Add per-planet cargo routes (COL/CAP/MAT/EMP) to the inspector with
a renderer-driven destination picker (faded out-of-reach planets,
cursor-line anchor, hover-highlight) and per-route arrows on the
map. The pick-mode primitives are exposed via `MapPickService` so
ship-group dispatch in Phase 19/20 can reuse the same surface.
Pass A — generic map foundation:
- hit-test now sizes the click zone to `pointRadiusPx + slopPx` so
the visible disc is always part of the target.
- `RendererHandle` gains `onPointerMove`, `onHoverChange`,
`setPickMode`, `getPickState`, `getPrimitiveAlpha`,
`setExtraPrimitives`, `getPrimitives`. The click dispatcher is
centralised: pick-mode swallows clicks atomically so the standard
selection consumers do not race against teardown.
- `MapPickService` (`lib/map-pick.svelte.ts`) wraps the renderer
contract in a promise-shaped `pick(...)`. The in-game shell
layout owns the service so sidebar and bottom-sheet inspectors
see the same instance.
- Debug-surface registry exposes `getMapPrimitives`,
`getMapPickState`, `getMapCamera` to e2e specs without spawning a
separate debug page after navigation.
Pass B — cargo-route feature:
- `CargoLoadType`, `setCargoRoute`, `removeCargoRoute` typed
variants with `(source, loadType)` collapse rule on the order
draft; round-trip through the FBS encoder/decoder.
- `GameReport` decodes `routes` and the local player's drive tech
for the inline reach formula (40 × drive). `applyOrderOverlay`
upserts/drops route entries for valid/submitting/applied
commands.
- `lib/inspectors/planet/cargo-routes.svelte` renders the
four-slot section. `Add` / `Edit` call `MapPickService.pick`,
`Remove` emits `removeCargoRoute`.
- `map/cargo-routes.ts` builds shaft + arrowhead primitives per
cargo type; the map view pushes them through
`setExtraPrimitives` so the renderer never re-inits Pixi on
route mutations (Pixi 8 doesn't support that on a reused
canvas).
Docs:
- `docs/cargo-routes-ux.md` covers engine semantics + UI map.
- `docs/renderer.md` documents pick mode and the debug surface.
- `docs/calc-bridge.md` records the Phase 16 reach waiver.
- `PLAN.md` rewrites Phase 16 to reflect the foundation + feature
split and the decisions baked in (map-driven picker, inline
reach, optimistic overlay via `setExtraPrimitives`).
Tests:
- `tests/map-pick-mode.test.ts` — pure overlay-spec helper.
- `tests/map-cargo-routes.test.ts` — `buildCargoRouteLines`.
- `tests/inspector-planet-cargo-routes.test.ts` — slot rendering,
picker invocation, collapse, cancel, remove.
- Extensions to `order-draft`, `submit`, `order-load`,
`order-overlay`, `state-binding`, `inspector-planet`,
`inspector-overlay`, `game-shell-sidebar`, `game-shell-header`.
- `tests/e2e/cargo-routes.spec.ts` — Playwright happy path: add
COL, add CAP, remove COL, asserting both the inspector and the
arrow count via `__galaxyDebug.getMapPrimitives()`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds the second end-to-end command (`setProductionType`) with a
collapse-by-`planetNumber` rule on the order draft, the segmented
production-controls component on the planet inspector, the FBS
encoder/decoder pair for `CommandPlanetProduce`, and the
`localShipClass` projection on `GameReport`. Forecast number is
deferred and tracked in the new `ui/docs/calc-bridge.md`.
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>
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>
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.
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>
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>
- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
list, my-applications/invites lists, game-create, application-submit,
invite-redeem/decline. Mirror the matching transcoder pairs and Go
fixture round-trip tests.
- Wire the seven new lobby message types through
gateway/internal/backendclient/{routes,lobby_commands}.go with
per-command REST helpers, JSON-tolerant decoding of backend wire
shapes, and httptest-based unit coverage for success / 4xx / 5xx /
503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
`make fbs-ts` target driving flatc, and the generated bindings under
ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
now uses these bindings as well, closing the JSON.parse vs
FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
invitations, my applications, public games, create new game) and the
/lobby/create form. Submit-application uses an inline race-name
form on the public-game card; create-game keeps name / description /
turn_schedule / enrollment_ends_at always visible and the rest under
an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
+ lobby-create component tests, Playwright lobby-flow.spec covering
create / submit / accept across all four projects. Phase 7 e2e was
migrated to the FlatBuffers fixtures and to click+fill against the
Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
Phase 7, append the new lobby commands to gateway/README.md and
docs/ARCHITECTURE.md, add ui/docs/lobby.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds a minimal Svelte 5 i18n primitive (`src/lib/i18n/`) backing the
login form, the layout blocker page, and the lobby placeholder.
SUPPORTED_LOCALES drives both the picker and the runtime lookup;
adding a language is a two-step change inside `src/lib/i18n/`.
Login form gains a globe-icon language dropdown (English / Русский
in their native names), defaulting to navigator.languages with `en`
as the fallback. Switching the locale re-renders the form in place;
on submit, the locale rides in the JSON body of `send-email-code`
because Safari/WebKit silently drops JS-set Accept-Language. Gateway
gains a body `locale` field that takes priority over the request
header for preferred-language resolution.
Email and code inputs disable browser autofill / suggestions
(`autocomplete=off` + `autocorrect=off` + `autocapitalize=off` +
`spellcheck=false`) so Keychain / address-book pickers and
remembered-value dropdowns no longer fire on focus.
Cross-cuts:
- backend & gateway openapi: clarify that body `locale` is honored.
- docs/FUNCTIONAL{,_ru}.md §1.2: document body-vs-header priority.
- gateway tests: body `locale` overrides Accept-Language; blank
body `locale` falls back to header.
- new ui/docs/i18n.md; cross-links from auth-flow.md and ui/README.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>