75a42113738f4ef2b622a3634077d2d3283839de
16 Commits
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209f8508cd |
feat(ui): F8-11 — battles table under table submenu (#54)
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. |
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4a23c357e5 |
feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
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> |
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e82c9f8bbd |
fix(ui): no-op when re-selecting the turn already on screen
Clicking the current-turn row in the header turn navigator while already viewing it routed through returnToCurrent() → viewTurn(currentTurn), which re-fetches the live report and flips the view through `loading`. At turn 0 the only row is the live turn, so the dropdown always fired a pointless backend round-trip and redraw. Guard goToTurn() against re-selecting the on-screen turn (turn === viewedTurn): just close the popover and stop. Leaving history is unaffected — there the viewed turn differs from the target. Closes #45 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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f6e4a4f6bd |
feat(ui): map canvas follows light/dark theme; fix invisible gear control
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> |
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80545e9f9d |
feat(ui): app-shell behaviour — restore validation, return-to-lobby, push
- A restored game that no longer exists (cancelled/removed/revoked) drops to
the lobby with a toast instead of the in-game error state: game-state
exposes a `notFound` flag and the shell redirects via appScreen.go("lobby").
- Add a visible "return to lobby" control to the in-game header.
- Push/toast deep-links use activeView.select(...) (no URL); fix a latent
visibility-listener double-install on in-place game switches.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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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> |
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8565942392 |
feat(deploy): single-origin path-based deployment + project site
Serve the whole stack behind one host: site at /, game UI at /game/, gateway REST at /api + /healthz, Connect at /rpc (prefix stripped by the edge Caddy). The built artifact is domain-agnostic — the UI talks to the gateway same-origin via relative URLs, so the same bundle runs under any host with no rebuild and with CORS disabled. - Rename the Connect proto service galaxy.gateway.v1.EdgeGateway -> edge.v1.Gateway; regenerate Go + TS; public path /rpc/edge.v1.Gateway. - Move the game UI under base path /game (env BASE_PATH); make the manifest, service-worker scope, WASM loader, and all navigation base-aware via a withBase helper. - Relative API + /rpc Connect prefix; Vite dev proxy mirrors the strip. - Rewrite the edge Caddy (dev + prod) for path-based routing; empty CORS allow-lists (same-origin); single host. - New VitePress project site (site/): i18n en/ru with switcher, LaTeX math, minimal monospace theme; built and served at /. - dev-deploy compose/Makefile + CI (dev-deploy, prod-build, new site-build) build and seed the site; probes hit /, /game/, /healthz. - Sync docs (ARCHITECTURE, gateway README/openapi, dev-deploy & local-dev READMEs, CLAUDE.md, ui/PLAN). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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642c5b7322 |
feat(ui): accessibility pass — WCAG 2.2 AA for login/lobby/shell (F2)
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> |
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4ad96b0ef7 |
feat(ui): migrate all view bodies to design tokens (F1b)
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> |
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973480d812 |
feat(ui): design tokens + light/dark theming, migrate in-game chrome (F1a)
Tests · UI / test (push) Successful in 2m4s
Introduce the shared design-token system under ui/frontend/src/lib/theme/: tokens.css (dark default + light palette, plus spacing/radii/typography scales), base.css global baseline (document background, text, token focus ring, selection), and theme.svelte.ts (system/light/dark choice, persisted to localStorage, applied via data-theme on <html>). A pre-paint guard in app.html resolves the theme before the app boots to avoid a flash, and the theme picker is wired into the previously-disabled account-menu stub. Migrate the always-visible in-game chrome to the tokens (header, account menu, sidebar, tab-bar, bottom-tabs, shell background): dark renders as before, light comes for free. The default stays dark during the incremental migration; the remaining view bodies migrate in F1b. Docs: ui/docs/design-system.md (+ index entry). Test: tests/theme.test.ts. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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9ae7b88b89 |
feat(ui): Phase 30 ship-class calculator with goal-seek and reach circles
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> |
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db81bd8e08 |
Phase 28 (Steps 7+8): header unread badge + push/init wiring
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>
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2d17760a5e |
ui/phase-26: history mode (turn navigator + read-only banner)
Split GameStateStore into currentTurn (server's latest) and viewedTurn (displayed snapshot) so history excursions don't corrupt the resume bookmark or the live-turn bound. Add viewTurn / returnToCurrent / historyMode rune, plus a game-history cache namespace that stores past-turn reports for fast re-entry. OrderDraftStore.bindClient takes a getHistoryMode getter and short-circuits add / remove / move while the user is viewing a past turn; RenderedReportSource skips the order overlay in the same case. Header replaces the static "turn N" with a clickable triplet (TurnNavigator), the layout mounts HistoryBanner under the header, and visibility-refresh is a no-op while history is active. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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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> |
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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> |
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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>
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