a3fdcfe9c512707ad2b732cdd9ac3bd48afa72a1
11 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
460591c159 |
ui/phase-12: order composer skeleton
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> |
||
|
|
e5dab2a43a |
ui/map-renderer: wrap torus camera into the central tile on pan
Even with the zoom-out clamp from
|
||
|
|
cc004f935d |
ui/map-renderer: clamp torus zoom-out to minScaleNoWrap
The renderer's torus mode laid out the world in a 3×3 grid of wrap
copies (TORUS_OFFSETS) so the user could pan past an edge without
seeing a void. Below `minScale = max(viewport/world)` the world
shrinks below the viewport along at least one axis and the wrap
copies become visible side-by-side — the user reported a 9-tile
mosaic that pans and zooms as one rigid unit. The doc explicitly
deferred the fix ("if profiling ever reveals that users do this");
real usage is the trigger.
Apply `clampZoom({ minScale })` in both modes; torus still keeps
free pan (no `clamp({ direction: "all" })`) so the wrap copies
fill the cross-edge slack as designed. Resize re-evaluates the
clamp so a window resize does not strand the camera below the new
floor. Documentation in `ui/docs/renderer.md` updated to describe
the new shared invariant.
Regression test in `tests/e2e/playground-map.spec.ts` wheels out
aggressively in torus mode and asserts `camera.scale >= minScale`
across all four Playwright projects.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
ce7a66b3e6 |
ui/phase-11: map wired to live game state
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> |
||
|
|
fc371c7fe1 |
ui/phase-10: in-game shell with view-replacement skeleton
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>
|
||
|
|
db415f8aa4 |
ui/phase-9: PixiJS map renderer with torus and no-wrap modes
Stand up the vector map renderer in ui/frontend/src/map/ on top of PixiJS v8 + pixi-viewport@^6. Torus mode renders nine container copies for seamless wrap; no-wrap mode pins the camera at world bounds and centres on an axis when the viewport exceeds the world along that axis. Hit-test is a brute-force pass with deterministic [-priority, distSq, kindOrder, id] ordering and torus-shortest distance, validated by hand-built unit cases. The development playground at /__debug/map exposes a window debug surface for the Playwright spec, which forces WebGPU on chromium-desktop, WebGL on webkit-desktop, and accepts the auto-picked backend on mobile projects. Algorithm spec lives in ui/docs/renderer.md, which also pins the new deprecation status of galaxy/client (the entire Fyne client module, including client/world). client/world/README.md and the Phase 9 stub in ui/PLAN.md gain matching deprecation banners. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
f57a290432 |
phase 8: lobby UI + cross-stack lobby command catalog + TS FlatBuffers
- 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>
|
||
|
|
9101aba816 |
phase 7+: i18n primitive + login language picker + autocomplete-off
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>
|
||
|
|
22b0710d04 |
phase 7: auth flow UI (email-code login + session resume + revocation)
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> |
||
|
|
ecd2bc9348 |
phase 6: web storage layer (KeyStore, Cache, session)
KeyStore + Cache TS interfaces with WebCrypto non-extractable Ed25519 keys persisted via IndexedDB (idb), plus thin api/session.ts that loads or creates the device session at app startup. Vitest unit tests under fake-indexeddb cover both adapters; Playwright e2e verifies the keypair survives reload and produces signatures still verifiable under the persisted public key (gateway round-trip moves to Phase 7's existing acceptance bullet). Browser baseline: WebCrypto Ed25519 — Chrome >=137, Firefox >=130, Safari >=17.4. No JS fallback; ui/docs/storage.md documents the matrix and the WebKit non-determinism quirk. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
7450006ed3 |
phase 2: ui testing infrastructure
Vitest + @testing-library/jest-dom matchers wired through tests/setup.ts. Playwright with four projects: chromium-desktop, webkit-desktop, chromium-mobile-iphone-13, chromium-mobile-pixel-5; traces and screenshots retained on failure. .gitea/workflows/ui-test.yaml runs Tier 1 on every push and pull request: monorepo Go service tests (backend with -p 1 to dodge testcontainer contention; gateway, game, every pkg/<name> module), pnpm install --frozen-lockfile, playwright install --with-deps, pnpm test, pnpm exec playwright test. Uploads playwright-report and test-results on failure. Integration suite stays gated behind make -C integration integration; deprecated client/ excluded. .gitea/workflows/ui-release.yaml mirrors Tier 1 on v* tag push and keeps commented placeholders for visual regression (Phase 33) and macOS iOS smoke (Phase 32). ui/docs/testing.md documents both tiers and the local invocations that mirror what CI runs. ui/PLAN.md Phase 2 marked done; Phase 3 gains a bullet to extend the go test command with ./ui/core/...; Phase 36 has the renamed release workflow path. tools/local-ci/ ships a self-contained docker-compose for verifying workflows against a local Gitea + arm64 act_runner before pushing to a real instance. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |