Surface the inactivity-removal countdown the rules promise but the
engine never reported. A race within five turns of being auto-removed
for inactivity gets a personal warning in its own report; every race
within three turns is listed publicly to all participants.
- model: Report.PersonalExitWarning + RacesLeavingSoon ([]RaceExitNotice)
- fbs: RaceExitNotice table + Report.personal_exit_warning /
races_leaving_soon (regenerated Go + TS bindings)
- transcoder: encode/decode both fields
- engine: ReportExitWarnings fills the recipient's TTL (1..5) and lists
other non-extinct races with TTL 1..3, excluding the recipient itself
- ui: danger-styled personal banner + "races leaving soon" section
(hidden when empty), wired into the report view, EN/RU i18n
- docs: rules.txt report-section list, FUNCTIONAL.md 6.4 + RU mirror
Voluntary quit and idle timeout share the TTL countdown and are not
distinguished, per the agreed scope.
The `rename-planet` and `ship-classes` rejected-submit specs broke on
the previous commit because:
1. `tests/e2e/fixtures/order-fbs.ts` builds the FBS response without
`forceDefaults(true)`, and flatbuffers@25's TS codegen now elides
`cmd_applied=false` against its int8 default of 0. The encoded
payload no longer carried the rejection, so the UI decoded the row
as `applied` and the assertions on the `rejected` status text
failed first. The production Go transcoder already force-slots
the field; mirror that behaviour in the e2e fixture.
2. The specs themselves still asserted the old blanket
`data-sync-status="error"` on per-command rejection. After the
previous commit's behaviour change the bar stays `synced` for
per-command rejection (only genuine transport failures keep the
red banner + Retry), so the assertions now read the row's inline
reason text instead.
`tests/e2e/fixtures/order-fbs.ts` also gains the `cmdErrorMessage`
field so future fixtures can mirror the engine's rejection reason
through the round trip.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reshape the lobby UI from a single Overview into a two-level sidebar
(games · profile · DEV synthetic-reports) with four games sub-panels
(active-past · recruitment · invitations · private-games). Move the
`create new game` button into the private-games panel, merge the
applications section into recruitment cards as status chips, and add
DEV-only synthetic-report loader as a top-level screen.
Add a paid-tier gate at backend `lobby.game.create`: free callers get
`403 forbidden` before the lobby service is invoked. The UI hides the
private-games sub-panel + create button on free tier (DEV affordances
flag overrides). Update every integration test that creates a game to
use a new `testenv.PromoteToPaid` helper; add a new
`TestLobbyFlow_FreeUserCreateGameForbidden`.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Wrap lobby and profile in a shared `lobby-shell.svelte` chrome:
page-list sidebar (Overview/Profile) and a top "Player-xxxx"
identity strip mirroring the project site's monospace look.
- Strip the legacy `lobby.title`, device-session-id `<code>`, and
`lobby.greeting` paragraph; the identity strip both names the user
and opens the profile editor.
- Add a top-level `profile` AppScreen with a three-field form
(`display_name`, `preferred_language`, `time_zone`) backed by a new
`src/api/account.ts` wrapper around `user.account.get`,
`user.profile.update`, and `user.settings.update`. Saving switches
the active i18n locale in-place when the new preferred language is
one the UI ships translations for.
- Update e2e fixture + auth-flow / lobby-flow specs to use the new
`lobby-account-name` testid and wait for the loaded identity before
releasing pending `SubscribeEvents` (webkit revocation race). New
`profile-screen.spec.ts` covers navigation, edit-save, and cancel.
- Sync `ui/docs/lobby.md` and `ui/docs/navigation.md` to the new
layout.
Closes#47
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>
Phase 28 moved the battle fetch off the REST passthrough onto the
signed envelope, so the Playwright spec's `page.route(...)` against
the old REST path no longer intercepts anything and the viewer
times out waiting for data. Update the spec to:
- Build a FlatBuffers `BattleReport` payload in
`fixtures/battle-fbs.ts` (mirrors `report-fbs.ts`'s pattern).
- Add a `user.games.battle` case to the ExecuteCommand mock that
decodes the FBS `GameBattleRequest`, returns the encoded report
when the battle_id matches the seeded one, and surfaces a
canonical `not_found` resultCode otherwise.
- Drop the obsolete REST route stubs.
- Drive the negative-path test with a real UUID that does not match
the seeded one, so the gateway-side switch is the source of the
404 (the old `missing-uuid` literal was no longer a valid wire
shape for the UUID decoder).
Co-Authored-By: Claude Opus 4.7 <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>
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>
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>
Lights up the player-defined sciences feature: a table view with sort
and filter, a designer with four percent inputs and a strict
sum-equals-100 gate, and a Research-sub-row integration so the
planet production picker lists the user's sciences alongside the
four tech buttons. Phase 21 decisions are baked back into ui/PLAN.md
(no UpdateScience on the wire — write-once via createScience +
removeScience; percentages instead of fractions; sciences live under
the existing Research segment).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 17 lights up the ship-class table and designer active views,
extends the order-draft pipeline with createShipClass and
removeShipClass commands, and projects pending Save/Delete actions
through applyOrderOverlay so the table reflects the player's
intent before auto-sync lands. The plan is corrected in the same
patch: per game/rules.txt, ship classes are designed once and
cannot be edited — the engine has no Update command, so the UI
exposes only Create + Delete.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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`.
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.
Replaces the Phase 10 map stub with live planet rendering driven by
`user.games.report`, and wires the header turn counter to the same
data. Phase 11's frontend sits on a per-game `GameStateStore` that
lives in `lib/game-state.svelte.ts`: the in-game shell layout
instantiates one per game, exposes it through Svelte context, and
disposes it on remount. The store discovers the game's current turn
through `lobby.my.games.list`, fetches the matching report, and
exposes a TS-friendly snapshot to the header turn counter, the map
view, and the inspector / order / calculator tabs that later phases
will plug onto the same instance.
The pipeline forced one cross-stage decision: the user surface needs
the current turn number to know which report to fetch, but
`GameSummary` did not expose it. Phase 11 extends the lobby
catalogue (FB schema, transcoder, Go model, backend
gameSummaryWire, gateway decoders, openapi, TS bindings,
api/lobby.ts) with `current_turn:int32`. The data was already
tracked in backend's `RuntimeSnapshot.CurrentTurn`; surfacing it is
a wire change only. Two alternatives were rejected: a brand-new
`user.games.state` message (full wire-flow for one field) and
hard-coding `turn=0` (works for the dev sandbox, which never
advances past zero, but renders the initial state for any real
game). The change crosses Phase 8's already-shipped catalogue per
the project's "decisions baked back into the live plan" rule —
existing tests and fixtures are updated in the same patch.
The state binding lives in `map/state-binding.ts::reportToWorld`:
one Point primitive per planet across all four kinds (local /
other / uninhabited / unidentified) with distinct fill colours,
fill alphas, and point radii so the user can tell them apart at a
glance. The planet engine number is reused as the primitive id so
a hit-test result resolves directly to a planet without an extra
lookup table. Zero-planet reports yield a well-formed empty world;
malformed dimensions fall back to 1×1 so a bad report cannot crash
the renderer.
The map view's mount effect creates the renderer once and skips
re-mount on no-op refreshes (same turn, same wrap mode); a turn
change or wrap-mode flip disposes and recreates it. The renderer's
external API does not yet expose `setWorld`; Phase 24 / 34 will
extract it once high-frequency updates land. The store installs a
`visibilitychange` listener that calls `refresh()` when the tab
regains focus.
Wrap-mode preference uses `Cache` namespace `game-prefs`, key
`<gameId>/wrap-mode`, default `torus`. Phase 11 reads through
`store.wrapMode`; Phase 29 wires the toggle UI on top of
`setWrapMode`.
Tests: Vitest unit coverage for `reportToWorld` (every kind,
ids, styling, empty / zero-dimension edges, priority order) and
for the store lifecycle (init success, missing-membership error,
forbidden-result error, `setTurn`, wrap-mode persistence across
instances, `failBootstrap`). Playwright e2e mocks the gateway for
`lobby.my.games.list` and `user.games.report` and asserts the
live data path: turn counter shows the reported turn,
`active-view-map` flips to `data-status="ready"`, and
`data-planet-count` matches the fixture count. The zero-planet
regression and the missing-membership error path are covered.
Phase 11 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- 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>
Implements ui/PLAN.md Phase 7 end-to-end:
- /login two-step form (email -> code) over the gateway public REST
surface; /lobby placeholder issues the first authenticated
user.account.get and renders the decoded display name.
- SessionStore (Svelte 5 runes) with loading / unsupported / anonymous /
authenticated states; layout-level route guard, browser-not-supported
blocker, and a minimal SubscribeEvents revocation watcher that closes
the active client within 1s on a clean stream end or
Unauthenticated.
- VITE_GATEWAY_BASE_URL + VITE_GATEWAY_RESPONSE_PUBLIC_KEY config plus
AuthError taxonomy in api/auth.ts.
- Vitest (auth-api, session-store, login-page) and Playwright e2e
(auth-flow.spec.ts) on the four configured projects, with a fixture
Ed25519 keypair forging Connect-Web JSON responses.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>