4e0058d46cd07175e1bb5099fe49e0ad147d4345
5 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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> |
||
|
|
8565942392 |
feat(deploy): single-origin path-based deployment + project site
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> |
||
|
|
ce7a66b3e6 |
ui/phase-11: map wired to live game state
Replaces the Phase 10 map stub with live planet rendering driven by `user.games.report`, and wires the header turn counter to the same data. Phase 11's frontend sits on a per-game `GameStateStore` that lives in `lib/game-state.svelte.ts`: the in-game shell layout instantiates one per game, exposes it through Svelte context, and disposes it on remount. The store discovers the game's current turn through `lobby.my.games.list`, fetches the matching report, and exposes a TS-friendly snapshot to the header turn counter, the map view, and the inspector / order / calculator tabs that later phases will plug onto the same instance. The pipeline forced one cross-stage decision: the user surface needs the current turn number to know which report to fetch, but `GameSummary` did not expose it. Phase 11 extends the lobby catalogue (FB schema, transcoder, Go model, backend gameSummaryWire, gateway decoders, openapi, TS bindings, api/lobby.ts) with `current_turn:int32`. The data was already tracked in backend's `RuntimeSnapshot.CurrentTurn`; surfacing it is a wire change only. Two alternatives were rejected: a brand-new `user.games.state` message (full wire-flow for one field) and hard-coding `turn=0` (works for the dev sandbox, which never advances past zero, but renders the initial state for any real game). The change crosses Phase 8's already-shipped catalogue per the project's "decisions baked back into the live plan" rule — existing tests and fixtures are updated in the same patch. The state binding lives in `map/state-binding.ts::reportToWorld`: one Point primitive per planet across all four kinds (local / other / uninhabited / unidentified) with distinct fill colours, fill alphas, and point radii so the user can tell them apart at a glance. The planet engine number is reused as the primitive id so a hit-test result resolves directly to a planet without an extra lookup table. Zero-planet reports yield a well-formed empty world; malformed dimensions fall back to 1×1 so a bad report cannot crash the renderer. The map view's mount effect creates the renderer once and skips re-mount on no-op refreshes (same turn, same wrap mode); a turn change or wrap-mode flip disposes and recreates it. The renderer's external API does not yet expose `setWorld`; Phase 24 / 34 will extract it once high-frequency updates land. The store installs a `visibilitychange` listener that calls `refresh()` when the tab regains focus. Wrap-mode preference uses `Cache` namespace `game-prefs`, key `<gameId>/wrap-mode`, default `torus`. Phase 11 reads through `store.wrapMode`; Phase 29 wires the toggle UI on top of `setWrapMode`. Tests: Vitest unit coverage for `reportToWorld` (every kind, ids, styling, empty / zero-dimension edges, priority order) and for the store lifecycle (init success, missing-membership error, forbidden-result error, `setTurn`, wrap-mode persistence across instances, `failBootstrap`). Playwright e2e mocks the gateway for `lobby.my.games.list` and `user.games.report` and asserts the live data path: turn counter shows the reported turn, `active-view-map` flips to `data-status="ready"`, and `data-planet-count` matches the fixture count. The zero-planet regression and the missing-membership error path are covered. Phase 11 status stays `pending` in `ui/PLAN.md` until the local-ci run lands green; flipping to `done` follows in the next commit per the per-stage CI gate in `CLAUDE.md`. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
0f8f8698bd |
local-dev: rebuild dead sandbox + harden lobby card UX
Three fixes around the dev sandbox end-to-end path. Each one was flushed out by an actual login walkthrough after the previous commit. Backend bootstrap now treats `cancelled`, `finished`, and `start_failed` as terminal: the per-boot find-or-create skips such games and provisions a fresh one. Without this, a single bad shutdown cascade leaves the developer staring at a dead lobby tile forever (cancelled games don't transition back). Covered by TestTerminalSandboxStatus. Tools/local-dev: stop killing engine containers in `make down`. The runtime treats the disappearance of an engine as a real failure (cascading the lobby game to `cancelled`); leaving the container running across `down/up` lets the runtime reconciler re-attach on the next boot. The teardown happens only in `make clean`, where the DB is wiped anyway. Compose now also exposes :9090 (authenticated EdgeGateway listener) on the host so the Vite dev proxy can reach the Connect-Web surface, and bumps the gateway anti-abuse limits for `public_misc` so the same surface is not blanket-rejected with 413. Ui/frontend: the lobby's `My Games` cards are now clickable only for the playable statuses (`running`, `paused`, `finished`). All other statuses render as disabled buttons so a click on a draft or cancelled game no longer drops the user on a 404 — the in-game view at /games/:id/* doesn't exist before Phase 10 and never makes sense for a cancelled game. Vite proxy splits the dev targets so `/api/*` continues to talk to the REST listener and `/galaxy.gateway.v1.EdgeGateway/*` is routed to the Connect-Web listener via VITE_DEV_GRPC_PROXY_TARGET (defaults to :9090). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
f57a290432 |
phase 8: lobby UI + cross-stack lobby command catalog + TS FlatBuffers
- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
list, my-applications/invites lists, game-create, application-submit,
invite-redeem/decline. Mirror the matching transcoder pairs and Go
fixture round-trip tests.
- Wire the seven new lobby message types through
gateway/internal/backendclient/{routes,lobby_commands}.go with
per-command REST helpers, JSON-tolerant decoding of backend wire
shapes, and httptest-based unit coverage for success / 4xx / 5xx /
503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
`make fbs-ts` target driving flatc, and the generated bindings under
ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
now uses these bindings as well, closing the JSON.parse vs
FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
invitations, my applications, public games, create new game) and the
/lobby/create form. Submit-application uses an inline race-name
form on the public-game card; create-game keeps name / description /
turn_schedule / enrollment_ends_at always visible and the rest under
an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
+ lobby-create component tests, Playwright lobby-flow.spec covering
create / submit / accept across all four projects. Phase 7 e2e was
migrated to the FlatBuffers fixtures and to click+fill against the
Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
Phase 7, append the new lobby commands to gateway/README.md and
docs/ARCHITECTURE.md, add ui/docs/lobby.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|