Commit Graph

95 Commits

Author SHA1 Message Date
Ilia Denisov 723885e74e fix(order): surface rejection reason, keep sync green, hydrate verdicts
Tests · UI / test (push) Has been cancelled
Tests · Go / test (push) Successful in 2m3s
Tests · Go / test (pull_request) Successful in 2m5s
Tests · Integration / integration (pull_request) Successful in 1m44s
Tests · UI / test (pull_request) Failing after 4m28s
Three issues surfaced once the per-command rejection from the previous
commit actually reached the UI:

1. Sync banner falsely red. `OrderDraftStore.runSync` flipped
   `syncStatus = "error"` whenever any command was rejected and
   advertised a Retry button. A per-command rejection is a
   player-correctable state — the round trip succeeded, the engine
   just refused that command — so the retry can't help. Keep
   `syncStatus = "synced"` on `success`; the red row highlight is
   the visible cue.

2. Rejection reason missing. Add `cmd_error_message: string` to
   `CommandItem` in `pkg/schema/fbs/order.fbs` (appended last to
   preserve existing slot offsets) and regenerate the Go + TS stubs
   for that one type. Plumb the message through `CommandMeta`,
   `Controller.applyCommand`'s `m.Result(code, message)` call, the
   Go transcoder, the UI decoders in `submit.ts` /  `order-load.ts`,
   and the `OrderDraftStore.errorMessages` map. `order-tab.svelte`
   renders it as an italic danger-coloured line under rejected
   commands, with new CSS for `.error-reason`.

3. Verdict lost on navigation. `order-load.ts.decodeCommand` never
   read `cmdApplied`/`cmdErrorCode`, so `hydrateFromServer` fell
   back to a blanket "applied" status — a previously-rejected
   command came back green after a lobby → game round trip. Extend
   the fetch decoder to populate `statuses`/`errorCodes`/
   `errorMessages` maps and have `hydrateFromServer` use them.
   Engine-side persistence already records the verdict on disk —
   verified against the live `0000/order/<id>.json`.

`flatbuffers@25` elides default-int8/int64 fields on write; the Go
transcoder force-slots `cmd_applied=false` / `cmd_error_code=0`
already, the new test fixtures flip `builder.forceDefaults(true)` to
mirror that behaviour so the round trip survives.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 11:42:27 +02:00
Ilia Denisov 4d729c1f50 feat(ui): F8-12 — smooth planet discs + ?debug=1 overlay (#55)
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 3m18s
* Planet discs (and every other circle the renderer draws —
  outlines, picker hover ring, reach / bombing rings, etc.) trace
  a fixed 32-segment polygon instead of leaning on Pixi's adaptive
  bezier subdivision. PixiJS v8 picks the segment count from the
  world-space radius, which collapsed to 6-8 segments once the
  parent container's scale climbed — so the planet read as a
  visible polygon at high zoom. The custom path stays cheap (~64
  floats per disc) and gives a perceptually round silhouette at
  every zoom level.
* Opt-in dev overlay activated by `?debug=1` in the URL. A small
  bottom-left panel shows the current `scale`, the
  "whole world fits" reference scale, the current zoom ratio
  (scale / scale_ref), and the world-units rectangle visible in
  the viewport — so the owner can decide what `maxScale` to clamp
  to on the next iteration without guessing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 12:33:23 +02:00
Ilia Denisov eb5018342e feat(ui): F8-12 — owner feedback round 2 (#55)
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 3m18s
* Bug fix: theme flip no longer leaves planets oversized. The
  camera-preserving remount now calls a new
  `RendererHandle.refreshCameraDerivedDraws` explicitly after the
  manual moveCenter/setZoom pair so the post-mount geometry tracks
  `viewport.scaled` even if pixi-viewport's `'zoomed'` listener
  races the next Ticker tick.
* Doc #3: clicks on a planet label route through the same hit-test
  path as a click on the disc. The label `Container` now has a
  pointer hit area sized to the text + frame padding; pointertap
  simulates a click at the planet centre, so selection and
  pick-mode resolution behave identically.
* Doc #4: battle X-crosses + cargo arrowhead wings grow
  sub-linearly with zoom (PLANET_SIZE_ZOOM_ALPHA). New
  `Style.softLengthAnchor` ('center' / 'start') makes the renderer
  treat the recorded endpoints as the geometry "at the reference
  scale" and rescale around the midpoint (X-cross) or the start
  endpoint (arrow wings). Arrowhead base length is halved from 6
  to 3 world units to match the owner's "in half" request.
* Doc #5: picker overlay loses the anchor ring at the source, the
  cursor line drops to a cargo-route-thin 0.6 px stroke, and the
  hover ring around the destination is replaced by a planet-style
  outline (visible disc + 1 px padding) in the `pickHighlight`
  accent — so candidate destinations read like selection in warm
  yellow.
* Doc #6: regression test pins the in-disc hit zone.
* Perf #1: camera-driven redraws are throttled onto the next
  Ticker tick. A rapid wheel / pinch burst now coalesces into at
  most one `clear() + redraw` pass per painted frame, which keeps
  the 500-planet map responsive on zoom and toggle flips.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:40:20 +02:00
Ilia Denisov 680ebac919 feat(ui): F8-12 — map polish (zoom invariance, labels, selection, soft radius) (#55)
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Failing after 5m16s
* Honest pixel-space sizing for `pointRadiusPx` / `strokeWidthPx`: the
  renderer divides by the current camera scale on every
  `viewport.zoomed` so thin lines / small markers stay the same on-screen
  size at any zoom.
* Known-size planets switch to `pointRadiusWorld`, softened against the
  reference scale by `PLANET_SIZE_ZOOM_ALPHA = 0.33`; unidentified
  planets pin to a 3-px disc.
* New planet label layer renders a two-line `name / #N` legend under
  each planet (`#N` only for unidentified or when the new `planetNames`
  toggle is off). Selection now paints an inverse-fill frame around the
  selected planet's label plus an outline on the disc; the old
  selection-ring primitive is retired.
* Bombing markers swap the separate CirclePrim for a planet-outline
  overlay (damaged / wiped colour); the report deep-link moves to a
  "view bombing report" link in the planet inspector.
* Docs + tests follow: `renderer.md` reflects the new sizing contract +
  label / outline layers, vitest covers the sizing math, label
  formatting, and the new toggle, and the map-toggles e2e adds a
  persistence case for `planetNames`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 23:51:16 +02:00
Ilia Denisov 209f8508cd feat(ui): F8-11 — battles table under table submenu (#54)
Tests · UI / test (push) Successful in 2m53s
Tests · UI / test (pull_request) Successful in 3m0s
Adds a sortable battles list as a new entity under the existing
`view → table` submenu (entity slug `battles`), replacing the
standalone top-level `battle log` shortcut which always opened a
"battle not found" placeholder. The single-battle viewer stays put
and is reached only by clicking a row (or a battle marker on the
map), identical to the existing `section-battles.svelte` flow.

Columns are planet (via the shared `planetLabel` helper) and shots
(the per-battle action count carried by `BattleSummary`), sortable
both ways with shots-desc default. No backend / FBS / map changes:
the wire payload is unchanged. Participants / observers / total
mass require the full BattleReport and were intentionally dropped
to avoid N round trips per menu open.

The top-level `battle log` item is removed from `header/view-menu`
and `sidebar/bottom-tabs` (and their stale comment blocks updated);
the now-orphan `game.view.battle` i18n key is dropped from both
locales.
2026-05-27 22:12:51 +02:00
Ilia Denisov 8e552f556d fix(ui): F8-10 owner-feedback — persistent filters, camera, disabled visual, dropdown narrowing (#53)
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 2m53s
Polish pass after the first F8-10 walkthrough:

  - table-planets: moved the `foreign` chip to the end of the row and
    hid the race dropdown until `foreign` is on (it never made sense
    to pick a race while the bucket itself was off).
  - persistent per-table filter / sort state — extracted to
    `table-{planets,ship-groups,fleets}-state.svelte.ts` singletons so
    a row click → map → back to the table restores the prior chip /
    dropdown / sort state. Held in memory only; an F5 still resets.
  - table-ship-groups: the planet and class dropdowns now narrow to
    the slice surviving the owner checkboxes, so toggling `foreign`
    off removes planets / classes touched only by foreign rows.
  - map.svelte: camera (centre + zoom) is captured on every dispose
    path into a new `GameStateStore.lastCamera` and consumed on the
    next mount, so leaving the map for any other active view and
    coming back restores the prior pan / zoom. A pending focus from
    the tables still wins for the centre point.
  - table-ship-classes: `:disabled` now reads as disabled (muted
    colour, no hover ring, not-allowed cursor) — the click was already
    a no-op, only the visual was lying.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 21:18:11 +02:00
Ilia Denisov 80ed11e3b6 feat(ui): F8-10 — tables planets / ship-groups / fleets, ship-classes delete guard (#53)
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m45s
Lights up three previously-stubbed table active views and tightens the
existing one:

  - table-planets: 4 kind checkboxes (own / foreign / uninhabited /
    unknown) + race dropdown that filters the foreign slice; row click
    selects + centres the planet on the map.
  - table-ship-groups: local + foreign groups in one grid, owner
    checkboxes, planet dropdown (destination OR origin), class
    dropdown; on-planet click focuses the destination planet, in-space
    click focuses the ship group itself (camera follows interpolated
    position).
  - table-fleets: own fleets only with the shared planet dropdown;
    on-planet click focuses the planet, in-space click centres the
    camera on the interpolated fleet position without altering the
    selection (no fleet variant in Selected).
  - table-ship-classes: per-row Delete is disabled with a count tooltip
    while at least one local ship group references the class. The
    engine refuses the removal anyway; the UI pre-empts the surface.

Wires the click → map flow through a transient `SelectionStore.focus`
/ `focusPoint` channel that `map.svelte` consumes once on mount —
in-memory only, so an F5 does not re-centre.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:35:38 +02:00
Ilia Denisov 1b2c13ecd6 fix(ui): F8-09 owner-feedback — fixed TOC trigger + heading offset (#52)
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 2m44s
Owner-reported regressions in Firefox + Safari on desktop after the
initial F8-09 patch landed:

1. The TOC trigger rode up with the page during scroll instead of
   staying pinned to the viewport (mobile worked, desktop did not).
2. Clicking a popover item scrolled the matching section so its
   heading went up under the chrome — only the table body was visible.

Root cause for (1): the in-game shell declares `overflow-y: auto`
on `.active-view-host` so mobile (where `.game-shell` is fixed at
`inset: 0`) has an internal scroll region. On desktop the host
grows with content, no overflow ever engages, and the document
body becomes the actual scroll container. Per CSS spec the host
remains the "scrollport" for any `position: sticky` descendant, so
the trigger inside the report column never sees the scroll event
and rides up with the body content.

Fix:

- Swap the trigger from `position: sticky` to `position: fixed`.
  The component is mounted only while the report active view is on
  screen, so the fixed element is naturally tied to the view's
  lifetime. Anchor at `top: 4rem` (below the in-game header), and
  on `min-width: 1024px` shift `right` by 18 rem to clear the
  always-on sidebar; below 1024 px the sidebar is an overlay so
  the default `right: 1.25rem` matches the report's right padding.
- Add `padding-top: 4.5rem` to `.report-view` (4rem mobile) so the
  first section heading does not land under the trigger at scroll
  position 0.
- Add `scroll-margin-top: 7.5rem` to every `<section
  id="report-…">` so `scrollIntoView({ block: "start" })` lands
  the heading below the trigger after a popover-driven jump.
- Sync `ui/docs/report-view.md` §"Table of contents and active
  highlight" with the new positioning rationale.

Tests: `pnpm check`, `pnpm test` (821), `pnpm test:e2e
report-sections` (4 projects) all green.

Refs: #52 (#43 umbrella).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:45:44 +02:00
Ilia Denisov cfbe052242 feat(ui): F8-09 — turn report sticky icon-popup section menu (#52)
Tests · UI / test (push) Successful in 2m45s
Tests · UI / test (pull_request) Successful in 2m52s
- Replace the 14 rem sticky sidebar (and its mobile <select> twin)
  with a single sticky icon-popup trigger pinned to the top-right
  corner of the report column. Trigger shows `≡` followed by the
  currently active section title (CSS-clamped with text-overflow:
  ellipsis so long RU titles cannot bloat the button). Click opens
  an anchored popover on desktop and a fixed bottom-sheet on
  <768.98 px (mirrors lib/active-view/map-toggles.svelte).
- Each menuitem closes the popover and scrolls the matching
  `<section id="report-<slug>">` into view. The scroll is deferred
  one animation frame so the surface unmount + restoreFocus's
  focus restoration on the (sticky) trigger commit first; otherwise
  the focus call could cancel the just-started smooth/instant
  scroll under desktop Chromium and WebKit.
- Drop the in-report "Back to map" button — the same affordance
  lives in the app-shell view menu (tests/e2e/game-shell.spec.ts
  covers it).
- Tighten the report grid to a single flex column so the section
  body now occupies the full container width.
- i18n: remove game.report.back_to_map and
  game.report.toc.mobile_label; add game.report.toc.open and
  game.report.toc.close (mirrors game.map.toggles.open/close).
- Tests: Vitest report-toc.test.ts rewritten for the new icon-popup
  contract; Playwright report-sections.spec.ts switches the anchor
  loop to trigger → menuitem and adds a mobile bottom-sheet
  assertion; game-shell-stubs.test.ts no longer asserts the
  back-to-map button on the report orchestrator.
- Docs: ui/docs/report-view.md (TOC + i18n + test seams) and
  docs/FUNCTIONAL{,_ru}.md §6.4 updated. The stale SvelteKit
  Snapshot reference (the route file was removed by the single-URL
  app-shell) is dropped at the same time.

Refs: #52 (#43 umbrella).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 18:11:00 +02:00
Ilia Denisov 24c68e9846 feat(model+ui): F8-05 — race on OtherGroup, real attribution + N×M label
Tests · UI / test (push) Has been cancelled
Tests · Go / test (pull_request) Successful in 2m6s
Tests · Go / test (push) Successful in 2m6s
Tests · Integration / integration (pull_request) Successful in 1m51s
Tests · UI / test (pull_request) Successful in 3m53s
Issue #48 п.32 ("Stationed ship groups") shipped with a fragile race
fallback: when a foreign group sat on a non-`other`-kind planet the
inspector printed a generic "foreign" label, which collapsed the
race dropdown to a single uninformative bucket. The engine FBS
contract did not carry per-group race either, so live games hit the
same gap. This patch carries race authoritatively from the engine
through every layer down to the inspector.

Wire format & engine
- `pkg/schema/fbs/report.fbs`: add `race:string` to `OtherGroup` and
  `LocalGroup` (additive — old clients ignore).
- `pkg/schema/fbs/report/`: regenerated Go bindings.
- `ui/frontend/src/proto/galaxy/fbs/report/`: regenerated TS bindings.
- `pkg/model/report.OtherGroup.Race`: new field; carried through
  `LocalGroup` via the embedded `OtherGroup`.
- `pkg/transcoder/report.go`: encode + decode `race` on both
  `LocalGroup` and `OtherGroup`.
- `game/internal/controller/report.go.otherGroup`: set `v.Race`
  from `c.g.Race[c.RaceIndex(sg.OwnerID)].Name` so every emitted
  group — own or foreign — carries the resolved race name.

Legacy parser
- `tools/local-dev/legacy-report/parser.go`: capture the
  `<Race> Groups` header into `pendingOtherGroup.race`, fill local
  group `Race` from `p.rep.Race`, propagate both into the
  `report.OtherGroup` rows.
- Tests + smoke counts updated; regenerated `KNNTS{039,041}.json`
  fixtures so the synthetic loader carries the new field.

UI
- `ui/frontend/src/api/`: `ReportShipGroupBase.race` field;
  synthetic loader + FBS decoder populate it.
- `ui/frontend/src/lib/inspectors/planet/ship-groups.svelte`: the
  stationed-groups inspector picks race directly from
  `group.race` (own falls back to `localRace`, both finally to the
  `race.unknown` placeholder). The planet-owner / "foreign"
  heuristic is gone.
- Row label changes from "N ships mass M" to a compact
  `<class>` | `<N ×>` | `<mass>` three-column layout: the count
  cell is right-aligned tabular, the mass cell is right-aligned
  monospace + tabular, matching the inspector / calculator number
  conventions. Stale i18n keys removed
  (`ship_groups.row.count`, `.row.mass`, `.race.foreign`).
- All affected unit tests (8 files) carry the new `race` field.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 16:23:17 +02:00
Ilia Denisov cc4bc3c2b7 feat(ui+legacy): F8-05 owner-feedback round 1 — inspector tweaks + parser
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 2m45s
Owner-reported polish on top of #48, plus a legacy-parser gap that
prevented verifying stationed ship groups against a real .REP fixture.

UI:
- Production: drop the empty `(production)` placeholder option. Owned
  planets always produce something, so the primary select now opens on
  `industry` by default when `planet.production` is null/unknown,
  keeping the row inside the four real production kinds at all times.
- Production: lock the row to a single line (no flex-wrap) and strip
  border + padding from the ✓/✗ buttons so the apply/cancel icons read
  as glyphs and the row no longer breaks into two visual rows for
  Research / Ship contexts where both selects are present.
- Cargo routes: the placeholder option is now an `<option disabled>`
  styled like a section header (greyed, italic) and reads "manage
  routes" instead of "cargo routes". The wording shifts the intent
  from a section label to an action prompt.

Legacy parser:
- F8-05 (#48 п.32) "Stationed ship groups" couldn't be verified against
  the dg fixture because the legacy `<Race> Groups` blocks (outside
  battles) and the `Unidentified Groups` block were dropped by the
  parser — both are now wired up. Foreign group rows parse the
  `# T D W S C T Q D P M` columns and resolve the destination against
  the parsed planet tables (rows with an invisible destination drop,
  matching the existing local-group convention). The legacy row
  carries no origin / range columns, so foreign groups surface as
  stationed at the destination.
- Smoke tests on every fixture extended with `otherGroups` and
  `unidentifiedGroups` counts. New focused unit test
  `TestParseOtherAndUnidentifiedGroups` covers the column layout, the
  drop-on-unknown-destination rule, and the `X Y`-only unidentified
  rows.
- `tools/local-dev/reports/dg/KNNTS039.json` and
  `tools/local-dev/reports/dg/KNNTS041.json` regenerated so the
  synthetic-loader fixtures carry the new arrays.
- README updated: the two sections move out of "Skipped sections" into
  a "Foreign and unidentified groups" block; package doc-comment
  reflects the broader scope.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 15:21:55 +02:00
Ilia Denisov 4a23c357e5 feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Waiting to run
Drains six F8 polish items (parent #43) in one feature:

а) Chrome cleanup
- п.6 — remove the AccountMenu (settings/sessions/theme/language/logout
  ∼ rudimentary in-game) and replace it with a single icon-button
  light/dark theme toggle. The toggle flips an in-memory `theme.override`;
  game-shell unmount calls `theme.clearOverride()` so the lobby (and
  any re-entry) re-projects the persisted lobby choice.
- п.8 — remove the wrap-scrolling radio from the map gear popover. The
  per-game `wrapMode` store and the renderer's no-wrap path stay in
  place for a future engine-side topology feature; only the UI surface
  is dropped (wrap is a server-side concept, not a per-session UI
  affordance).

б) Inspector compact rows (single idiom: select + ✓ apply / ✗ cancel,
or contextual edit/remove/add)
- п.13 — planet name is now click-to-edit: clicking the name opens an
  inline `<input>` + ✓ confirm icon; Escape cancels; the explicit
  Rename action button and Cancel button are gone.
- п.14 — production becomes one row: primary `<select>` picks
  industry/materials/research/ship, conditional secondary `<select>`
  picks the target (tech / science / ship class) for research and
  ship contexts. Apply is gated until row state differs from the
  planet's current effective production; auto-submit-on-click is
  replaced by the apply-gate.
- п.16 — cargo routes collapse to one row: a single dropdown
  (COL/CAP/MAT/EMP plus a placeholder that absorbs the old section
  title) and contextual action buttons (add / edit + remove) to the
  right. After a successful pick or remove the dropdown stays on the
  type the user just acted on.
- п.32 — stationed ship groups hoist the race column into a dropdown
  above the table. The dropdown seeds with the player's own race when
  local groups are stationed here, otherwise the first race
  alphabetically; rendered only when more than one race is in orbit.
  The race column is dropped in both single- and multi-race modes —
  the dropdown's value already names the active race.

Tests: unit and Playwright e2e updated for every changed test-id and
flow; new coverage added for `theme.override`, the in-game toggle, the
apply-gate behaviour, and the stationed-race dropdown. i18n keys for
the removed menu items, the wrap radios, the cargo title, and the
explicit `rename.cancel` are dropped from both locales; new
`game.shell.theme_toggle.*`, `production.main/target.*`,
`production.apply/cancel`, `cargo.placeholder`, and
`ship_groups.race_filter.aria` keys land.

Docs synced: `docs/FUNCTIONAL.md` §6.7 + `docs/FUNCTIONAL_ru.md`
mirror drop the torus / no-wrap radio mention; `ui/docs/design-system.md`
documents the lobby-owned persisted picker + the in-game ephemeral
override channel.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:38:42 +02:00
Ilia Denisov b31d9f4c45 fix(ui): F8-08 unified number format — mono, fixed 3-decimal, no separators
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Waiting to run
Engine emits Floats at Fixed3 quantisation; UI now renders them as 3-decimal
fixed-point strings without thousand separators, monospaced via var(--font-mono)
on .numeric cells, and right-aligned in tables so columns line up on the
decimal point. Integer counts render with 0 decimals and no separators;
science fractions render as 1-decimal percent (matches the engine's third
decimal of precision).

Bug fixes from #51 (umbrella #43):
  - Player Status drive/weapons/shields/cargo: were tech LEVELS rendered
    through formatPercent (x100) — now use formatFloat (raw level).
  - Races table: same bug, same fix.

Style/UX cleanups:
  - Inspector field labels lose "stockpile" word ($ / M suffix carries it).
  - Coordinates drop the parentheses (just "x, y").
  - Inspector + report tables unify font sizes with calculator-tab
    (values 0.85rem mono, labels 0.8rem).

Files:
  - new util: ui/frontend/src/lib/util/number-format.ts
  - report/format.ts becomes a thin re-export to keep section imports compact
  - inspector planet / ship-group / actions: drop inline formatNumber,
    mark numeric <dd> with class="numeric"
  - table-races (+ bug fix), table-sciences, table-ship-classes,
    designer-science: drop inline formatters, switch to util, add
    class="numeric" on numeric <th>/<td>
  - 17 report section files: class="numeric" on numeric th/td +
    scoped CSS rule for mono+right-align
  - i18n en/ru: drop "stockpile" word, drop "%" from tech-level column
    headers in races + player_status (the "%" was the misleading bit
    from the bug)
  - tests/inspector-planet + tests/table-races: update assertions to
    match the new format

Verification: pnpm test (814 passed), pnpm check (0 errors/warnings),
pnpm build clean.

Refs: #51 (#43 umbrella).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:08:22 +02:00
Ilia Denisov 6fbab5417f fix(ui): F8-04b lobby — auto-expand first available games sub + hide empty invitations
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m45s
Two follow-up nits on the F8-04b sidebar:

1. The bare-`lobby` resolver (lobby-screen.svelte) redirected to
   `games-recruitment` unconditionally on mount. With games already
   in the player's roster the sidebar then highlighted the wrong
   sub-page. The resolver now awaits the lobby fan-out + account
   fetch, then hands off to the same `firstVisibleGamesScreen` helper
   the sidebar uses — so a fresh entry with games lands on
   `active-past`, the canonical-order fallback stays `recruitment`.

2. `games-invitations` was unconditionally visible in the sidebar.
   Now it follows the `active-past` rule: hidden until the
   pending-invites list reports >=1. The lobby shell's auto-kick
   effect treats it symmetrically — accepting / declining the last
   invite moves the player to the next visible sub-page once the
   fan-out has resolved.

Acceptance order in games-invitations-screen.acceptInvite was also
swapped to setMyGames-before-removeInvitation: both mutations land
in the same microtask, so the new auto-kick sees the freshly added
game in `myGames` when invitations drop to zero and routes the
player to `active-past` instead of bouncing through `recruitment`.

The visibility predicates and canonical order live in the new
`src/lib/lobby-nav.ts` pure helper, shared between the sidebar and
the resolver so they cannot disagree. Unit tests cover every
combination of (hasMyGames, hasInvitations, isPaidOrDev).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 10:17:57 +02:00
Ilia Denisov cff7cc3859 fix(ui): F8-04b e2e — viewport-agnostic nav + refresh after create
Tests · UI / test (push) Failing after 3m8s
- lobby-create-screen: call lobbyData.refresh() after a successful
  POST so the new game shows up in the private-games panel
  immediately. The shared lobby-data store is otherwise lazy
  (ensure-on-first-mount), which rendered a stale list across the
  post-create navigation in the e2e suite.
- e2e tests that move between lobby sub-panels now go through
  `window.__galaxyNav.go(...)` rather than clicking the sidebar
  items. The mobile sidebar tucks the submenu behind a dropdown, so
  testid-based clicks fail on the mobile-iphone-13 / pixel-5
  viewports — the dev nav surface bypasses that UX (which has its
  own coverage in `lobby-tier-gate` / future submenu specs).
- game-shell-map missing-membership test: assert
  `lobby-account-name` instead of `lobby-create-button` on
  drop-back-to-lobby (the button moved into the paid-only
  private-games sub-panel; the identity strip is the constant lobby
  chrome).
- inspector-ship-group + ship-group-send synthetic loader specs:
  jump straight to the dev-only `synthetic-reports` top-level
  screen via the dev nav surface before looking for the file
  input (the loader moved off Overview in F8-04b).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 00:25:49 +02:00
Ilia Denisov 009ea560f9 feat(lobby): F8-04b hierarchical sidebar + paid-tier gate for create-game
Tests · Go / test (push) Successful in 2m17s
Tests · UI / test (push) Waiting to run
Reshape the lobby UI from a single Overview into a two-level sidebar
(games · profile · DEV synthetic-reports) with four games sub-panels
(active-past · recruitment · invitations · private-games). Move the
`create new game` button into the private-games panel, merge the
applications section into recruitment cards as status chips, and add
DEV-only synthetic-report loader as a top-level screen.

Add a paid-tier gate at backend `lobby.game.create`: free callers get
`403 forbidden` before the lobby service is invoked. The UI hides the
private-games sub-panel + create button on free tier (DEV affordances
flag overrides). Update every integration test that creates a game to
use a new `testenv.PromoteToPaid` helper; add a new
`TestLobbyFlow_FreeUserCreateGameForbidden`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 23:53:53 +02:00
Ilia Denisov a679d9cdcb fix(ui): F8-04 profile polish — IANA timezone picker, save-stay, shared identity cache
Tests · UI / test (push) Has been cancelled
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Tests · UI / test (pull_request) Successful in 2m49s
PR-feedback round on #60:

- Time-zone field is now a continent-grouped <select> populated from
  `Intl.supportedValuesOf("timeZone")`, with the browser-detected
  zone pre-selected when no value is stored. A stored zone the
  runtime no longer advertises is preserved as an "Other" entry.
- Saving the profile no longer kicks the user back to the lobby:
  the form stays put and shows a transient `saved` notice, cleared
  on the next edit. Only `cancel` returns to the lobby.
- New `lib/account-store.svelte.ts` caches `user.account.get` for
  the session; lobby + profile share it through `account.ensure()`,
  so navigating Overview ⇄ Profile no longer flashes the
  "loading account…" placeholder or fires a second gateway call.
  Profile save writes through to the store so the shell identity
  strip picks up the new display name without refetching. Cleared
  on logout to prevent identity bleed between accounts.
- e2e: existing 4 cases adjusted for save-stay; added two new ones
  for the timezone dropdown and identity-strip stability across
  navigation.
- Docs: `ui/docs/lobby.md` updated to describe the shared cache,
  the new timezone picker shape, and the save-stay behaviour.
2026-05-26 22:38:14 +02:00
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
Tests · UI / test (push) Has been cancelled
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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
Tests · UI / test (push) Has been cancelled
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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
Tests · UI / test (push) Has been cancelled
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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
Tests · Go / test (push) Successful in 2m31s
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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 ✕;
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 2m47s
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 ✕
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m48s
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
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 3m35s
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
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m51s
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
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m45s
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
Tests · UI / test (push) Successful in 2m49s
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 8565942392 feat(deploy): single-origin path-based deployment + project site
Build · Site / build (push) Successful in 8s
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Tests · UI / test (push) Failing after 2m42s
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 35e27c5aec fix(ui): bottom-sheet tap-outside only fires while the sheet is shown
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Failing after 2m53s
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)
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Failing after 7m13s
- 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 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 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