Commit Graph

48 Commits

Author SHA1 Message Date
Ilia Denisov 140ee8e0ee docs(site): edit rules for clarity + cross-links; migrate off rules.txt
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Tests · UI / test (pull_request) Successful in 3m14s
Editorial pass over site/ru/rules.md (on top of the verbatim port):
- moved the lore intro to the RU home page, rewritten in a modern voice;
- fixed typos, replaced the TODO/WTF cargo-tech note and the abandoned
  (---ссылка---) marker with the verified mechanic and a real cross-link,
  dropped the report TODO row;
- wove organic intra-page cross-links (#combat, #movement, #victory, ...);
- documented engine nuances verified against the code: ore auto-farming
  and the capital / "запасы промышленности" store (industry capped at
  population); cargo lost with ships destroyed in battle; and that a
  losing race's colonists at a neutral planet are NOT lost — they stay
  aboard (this corrects the audit note, verified in route.go).

Migration: delete game/rules.txt (its content now lives, authoritative,
in site/ru/rules.md) and repoint every reference to it (ui/frontend code
comments + tests, ui/docs, tools, ui/PLAN.md links). Record the
RU-authoritative rule in site/README.md and CLAUDE.md. The English
site/rules.md mirror follows in a separate stage.
2026-05-31 15:56:00 +02:00
Ilia Denisov 9e9977d5f1 feat(game): race exit warnings in the turn report (#12)
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Tests · UI / test (pull_request) Successful in 3m37s
Surface the inactivity-removal countdown the rules promise but the
engine never reported. A race within five turns of being auto-removed
for inactivity gets a personal warning in its own report; every race
within three turns is listed publicly to all participants.

- model: Report.PersonalExitWarning + RacesLeavingSoon ([]RaceExitNotice)
- fbs: RaceExitNotice table + Report.personal_exit_warning /
  races_leaving_soon (regenerated Go + TS bindings)
- transcoder: encode/decode both fields
- engine: ReportExitWarnings fills the recipient's TTL (1..5) and lists
  other non-extinct races with TTL 1..3, excluding the recipient itself
- ui: danger-styled personal banner + "races leaving soon" section
  (hidden when empty), wired into the report view, EN/RU i18n
- docs: rules.txt report-section list, FUNCTIONAL.md 6.4 + RU mirror

Voluntary quit and idle timeout share the TTL countdown and are not
distinguished, per the agreed scope.
2026-05-31 10:34:50 +02:00
Ilia Denisov 4d729c1f50 feat(ui): F8-12 — smooth planet discs + ?debug=1 overlay (#55)
Tests · UI / test (push) Has been cancelled
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* 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
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* 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)
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* 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
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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)
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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)
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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 4a23c357e5 feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
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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
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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 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 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 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 8565942392 feat(deploy): single-origin path-based deployment + project site
Build · Site / build (push) Successful in 8s
Tests · Go / test (push) Successful in 2m22s
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 8dcaf1c6c6 feat(ui): error & state UX — error surface, view states, map selection, sheet gestures (F4)
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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 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 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
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 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
Tests · UI / test (push) Has been cancelled
Tests · Integration / integration (pull_request) Successful in 1m46s
Tests · Go / test (pull_request) Successful in 2m6s
Tests · UI / test (pull_request) Successful in 2m24s
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 ebd156ece2 battle-fetch: migrate to user.games.battle ConnectRPC command
Tests · UI / test (push) Has been cancelled
Tests · Go / test (pull_request) Successful in 2m6s
Tests · Go / test (push) Successful in 2m7s
Tests · Integration / integration (pull_request) Successful in 1m47s
Tests · UI / test (pull_request) Failing after 3m42s
The Phase 27 BattleViewer was the last UI surface still issuing raw
fetch() against the backend REST contract (`/api/v1/user/games/...
/battles/...`). The dev-deploy gateway never proxied that path, so
the viewer worked only in tools/local-dev/. Move it onto the signed
ConnectRPC channel every other authenticated surface already uses.

Wire pieces:
- FBS GameBattleRequest in pkg/schema/fbs/battle.fbs, regenerated
  Go + TS bindings.
- MessageTypeUserGamesBattle constant + GameBattleRequest struct in
  pkg/model/report/messages.go.
- pkg/transcoder/battle.go gains GameBattleRequestToPayload and
  PayloadToGameBattleRequest helpers.
- gateway games_commands.go switches on the new message type and
  GETs /api/v1/user/games/{id}/battles/{turn}/{battle_id}; the JSON
  response is re-encoded as a FlatBuffers BattleReport before being
  returned. 404 from backend surfaces as the canonical `not_found`
  gateway error.
- ui/frontend/src/api/battle-fetch.ts now builds the FBS request,
  calls GalaxyClient.executeCommand, and decodes the FBS response
  into the existing UI shape (Record<string,string> race/ship maps,
  string-form UUID). BattleFetchError carries an HTTP-style status
  derived from the result code so the active-view's not_found branch
  keeps working.
- battle.svelte pulls the GalaxyClient from the in-game shell
  context. While the layout's boot Promise.all is in flight the
  effect stays in `loading` until the client handle becomes
  non-null.
- ui/Makefile FBS_INPUTS gains battle.fbs.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 12:41:54 +02:00
Ilia Denisov f7300f25a3 Phase 28 (Steps 6+9): mail active view + i18n keys
Tests · UI / test (push) Has been cancelled
Tests · Integration / integration (pull_request) Successful in 1m36s
Tests · Go / test (pull_request) Successful in 3m19s
Tests · UI / test (pull_request) Waiting to run
Step 6 — mail active view + subcomponents.

- `lib/active-view/mail.svelte` replaces the Phase 10 stub with the
  list / detail layout: two-pane on desktop, one-pane stack on
  mobile (CSS media query, no separate route).
- `lib/active-view/mail/thread-list.svelte` renders per-race
  threads collapsed to their last message plus stand-alone
  system / admin / outgoing-broadcast items, with unread badges.
- `lib/active-view/mail/thread-pane.svelte` is the chat-style
  transcript for one race; bodies render through `textContent`,
  per-message Show original / translation toggles flip the
  rendering when a translated body is present, and a persistent
  reply box at the bottom calls `mailStore.composePersonal`.
- `lib/active-view/mail/system-item-pane.svelte` renders one
  stand-alone item read-only with the same translation toggle.
- `lib/active-view/mail/compose.svelte` is the compose dialog:
  recipient race picker fed from `report.races[]`, kind toggle
  (personal / broadcast / admin), admin sub-toggle for target
  user / all and recipient-scope picker. Server-side enforces
  paid-tier and owner gating; the UI surfaces 403 inline.
- `lib/active-view/mail/system-titles.ts` keeps the keyword →
  i18n-title mapping for lifecycle-hook system mail so both the
  list and the detail pane pick the same canonical title.

Step 9 — i18n strings (en + ru).

`game.mail.*`, `game.view.mail.badge`, `game.events.mail_new.*`,
`game.mail.system.*` keys added in lockstep across both locales
covering compose labels / validation copy / per-system titles /
translation toggle / reply / delete affordances.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:43:09 +02:00
Ilia Denisov e2aba856b5 ui/phase-27: viewer layout pass + static cluster + duel layout
Layout reshuffle so the scene captures the maximum viewer area:

- Header collapses three rows into one: `back to map` / `back to
  report` on the left, the centred title `Battle on planet <name>
  (#<number>)` (new i18n key `game.battle.header_title`), and the
  frame counter on the right. The wrapper `.active-view` no longer
  renders its own back-row; routes flow through props.
- Viewer drops the `max-width: 880px` cap so on a wide monitor the
  scene scales up across the full active-view-host.
- A drag-seek `<input type="range">` sits between the scene and the
  controls; dragging pauses playback and lands `frameIndex` on the
  chosen shot.
- Speed control is one cycling button: `1x → 2x → 4x → 6x → 1x`.
  The label shows the current speed; the new 6x adds a 67 ms frame
  interval for skimming a long timeline.
- The text protocol log is now collapsible behind a `Log ▲▼`
  toggle in the controls bar. The toggle is its own button; the
  default state stays expanded. Collapsing the log hands the
  remaining height to the scene.
- Numerical list markers (`1. 2. 3.`) are dropped from the log;
  `list-style: none` keeps each row visually clean.

Static cluster + visibility filter:

- `staticBucketsByRace` now locks bucket order, mass, radius and
  local Vogel-spiral positions for the lifetime of the viewer; it
  only re-derives when `report` or the wasm `core` change.
- `renderedByRace` overlays the per-frame `remaining` map and drops
  buckets whose `numLeft` hits zero. The surviving buckets keep
  their slots, so a class emptying never reshuffles the cluster —
  the empty bucket simply disappears.
- A shot whose attacker or defender bucket is no longer visible
  draws no line (phantom shots into already-empty buckets are
  silently skipped, matching the user expectation that pup at 0
  should stop attracting fire visually).
- Race label clamps to a minimum y inside the SVG viewport so
  three-or-more-race layouts with a north anchor never clip the
  top race name off-canvas.

Duel layout (user suggestion):

- `layoutRaces` rotates the radial start angle by 90° when only
  two participants remain, so race 0 lands at 9 o'clock and race 1
  at 3 o'clock. The pair faces off horizontally; neither label
  pushes against the SVG top edge. The existing test for two-race
  positions is updated accordingly.

Tests: the existing `layoutRaces` two-race case is rewritten for
the horizontal duel; the `game-shell-stubs` battle case checks the
loading placeholder (back buttons now live in the loaded viewer,
not the wrapper). 644 Vitest cases stay green; 4 Playwright
battle-viewer cases stay green.

Docs: `ui/docs/battle-viewer-ux.md` documents the static cluster /
visibility filter, the duel layout, the scrubber, the cycling
speed button and the collapsible log.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:38:46 +02:00
Ilia Denisov 8c260f8715 ui/phase-27: mass-based circles + cloud cluster + height fit
Three Phase-27 BattleViewer refinements on top of the radial scene:

1. Height fit. The viewer is pinned to `calc(100dvh − 80px)` so it
   never pushes the in-game shell past the viewport. `.active-view`
   gains `overflow: hidden` + flex column; `.viewer` becomes a
   `flex: 1` child; the always-visible text log shrinks to a 30 dvh
   ceiling with its own scroll. A global `body { margin: 0 }`
   reset (added to `app.html`) plugs the 16 px the browser's
   default body margin used to leak.

2. Mass-based ship-class circles. New `lib/battle-player/mass.ts`
   carries the radius formula and the per-battle FullMass compute:
   `MIN_RADIUS + (MAX_RADIUS − MIN_RADIUS) * sqrt(mass / max)`,
   clamped to `[6, 24] px`. FullMass goes through the existing
   wasm bridge (`emptyMass` → `carryingMass` → `fullMass`) — no
   new wire fields. The viewer page resolves a
   `(race, className) → ShipClassRef` lookup from the parent
   GameReport's `localShipClass` + `otherShipClass` tables and
   passes it to the viewer via context. Unknown class or
   degenerate (weapons/armament) params fall back to MAX_RADIUS
   so the bucket stays visible.

3. Cloud cluster layout. Cluster key shifts from per-group
   `g.key` to `(raceId, className)` so tech-variants of the same
   hull collapse into one visual bucket. The horizontal
   classCircleX row is replaced by a Vogel sunflower spiral in
   the local `(u, v)` basis — `u` points from the race anchor to
   the planet, `v` is `u` rotated 90° clockwise. Buckets are
   sorted by NumberLeft desc; the cluster anchor is pushed inward
   by a quarter step so rank-0 sits closest to the planet. The
   step is adaptive (`min(baseStep, MAX_CLUSTER_RADIUS / sqrt(N))`)
   so clusters with many classes do not spill into neighbours.

Tests:
- Vitest: `radiusForMass` covering zero / max / quarter-mass /
  out-of-range cases (6 cases).
- Playwright: new `battle-viewer.spec.ts` case asserts
  `document.documentElement.scrollHeight - window.innerHeight ≤ 4`
  at a 1280×720 desktop viewport. The existing fixture gains
  `localShipClass` + `otherShipClass` so the lookup has data to
  render proportional circles.

Docs: `ui/docs/battle-viewer-ux.md` rewrites the "Radial scene"
section (cloud layout, mass-based radius, height fit) and adds
a "Height fit" subsection. `docs/FUNCTIONAL.md` §6.5 (+ ru
mirror) get the one-line story about per-mass sizing, cluster
aggregation, and the viewport-locked layout.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 15:51:31 +02:00
Ilia Denisov 969c0480ba ui/phase-27: battle viewer (radial scene, playback, map markers)
Engine wire change: Report.battle switched from []uuid.UUID to
[]BattleSummary{id, planet, shots} so the map can place battle
markers without N extra fetches. FBS schema + generated Go/TS
regenerated; transcoder + report controller updated; openapi
adds the BattleSummary schema with a freeze test.

Backend gateway forwards engine GET /api/v1/battle/:turn/:uuid as
/api/v1/user/games/{game_id}/battles/{turn}/{battle_id} (handler
plus engineclient.FetchBattle, contract test stub, openapi spec).

UI:
- BattleViewer (lib/battle-player/) is a logically isolated SVG
  radial scene that consumes a BattleReport prop. Planet at the
  centre, races on the outer ring at equal angular spacing, race
  clusters by (race, className) with <class>:<numLeft> labels;
  observer groups (inBattle: false) are not drawn; eliminated
  races drop out and survivors re-distribute on the next frame.
- Shot line per frame: red on destroyed, green otherwise; erased
  on the next frame. Playback controls: play/pause + step ± +
  rewind + 1x/2x/4x speed (400/200/100 ms per frame).
- Page wrapper (lib/active-view/battle.svelte) loads BattleReport
  via api/battle-fetch.ts; synthetic-gameId prefix routes to a
  fixture loader, otherwise REST through the gateway. Always-
  visible <ol> text protocol satisfies the accessibility ask.
- section-battles.svelte links every battle UUID into the viewer.
- map/battle-markers.ts: yellow X cross of 2 LinePrim through the
  corners of the planet's circumscribed square (stroke width
  clamps from 1 px at 1 shot to 5 px at 100+ shots); bombing
  marker is a stroke-only ring (yellow when damaged, red when
  wiped). Wired into state-binding.ts; click handler dispatches
  battle clicks to the viewer and bombing clicks to the matching
  Reports row.
- i18n keys for the viewer in en + ru.

Docs: ui/docs/battle-viewer-ux.md, FUNCTIONAL.md §6.5 + ru
mirror, ui/PLAN.md Phase 27 decisions + deferred TODOs (push
event, richer class visuals, animated re-distribution).

Tests: Vitest unit (radial layout + timeline frame builder +
marker stroke formula + marker primitives), Playwright e2e for
the viewer (Reports link → viewer, playback step, not-found),
backend engineclient FetchBattle (200 / 404 / bad input), engine
openapi freezes (BattleReport, BattleReportGroup,
BattleActionReport, BattleSummary, Report.battle items).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 12:24:20 +02:00
Ilia Denisov c58027c034 ui/phase-23: turn-report view with twenty sections and TOC
Replaces the Phase 10 report stub with a scrollable orchestrator that
renders every FBS array as a dedicated section (galaxy summary, votes,
player status, my/foreign sciences, my/foreign ship classes, battles,
bombings, approaching groups, my/foreign/uninhabited/unknown planets,
ships in production, cargo routes, my fleets, my/foreign/unidentified
ship groups). A sticky table of contents (a <select> on mobile),
"back to map" affordance, IntersectionObserver-driven active-section
highlight, and SvelteKit Snapshot-based scroll save/restore round out
the view.

GameReport gains six new fields (players, otherScience, otherShipClass,
battleIds, bombings, shipProductions); decodeReport, the synthetic-
report loader, the e2e fixture builder, and EMPTY_SHIP_GROUPS extend
in lockstep. ~90 new i18n keys land in en + ru together.

The legacy-report parser is extended to populate the new sections from
the dg/gplus text formats (Your Sciences, <Race> Sciences, <Race> Ship
Types, Bombings, Ships In Production). Ships-in-production prod_used
is derived through a new pkg/calc.ShipBuildCost helper; the engine's
controller.ProduceShip refactors to call the same helper without any
behaviour change (engine tests stay unchanged and green). Battles
remain in the parser's Skipped list — the legacy text carries no
stable per-battle UUID.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 14:33:56 +02:00
Ilia Denisov e2a4790f6c ui/phase-22: skip the no-op stance click in the races table
Clicking the already-active WAR/PEACE button still appended a
\`setDiplomaticStance\` whose \`relation\` matched the row's current
value. The engine would accept the duplicate harmlessly, but the
order tab inflates with rows that say nothing and every auto-sync
re-ships the redundant payload. Compare against the overlayed
stance (so a queued-but-not-applied change suppresses a re-click
that matches the *intended* state, not just the server snapshot)
and short-circuit when they agree. Mirrors the vote picker, which
already had the same guard.

vitest.config.ts: \`mergeConfig\` refuses callback-form base
configs, so resolve \`vite.config.ts\`'s callback with the test
context first and merge the plain object. Surfaced after the
\`loadEnv\` migration switched the root config to the callback
form.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 11:19:57 +02:00
Ilia Denisov 9111dd955a ui/phase-22: races table with stance toggle and vote slot
Adds the Races View in the in-game shell. The table lists every
non-extinct other race with tech levels (percent), totals,
planets, votes received, and a per-row WAR | PEACE segmented
control. A single vote-recipient slot above the table queues a
`CommandRaceVote`; per-row buttons queue `CommandRaceRelation`.
Both commands flow through the existing order draft store with
collapse-by-acceptor (stance) and singleton (vote) rules.

`GameReport` widens with `races`, `myVotes`, `myVoteFor`; the
decoder walks `report.player[]` once for the richer projection.
The optimistic overlay flips stance and vote target immediately;
`votesReceived`, `myVotes`, and the alliance summary stay
server-authoritative — alliance grouping and the 2/3 victory
check are tallied on the server at turn cutoff and explicitly
not surfaced client-side (`rules.txt` keeps foreign races'
outgoing vote targets private).

Includes Vitest component coverage of stance and vote
collapse rules + a Playwright e2e that drives both commands
through the dispatcher route and verifies the gateway saw the
expected `CommandRaceRelation` / `CommandRaceVote` payloads.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 01:52:23 +02:00
Ilia Denisov 9c29f03d66 ui/phase-21: make MapView's mounted flag reactive
The renderer-mount effect in `lib/active-view/map.svelte` reads
`mounted` to gate the runSerializedMount call, but the variable was
declared as a plain `let`, not `$state`. On the first navigation to
/map this is benign: the effect's first pass returns early (gameState
still hydrating, `report` null), and once `report` arrives the
effect re-fires — by which point `onMount` has already flipped
`mounted = true`.

On every subsequent return to /map the report is already loaded by
the long-lived gameState in the layout. The effect therefore makes
exactly one pass on the freshly-mounted component, gates on
`mounted === false` (the brand-new instance has not run `onMount`
yet), and never wakes up again because no tracked state changes
afterwards. Symptom: black canvas — fresh DOM, no mount-error
overlay, but Pixi never rebuilt the world on the new canvas.

Convert `mounted` to `$state(false)` so flipping it true inside
`onMount` triggers the effect's second pass, which now finds all
preconditions satisfied and proceeds to `runSerializedMount`. The
detailed lifecycle reasoning is preserved as a code comment so the
next reader can see why this one variable must be reactive.

Add tests/e2e/map-roundtrip.spec.ts: navigates /map → {report,
ship-class designer, science designer, mail} → /map for each
non-map view, then asserts the renderer republished primitives onto
the DEV `__galaxyDebug.getMapPrimitives()` surface. The pre-fix
build failed every variant; the patch lands all four green.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 22:58:32 +02:00
Ilia Denisov 7bea22b0b5 ui/phase-21: sciences CRUD list, designer, and production-picker integration
Lights up the player-defined sciences feature: a table view with sort
and filter, a designer with four percent inputs and a strict
sum-equals-100 gate, and a Research-sub-row integration so the
planet production picker lists the user's sciences alongside the
four tech buttons. Phase 21 decisions are baked back into ui/PLAN.md
(no UpdateScience on the wire — write-once via createScience +
removeScience; percentages instead of fractions; sciences live under
the existing Research segment).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 21:32:37 +02:00
Ilia Denisov 54733bfb14 ui/phase-20: lock after Send + dashed tracks for in-flight & pending sends
Send joins Modernize / Dismantle / Transfer as a lockable command:
once any of the four lands in the draft for a group, every action
button on its inspector is disabled with a "command pending"
tooltip and the banner names the queued kind. Load / Unload /
Split / Join Fleet stay non-locking — they stack legitimately on
the engine side.

Two dashed overlays now run alongside the cargo-route arrows:

- Yellow dashed track for own in-space groups, drawn from the
  origin planet to the destination (matches the in-space point
  colour so eye reads both as one entity).
- Green dashed track for every wire-valid sendShipGroup command
  in the order draft, drawn from the source group's orbit planet
  to the chosen destination. Disappears when the command is
  removed from the order tab, when the engine rejects it, or
  when the group has left orbit (in-space track replaces it).

Both tracks are wrap-aware via torusShortestDelta and never
participate in hit-test.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 17:55:43 +02:00
Ilia Denisov 676556db4e ui/phase-19: ship-group decoder + map binding + selection store
Wires Phase 19's data and rendering layers without yet adding the
inspector UI:

  - game-state.ts grows ReportLocalShipGroup / ReportOtherShipGroup
    / ReportIncomingShipGroup / ReportUnidentifiedShipGroup /
    ReportLocalFleet types and walks the matching FlatBuffers
    vectors (LocalGroup, OtherGroup, IncomingGroup,
    UnidentifiedGroup, LocalFleet) inside decodeReport. The Tech
    map is folded into the fixed-shape ShipGroupTech struct;
    cargo strings normalise to the closed CargoLoadType | "NONE"
    union; UUIDs come back as canonical 36-char strings.
  - synthetic-report.ts mirrors the new fields so the DEV-only
    lobby loader can feed JSON produced by legacy-report-to-json
    straight into the live UI surface.
  - selection.svelte.ts widens its discriminated union with a
    `kind: "shipGroup"` branch carrying a ShipGroupRef
    (local UUID / other / incoming / unidentified by index).
  - world.ts adds Style.strokeDashPx and render.ts.drawLine
    honours it via manual segmentation (PixiJS v8 has no native
    dash API). Ignored on points and circles.
  - state-binding.ts now returns { world, hitLookup }: the
    hit-lookup map keys every primitive id back to a concrete
    HitTarget so the click handler can dispatch to selectPlanet
    or selectShipGroup. Ship-group primitives live in a separate
    ship-groups.ts that emits one point per local / other /
    unidentified group, plus a dashed origin→destination line +
    clickable point per incoming group. Position is interpolated
    along the trajectory for in-hyperspace groups.
  - map.svelte threads the hitLookup into handleMapClick.

Vitest:
  - tests/helpers/empty-ship-groups.ts exposes EMPTY_SHIP_GROUPS
    so existing fixtures can spread the new five empty arrays
    without enumerating every field.
  - state-binding-groups.test.ts covers each group variant's
    primitive geometry and lookup correctness.
  - All previously-existing fixture builders pick up the spread
    so GameReport stays a complete object.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 13:23:56 +02:00
Ilia Denisov e4dc0ce029 ui/phase-18: ship-class calc bridge with live designer preview
Wires pkg/calc/ship.go into the WASM Core boundary as seven thin
wrappers (DriveEffective, EmptyMass, WeaponsBlockMass, FullMass,
Speed, CargoCapacity, CarryingMass). The ship-class designer reads
Core through a new CORE_CONTEXT_KEY populated by the in-game layout
and renders a five-row preview pane (mass, full-load mass, max
speed, range at full load, cargo capacity) that updates reactively
on every form edit and on the player's localPlayer{Drive,Weapons,
Shields,Cargo} tech levels — three of which are now decoded from
the report's Player block alongside the existing localPlayerDrive.

CarryingMass is the seventh wrapper added to the original six-function
list so that "full-load mass" composes through pkg/calc/ functions
without putting math in TypeScript.
2026-05-09 23:14:40 +02:00
Ilia Denisov c8332bb122 ui/phase-17: clamp ship-class name input to validator's 30-rune limit
Mirrors the validateEntityName MAX_LENGTH on the form input so the
field stops accepting characters once the limit is hit. The
validator still runs and surfaces the localised reason if a paste
overshoots; the maxlength is purely a typing-time guardrail.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 21:52:24 +02:00
Ilia Denisov 785c3483f8 ui/phase-17: ship-class CRUD without calc
Phase 17 lights up the ship-class table and designer active views,
extends the order-draft pipeline with createShipClass and
removeShipClass commands, and projects pending Save/Delete actions
through applyOrderOverlay so the table reflects the player's
intent before auto-sync lands. The plan is corrected in the same
patch: per game/rules.txt, ship classes are designed once and
cannot be edited — the engine has no Update command, so the UI
exposes only Create + Delete.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 21:44:21 +02:00
Ilia Denisov 7c8b5aeb23 ui/phase-16: cargo routes inspector + map pick foundation
Add per-planet cargo routes (COL/CAP/MAT/EMP) to the inspector with
a renderer-driven destination picker (faded out-of-reach planets,
cursor-line anchor, hover-highlight) and per-route arrows on the
map. The pick-mode primitives are exposed via `MapPickService` so
ship-group dispatch in Phase 19/20 can reuse the same surface.

Pass A — generic map foundation:
- hit-test now sizes the click zone to `pointRadiusPx + slopPx` so
  the visible disc is always part of the target.
- `RendererHandle` gains `onPointerMove`, `onHoverChange`,
  `setPickMode`, `getPickState`, `getPrimitiveAlpha`,
  `setExtraPrimitives`, `getPrimitives`. The click dispatcher is
  centralised: pick-mode swallows clicks atomically so the standard
  selection consumers do not race against teardown.
- `MapPickService` (`lib/map-pick.svelte.ts`) wraps the renderer
  contract in a promise-shaped `pick(...)`. The in-game shell
  layout owns the service so sidebar and bottom-sheet inspectors
  see the same instance.
- Debug-surface registry exposes `getMapPrimitives`,
  `getMapPickState`, `getMapCamera` to e2e specs without spawning a
  separate debug page after navigation.

Pass B — cargo-route feature:
- `CargoLoadType`, `setCargoRoute`, `removeCargoRoute` typed
  variants with `(source, loadType)` collapse rule on the order
  draft; round-trip through the FBS encoder/decoder.
- `GameReport` decodes `routes` and the local player's drive tech
  for the inline reach formula (40 × drive). `applyOrderOverlay`
  upserts/drops route entries for valid/submitting/applied
  commands.
- `lib/inspectors/planet/cargo-routes.svelte` renders the
  four-slot section. `Add` / `Edit` call `MapPickService.pick`,
  `Remove` emits `removeCargoRoute`.
- `map/cargo-routes.ts` builds shaft + arrowhead primitives per
  cargo type; the map view pushes them through
  `setExtraPrimitives` so the renderer never re-inits Pixi on
  route mutations (Pixi 8 doesn't support that on a reused
  canvas).

Docs:
- `docs/cargo-routes-ux.md` covers engine semantics + UI map.
- `docs/renderer.md` documents pick mode and the debug surface.
- `docs/calc-bridge.md` records the Phase 16 reach waiver.
- `PLAN.md` rewrites Phase 16 to reflect the foundation + feature
  split and the decisions baked in (map-driven picker, inline
  reach, optimistic overlay via `setExtraPrimitives`).

Tests:
- `tests/map-pick-mode.test.ts` — pure overlay-spec helper.
- `tests/map-cargo-routes.test.ts` — `buildCargoRouteLines`.
- `tests/inspector-planet-cargo-routes.test.ts` — slot rendering,
  picker invocation, collapse, cancel, remove.
- Extensions to `order-draft`, `submit`, `order-load`,
  `order-overlay`, `state-binding`, `inspector-planet`,
  `inspector-overlay`, `game-shell-sidebar`, `game-shell-header`.
- `tests/e2e/cargo-routes.spec.ts` — Playwright happy path: add
  COL, add CAP, remove COL, asserting both the inspector and the
  arrow count via `__galaxyDebug.getMapPrimitives()`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 20:01:34 +02:00
Ilia Denisov f80c623a74 ui/phase-14: rename planet end-to-end + order read-back
Wires the first end-to-end command through the full pipeline:
inspector rename action → local order draft → user.games.order
submit → optimistic overlay on map / inspector → server hydration
on cache miss via the new user.games.order.get message type.

Backend: GET /api/v1/user/games/{id}/orders forwards to engine
GET /api/v1/order. Gateway parses the engine PUT response into the
extended UserGamesOrderResponse FBS envelope and adds
executeUserGamesOrderGet for the read-back path. Frontend ports
ValidateTypeName to TS, lands the inline rename editor + Submit
button, and exposes a renderedReport context so consumers see the
overlay-applied snapshot.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 11:50:09 +02:00
Ilia Denisov 6364bba6fd ui/phase-13: planet inspector — read-only
Plumbs the map → inspector pathway: a click on a planet selects it
through the new SelectionStore, the sidebar Inspector tab swaps
its empty-state copy for a per-kind read-only field set, and a
mobile-only bottom-sheet mirrors the same content over the map.
Field projection in api/game-state.ts now surfaces every documented
planet field.
2026-05-09 08:29:03 +02:00
Ilia Denisov ce7a66b3e6 ui/phase-11: map wired to live game state
Replaces the Phase 10 map stub with live planet rendering driven by
`user.games.report`, and wires the header turn counter to the same
data. Phase 11's frontend sits on a per-game `GameStateStore` that
lives in `lib/game-state.svelte.ts`: the in-game shell layout
instantiates one per game, exposes it through Svelte context, and
disposes it on remount. The store discovers the game's current turn
through `lobby.my.games.list`, fetches the matching report, and
exposes a TS-friendly snapshot to the header turn counter, the map
view, and the inspector / order / calculator tabs that later phases
will plug onto the same instance.

The pipeline forced one cross-stage decision: the user surface needs
the current turn number to know which report to fetch, but
`GameSummary` did not expose it. Phase 11 extends the lobby
catalogue (FB schema, transcoder, Go model, backend
gameSummaryWire, gateway decoders, openapi, TS bindings,
api/lobby.ts) with `current_turn:int32`. The data was already
tracked in backend's `RuntimeSnapshot.CurrentTurn`; surfacing it is
a wire change only. Two alternatives were rejected: a brand-new
`user.games.state` message (full wire-flow for one field) and
hard-coding `turn=0` (works for the dev sandbox, which never
advances past zero, but renders the initial state for any real
game). The change crosses Phase 8's already-shipped catalogue per
the project's "decisions baked back into the live plan" rule —
existing tests and fixtures are updated in the same patch.

The state binding lives in `map/state-binding.ts::reportToWorld`:
one Point primitive per planet across all four kinds (local /
other / uninhabited / unidentified) with distinct fill colours,
fill alphas, and point radii so the user can tell them apart at a
glance. The planet engine number is reused as the primitive id so
a hit-test result resolves directly to a planet without an extra
lookup table. Zero-planet reports yield a well-formed empty world;
malformed dimensions fall back to 1×1 so a bad report cannot crash
the renderer.

The map view's mount effect creates the renderer once and skips
re-mount on no-op refreshes (same turn, same wrap mode); a turn
change or wrap-mode flip disposes and recreates it. The renderer's
external API does not yet expose `setWorld`; Phase 24 / 34 will
extract it once high-frequency updates land. The store installs a
`visibilitychange` listener that calls `refresh()` when the tab
regains focus.

Wrap-mode preference uses `Cache` namespace `game-prefs`, key
`<gameId>/wrap-mode`, default `torus`. Phase 11 reads through
`store.wrapMode`; Phase 29 wires the toggle UI on top of
`setWrapMode`.

Tests: Vitest unit coverage for `reportToWorld` (every kind,
ids, styling, empty / zero-dimension edges, priority order) and
for the store lifecycle (init success, missing-membership error,
forbidden-result error, `setTurn`, wrap-mode persistence across
instances, `failBootstrap`). Playwright e2e mocks the gateway for
`lobby.my.games.list` and `user.games.report` and asserts the
live data path: turn counter shows the reported turn,
`active-view-map` flips to `data-status="ready"`, and
`data-planet-count` matches the fixture count. The zero-planet
regression and the missing-membership error path are covered.

Phase 11 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 21:17:17 +02:00
Ilia Denisov fc371c7fe1 ui/phase-10: in-game shell with view-replacement skeleton
Wraps every in-game route under `/games/:id/*` in a responsive shell
with a header (race / turn placeholders, view-menu dropdown or mobile
hamburger, account menu), a three-tab sidebar (Calculator, Inspector,
Order), an active-view slot, and a mobile-only bottom-tabs row
`[Map, Calc, Order, More]`. Every view in the IA section
(`map`, `table/:entity`, `report`, `battle/:battleId?`, `mail`,
`designer/{ship-class,science}/:id?`) ships as a thin SvelteKit route
that mounts a `lib/active-view/<name>.svelte` stub rendering a
localised `coming soon` body. The lobby's `gotoGame` path now actually
lands on a rendered shell instead of a 404.

The "view router" mentioned in the plan is implemented as the file
system plus two-line route wrappers — no separate dispatch component.
Sidebar tab state lives as a `$state` rune inside `sidebar.svelte`,
which sits in the layout that SvelteKit keeps mounted across child
route swaps, so tab choice survives every active-view navigation for
free. A `?sidebar=calc|inspector|order` URL param seeds the initial
tab on first mount; the mobile bottom-tabs use a layout-owned
`mobileTool` rune with a URL-gated `effectiveTool` derivation so the
Calc / Order tool overlay only applies on `/map` and naturally drops
when the user navigates elsewhere.

Tablet ships with a click-toggle drawer for the sidebar rather than
the IA section's swipe-from-right gesture; the structural breakpoint
satisfies Phase 10's acceptance criterion and Phase 35 polish lands
the swipe. The mobile More drawer mirrors the header view-menu
content; the IA's narrower More list (Mail, Battle, Tables, History,
Settings, Logout) is also a Phase 35 polish target once History
exists.

Topic doc `ui/docs/navigation.md` captures the active-view model, the
sidebar state-preservation rule, the `?sidebar=` and `mobileTool`
conventions, and the transient map-overlay back-stack concept (with
the implementation deferred to Phase 34 alongside its first user).
i18n catalogues for `en` and `ru` add the full `game.shell.*`,
`game.view.*`, `game.sidebar.*`, `game.bottom_tabs.*` namespaces.

Tests: Vitest covers the header view-menu (every IA destination
including the Tables sub-list), the account-menu Logout / Language
wiring, the sidebar default tab / switching / `?sidebar=` seed /
close button, and every active-view stub. Playwright e2e boots an
authenticated session via `__galaxyDebug.setDeviceSessionId` (no
gateway calls — the shell makes none in Phase 10), exercises every
view through both the desktop dropdown and the mobile More drawer,
verifies sidebar tab survival across navigation, and uses
`setViewportSize` to validate the breakpoint switches at 768 px and
1024 px.

Phase 10 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 20:15:49 +02:00