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>
- Unit: repoint moved screen imports (lib/screens, lib/game), mock
$lib/app-nav (appScreen/activeView) instead of $app/navigation, drop the
removed gameId props, assert screen/view selection.
- e2e: add a dev-only window.__galaxyNav affordance; specs enter a game via
enterGame(...) instead of a /games/:id URL; URL assertions become content
assertions (the URL stays /game/); reload uses waitUntil:"commit" (shallow
routing) and mocks /rpc on game entry.
- Remove the obsolete report scroll-restore test (it relied on a SvelteKit
route Snapshot that no longer exists); update the missing-membership test
to the new lobby-redirect+toast behaviour. Fix a stale report.svelte
docstring.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
The Phase 29 visibility fog ("visible hyperspace") froze the whole UI on
large reports in Safari while staying smooth in Firefox. Root cause: the
fog is a layered overpaint (torus mode = 9 world-sized rects + 9xN
near-world-sized opaque circles, ~270 fills for KNNTS041) and Pixi's
continuous auto-render loop re-rasterised all of it every frame, even
while idle. Safari's WebGPU backend cannot sustain that fillrate, so the
main thread/compositor starved and the entire UI froze.
Stage 1 (vector-preserving, no rasterisation):
- Stop Pixi's auto-render loop (app.stop()) and paint on demand via a
single Ticker.shared flush gated on viewport.dirty (camera) plus an
internal requestRender() from every content mutation (fog / hide-set /
extras / wrap mode / resize / pick overlay). An idle map now does zero
GPU work per frame; plain hover paints nothing.
- Remove the decelerate (drag-inertia) plugin: a released drag stops
instantly (owner request) and the viewport goes idle immediately.
- Expose RendererHandle.getRenderCount() / getMapRenderCount for
deterministic e2e assertions.
Tests: new map-toggles e2e specs (idle map does not repaint; released
drag does not coast) green on all four Playwright projects incl. WebKit.
Docs: renderer.md (render-on-demand section; fog section corrected to the
current single-fogLayer model; FPS note) and PLAN.md Phase 29 decision 8.
If Safari pan is still heavy after this, stage 2 will cut the overpaint
itself with an inverse stencil mask of the circle union (kept vector).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Phase 29 fog overlay rendered as a handful of random arc
segments instead of a clean union of holes around LOCAL planets
— Pixi v8's `Graphics.cut()` does not reliably subtract multiple
overlapping circles from a base path.
Replaced the cut-based approach with a layered overpaint: a
fog-tinted rectangle fills the world, then opaque background-
coloured circles are painted on top for every visibility circle.
The natural rendering order unions overlapping circles for free —
no geometry, no `cut()` quirks, one extra fill per circle.
Renamed the toggle from `visibilityFog` to `visibleHyperspace`
across the store, i18n strings, popover, tests, and docs. The
overlay still implements the visual "fog" effect at the renderer
level (FOG_COLOR, setVisibilityFog, getMapFog); the toggle is
named after the player-facing concept it controls — the portion
of the map that is visible (intelligence/scan coverage) — rather
than the obscured part.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Run #217 surfaced three independent bugs that survived the first
fixup pass:
1. `visibleHighBitCount` masked the id with `(prim.id >>> 0) & 0xf…`,
but JS bitwise AND always returns a signed int32 — the mask had
to be re-converted with `>>> 0` AFTER the AND, not before. Result
was always 0 on the previous run, masking the next two bugs by
making the persistence test's high-bit-count assertions a
tautology.
2. `applyVisibilityState` was wrapped in `untrack`, so the
`toggles.X` reads inside `computeHiddenIds` / `computeFogCircles`
never landed in the effect's dependency set — toggling fog or any
marker / group / kind flag did not re-run the effect, so the
renderer never received the new hide / fog input. Explicit
`void toggles.X` reads now live at the top of the effect so every
key is tracked synchronously.
3. The wrap-mode radios fired on `onchange`, which Svelte 5
suppresses on a re-activation of an already-checked input — the
Playwright `.click()` flake on the second wrap test reflected the
missed event. Switched to `onclick` and short-circuited when the
target mode is already active.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three independent bugs in `tests/e2e/map-toggles.spec.ts` made the
fresh-Phase-29 suite red on CI #216:
1. `visiblePlanets` filtered on `p.id < 1_000_000`, which JS interprets
in signed space — high-bit-prefix primitives (cargo route 0x80…,
battle 0xa0…, bombing 0xc0…) are stored as negative Numbers and
leaked into the planet list. Filter switched to a `0 < id < 1e7`
window that matches the engine planet-number range exactly.
2. The `visibleHighBitCount` helper now ToUint32-converts the id
before masking so the bitmask comparison works regardless of
whether the id is stored as positive or negative.
3. The fog and wrap-mode tests read the renderer state synchronously
after the click — the Svelte effect re-runs asynchronously, so the
tests saw stale state. Both now `waitForFunction` on the canonical
"settled" signal: empty fog circles for the fog flip, and a new
`getMapMode()` debug accessor for the wrap-mode remount.
Renderer side: registers a `MapModeProvider` next to the existing
camera / fog providers and exposes `getMapMode()` through the debug
surface.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the gear-icon popover on the map view with per-game persistence
of every category toggle plus the wrap-mode radio. Hide-by-id and
visibility-fog facilities land on the renderer so every flip applies
within one frame without a Pixi remount; the wrap-mode toggle keeps
its existing remount + camera-preserve path. A new server-side turn
force-resets every flag to defaults so a hidden category never makes
the player miss the next turn's news.
Also fixes the FligthDistance → FlightDistance typo in pkg/calc/race.go
(plus the single Go caller); the TS side keeps duplicating the formula
until a race-level WASM bridge lands.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>