Commit Graph

6 Commits

Author SHA1 Message Date
Ilia Denisov 2d17760a5e ui/phase-26: history mode (turn navigator + read-only banner)
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>
2026-05-12 00:13:19 +02:00
Ilia Denisov 5b07bb4e14 ui/phase-24: push events, turn-ready toast, single SubscribeEvents consumer
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>
2026-05-11 16:16:31 +02:00
Ilia Denisov 8f320010c6 ui/synthetic-report: dev-only legacy report loader on lobby
Adds api/synthetic-report.ts, an in-memory registry + JSON->GameReport
decoder for synthetic-mode game sessions. The lobby grows a
import.meta.env.DEV-gated "Synthetic test reports" section with a
JSON file picker; loading a file registers the decoded report under
a synthetic-<uuid> id and navigates to /games/<id>/map.

The in-game shell layout detects the synthetic id range, takes the
report straight from the registry via gameState.initSynthetic, and
deliberately skips both galaxyClient.set and orderDraft.bindClient.
Order auto-sync stays silent: scheduleSync already short-circuits on
non-UUID game ids, and without a bound client the network path is
unreachable. applyOrderOverlay continues to project locally-valid
draft commands onto the rendered report so renames / production
choices / route edits are visible immediately.

A page reload loses the in-memory entry and redirects to /lobby —
synthetic mode is a debug affordance, not a session.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 11:08:05 +02:00
Ilia Denisov 229c43beb5 ui/phase-14: auto-sync order draft + always GET on boot + header headline
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>
2026-05-09 13:34:10 +02:00
Ilia Denisov f80c623a74 ui/phase-14: rename planet end-to-end + order read-back
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>
2026-05-09 11:50:09 +02:00
Ilia Denisov 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>
2026-05-08 21:17:17 +02:00