Playwright spec's `page.route(...)` against
the old REST path no longer intercepts anything and the viewer
times out waiting for data. Update the spec to:

- Build a FlatBuffers `BattleReport` payload in
  `fixtures/battle-fbs.ts` (mirrors `report-fbs.ts`'s pattern).
- Add a `user.games.battle` case to the ExecuteCommand mock that
  decodes the FBS `GameBattleRequest`, returns the encoded report
  when the battle_id matches the seeded one, and surfaces a
  canonical `not_found` resultCode otherwise.
- Drop the obsolete REST route stubs.
- Drive the negative-path test with a real UUID that does not match
  the seeded one, so the gateway-side switch is the source of the
  404 (the old `missing-uuid` literal was no longer a valid wire
  shape for the UUID decoder).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 12:55:15 +02:00