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.
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>
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>
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).
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>
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.
`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>
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.
`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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
Backend now owns the turn-cutoff and pause guards the order tab
relies on: the scheduler flips runtime_status between
generation_in_progress and running around every engine tick, a
failed tick auto-pauses the game through OnRuntimeSnapshot, and a
new game.paused notification kind fans out alongside
game.turn.ready. The user-games handlers reject submits with
HTTP 409 turn_already_closed or game_paused depending on the
runtime state.
UI delegates auto-sync to a new OrderQueue: offline detection,
single retry on reconnect, conflict / paused classification.
OrderDraftStore surfaces conflictBanner / pausedBanner runes,
clears them on local mutation or on a game.turn.ready push via
resetForNewTurn. The order tab renders the matching banners and
the new conflict per-row badge; i18n bundles cover en + ru.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
TestBuildClientPushEventCoversCatalog required every catalog kind to
encode through a FlatBuffers `preMarshaledEvent`. game.turn.ready
intentionally rides on the JSON fallback because its payload is just
`{game_id, turn}` and the only consumer (Phase 24 UI handler) parses
JSON inline. Make the policy explicit through a jsonFriendlyKinds
allow-list so the test still asserts each kind is covered and a future
producer that picks the wrong encoding fails loudly.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wires the gateway's signed SubscribeEvents stream end-to-end:
- backend: emit game.turn.ready from lobby.OnRuntimeSnapshot on every
current_turn advance, addressed to every active membership, push-only
channel, idempotency key turn-ready:<game_id>:<turn>;
- ui: single EventStream singleton replaces revocation-watcher.ts and
carries both per-event dispatch and revocation detection; toast
primitive (store + host) lives in lib/; GameStateStore gains
pendingTurn/markPendingTurn/advanceToPending and a persisted
lastViewedTurn so a return after multiple turns surfaces the same
"view now" affordance as a live push event;
- mandatory event-signature verification through ui/core
(verifyPayloadHash + verifyEvent), full-jitter exponential backoff
1s -> 30s on transient failure, signOut("revoked") on
Unauthenticated or clean end-of-stream;
- catalog and migration accept the new kind; tests cover producer
(testcontainers + capturing publisher), consumer (Vitest event
stream, toast, game-state extensions), and a Playwright e2e
delivering a signed frame to the live UI.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replaces the Phase 10 report stub with a scrollable orchestrator that
renders every FBS array as a dedicated section (galaxy summary, votes,
player status, my/foreign sciences, my/foreign ship classes, battles,
bombings, approaching groups, my/foreign/uninhabited/unknown planets,
ships in production, cargo routes, my fleets, my/foreign/unidentified
ship groups). A sticky table of contents (a <select> on mobile),
"back to map" affordance, IntersectionObserver-driven active-section
highlight, and SvelteKit Snapshot-based scroll save/restore round out
the view.
GameReport gains six new fields (players, otherScience, otherShipClass,
battleIds, bombings, shipProductions); decodeReport, the synthetic-
report loader, the e2e fixture builder, and EMPTY_SHIP_GROUPS extend
in lockstep. ~90 new i18n keys land in en + ru together.
The legacy-report parser is extended to populate the new sections from
the dg/gplus text formats (Your Sciences, <Race> Sciences, <Race> Ship
Types, Bombings, Ships In Production). Ships-in-production prod_used
is derived through a new pkg/calc.ShipBuildCost helper; the engine's
controller.ProduceShip refactors to call the same helper without any
behaviour change (engine tests stay unchanged and green). Battles
remain in the parser's Skipped list — the legacy text carries no
stable per-battle UUID.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Clicking the already-active WAR/PEACE button still appended a
\`setDiplomaticStance\` whose \`relation\` matched the row's current
value. The engine would accept the duplicate harmlessly, but the
order tab inflates with rows that say nothing and every auto-sync
re-ships the redundant payload. Compare against the overlayed
stance (so a queued-but-not-applied change suppresses a re-click
that matches the *intended* state, not just the server snapshot)
and short-circuit when they agree. Mirrors the vote picker, which
already had the same guard.
vitest.config.ts: \`mergeConfig\` refuses callback-form base
configs, so resolve \`vite.config.ts\`'s callback with the test
context first and merge the plain object. Surfaced after the
\`loadEnv\` migration switched the root config to the callback
form.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
`vite.config.ts` read `VITE_DEV_PROXY_TARGET` /
`VITE_DEV_GRPC_PROXY_TARGET` straight from `process.env`, so the
gateway-override knob only worked when the variable was exported in
the shell that ran `pnpm dev`. Per-developer `.env.development.local`
files (the documented way to override) were silently ignored by the
config: Vite auto-populates `import.meta.env` for client code from
those files, but the config itself runs in Node and has to call
`loadEnv` explicitly.
Switch the config to the function-form + `loadEnv` so every
`VITE_*` entry in any `.env*` file reaches both client code and the
config. Now adding `VITE_DEV_PROXY_TARGET=http://localhost:18080` to
`.env.development.local` actually retargets the proxy, no shell
gymnastics required.
While there, introduce `VITE_DEV_HOST` as an opt-in for wider
listener binding: unset (default) keeps Vite's loopback-only
behaviour; `true`/`1`/`yes` flips to "all interfaces" (`0.0.0.0` +
IPv6); any other string is passed through verbatim to pin a
specific LAN address. Useful when reaching the dev server through
SSH port forwarding, a VM, or a container needs a non-loopback
bind, and intentionally opt-in so an unattended `pnpm dev` on a
laptop never exposes the unauthenticated dev surface to the LAN by
accident.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The compose stack hard-coded host ports (postgres 5433, redis 6380,
mailpit 8025, gateway REST 8080, gateway gRPC 9090) — fine for a
clean dev machine, painful when those ports collide with other
services on the same host (e.g. a `crowdsec` sitting on
127.0.0.1:8080 or a Prometheus instance on :9090).
Every host-port mapping is now `${LOCAL_DEV_*_PORT:-<old-default>}`,
so the defaults match prior behaviour for everyone and a per-host
override is a single environment variable away. `.env` carries the
overrides as commented-out lines so the customisation surface is
discoverable without grepping the compose file. README's
"Port 8080 already in use" troubleshooting entry now points at the
new variables and the optional `docker-compose.override.yml`
workflow.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds the Races View in the in-game shell. The table lists every
non-extinct other race with tech levels (percent), totals,
planets, votes received, and a per-row WAR | PEACE segmented
control. A single vote-recipient slot above the table queues a
`CommandRaceVote`; per-row buttons queue `CommandRaceRelation`.
Both commands flow through the existing order draft store with
collapse-by-acceptor (stance) and singleton (vote) rules.
`GameReport` widens with `races`, `myVotes`, `myVoteFor`; the
decoder walks `report.player[]` once for the richer projection.
The optimistic overlay flips stance and vote target immediately;
`votesReceived`, `myVotes`, and the alliance summary stay
server-authoritative — alliance grouping and the 2/3 victory
check are tallied on the server at turn cutoff and explicitly
not surfaced client-side (`rules.txt` keeps foreign races'
outgoing vote targets private).
Includes Vitest component coverage of stance and vote
collapse rules + a Playwright e2e that drives both commands
through the dispatcher route and verifies the gateway saw the
expected `CommandRaceRelation` / `CommandRaceVote` payloads.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The renderer-mount effect in `lib/active-view/map.svelte` reads
`mounted` to gate the runSerializedMount call, but the variable was
declared as a plain `let`, not `$state`. On the first navigation to
/map this is benign: the effect's first pass returns early (gameState
still hydrating, `report` null), and once `report` arrives the
effect re-fires — by which point `onMount` has already flipped
`mounted = true`.
On every subsequent return to /map the report is already loaded by
the long-lived gameState in the layout. The effect therefore makes
exactly one pass on the freshly-mounted component, gates on
`mounted === false` (the brand-new instance has not run `onMount`
yet), and never wakes up again because no tracked state changes
afterwards. Symptom: black canvas — fresh DOM, no mount-error
overlay, but Pixi never rebuilt the world on the new canvas.
Convert `mounted` to `$state(false)` so flipping it true inside
`onMount` triggers the effect's second pass, which now finds all
preconditions satisfied and proceeds to `runSerializedMount`. The
detailed lifecycle reasoning is preserved as a code comment so the
next reader can see why this one variable must be reactive.
Add tests/e2e/map-roundtrip.spec.ts: navigates /map → {report,
ship-class designer, science designer, mail} → /map for each
non-map view, then asserts the renderer republished primitives onto
the DEV `__galaxyDebug.getMapPrimitives()` surface. The pre-fix
build failed every variant; the patch lands all four green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Commit 408097e ('feat: move func to calc package') moved a helper
into pkg/calc and made pkg/util/map.go import galaxy/calc, but the
local-dev backend / gateway Dockerfiles never picked up the new
module. The synthesised go.work has no replace directive for
galaxy/calc and the build context never copies pkg/calc, so any
backend / gateway image rebuild fails with
galaxy/calc@v0.0.0: malformed module path "galaxy/calc": missing
dot in first path element
Add the missing COPY, the matching `use ./pkg/calc` line, and the
`galaxy/calc v0.0.0 => ./pkg/calc` replace to both local-dev
Dockerfiles. The local-dev stack now rebuilds cleanly and the
auto-heal flow (prune-broken-engines + pre-bootstrap reconciler
tick) finishes by spawning a fresh engine container for the new
sandbox game.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>