Commit Graph

6 Commits

Author SHA1 Message Date
Ilia Denisov 229c43beb5 ui/phase-14: auto-sync order draft + always GET on boot + header headline
Replaces the manual Submit button with an auto-sync pipeline driven
by `OrderDraftStore`: every successful add / remove / move
coalesces a `submitOrder` call so the engine always mirrors the
local draft. Removing the last command sends an empty cmd[] PUT —
the engine, repo, and rest model now accept that as a valid
"player cleared their draft" state.

`hydrateFromServer` is now invoked unconditionally on game boot so
a fresh device picks up the player's stored order, and the local
cache is overwritten by the server's view (server is the source of
truth).

Header replaces the static "race ?" + turn counter with a single
headline string `<race> @ <game>, turn <n>`, sourced from the
engine's Report.race + the lobby's GameSummary.gameName + the live
turn number, with a `?` fallback while any piece is loading.

Tests:
- engine: empty PUT round-trips, repo round-trips empty Commands
- order-draft: auto-sync sends full draft on every mutation,
  rejected response surfaces error sync status, rapid mutations
  coalesce, server hydration overwrites cache
- order-tab: per-row status flips through the auto-sync lifecycle,
  remove → empty cmd[] PUT, rejected → retry button
- inspector overlay: applied + valid + submitting all participate
  in the optimistic projection
- header: live race / game / turn rendering with fall-back

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 13:34:10 +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 460591c159 ui/phase-12: order composer skeleton
OrderDraftStore persists per-game command drafts in Cache; the
sidebar Order tab renders the list with a per-row delete control.
The layout passes a `historyMode` prop through Sidebar / BottomTabs
as a constant `false`, so Phase 26 only flips the source.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 23:26:58 +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