Commit Graph

549 Commits

Author SHA1 Message Date
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
developer 65c0fbb87d Merge pull request 'fix(generator): drop incorrect distinctness assert in TestPlanetRandomName' (#19) from feature/fix-flaky-planet-random-name into development
Deploy · Dev / deploy (push) Successful in 31s
Tests · Integration / integration (push) Successful in 1m35s
Tests · Go / test (push) Successful in 2m58s
2026-05-19 08:15:45 +00:00
Ilia Denisov 3d06f49f3c fix(generator): drop incorrect distinctness assert in TestPlanetRandomName
Tests · Go / test (push) Successful in 1m54s
Tests · Integration / integration (pull_request) Successful in 1m42s
Tests · Go / test (pull_request) Successful in 2m2s
`RandomName` builds the suffix as two independent `rand.Intn(1000)`
calls, so the two 4-digit halves collide on ~0.1% of runs. The
sub-test asserted `g[2] != g[3]`, which flakes whenever the same
value lands twice — once per ~1000 sub-runs per class, so across
the seven `PlanetClass` rows the integration suite hit it on
`#199 go-unit.yaml` against `feature/subscribe-events-heartbeat`
(`"0074"` collision).

Distinctness is not a property `RandomName` promises and is not
load-bearing for callers: `game/internal/controller/generate_game.go`
uses these names for planet labels and already tolerates duplicate
names across planets, so collisions inside one name are no worse
than collisions between names. Drop the assert; keep the format and
class-prefix checks, which are the actual contract.

Stress-tested with `-count=200`: 200 consecutive iterations × 7
classes = 1400 sub-runs without a single failure where the prior
version's flake probability would have surfaced ~once on average.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 10:13:25 +02:00
developer 08345606a5 Merge pull request 'fix(dev-deploy): explicit Cache-Control on the UI surface' (#18) from feature/caddy-cache-headers into development
Deploy · Dev / deploy (push) Successful in 27s
2026-05-19 08:11:40 +00:00
Ilia Denisov b85a9e1b9b fix(dev-deploy): explicit Cache-Control on the UI surface
Caddy's `file_server` did not set Cache-Control on the SvelteKit
build, so browsers fell back to heuristic caching keyed off
Last-Modified. On the long-lived dev environment the heuristic
window leaves the previous deploy's `index.html` cached for
minutes-to-hours, and Safari combined that with stale conditional
requests into a visible multi-second freeze on every reload (the
reproduction was "private window reloads instantly, normal window
hangs; clearing Safari caches restores normal speed"). Push
delivery itself works — heartbeat keeps the SubscribeEvents stream
alive — but the bundle path stalls behind the browser revalidating
a chain of stale chunks.

Mirror the standard SvelteKit cache split inside both Caddyfiles:

- `_app/immutable/*` — hash-named JS/CSS chunks Vite emits with
  content-addressed file names — `Cache-Control:
  public, max-age=31536000, immutable`. Safe to cache forever
  because the name changes whenever the content does, so the next
  deploy serves new files under new URLs.
- Everything else (`index.html` fallback via `try_files`,
  `env.js`, `version.json`, `core.wasm`, `wasm_exec.js`,
  `favicon.svg`) — `Cache-Control: no-cache, must-revalidate`.
  The browser still uses the cached body when the ETag matches,
  but it always asks first; a fresh deploy reaches the user on
  the next reload without a manual cache clear.

Smoke-tested locally: a docker-run Caddy with this config returns
the immutable header only for `/_app/immutable/*` and the
no-cache header for `/index.html`, `/env.js`, and the SPA-fallback
path `/some/route`. The Caddyfile passes `caddy validate` in
both `Caddyfile.dev` and `Caddyfile.prod`; the pre-existing
formatting warning on line 7 is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 10:11:09 +02:00
developer 8170abd5fa Merge pull request 'feat(gateway): unsigned gateway.heartbeat keeps Safari push streams alive' (#17) from feature/subscribe-events-heartbeat into development
Deploy · Dev / deploy (push) Successful in 33s
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Tests · UI / test (push) Successful in 2m28s
2026-05-19 07:35:35 +00:00
Ilia Denisov 14b65389ef feat(gateway): unsigned gateway.heartbeat keeps Safari push streams alive
Tests · UI / test (push) Successful in 2m35s
Tests · Go / test (push) Successful in 1m56s
Tests · UI / test (pull_request) Has been cancelled
Tests · Integration / integration (pull_request) Successful in 1m42s
Tests · Go / test (pull_request) Successful in 2m0s
Browser fetch-streaming layers close response bodies they consider
idle after roughly 15-30 s without incoming bytes. Safari is the
most aggressive, but the symptom matters everywhere: a quiet
SubscribeEvents stream (lobby, between turns, mailbox empty) gets
torn down by the browser, the EventStream singleton reconnects with
backoff, and any push event that fires inside the reconnect window
is lost because `push.Hub` queues are not persisted across
subscription closes. The user-visible failure mode is the
intermittent "Fetch API cannot load … due to access control checks"
console error (a misleading WebKit symptom — CORS headers are
actually present) plus missed turn-ready / mail-received toasts.

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

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

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

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

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 09:29:29 +02:00
developer 8f84075c4b Merge pull request 'fix(battle-viewer): unblock synthetic-game battle load' (#16) from feature/synthetic-battle-loading-fix into development
Deploy · Dev / deploy (push) Successful in 34s
Tests · UI / test (push) Successful in 2m20s
2026-05-19 05:58:02 +00:00
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
developer 82bdb6777a Merge pull request 'fix(dev-deploy): seed geoip onto a named volume' (#15) from feature/dev-deploy-geoip-volume into development
Deploy · Dev / deploy (push) Successful in 28s
2026-05-19 00:02:12 +00:00
Ilia Denisov f70258849f fix(dev-deploy): seed geoip onto a named volume
`docker restart galaxy-dev-backend` failed with "not a directory"
after every dev-deploy workflow run. Root cause: the compose file
bind-mounted the geoip database via a relative path
(`../../pkg/geoip/test-data/test-data/GeoIP2-Country-Test.mmdb`).
When the Gitea runner invoked `docker compose up`, the path
resolved against the runner's ephemeral workspace under
`/home/runner/.cache/act/<hash>/hostexecutor/...`. The bind source
baked into the running container therefore pointed at that
ephemeral path; the runner deleted the workspace once the workflow
finished, and any later `docker restart` could not remount.

Replace the bind with a named volume `galaxy-dev-geoip-data`,
seeded at deploy time:

- `tools/dev-deploy/docker-compose.yml`: mount
  `galaxy-dev-geoip-data:/var/lib/galaxy:ro` instead of a relative
  bind. Declare the volume in the top-level `volumes:` block.

- `.gitea/workflows/dev-deploy.yaml`: new `Seed geoip volume` step
  (placed right after the existing UI-volume seed) copies the
  fixture from `pkg/geoip/test-data/test-data/` into the named
  volume via an ephemeral alpine container, the same pattern UI
  seeding already uses.

- `tools/dev-deploy/Makefile`: new `seed-geoip` target performs
  the same copy from the persistent checkout. `up` and `rebuild`
  now depend on it, so a hand-run `make -C tools/dev-deploy up`
  populates the volume without operator action.

- `tools/dev-deploy/README.md`: updated the make-targets table to
  list `seed-geoip`.

- `tools/dev-deploy/KNOWN-ISSUES.md`: the entry for the restart
  failure is downgraded to a "fixed" postmortem; the symptom,
  cause, and where the fix lives are kept for future reference.

Verification on the dev host (this branch checked out):

  $ make -C tools/dev-deploy up                # populates the volume, brings stack healthy
  $ docker restart galaxy-dev-backend          # used to error "not a directory"
  $ until [ "$(docker inspect -f '{{.State.Health.Status}}' galaxy-dev-backend)" = "healthy" ]; do sleep 2; done
  $ echo "ok"                                   # backend up 6s, healthy

The pre-existing sandbox engine `galaxy-game-80f3ce86-...` survived
both `make up` and `docker restart` untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 01:59:38 +02:00
developer d19aa3aac5 Merge pull request 'fix(integration): scope preclean to galaxy.stack=integration' (#14) from feature/preclean-stack-scope into development
Tests · Integration / integration (push) Successful in 1m36s
2026-05-18 23:48:47 +00:00
Ilia Denisov a338ebf058 fix(integration): scope preclean to galaxy.stack=integration
Tests · Integration / integration (pull_request) Successful in 1m37s
Root cause for the long-standing "Dev Sandbox flips to cancelled
after dev-deploy" symptom in push-triggered cycles: when
`integration.yaml` runs in parallel with `dev-deploy.yaml`, its
`integration/scripts/preclean.sh` issues a `docker rm -f` over every
container labelled `galaxy.backend=1`. That label is stamped by the
backend's runtime adapter on every engine it spawns — including the
engines living in the long-lived dev-deploy environment on the same
Docker daemon. Each post-merge auto-deploy therefore had the
integration preclean wipe the dev-sandbox engine, and the new
backend's reconciler tick observed `container disappeared` and
cascaded the sandbox into `cancelled`.

Fix:

- `integration/testenv/backend.go` now sets
  `BACKEND_STACK_LABEL=integration` on every backend-under-test, so
  the engines spawned by integration carry
  `galaxy.stack=integration` in addition to `galaxy.backend=1`. The
  backend support for this env was added in the previous CI tidy-up
  PR (#13).

- `integration/scripts/preclean.sh` gains a multi-label AND filter
  helper and uses it to scope engine cleanup to the combination
  `galaxy.backend=1 AND galaxy.stack=integration`. dev-deploy and
  local-dev engines carry different `galaxy.stack` values, so the
  AND match leaves them alone.

- `docs/ARCHITECTURE.md` "Container labels" — refreshed to call out
  the AND-scoping rule and the new integration backend stamp.

- `tools/dev-deploy/KNOWN-ISSUES.md` — the sandbox-cancel entry
  gets an "Update" section recording the root cause and the fix; the
  status is downgraded to "partially fixed" because the solo
  `workflow_dispatch` reproduction (which does NOT trigger
  integration) remains unexplained.

- `tools/dev-deploy/KNOWN-ISSUES.md` — separately, document the
  `docker restart galaxy-dev-backend` failure caused by the
  runner-workspace bind-mount that surfaced while diagnosing this
  issue. Workaround: `make -C tools/dev-deploy up` from the
  persistent checkout. Real fix is a follow-up (bake fixture into
  image or copy to named volume).

Verification:

- `go build ./backend/... ./integration/...` — clean.
- `bash -n integration/scripts/preclean.sh` — syntax OK.
- Live AND-filter check on the dev host:
  `docker ps -aq --filter label=galaxy.backend=1 --filter label=galaxy.stack=integration`
  returns nothing while the dev-deploy engine
  `galaxy-game-80f3ce86-...` keeps running.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 01:37:55 +02:00
developer f91cf6eb41 Merge pull request 'chore(ci): tidy CI/dev infra — drop local-ci, lift migration rule' (#13) from feature/ci-tidy-up into development
Deploy · Dev / deploy (push) Successful in 28s
Tests · Go / test (push) Successful in 2m0s
Tests · Integration / integration (push) Successful in 1m40s
2026-05-18 23:10:21 +00:00
Ilia Denisov daed2690c1 fix(compose): keep galaxy.stack label on containers only
Tests · Integration / integration (pull_request) Successful in 1m41s
Tests · Go / test (pull_request) Successful in 2m0s
The previous commit stamped `galaxy.stack=<value>` on services,
volumes, and networks. Putting it on volumes/networks changes their
compose config-hash on every label revision, so `docker compose up`
tries to recreate them — which on the long-lived dev environment
either destroys the postgres data volume or deadlocks while trying
to remove `galaxy-dev-internal` with containers still bound to it.
Observed live: run #184 hung in compose recreate after the three
stateful services were stopped, with no recovery.

Containers alone are sufficient for the cleanup contract (we filter
containers, not volumes or networks). Roll back the label on volumes
and networks in both compose files and capture the rule in
docs/ARCHITECTURE.md so the next contributor does not reintroduce it.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 01:00:21 +02:00
Ilia Denisov a9087691a3 chore(ci): tidy CI/dev infra — drop local-ci, lift migration rule, scope by galaxy.stack label
Tests · Go / test (push) Successful in 2m6s
Tests · Go / test (pull_request) Successful in 3m1s
Tests · Integration / integration (pull_request) Successful in 1m42s
Five connected cleanups across the dev/CI infrastructure:

1. Drop tools/local-ci/. The standalone Gitea + act_runner stack was
   the legacy "offline workflow validator"; the per-stage CI gate now
   runs on gitea.lan and the directory was only retained as a
   fallback. Removing it leaves no operational dependency: backend,
   gateway, and game code have no references; documentation that
   pointed at it (CLAUDE.md, docs/ARCHITECTURE.md, ui/docs/testing.md,
   tools/dev-deploy/README.md, tools/local-dev/README.md) is updated
   in this same change. Historical "Verified on local-ci run N"
   markers in ui/PLAN.md are preserved unchanged.

2. Lift the pre-production single-migration rule. The rule forced
   every schema delta into 00001_init.sql and required a manual
   make clean-data wipe on every backward-incompatible change in
   tools/dev-deploy/. Future schema deltas now land as additive
   sequence-numbered files (00002_*.sql, …) that goose applies
   automatically on backend startup; 00001_init.sql becomes an
   immutable baseline. Authoring conventions live in
   backend/internal/postgres/migrations/README.md. The chain may be
   squashed back into a fresh 00001 as a deliberate one-time
   operation before the first production deployment.

3. Document the deployment cadence. The dev environment is
   single-tenant: pushes to feature/* run the test workflows
   (go-unit, ui-test, integration) only; dev-deploy.yaml fires on
   push to development. A workflow_dispatch override on
   dev-deploy.yaml lets a developer preview a feature branch on the
   shared dev environment before merge; the next merge into
   development overwrites the manual deploy idempotently.

4. Scope compose-managed resources by an explicit
   galaxy.stack=<local-dev|dev-deploy> label. Both compose files
   stamp the label on every service, network, and named volume.
   Makefiles in tools/local-dev/ and tools/dev-deploy/ filter their
   engine-cleanup operations by (stack-label AND engine OCI title)
   so they never touch unrelated workloads on the same daemon.
   dev-deploy.yaml gains a pre-`compose up` step that reaps stale
   exited/dead containers under the dev-deploy stack label.

5. Backend now stamps the same galaxy.stack=<value> label on every
   engine container it spawns, sourced from a new BACKEND_STACK_LABEL
   env var (empty → label not applied; legacy-safe). Both compose
   files set it to their stack name (local-dev / dev-deploy). The
   contract is recorded in docs/ARCHITECTURE.md under
   "Container labels". A package-level test in
   backend/internal/runtime exercises both the label-present and
   label-absent paths.

No tests intentionally regressed: go test ./backend/internal/{config,
runtime,dockerclient} is green, both compose files validate cleanly,
and the backend, gateway, and game modules all build.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 23:32:42 +02:00
developer 5eec7013ba Merge pull request 'chore(dev-deploy): KNOWN-ISSUES entry for sandbox-cancel after redispatch' (#12) from chore/dev-sandbox-cancel-todo into development 2026-05-16 21:17:37 +00:00
Ilia Denisov 49f614926a KNOWN-ISSUES: park sandbox-cancel; owner rejected host-side hypotheses
After the live investigation, the project owner confirms that none
of the host-side cleanup paths apply: no docker prune cron, no
manual `docker rm`, no `dockerd` restart in the window, and the
engine binary does not crash while idling on API calls.

Replace the host-side hypothesis list with a one-line note that
they were considered and rejected, narrow the open suspicion to
the `dev-deploy.yaml` job sequence (`docker build` + `docker
compose build` + the alpine `docker run --rm` for UI seeding +
`docker compose up -d --wait --remove-orphans`), and park the
entry. Reopen if the symptom recurs with a fresh
`docker events --since 0` capture armed before the deploy
starts.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 23:16:51 +02:00
Ilia Denisov cadb72b412 KNOWN-ISSUES: rule out compose orphan reap; narrow to host-side reap
Tests · UI / test (push) Successful in 2m36s
Tests · Go / test (push) Successful in 2m38s
A live `docker inspect` of an engine container and two redispatch
runs with `docker events` captured confirm:

- Engine has no `com.docker.compose.*` labels and `AutoRemove=false`,
  so `--remove-orphans` cannot reap it.
- Two consecutive `dev-deploy.yaml` redispatches with an engine
  already running emitted `die` / `destroy` events only for
  `galaxy-dev-{backend,api,caddy}` — never for the engine.
- The reconciler tick that fires 60s after backend recreate
  correctly matched the surviving engine in both cases
  (`status=running` in both `games` and `runtime_records`).
- `runtime.Service` has no `Shutdown` that proactively removes
  engine containers, so a graceful backend exit also leaves them
  alone.

The repro window therefore needs a separate trigger that removed
the engine container outside of compose. The new hypotheses point
at host-side `docker prune` jobs, a `dockerd` restart that lost the
container, or an early `Engine.Init` failure that exited the engine
before `status=running` reached the runtime row. The investigation
list now leads with `journalctl -u docker` and the host crontab —
those are the cheapest checks to confirm or rule out next.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 23:10:13 +02:00
Ilia Denisov 5177fef2ef tools/dev-deploy: log the sandbox-cancellation TODO
Capture the diagnostic notes for the issue we hit after every
`dev-deploy.yaml` redispatch: the freshly-bootstrapped "Dev Sandbox"
game ends up `cancelled` ~15 minutes later, with the runtime
reconciler reporting "container disappeared". The engine never
shows up in `docker ps -a --filter label=galaxy-game-engine`, so
either it never spawned or it was removed before any host-side
snapshot.

`KNOWN-ISSUES.md` records the symptom, the log excerpt, three
working hypotheses (runtime spawn race, `--remove-orphans`
interaction, engine `--rm` lifecycle), and the investigation
checklist before opening an issue. The README gets a one-line
pointer so future redeploys land on the doc immediately.

No code change — this is the placeholder so the next person
investigating the cancellation pattern does not have to
rediscover the diagnostic from scratch.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 22:56:25 +02:00
developer 823be9d980 Phase 28: diplomatic mail UI
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Merges feat/ui-stage-28 into development.
2026-05-16 20:56:16 +00:00
Ilia Denisov 2119f825d6 mail UI: dedupe broadcast fan-out and drop in-game admin compose
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Two issues surfaced once the long-lived dev environment finally
reached the diplomail view:

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

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

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 22:38:59 +02:00
Ilia Denisov 57e6c1d253 gateway: CORS allow-list for the authenticated Connect-Web surface
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The public REST listener already exposes
`GATEWAY_PUBLIC_HTTP_CORS_ALLOWED_ORIGINS`; the authenticated
Connect-Web listener on the separate gRPC port had no equivalent.
That worked in `tools/local-dev` (Vite proxy makes everything
same-origin) and would work in production once UI and gateway share
a single hostname, but the long-lived dev environment serves the
UI from `https://www.galaxy.lan` and the gateway from
`https://api.galaxy.lan` — every `/galaxy.gateway.v1.EdgeGateway/*`
fetch failed in the browser with the WebKit "Load failed" generic
message because the response carried no `Access-Control-Allow-Origin`
header. Lobby rendered as "[unknown] Load failed" with no game.

Mirror the public-REST CORS surface for the authenticated handler:

- new env `GATEWAY_AUTHENTICATED_GRPC_CORS_ALLOWED_ORIGINS`;
- new `AuthenticatedGRPCConfig.CORSAllowedOrigins` field;
- new `grpcapi.withCORS` middleware wrapping the Connect mux;
- dev-deploy stack sets the env to `https://www.galaxy.lan`.

The middleware speaks plain net/http (the Connect handler is mounted
on a ServeMux, not gin), handles preflight 204 immediately, and
exposes the Connect-Web header set the browser needs to read the
response (`Grpc-Status`, `Grpc-Message`, `Connect-Protocol-Version`).
Empty allow-list disables the middleware — production stays at
"single hostname" by default.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 22:15:11 +02:00
Ilia Denisov 4b2a949f12 dev-deploy Caddy: route Connect-Web traffic to gateway :9090
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`api.galaxy.lan` was proxying every path to `galaxy-api:8080` (the
public REST listener), so authenticated Connect-Web calls
(`/galaxy.gateway.v1.EdgeGateway/ExecuteCommand`,
`/galaxy.gateway.v1.EdgeGateway/SubscribeEvents`) collapsed to a 404
from the public route table — the lobby loaded the static bundle
but every authenticated query failed silently.

Split routing by path: `/galaxy.gateway.v1.EdgeGateway/*` goes to
the authenticated listener on `:9090`, everything else stays on
`:8080`. Mirrors the Vite dev-server proxy in
`ui/frontend/vite.config.ts`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 22:03:55 +02:00
Ilia Denisov 81917acc3e dev-deploy: enable Dev Sandbox bootstrap and synthetic-report loader
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Two long-standing dev-environment ergonomics had not survived the
move from the bespoke local-dev stack to the CI-driven dev-deploy:

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

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 21:46:24 +02:00
Ilia Denisov 859b157a59 auth dev-fixed-code bypasses attempts cap; dev-deploy gains manual dispatch
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Two problems showed up while trying to log into the long-lived dev
environment with the dev-fixed code `123456`:

1. `ConfirmEmailCode` checked the per-challenge attempts ceiling
   *before* the dev-fixed-code override. A developer who burned past
   `ChallengeMaxAttempts` on an existing un-consumed challenge (easy
   to trigger when the throttle reuses one challenge_id) hit
   `ErrTooManyAttempts` and the UI rendered "code expired or already
   used" even though the fixed code was correct. Reorder so the
   dev-fixed-code branch runs first and bypasses both the bcrypt
   verify and the attempts gate. Production stays unaffected
   because production loaders refuse to set `DevFixedCode`.

2. `dev-deploy.yaml` only fires on push to `development`, so the
   matching docker-compose default change for
   `BACKEND_AUTH_DEV_FIXED_CODE` could not reach the running stack
   before this PR merged. Add `workflow_dispatch: {}` so a developer
   can deploy any branch — typically a feature branch under review —
   from the Gitea Actions UI without waiting for the merge.

Covered by a new `TestConfirmEmailCodeDevFixedCodeBypassesAttemptsCeiling`
integration test that burns through the ceiling with wrong codes
then proves the dev-fixed code still produces a session.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 21:28:30 +02:00
Ilia Denisov 166baf4be0 battle-viewer e2e: mock user.games.battle ConnectRPC command
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Phase 28 moved the battle fetch off the REST passthrough onto the
signed envelope, so the Playwright spec's `page.route(...)` against
the old REST path no longer intercepts anything and the viewer
times out waiting for data. Update the spec to:

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 12:55:15 +02:00
Ilia Denisov ebd156ece2 battle-fetch: migrate to user.games.battle ConnectRPC command
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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 8bc75fd71b dev-deploy: default BACKEND_AUTH_DEV_FIXED_CODE to 123456
The long-lived dev environment now opts into the bcrypt-bypass on a
fresh `up`/`rebuild` so a returning developer can sign in with `123456`
even after the matching browser session was cleared (the real emailed
code is single-use). Set the variable to an empty string in `.env` to
force real Mailpit codes (mail-flow QA).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 12:41:32 +02:00
Ilia Denisov 1556d36511 Phase 28: mark stage done after CI gate green
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Gitea runs at commit 6d0272b:
- go-unit #134 → success
- ui-test #136 → success
- integration #135 → success

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:56:29 +02:00
Ilia Denisov 6d0272b078 Phase 28 (Step 11): Vitest coverage for MailStore threading
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`tests/mail-store.test.ts` exercises the `entries` derived rune
with handcrafted inbox + sent fixtures:

- personal messages exchanged with one race collapse into a
  per-race thread with messages sorted oldest → newest;
- system mail (`sender_kind=system`) and admin notifications
  (`sender_kind=admin`) surface as stand-alone items even when a
  race-name snapshot is present;
- the caller's own paid-tier broadcasts (`broadcast_scope=
  game_broadcast`) render as stand-alone outgoing items;
- `unreadCount` counts inbox rows with `readAt === null`.

The store fields are mutated directly to avoid wiring a fake
`GalaxyClient`; the underlying `$derived` rune fires whenever
those fields change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:50:01 +02:00
Ilia Denisov c48bc83890 Phase 28 (Step 10): docs — diplomail UI topic + FUNCTIONAL mirror
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- `ui/docs/diplomail-ui.md`: new topic doc covering the wire
  surface, recipient-by-race-name decision, threading model,
  translation toggle, push events, badge, layout, and
  accessibility.
- `docs/FUNCTIONAL.md` §11.4 grows a paragraph that records the
  UI's per-race threading rule, the absent read-receipt UX, and
  the recipient-by-race-name compose path. Mirrored verbatim into
  `docs/FUNCTIONAL_ru.md`.
- `ui/PLAN.md` Phase 28 marked done with a "Decisions during
  stage" block matching the implementation plan, and the artifact
  list updated to the actual file set.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:48:16 +02:00
Ilia Denisov db81bd8e08 Phase 28 (Steps 7+8): header unread badge + push/init wiring
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Step 7 — header view-menu badge.

`view-menu.svelte` reads `mailStore.unreadCount` and renders an
inline pill next to the "diplomatic mail" entry whenever the
counter is non-zero. The badge styling matches the per-row dot in
`thread-list.svelte` so the two surfaces feel consistent.

Step 8 — push event handler + MailStore init in the in-game layout.

`routes/games/[id]/+layout.svelte`:

- registers a `diplomail.message.received` handler alongside the
  existing `game.turn.ready` / `game.paused` ones, parses the
  signed payload, calls `mailStore.applyPushEvent` to refresh the
  inbox for the matching game, and raises a toast with a "view"
  deep-link that navigates to `/games/:id/mail`;
- adds `mailStore.init({ client, cache, gameId })` to the boot
  `Promise.all` so the inbox + sent lists are warm by the time the
  view mounts, and the badge counter is populated before any user
  interaction;
- disposes the new subscription in the `onDestroy` block so a game
  switch does not leak handlers across navigations.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:46:00 +02:00
Ilia Denisov f7300f25a3 Phase 28 (Steps 6+9): mail active view + i18n keys
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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 fdd5fd193d Phase 28 (Step 5): MailStore reactive state
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Adds `src/lib/mail-store.svelte.ts` — the reactive store that
coordinates the in-game mail view. Responsibilities:

- holds the inbox and sent listings for the current game and fires
  the initial parallel fetch (`fetchInbox` + `fetchSent`) on
  `setGame`;
- exposes a `entries` derived rune that builds the unified list
  pane: per-race threads merged from incoming + outgoing personal
  messages, plus stand-alone items for system / admin / own
  paid-tier broadcasts. Thread messages are sorted oldest → newest
  for chat-style rendering; the list itself sorts newest-first by
  the most-recent entry timestamp;
- derives `unreadCount` from `readAt === null` rows for the header
  view-menu badge;
- imperative `markRead` / `softDelete` actions with optimistic
  state flips and roll-back on RPC failure;
- compose actions for personal / paid-tier broadcast / owner-admin
  sends;
- `applyPushEvent(gameId)` hook called by the layout when a
  `diplomail.message.received` push frame arrives; refetches the
  inbox without trusting the preview payload;
- persists the most recent message id under
  `cache.diplomail/${gameId}/last-seen` so a returning session can
  pre-paint the badge without a network round-trip.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:37:32 +02:00
Ilia Denisov 7378d4c8ed Phase 28 (Step 4): UI api/diplomail.ts wrappers
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Adds typed wrappers around `GalaxyClient.executeCommand` for the
eight Phase 28 mail RPCs. Each wrapper builds the matching
FlatBuffers request, decodes the response, and surfaces backend
errors through a dedicated `MailError` (mirroring `LobbyError`).
The compose helpers accept the recipient race name directly so the
UI can feed it straight from `report.races[].name` without a
membership lookup.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:35:21 +02:00
Ilia Denisov 4cb03736de Phase 28 (Step 3): gateway translators for user.games.mail.*
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Adds the gateway-side translation layer that maps the eight new
ConnectRPC mail commands onto backend's
`/api/v1/user/games/{game_id}/mail/*` REST endpoints.

- `gateway/internal/backendclient/mail_commands.go` defines
  `ExecuteMailCommand` and one helper per command (inbox, sent,
  message.get, send, broadcast, admin, read, delete). Each helper
  decodes the FlatBuffers request envelope, issues the REST call
  via the existing `*RESTClient.do`, decodes the JSON body, and
  re-encodes a typed FlatBuffers response. Recipient identifiers
  travel through unchanged so the new `recipient_race_name`
  shortcut introduced in Step 1 reaches backend untouched.
- `routes.go` exposes a `MailRoutes` constructor and a matching
  `mailCommandClient` implementing `downstream.Client`.
- `cmd/gateway/main.go` registers the new routes alongside the
  existing user / lobby / game-engine routes.
- `mail_commands_test.go` covers the inbox, send-by-race-name, and
  read-state paths end-to-end against an `httptest.Server`,
  asserting request shapes (path, body, X-User-ID) and the
  decoded FlatBuffers response.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:32:50 +02:00
Ilia Denisov 57d2286f5e Phase 28 (Step 3a): /sent returns full message detail per recipient
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Phase 28's in-game mail UI threads sent messages by the recipient
race name, so the bulk `/sent` endpoint now returns the same
`UserMailMessageDetail` shape as `/inbox` — single sends contribute
one row per message, broadcasts contribute one row per addressee
and the UI collapses them by `message_id` into a stand-alone item.

- `Store.ListSent` / `Service.ListSent` switched from `[]Message`
  to `[]InboxEntry`. SQL grows an INNER JOIN with
  `diplomail_recipients`.
- Handler emits `userMailMessageDetailWire` items; the deprecated
  `userMailSentSummaryWire` is removed.
- `openapi.yaml`: `UserMailSentList.items` now reference
  `UserMailMessageDetail`; the standalone `UserMailSentSummary`
  schema is dropped.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:27:39 +02:00
Ilia Denisov fed282f2d2 Phase 28 (Step 2): FBS schemas + message-type constants for mail
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Adds the wire schema for the eight `user.games.mail.*` ConnectRPC
commands together with the shared payload types (`MailMessage`,
`MailRecipientState`, `MailBroadcastReceipt`). Send-request tables
carry the optional `recipient_race_name` introduced in Step 1.

Drops:

- `pkg/schema/fbs/diplomail.fbs` — schema sources;
- `pkg/schema/fbs/diplomail/*.go` — generated Go bindings (flatc
  `--go --go-module-name galaxy/schema/fbs`);
- `pkg/model/diplomail/diplomail.go` — message-type catalog used by
  the gateway router;
- `ui/frontend/src/proto/galaxy/fbs/diplomail/*.ts` — generated TS
  bindings consumed by the upcoming UI client wrapper;
- `ui/Makefile` `FBS_INPUTS` extended to pick the new schema up on
  the next `make -C ui fbs-ts` run.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:21:23 +02:00
Ilia Denisov 7b43ce5844 Phase 28 (Step 1): backend support for race-name mail send
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Phase 28's in-game mail UI groups personal threads by the other
party's race. To support that without an extra membership-listing
RPC, the diplomail subsystem now:

- accepts `recipient_race_name` on `POST /messages` and
  `POST /admin` (target=user) as an alternative to
  `recipient_user_id`; the service resolves it via the existing
  `Memberships.ListMembers(gameID, "active")` and rejects with
  `forbidden` when the matching member is no longer active;
- snapshots `diplomail_messages.sender_race_name` at send time for
  every player sender (admin / system rows stay NULL). The UI keys
  per-race threading on this column.

Schema, openapi, README, and a focused e2e test for the new path
(happy path + dual / missing / unknown / kicked errors) land in
this commit; the gateway + UI legs follow in subsequent commits on
this branch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 22:07:48 +02:00
developer 74c1e7ab24 Merge pull request 'diplomail (Stage A→D): backend in-game diplomatic mail' (#10) from feature/diplomail-backend into development
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2026-05-15 18:43:27 +00:00
Ilia Denisov 2d36b54b8d diplomail (Stage F): docs + edge-case tests + LibreTranslate recipe
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Closes the documentation gaps from the freshly-audited diplomail
implementation. FUNCTIONAL.md gains a §11 "Diplomatic mail" with
the full user-facing story across all five stages, mirrored into
FUNCTIONAL_ru.md as the project conventions require. A new
backend/docs/diplomail-translator-setup.md captures the
LibreTranslate operational recipe (Docker image, env wiring,
manual smoke test, troubleshooting). The package README gains a
"Multi-instance posture" note documenting the deliberate absence
of FOR UPDATE in the worker pickup query — single-instance is
safe today; multi-instance scaling will revisit the claim
mechanism.

Two small edge-case tests round things out: malformed
LibreTranslate response bodies (single string, short array,
empty array, missing field) must surface as errors so the worker
falls back instead of crashing; and an empty translation queue
must produce zero events on three consecutive Worker.Tick calls.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 20:35:36 +02:00
Ilia Denisov 9f7c9099bc diplomail (Stage E): LibreTranslate client + async translation worker
Tests · Go / test (push) Successful in 1m59s
Tests · Go / test (pull_request) Successful in 2m1s
Tests · Integration / integration (pull_request) Successful in 1m37s
Synchronous translation on read (Stage D) blocks the HTTP handler on
translator I/O. Stage E switches to "send moments-fast, deliver
when translated": recipients whose preferred_language differs from
the detected body_lang are inserted with available_at=NULL, and an
async worker turns them on once a LibreTranslate call materialises
the cache row (or fails terminally after 5 retries).

Schema delta on diplomail_recipients: available_at,
translation_attempts, next_translation_attempt_at, plus a snapshot
recipient_preferred_language so the worker queries do not need a
join. Read paths (ListInbox, GetMessage, UnreadCount) filter on
available_at IS NOT NULL. Push fan-out is moved from Service to the
worker so the recipient only sees the toast when the inbox row is
actually visible.

Translator backend is now a configurable choice: empty
BACKEND_DIPLOMAIL_TRANSLATOR_URL → noop (deliver original);
populated → LibreTranslate HTTP client. Per-attempt timeout, max
attempts, and worker interval all live in DiplomailConfig. The HTTP
client itself is unit-tested via httptest (happy path, BCP47
normalisation, unsupported pair, 5xx, identical src/dst, missing
URL); worker delivery + fallback paths are covered by the
testcontainers-backed e2e tests in diplomail_e2e_test.go.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 20:15:28 +02:00
Ilia Denisov e22f4b7800 diplomail (Stage D): language detection + lazy translation cache
Tests · Go / test (push) Successful in 1m59s
Tests · Go / test (pull_request) Successful in 2m0s
Tests · Integration / integration (pull_request) Successful in 1m35s
Replaces the LangUndetermined placeholder with whatlanggo-backed
body detection on every send path, then adds a translation cache
keyed on (message_id, target_lang) populated lazily on the
per-message read endpoint. The noop translator that ships with
Stage D returns engine="noop", which the service treats as
"translation unavailable" — wiring a real backend (LibreTranslate
HTTP client is the documented next step) is a one-file swap.

GetMessage and ListInbox now accept a targetLang argument; the HTTP
layer resolves the caller's accounts.preferred_language and
forwards it. Inbox uses the cache only (never calls the
translator) so bulk reads stay fast under future SaaS backends.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:16:12 +02:00
Ilia Denisov 362f92e520 diplomail (Stage C): paid-tier broadcast + multi-game + cleanup
Tests · Go / test (pull_request) Successful in 1m59s
Tests · Go / test (push) Successful in 1m59s
Tests · Integration / integration (pull_request) Successful in 1m36s
Closes out the producer-side of the diplomail surface. Paid-tier
players can fan out one personal message to the rest of the active
roster (gated on entitlement_snapshots.is_paid). Site admins gain a
multi-game broadcast (POST /admin/mail/broadcast with `selected` /
`all_running` scopes) and the bulk-purge endpoint that wipes
diplomail rows tied to games finished more than N years ago. An
admin listing (GET /admin/mail/messages) rounds out the
observability surface.

EntitlementReader and GameLookup are new narrow deps wired from
`*user.Service` and `*lobby.Service` in cmd/backend/main; the lobby
service grows a one-off `ListFinishedGamesBefore` helper for the
cleanup path (the cache evicts terminal-state games so the cache
walk is not enough). Stage D will swap LangUndetermined for an
actual body-language detector and add the translation cache.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:02:46 +02:00
Ilia Denisov b3f24cc440 diplomail (Stage B): admin/owner sends + lifecycle hooks
Tests · Go / test (push) Successful in 1m52s
Tests · Go / test (pull_request) Successful in 1m53s
Tests · Integration / integration (pull_request) Successful in 1m36s
Item 7 of the spec wants game-state and membership-state changes to
land as durable inbox entries the affected players can re-read after
the fact — push alone times out of the 5-minute ring buffer. Stage B
adds the admin-kind send matrix (owner-driven via /user, site-admin
driven via /admin) plus the lobby lifecycle hooks: paused / cancelled
emit a broadcast system mail to active members, kick / ban emit a
single-recipient system mail to the affected user (which they keep
read access to even after the membership row is revoked, per item 8).

Migration relaxes diplomail_messages_kind_sender_chk so an owner
sending kind=admin keeps sender_kind=player; the new
LifecyclePublisher dep on lobby.Service is wired through a thin
adapter in cmd/backend/main, mirroring how lobby's notification
publisher is plumbed today.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:47:54 +02:00
Ilia Denisov 535e27008f diplomail (Stage A): add in-game personal mail subsystem
Tests · Go / test (push) Successful in 1m44s
Tests · Integration / integration (pull_request) Successful in 1m44s
Tests · Go / test (pull_request) Successful in 2m45s
Phase 28 of ui/PLAN.md needs a persistent player-to-player mail
channel; the existing `mail` package is a transactional email
outbox and the `notification` catalog is one-way platform events.
Stage A lands the schema (diplomail_messages / _recipients /
_translations), a single-recipient personal send/read/delete
service path, a `diplomail.message.received` push kind plumbed
through the notification pipeline, and an unread-counts endpoint
that drives the lobby badge. Admin / system mail, lifecycle hooks,
paid-tier broadcast, multi-game broadcast, bulk purge and language
detection / translation cache come in stages B–D.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:28:55 +02:00
developer 77cb7c78b6 Merge pull request #9: ui-test singleton queue
Tests · UI / test (push) Successful in 2m14s
Replaces per-sha cancel-in-progress (which fired spurious self-cancels) with a singleton queueing group. ui-test #74 (push) and #75 (pull_request) both green at ~2m, queue-not-cancel verified.
2026-05-15 06:57:09 +00:00