Commit Graph

358 Commits

Author SHA1 Message Date
Ilia Denisov 7b43ce5844 Phase 28 (Step 1): backend support for race-name mail send
Tests · Go / test (push) Successful in 1m56s
Tests · Integration / integration (pull_request) Successful in 1m47s
Tests · Go / test (pull_request) Successful in 2m2s
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  `forbidden` when the matching member is no longer active;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
Deploy · Dev / deploy (push) Successful in 39s
Tests · Go / test (push) Successful in 1m59s
Tests · Integration / integration (push) Successful in 1m42s
2026-05-15 18:43:27 +00:00
Ilia Denisov 2d36b54b8d diplomail (Stage F): docs + edge-case tests + LibreTranslate recipe
Tests · Integration / integration (pull_request) Successful in 1m37s
Tests · Go / test (push) Successful in 2m2s
Tests · Go / test (pull_request) Successful in 2m4s
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
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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
Ilia Denisov 1a0e3e992f ci/ui-test: queue runs in one bucket instead of cancelling
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m20s
`cancel-in-progress: true` killed run #73 even though it was the
only ui-test in its concurrency group — Gitea appears to cancel the
in-progress job on its own under that setting in some edge cases.

Switch to a singleton group with `cancel-in-progress: false`. The
new behaviour is simple queueing: only one ui-test workflow runs at
a time across the repository, the rest wait. Vite-on-:5173 cannot
collide because there is never a second ui-test alive. The wall-time
hit is bounded — ui-test is ~2 minutes — and bursts are rare enough
that queueing is cheap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:51:54 +02:00
developer faf598b2cd Merge pull request #8: Playwright tuning + concurrency for ui-test
Tests · UI / test (push) Failing after 6s
Deploy · Dev / deploy (push) Successful in 32s
Caps Playwright at 4 workers + 4 retries to absorb the host-mode flake budget, and serialises ui-test runs by head sha so push and pull_request events for the same commit cannot collide on Vite :5173.
2026-05-15 06:49:06 +00:00
Ilia Denisov 6e6186a571 ci/ui-test: key concurrency by head sha, not gitea.ref
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 2m17s
`gitea.ref` differs between push (`refs/heads/<branch>`) and
pull_request (`refs/pull/N/head`) events even for the same commit,
so the two parallel runs land in different concurrency groups and
the Vite-on-:5173 collision is not suppressed. Switching the key to
the head sha (`gitea.event.pull_request.head.sha || gitea.sha`)
collapses both events into one bucket, leaving exactly one ui-test
alive per commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:46:00 +02:00
Ilia Denisov e3bb30201d ci/ui-test: serialise per-ref + clear stale Vite before Playwright
Tests · UI / test (pull_request) Failing after 6s
Tests · UI / test (push) Successful in 2m21s
Two ui-test jobs cannot coexist on the same host: Playwright's
`webServer` spec spawns `pnpm dev` on :5173, and on a host-mode
runner the port lives in the host namespace shared by every job.
ui-test #67 hit "Error: http://localhost:5173 is already used"
because a parallel job's Vite still held the port.

Two changes:

1. `concurrency: ui-test-${{ gitea.ref }}` with `cancel-in-progress:
   true`. New push/PR runs against the same ref kill any earlier
   ui-test before starting, so we never have two `pnpm dev`s alive
   at once.
2. `pkill -f 'vite dev' || true` plus `fuser -k 5173/tcp` right
   before Playwright. Defence in depth in case the concurrency
   cancellation does not reap the spawned shell promptly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:42:08 +02:00
Ilia Denisov 7ff81de2b6 ui/frontend: cap Playwright at 4 workers, retry 4 times
Tests · UI / test (pull_request) Failing after 26s
Tests · UI / test (push) Successful in 2m21s
Under host-mode runner the default 6 workers + 1 retry consistently
land on ~7 flakies and an occasional hard fail per ui-test run
(ui-test #59 most recently). Workers share CPU and the host Docker
daemon with gitea, the long-lived dev stack, and the user's host
Caddy; the extra wall time from contention pushes individual
expectations past their timeouts.

Lower the worker cap to 4 to keep parallelism but give each worker
real CPU headroom, and raise retries to 4 so the rare slow page is
absorbed without surfacing as failure.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:39:22 +02:00
developer 9d65bf5157 Merge pull request #7: flaky RandomSuffix + CORS allow-list
Tests · Integration / integration (push) Successful in 1m40s
Deploy · Dev / deploy (push) Successful in 34s
Tests · Go / test (push) Successful in 1m40s
Fixes the birthday-collision flake in TestRandomSuffixGenerator and adds an env-driven CORS allow-list on the public gateway so the dev UI on https://www.galaxy.lan can reach https://api.galaxy.lan.
2026-05-15 06:35:58 +00:00
Ilia Denisov 1855e43699 gateway: add CORS allow-list for the public REST surface
Tests · Go / test (push) Successful in 1m42s
Tests · Go / test (pull_request) Successful in 1m45s
Tests · Integration / integration (pull_request) Successful in 1m36s
Adds a `GATEWAY_PUBLIC_HTTP_CORS_ALLOWED_ORIGINS` env-driven allow-list
on the public REST server so the dev UI on https://www.galaxy.lan can
call https://api.galaxy.lan without the browser blocking the
cross-origin response. Defaults to empty (no CORS) so the production
posture stays closed.

The middleware mounts before route classification and anti-abuse, so
OPTIONS preflights never charge against per-class rate-limit buckets.

`tools/dev-deploy/docker-compose.yml` opts the dev gateway into a
single allowed origin (`https://www.galaxy.lan`); local-dev keeps the
defaults because Vite proxies through the same origin.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 07:58:14 +02:00
Ilia Denisov 7bce67462c pkg/util: harden TestRandomSuffixGenerator against birthday collisions
The previous test asserted that no two adjacent samples from a
~10 000-element space were equal across 100 iterations. The birthday
math gives that adjacency check a ~1 % flake rate per run; with the
new gitea.lan CI volume that turned into observable random failures
(go-unit #51 on feature/enable-actions-cache hit "Should not be:
'6635'").

Replace adjacency with a distinctness floor over a wider 200-sample
draw. A stuck generator (single value) lands at 1 unique; a
256-element range lands at ~196; the natural full-range generator
lands at ~198. A floor of 150 catches the failure modes the test was
actually written to guard against and never trips on legitimate
randomness.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 07:58:02 +02:00
developer 2be7e5c110 Merge pull request #6: re-enable actions cache
Deploy · Dev / deploy (push) Successful in 27s
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Tests · Integration / integration (push) Successful in 1m42s
Tests · UI / test (push) Failing after 2m10s
Cache service answers on 10.200.0.1:43513 after the nftables fix. setup-go/setup-node opt back into cache: true / cache: pnpm. Cache hit verified in run #55 (ui-test on PR head).
2026-05-15 05:46:57 +00:00
Ilia Denisov 2a95bf4a50 ci: re-enable actions cache now that the runner serves it
Tests · UI / test (push) Successful in 2m20s
Tests · Go / test (push) Failing after 2m21s
Tests · Go / test (pull_request) Successful in 1m40s
Tests · Integration / integration (pull_request) Successful in 1m46s
Tests · UI / test (pull_request) Successful in 2m2s
The Gitea Actions cache service now answers on 10.200.0.1:43513
(post nftables fix on the runner side). Turn `cache: true` and
`cache: pnpm` back on so setup-go/setup-node can use it for
cross-job tarball caching on top of the host-persistent caches we
already rely on.

The setup-* actions still tolerate the cache being unavailable, so
this is reversible to `cache: false` if the service goes away again.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 07:39:39 +02:00
developer fd071260ec Merge pull request #5: drop cache: setting in setup-go / setup-node
Deploy · Dev / deploy (push) Successful in 31s
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Tests · UI / test (push) Successful in 2m11s
Avoids the zombie reserveCache retries against the unreachable Gitea Actions cache service on :43513. Host-mode runner keeps caches warm in $HOME without needing actions/cache plumbing.
2026-05-14 04:47:56 +00:00
Ilia Denisov 8058f26397 ci: drop cache: setting in setup-go/setup-node
Tests · Go / test (push) Successful in 2m21s
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Tests · Go / test (pull_request) Successful in 3m14s
Tests · Integration / integration (pull_request) Successful in 1m37s
Tests · UI / test (pull_request) Successful in 2m7s
`cache: true` (setup-go) and `cache: pnpm` (setup-node) make the
actions push and pull tarballs through the Gitea Actions cache
service at 192.168.0.222:43513. That endpoint currently does not
answer, so every workflow burns minutes per run on reserveCache
retries before the action gives up.

In host-mode the real caches live under the runner user's $HOME
(~/go/pkg/mod, ~/.cache/go-build, ~/.local/share/pnpm,
~/.cache/ms-playwright) and persist between jobs without any
actions/cache plumbing. Switching cache: off avoids the zombie
retries and uses the local disk caches the runner already has warm.

Reviving the cache service is a separate TODO. Until then this is
the simpler and faster baseline.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:39:22 +02:00
developer 660044559c Merge pull request #4: cleanup after host-mode runner
Deploy · Dev / deploy (push) Successful in 28s
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Tests · Integration / integration (push) Successful in 1m45s
Tests · UI / test (push) Successful in 2m14s
Drops the docker-in-docker workarounds (GIT_SSL_NO_VERIFY env, GeoIP image bake, playwright --with-deps) now that act_runner executes jobs natively on the host.
2026-05-14 04:31:27 +00:00
Ilia Denisov 9135991887 ci/ui-test: drop --with-deps now that runner is host-mode
Tests · Go / test (pull_request) Successful in 2m6s
Tests · UI / test (push) Failing after 2m32s
Tests · Integration / integration (pull_request) Successful in 1m52s
Tests · UI / test (pull_request) Successful in 2m3s
`playwright install --with-deps` shells out to `sudo apt-get install`
for the system libraries that headless browsers need. In a job
container that runs as root this is silent; on a host-mode runner the
non-interactive sudo prompts for a password, fails three times, and
the step exits 1.

Drop --with-deps. The system .so libraries are installed once on the
host via `pnpm exec playwright install-deps` (or the equivalent
apt-get incantation); workflow runs only need to fetch the browser
binaries themselves, which lives under the runner user's home and
needs no privilege.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 01:59:45 +02:00
Ilia Denisov bb74e3336e dev-deploy: restore GeoIP bind-mount, drop image bake
Tests · Integration / integration (pull_request) Successful in 2m14s
Tests · Go / test (pull_request) Successful in 2m19s
Tests · UI / test (pull_request) Failing after 51m17s
With the runner in host-mode, compose bind-mount paths resolve to
real host paths the Docker daemon can see, so the GeoIP file no
longer needs to be baked into the backend image to survive CI. Bring
back the bind-mount of `pkg/geoip/test-data/.../mmdb`, matching how
local-dev sources it. Image now only carries the backend binary,
symmetric with the production `backend/Dockerfile`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 01:04:11 +02:00
Ilia Denisov 4a88b24f4b ci: drop GIT_SSL_NO_VERIFY now that runner is host-mode
The act_runner now executes jobs natively on the host (no per-job
container), so actions/checkout uses the host's system CA store,
which already trusts the host-Caddy root CA. The workaround that
disabled TLS verification for `git fetch` is no longer needed and
just hides legitimate cert issues if they ever appear.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 01:04:11 +02:00
developer fe8ad6a02a Merge pull request 'dev-deploy: fix backend startup in CI' (#3) from feature/dev-deploy-followups into development
Tests · Integration / integration (push) Successful in 2m16s
Tests · Go / test (push) Successful in 2m39s
Tests · UI / test (push) Successful in 12m29s
Deploy · Dev / deploy (push) Successful in 44s
Reviewed-on: https://gitea.dev/developer/galaxy-game/pulls/3
2026-05-13 22:42:03 +00:00
Ilia Denisov 9ebb2e7f0f ci: rename workflows for Gitea UI readability
Tests · Go / test (push) Successful in 2m31s
Tests · Integration / integration (pull_request) Successful in 2m23s
Tests · Go / test (pull_request) Successful in 2m50s
Tests · UI / test (push) Successful in 13m2s
Tests · UI / test (pull_request) Successful in 13m22s
Switches the `name:` field on every workflow to the bulleted style:

  Tests · Go            (go-unit.yaml)
  Tests · UI            (ui-test.yaml)
  Tests · Integration   (integration.yaml)
  Deploy · Dev          (dev-deploy.yaml)
  Build · Prod          (prod-build.yaml)
  Deploy · Prod         (deploy-prod.yaml)

File names stay the same so existing path filters and any URL
references continue to work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 00:22:53 +02:00
Ilia Denisov 0da360a644 dev-deploy: fix backend startup in CI
Two bugs surfaced on the first real merge into development:

1. `${{ env.HOME }}` evaluates to empty string at the workflow stage,
   so GALAXY_DEV_GAME_STATE_DIR became `/.galaxy-dev/game-state`.
   Resolve in the shell instead of YAML.

2. The compose bind-mount of GeoIP2-Country-Test.mmdb referenced a
   path inside the runner's workspace volume, which the host Docker
   daemon cannot see — it created an empty directory and the backend
   crashed with "geoip database: is a directory" in a restart loop.
   Bake the file into the backend image so dev-deploy no longer needs
   a bind-mount; local-dev compose still mounts it on top for swap-in
   during development.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 00:22:16 +02:00
developer 6686059535 Merge pull request 'tools/dev-deploy: long-lived dev environment behind host Caddy' (#2) from feature/ci-reorg-and-dev-deploy into development
go-unit / test (push) Successful in 2m32s
integration / integration (push) Successful in 2m3s
dev-deploy / deploy (push) Failing after 5m7s
ui-test / test (push) Has been cancelled
Reviewed-on: https://gitea.dev/developer/galaxy-game/pulls/2
2026-05-13 22:10:24 +00:00
Ilia Denisov c6c5f3c8dd ci: skip TLS verify for actions/checkout on LAN Gitea
go-unit / test (push) Successful in 2m28s
go-unit / test (pull_request) Successful in 2m30s
integration / integration (pull_request) Successful in 2m20s
ui-test / test (push) Successful in 13m5s
ui-test / test (pull_request) Successful in 14m31s
The Gitea host serves https://gitea.iliadenisov.ru with a cert signed
by host-Caddy's internal CA, which the runner-image's CA bundle does
not trust. actions/checkout@v4 fails on `git fetch` as a result, so
every workflow on gitea.lan has been failing — visible only now that
we made gitea.lan the primary CI target.

Sets GIT_SSL_NO_VERIFY=true on every workflow as a quick fix. Safe in
practice because both endpoints sit on the same LAN. The long-term
fix is to bake the Caddy root CA into the runner image and drop this
env.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 23:43:51 +02:00
Ilia Denisov f00c8efd18 docs: sync project guides to the new CI flow
go-unit / test (pull_request) Failing after 30s
integration / integration (pull_request) Failing after 34s
ui-test / test (pull_request) Failing after 37s
Aligns the project guides with the branching/CI/environment changes
landed in the previous commits:

- CLAUDE.md: per-stage CI gate now closes against gitea.lan; describes
  the main/development/feature/* flow and the workflow surface
- docs/ARCHITECTURE.md: new section 18 "CI and Environments" covering
  branches, workflows, and the local-dev / dev-deploy / local-ci
  triad; section numbering shifted accordingly
- tools/local-ci/README.md: marked as fallback (offline / runner
  isolation only)
- tools/local-dev/README.md and ui/README.md: cross-link to
  tools/dev-deploy/ for production-shaped testing

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 23:26:57 +02:00
Ilia Denisov f316952c12 ci: split workflows for linear development flow
Reshapes .gitea/workflows/ around the new main ← development ←
feature/* branching model:

- go-unit.yaml — Go unit tests, runs on push/PR matching Go paths
- ui-test.yaml — narrowed to Vitest + Playwright only (Go tests now
  live in go-unit.yaml)
- integration.yaml — testcontainers suite, fires on PR to
  development/main and on push to development
- dev-deploy.yaml — builds the stack and (re)deploys tools/dev-deploy/
  on every merge into development
- prod-build.yaml — builds prod images on push to main and uploads
  docker save bundles as artifacts (30-day retention)
- deploy-prod.yaml — workflow_dispatch placeholder for the future
  SSH-based rollout

ui-release.yaml is removed; its v* tag trigger is superseded by
prod-build.yaml plus the manual deploy-prod entry point.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 23:26:46 +02:00
Ilia Denisov 00c79064fc tools/dev-deploy: long-lived dev environment behind host Caddy
A docker-compose stack that hosts postgres, redis, mailpit, backend,
gateway, and an app-routing Caddy. Reachable through the host Caddy at
https://www.galaxy.lan (static SPA) and https://api.galaxy.lan (REST +
gRPC). Coexists with tools/local-dev/ and tools/local-ci/ by giving
every name (compose project, container, network, volume) a distinct
galaxy-dev-* prefix.

State is persisted in named volumes; game-state lives under
${GALAXY_DEV_GAME_STATE_DIR:-$HOME/.galaxy-dev/game-state} so the
default works for a non-root runner without sudo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 23:26:35 +02:00
developer c2f811640b Merge pull request 'ui: plan 01-27 done' (#1) from ai/ui-client into main
ui-test / test (push) Failing after 10s
Reviewed-on: https://gitea.dev/developer/galaxy-game/pulls/1
2026-05-13 18:55:13 +00:00
Ilia Denisov 6921c70df7 ui/phase-27: mark stage done after local-ci run 14
ui-test / test (push) Failing after 11s
ui-test / test (pull_request) Failing after 56s
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:59:00 +02:00
Ilia Denisov bd11cd80da ui/phase-27: root-cause aggregation of duplicate (race, className) rows
Legacy reports list the same `(race, className)` pair across several
roster rows; the engine likewise creates one ShipGroup per arrival.
Both the legacy parser and `TransformBattle` were keyed on shipClass
without summing — only the last row / group's counts survived, so a
protocol's destroy count appeared to exceed the recorded initial
roster. The UI worked around this with phantom-frame logic.

Both parser and engine now SUM `Number`/`NumberLeft` across rows /
groups sharing the same class; the phantom-frame workaround is gone.
KNNTS041 turn 41 planet #7 reconciles: `Nails:pup` 1168 initial −
86 survivors = 1082 destroys.

The engine's previously latent nil-map write on `bg.Tech` (would
have paniced on any group with non-empty Tech) is fixed in the same
patch — it blocked the aggregation regression test.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:52:40 +02:00
Ilia Denisov 2e7478f5ea ui/phase-27: skip phantom frames during play + freeze final layout
Two more KNNTS041 viewer fixes:

1. Phantom-frame fast-forward. `buildFrames` now flags every frame
   whose shot landed on an already-empty defender group as
   `phantom: true`. During play the BattleViewer effect detects a
   phantom frame and chains a 0 ms timer to the next non-phantom,
   so streaks of phantoms (the ~30 frames between shots 224 and
   255, and the 401..414 stretch) collapse from "the player just
   mots the timeline" into a single visual tick. Step controls and
   the scrubber can still land on a phantom deliberately for
   protocol inspection.

2. Final-frame layout freeze. `displayFrame` derives from the raw
   `frames[i]` and, on the very last frame when `activeRaceIds`
   shrinks vs the penultimate frame (the killing blow eliminates a
   race), substitutes the penultimate's `remaining` and
   `activeRaceIds` while keeping the current `shotIndex` and
   `lastAction`. The result: the surviving cluster no longer
   reflows onto the planet ring on the very last shot — the user
   sees the killing line + defender flash rendered against the
   picture they saw a moment earlier.

Tests: `phantom-destroy clamp` case extended with `frame.phantom`
flag assertions across the protocol; 644 Vitest cases stay green,
4 Playwright `battle-viewer` cases stay green.

Docs: `ui/docs/battle-viewer-ux.md` documents the fast-forward
behaviour and the final-frame freeze.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:16:11 +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 17a3afd5e9 ui/phase-27: viewer polish + phantom-destroy clamp
Nine BattleViewer refinements from the latest review pass:

1. Mass radii were uniform in synthetic mode because
   `+layout.svelte` skipped `loadCore()` on the synthetic branch.
   The wasm bridge to `pkg/calc/ship.go` now boots in both modes
   so `computeBattleGroupMass` resolves a real FullMass and
   `radiusForMass` produces a per-battle scale.

2. Phantom-destroy clamp in `buildFrames`. Legacy emitters
   (KNNTS041 planet #7) log many more `Destroyed` lines against a
   group than the group's initial population — at frame 406 of
   2317 the race totals previously hit zero on phantom shots and
   the scene blanked while playback continued silently. We now
   only shrink the per-group remaining count and the race totals
   when the group still has ships. The line still draws on
   phantom frames; only the counters stay sane.

3. Vogel sunflower positions are now reassigned by inward dot
   product before being handed to ranks: the rank-0 bucket — the
   one with the largest initial ship count — always lands at the
   most-inward spiral slot. The previous quarter-step anchor bias
   was too weak; ranks r ≥ 2 routinely overtook rank-0 toward
   the planet. The anchor offset is gone.

4. Bucket order inside a cluster is locked at battle start by
   each bucket's *initial* ship count (`num`), not its live
   `numLeft`. The position of every class circle stays put for
   the whole battle; only the label number changes as ships die.

5. Shot line + defender flash blink on a per-frame timer during
   play. The line stays on for the first 90 % of frame duration,
   off for the last 10 %, so two consecutive shots from the same
   attacker on the same defender look like two distinct pulses.
   On pause the line and flash stay drawn for inspection.

6. The defender's class circle now flashes red (destroyed) or
   green (shielded) in sync with the shot line, so the eye
   catches *who* was hit, not just where the line lands.

7. Battle log rows are buttons. Click / Enter / Space pauses
   playback and seeks to that shot. The list also auto-scrolls
   the current row into view so the highlight does not race off
   the bottom on long battles.

8. Race labels now sit above the cloud's bounding top instead of
   a fixed offset, so a dense cluster does not swallow its own
   race name.

9. Planet glyph + label switch to neutral grey
   (`#2a2f40` / `#4a5066` / `#6d7388`), keeping the planet "in the
   background" rather than competing with the combatants.

Step-back icon switched to `◀︎◀︎` to mirror step-forward.

Tests: two new Vitest cases cover the phantom-destroy clamp
(single-race wipe, mixed-class race survives a class wipe). The
existing 642 Vitest tests stay green; all four `battle-viewer`
Playwright cases pass.

Docs: `ui/docs/battle-viewer-ux.md` rewrites the cluster section
(locked order + Vogel reassignment), adds Playback Details (blink
+ flash semantics), and a Phantom Destroys section explaining the
clamp.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 16:44:46 +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 b23649059f legacy-report: parse battles + envelope JSON output
Side activity on top of Phase 27: the legacy-report tool now extracts
the "Battle at (#N) Name" / "Battle Protocol" blocks the parser used
to skip. Both the per-battle summary (Report.Battle: []BattleSummary)
and the full BattleReport (rosters + protocol) flow through.

Parser:
- new sectionBattle / sectionBattleProtocol states, with handle()
  trapping the per-race "<Race> Groups" sub-headers so the roster
  stays attributed to the right race;
- parseBattleHeader extracts (planet, planetName) from
  "Battle at (#NN) <Name>";
- parseBattleRosterRow maps the 10-token row into
  BattleReportGroup; column 8 ("L") is NumberLeft, confirmed against
  KNNTS fixtures;
- parseBattleProtocolLine counts shots and builds
  BattleActionReport entries from the 8-token "X Y fires on A B :
  Destroyed|Shields" lines;
- flushPendingBattle finalises a battle on next "Battle at" or any
  top-level section change and appends both the summary and the
  full report;
- syntheticBattleID(idx) + syntheticBattleRaceID(name) synthesise
  stable UUIDs in dedicated namespaces so re-runs produce
  byte-identical JSON.

Parse() signature widens to (Report, []BattleReport, error); the
single caller — the CLI — is updated.

CLI emits a v1 envelope:
  { "version": 1, "report": <Report>, "battles": { <uuid>: <BR>, ... } }
Bare-Report JSONs still load on the UI side for backward compat.

UI synthetic loader: loadSyntheticReportFromJSON detects the v1
envelope, decodes the report as before, and forwards every battle
through registerSyntheticBattle so the Battle Viewer resolves any
UUID offline. Pre-envelope JSON files (no `version` field) still
load — the battle registry stays empty for them.

Docs: legacy-report README moves Battles from "Skipped" to
in-scope, documents the envelope and UUID namespaces;
docs/FUNCTIONAL.md §6.5 (and the ru mirror) note that synthetic
mode is now end-to-end via the envelope.

Tests:
- TestParseBattles covers two battles with full rosters,
  per-shot destroyed/shielded mapping, NumberLeft from column 8,
  deterministic UUIDs across re-parses, and proves a trailing
  top-level section still parses (battle state closes cleanly);
- smokeWant gains a battles count; runSmoke cross-checks
  BattleSummary ↔ BattleReport alignment (id/planet/shots);
- all six real-fixture smoke tests pinned to their `Battle at`
  counts (28, 79, 56, 30, 83, 57);
- Vitest covers the synthetic-report envelope path (battles
  forwarded, missing-battles tolerated, bare-Report backward
  compat);
- KNNTS041.json regenerated against the new parser (existing
  diff was stale w.r.t. Phase 23 anyway; this commit brings it
  in line with the v1 envelope).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 14:22:53 +02:00
Ilia Denisov 46996ebf31 docs: clarify BattleSummary.shots scaling in FBS schema
Doc-only nit; triggers a CI rerun on the workflow's path filter to
verify the new Monitor permission lets local-CI polling run without
prompts.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 13:03:10 +02:00
Ilia Denisov 37cf34a587 ci: rerun local-ci to verify monitor permission
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 13:01:46 +02:00
Ilia Denisov 659ba00ebf ui/phase-27: mark stage done after local-ci run 7
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 12:58:34 +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 4ffcac00d0 tests, docs: game engine fetch battle api
ui-test / test (push) Failing after 37s
2026-05-13 11:28:28 +02:00
Ilia Denisov a9adbad7ef feat: game engine fetch battle api
ui-test / test (push) Failing after 47s
2026-05-13 10:50:45 +02:00
Ilia Denisov ce8e869731 ui/phase-26: mark stage done after local-ci run 6
ui-test / test (push) Failing after 41s
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:27:29 +02:00
Ilia Denisov 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>
2026-05-12 00:13:19 +02:00
Ilia Denisov 070fdc0ee5 update gitattributes
ui-test / test (push) Failing after 38s
2026-05-11 22:18:16 +02:00