Clicking the current-turn row in the header turn navigator while
already viewing it routed through returnToCurrent() →
viewTurn(currentTurn), which re-fetches the live report and flips the
view through `loading`. At turn 0 the only row is the live turn, so
the dropdown always fired a pointless backend round-trip and redraw.
Guard goToTurn() against re-selecting the on-screen turn
(turn === viewedTurn): just close the popover and stop. Leaving
history is unaffected — there the viewed turn differs from the target.
Closes#45
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The two-step e-mail login now drops the cursor on each step's primary
field as it mounts — the e-mail field on load, the code field once the
e-mail step advances — via a small `use:` action. Focusing fires each
input's onfocus, which clears the readonly autofill guard, so the field
is editable straight away.
The code input now requests `autocomplete="one-time-code"` instead of
`new-password`. The latter is a password-manager hint and does not stop
Firefox saving the typed code to form history (it was offering the
previous code back in a dropdown). `one-time-code` is the semantic token
for a verification code; Firefox honours it specifically to keep the
value out of form history (Mozilla bug 1547294). The e-mail field keeps
`new-password` to fend off saved-login autofill.
Tests: new Vitest cases assert autofocus on both steps and the code
field's `one-time-code` token; a new Playwright case covers the same in
Chromium and WebKit (Safari engine). Firefox form history is owner
manual-QA — there is no Firefox project in the e2e matrix.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The map view now selects a DARK_THEME or LIGHT_THEME palette from the
resolved app theme and threads it through every primitive builder, so
the canvas, planets, ship groups, cargo routes, battle/bombing markers,
fog, reach + selection rings, pending-Send tracks, and the pick overlay
all switch with the rest of the chrome. A theme flip remounts the
renderer preserving the camera — Pixi bakes the background at init and
every primitive bakes its colour at build, so a live re-tint is not
possible on the same instance.
This also fixes the reported bug: the gear-popover trigger and the
loading overlay hardcoded a dark navy background, so in light theme the
gear was invisible (dark icon on dark chip) until hover flipped it to a
white chip. Both now use the --color-surface-overlay token and read
correctly in both themes.
The light palette mirrors the dark one role-for-role, darkened /
saturated for contrast on a light background while keeping the incoming,
battle, and bombing accents vivid. The values are a first pass meant to
be refined during the F8 manual-QA loop.
Removes the now-dead "Phase 35" references from the code and lifts the
map-recoloring prohibition from the design-system / renderer docs; the
battle scene stays a fixed-palette data-viz surface.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The single-URL restore replays the saved screen/view on an in-place
refresh only. Re-entering a game from the lobby resets activeView to the
map (lobby calls activeView.reset() before appScreen.go("game")), and
browser Back / the return-to-lobby control exit to the lobby. Spell this
out so the refresh-restore is not mistaken for a per-re-enter restore.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Native SvelteKit service worker (src/service-worker.ts): a version-keyed
cache precaches the app shell + build artefacts (incl. core.wasm) +
static files; activate purges old caches; the gateway is never
intercepted; navigations fall back to the cached shell offline. Adds
static/manifest.webmanifest, a generated placeholder icon set
(scripts/gen-pwa-icons.mjs — dependency-free pure-Node PNG encoder), and
manifest / theme-color / apple-touch tags in app.html.
Gated by Playwright against a production preview (playwright.pwa.config.ts
+ tests/pwa/pwa.spec.ts via `pnpm test:pwa`, wired into ui-test):
manifest + installable icons, SW registration + a single version-keyed
cache, and offline shell load. Lighthouse is not used — its PWA category
was removed in v12.
Docs: ui/docs/pwa-strategy.md (+ index); F5 marked done.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
core.wasm and wasm_exec.js are no longer tracked (untracked + gitignored).
A reusable composite action .gitea/actions/build-wasm installs TinyGo
(actions/cache'd) and runs `make -C ui wasm`; it runs in all three
frontend-building workflows — ui-test (before Playwright; Vitest uses the
fake Core and needs no build), dev-deploy, and prod-build. ui-test gains a
Go setup (TinyGo shells out to Go); the deploy workflows already had one.
Docs: ui/docs/wasm-toolchain.md, ui/README.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- lib/error/: classify any caught error into a stable ErrorKind from the
transport signal (HTTP status / Connect Code / fetch TypeError /
navigator.onLine); map to translated error.* messages via reportError
(sticky Retry toast for retryable kinds) or errorMessageKey (inline).
Mail compose now surfaces the translated 403/error inline.
- lib/ui/view-state.svelte: shared loading/empty/error placeholder with
the right live-region role + optional action; entity tables
(races/sciences/ship-classes) migrated, rest adopt incrementally.
- map/selection-ring.ts: accent ring around the selected planet, fed into
the map buildExtras alongside the reach circles.
- lib/ui/sheet-dismiss.ts: tap-outside + drag-handle swipe-down dismissal
for the planet/ship-group bottom-sheets (hand-rolled pointer events).
Tests: error, view-state, selection-ring, sheet-dismiss (761 total).
Docs: ui/docs/error-state-ux.md (+ index); F4 marked done.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
An audit found the client already i18n-first: one hard-coded UI string
(the battle-scene aria-label, now keyed) and en/ru already share an
identical 692-key set.
- Persist the locale: i18n.setLocale writes localStorage (galaxy-locale)
and the store boots from stored > browser detection > default, so a
language switch survives reloads.
- tests/i18n-completeness.test.ts: en/ru key-set parity, non-empty
values, and locale persistence.
- Docs: ui/docs/i18n.md; mark F3 done in ui/PLAN-finalize.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Light has been signed off, so the theme store's default choice is now
`system` (it was `dark` during the incremental migration). This matches
the app.html pre-paint guard, which already resolved an unset choice via
prefers-color-scheme — removing the brief boot-time mismatch where the
store re-pinned dark. Users still pin light/dark via the account-menu
picker. Updates the store default + its test and the design-system /
finalize-plan docs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Add the a11y foundation and bring login, lobby, and the in-game shell to
WCAG 2.2 AA:
- Primitives: .sr-only + .skip-link (base.css), trapFocus (modal focus
trap + restore) and restoreFocus (menu focus restore) actions, the
--color-focus visible ring.
- In-game shell: skip link + focusable main landmark; WAI-ARIA sidebar
tabs (roving tabindex, arrow/Home/End, tabpanel wiring); menu Escape +
focus restore (account / view / turn-navigator / map-toggles /
bottom-tabs); mail compose as a role=dialog modal with a focus trap.
- login / lobby / lobby-create: skip link + main landmark, field labels,
role=alert / role=status live regions.
- Map canvas: aria-label naming it a visual overview, with its data
reachable by keyboard via the sidebar inspector and tables (accessible
alternative; in-canvas keyboard nav deferred).
Gates (chromium-desktop): tests/e2e/a11y-axe.spec.ts scans every
top-level view for WCAG 2.2 AA violations (zero); a11y-keyboard.spec.ts
covers the skip link, menu Escape+restore, and tab roving. Adds
@axe-core/playwright. Docs: ui/docs/a11y.md (+ index). Marks F1 and F2
done in ui/PLAN-finalize.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tokenize every remaining component <style> — calculator, order tab,
inspectors, tables, report sections, lobby, auth, mail, battle viewer,
toasts, map overlays. A scripted pass handled the unambiguous core
palette (text/bg/surface/border/accent/danger/muted), the rest were
mapped to the semantic/grey tokens by role.
Remaining colour literals are the documented exceptions only: the
battle-scene SVG data-visualisation palette (fixed dark, like the WebGL
map canvas), overlay scrims (modal / map-canvas), and directional or
deliberate drop shadows. The default theme stays dark until light
coherence is signed off across the views.
Updates ui/docs/design-system.md (migration status + exceptions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduce the shared design-token system under
ui/frontend/src/lib/theme/: tokens.css (dark default + light palette,
plus spacing/radii/typography scales), base.css global baseline
(document background, text, token focus ring, selection), and
theme.svelte.ts (system/light/dark choice, persisted to localStorage,
applied via data-theme on <html>). A pre-paint guard in app.html
resolves the theme before the app boots to avoid a flash, and the theme
picker is wired into the previously-disabled account-menu stub.
Migrate the always-visible in-game chrome to the tokens (header, account
menu, sidebar, tab-bar, bottom-tabs, shell background): dark renders as
before, light comes for free. The default stays dark during the
incremental migration; the remaining view bodies migrate in F1b.
Docs: ui/docs/design-system.md (+ index entry). Test: tests/theme.test.ts.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
MVP web client (Phases 1-30) is complete; reorganize planning + living docs around that.
- PLAN.md kept as the staged MVP record (1-30) with a status block + pointers; removed the 31-36 stages, regression scenarios, and deferred-TODO section (moved out); fixed a stale cross-machine plan path.
- ui/PLAN-finalize.md (new): active web-finalization plan in 8 stages (visual system, a11y, i18n, error UX, PWA, build hygiene, docs, owner manual-QA loop); absorbs former Phases 33 and 35.
- ui/ROADMAP.md (new): post-MVP (Wails, Capacitor, realistic projection, acceptance + regression scenarios) and triaged deferred follow-ups.
- ui/docs/README.md (new): grouped topic-doc index.
- De-archaeologized all 20 ui/docs topic docs + ui/README.md + ui/core/README.md: stripped Phase-N build history, rewritten as current-state; deferred work now points at ROADMAP.md / PLAN-finalize.md. Docs-only; no code change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- custom load capped at cargo capacity (error when exceeded); full load shows the cargo capacity; zero cargo pins load to empty and disables the toggle
- per-input red border + tooltip for every invalid value (blocks, techs, load, MAT, modernization target); no value may be negative; locking a speed is disabled when drive is zero
- display every computed number (results + goal-seek back-solved input) rounded up to 3 decimals via a shared pkg/calc Ceil3 bridged to wasm; engine keeps its own round-to-nearest util.Fixed*
- modernization total upgrade cost spans two columns (single line)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Fuse the standalone ship-class designer (Phases 17/18) into a sidebar calculator: live mass/speed/attack/defence/bombing results, a planet build-rate readout, single-target goal-seek, a modernization-cost mode, and auto reach circles on the map for the selected planet.
pkg/calc becomes the single source for the new math (no mirroring): extract BombingPower from the engine model and the per-turn ship-production loop from controller.ProduceShip into pkg/calc (engine now delegates), and add inverse goal-seek solvers in pkg/calc/solve.go. Thin-bridge the combat, planet-build, and solver functions through ui/core/calc + ui/wasm and rebuild core.wasm.
Remove the standalone designer view/route; the ship-classes table and the view/bottom menus open the calculator via a shared request store.
Docs: rewrite ui/PLAN.md Phase 30, adjust Phase 34 (realistic forecast + CAP/COL ownership), add ui/docs/calculator-ux.md, extend calc-bridge.md, fix navigation.md; remove ui/CALCULATOR.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Stage 1 (render-on-demand) removed the idle / whole-system freeze, but
panning a loaded map with "visible hyperspace" on stayed heavy in Safari:
the fog still cut its visibility holes by opaque overpaint — on KNNTS041
that is ~260 near-world-sized opaque circles blended over the fog every
rendered frame, a fill-rate cliff for Safari's WebGPU / Apple's tile-based
GPU.
Replace the overpaint with an INVERSE stencil mask: setVisibilityFog now
draws the FOG_COLOR rectangle(s) into fogLayer and collects the visibility
circles into one Graphics set as fogLayer.setMask({ mask, inverse: true }),
so the fog shows everywhere except the union of the circles. Per-frame cost
drops from dozens of blended opaque circle fills to one rect fill + a
stencil pass (no colour writes), which Apple's TBDR GPU handles cheaply,
and the fog stays fully vector — crisp at any zoom.
fogPaintOps and its unit tests are unchanged (the circle ops now feed the
mask instead of an overpaint). Verified with a high-contrast screenshot
during development (fog field with a correct circle-union hole) plus the
existing fog / render-on-demand e2e green on chromium + webkit.
Docs: renderer.md fog section + PLAN.md Phase 29 decision 9.
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>
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>
Five connected cleanups across the dev/CI infrastructure:
1. Drop tools/local-ci/. The standalone Gitea + act_runner stack was
the legacy "offline workflow validator"; the per-stage CI gate now
runs on gitea.lan and the directory was only retained as a
fallback. Removing it leaves no operational dependency: backend,
gateway, and game code have no references; documentation that
pointed at it (CLAUDE.md, docs/ARCHITECTURE.md, ui/docs/testing.md,
tools/dev-deploy/README.md, tools/local-dev/README.md) is updated
in this same change. Historical "Verified on local-ci run N"
markers in ui/PLAN.md are preserved unchanged.
2. Lift the pre-production single-migration rule. The rule forced
every schema delta into 00001_init.sql and required a manual
make clean-data wipe on every backward-incompatible change in
tools/dev-deploy/. Future schema deltas now land as additive
sequence-numbered files (00002_*.sql, …) that goose applies
automatically on backend startup; 00001_init.sql becomes an
immutable baseline. Authoring conventions live in
backend/internal/postgres/migrations/README.md. The chain may be
squashed back into a fresh 00001 as a deliberate one-time
operation before the first production deployment.
3. Document the deployment cadence. The dev environment is
single-tenant: pushes to feature/* run the test workflows
(go-unit, ui-test, integration) only; dev-deploy.yaml fires on
push to development. A workflow_dispatch override on
dev-deploy.yaml lets a developer preview a feature branch on the
shared dev environment before merge; the next merge into
development overwrites the manual deploy idempotently.
4. Scope compose-managed resources by an explicit
galaxy.stack=<local-dev|dev-deploy> label. Both compose files
stamp the label on every service, network, and named volume.
Makefiles in tools/local-dev/ and tools/dev-deploy/ filter their
engine-cleanup operations by (stack-label AND engine OCI title)
so they never touch unrelated workloads on the same daemon.
dev-deploy.yaml gains a pre-`compose up` step that reaps stale
exited/dead containers under the dev-deploy stack label.
5. Backend now stamps the same galaxy.stack=<value> label on every
engine container it spawns, sourced from a new BACKEND_STACK_LABEL
env var (empty → label not applied; legacy-safe). Both compose
files set it to their stack name (local-dev / dev-deploy). The
contract is recorded in docs/ARCHITECTURE.md under
"Container labels". A package-level test in
backend/internal/runtime exercises both the label-present and
label-absent paths.
No tests intentionally regressed: go test ./backend/internal/{config,
runtime,dockerclient} is green, both compose files validate cleanly,
and the backend, gateway, and game modules all build.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- `ui/docs/diplomail-ui.md`: new topic doc covering the wire
surface, recipient-by-race-name decision, threading model,
translation toggle, push events, badge, layout, and
accessibility.
- `docs/FUNCTIONAL.md` §11.4 grows a paragraph that records the
UI's per-race threading rule, the absent read-receipt UX, and
the recipient-by-race-name compose path. Mirrored verbatim into
`docs/FUNCTIONAL_ru.md`.
- `ui/PLAN.md` Phase 28 marked done with a "Decisions during
stage" block matching the implementation plan, and the artifact
list updated to the actual file set.
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>
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>
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>
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>
Send joins Modernize / Dismantle / Transfer as a lockable command:
once any of the four lands in the draft for a group, every action
button on its inspector is disabled with a "command pending"
tooltip and the banner names the queued kind. Load / Unload /
Split / Join Fleet stay non-locking — they stack legitimately on
the engine side.
Two dashed overlays now run alongside the cargo-route arrows:
- Yellow dashed track for own in-space groups, drawn from the
origin planet to the destination (matches the in-space point
colour so eye reads both as one entity).
- Green dashed track for every wire-valid sendShipGroup command
in the order draft, drawn from the source group's orbit planet
to the chosen destination. Disappears when the command is
removed from the order tab, when the engine rejects it, or
when the group has left orbit (in-space track replaces it).
Both tracks are wrap-aware via torusShortestDelta and never
participate in hit-test.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Send no longer carries a destination control inside the form: a
click on the action drops the inspector straight into map-pick
mode, and the form (ship count + confirm) only mounts after the
player chooses a destination. Cancelling the picker leaves no
form behind.
A queued Modernize / Dismantle / Transfer for a given group
locks every action button on its inspector and surfaces a banner
that points the player at the order list. Cancelling the queued
entry from the order tab releases the lock on the next render —
the derivation watches draft.commands directly. Send / Load /
Unload / Split / Join Fleet do not lock; Send is naturally
followed by an out-of-orbit state at turn cutoff, the rest can
stack legitimately.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Eight ship-group operations land on the inspector behind a single
inline-form panel: split, send, load, unload, modernize, dismantle,
transfer, join fleet. Each action either appends a typed command to
the local order draft or surfaces a tooltip explaining the
disabled state. Partial-ship operations emit an implicit
breakShipGroup command before the targeted action so the engine
sees a clean (Break, Action) pair on the wire.
`pkg/calc.BlockUpgradeCost` migrates from
`game/internal/controller/ship_group_upgrade.go` so the calc
bridge can wrap a pure pkg/calc formula; the controller now
imports it. The bridge surfaces the function as
`core.blockUpgradeCost`, which the inspector calls once per ship
block to render the modernize cost preview.
`GameReport.otherRaces` is decoded from the report's player block
(non-extinct, ≠ self) and feeds the transfer-to-race picker. The
planet inspector's stationed-ship rows become clickable for own
groups so the actions panel is reachable from the standard click
flow (the renderer continues to hide on-planet groups).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Locks in the synthetic-report parity rule as a global "Assumptions
and Defaults" entry in ui/PLAN.md: every phase that extends the
server->UI report contract must also extend the legacy parser in
the same PR (or document in tools/local-dev/legacy-report/README.md
why the new field cannot be derived from legacy text). The Go side
already enforces shape compatibility via the pkg/model/report
import; this rule extends that mechanical guard to "did we remember
to wire the new field through".
ui/docs/testing.md grows a "Synthetic reports for visual testing"
section with the full conversion -> load -> compose loop and the
two operational gotchas (no network on synthetic ids, page reload
clears the in-memory map).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wires pkg/calc/ship.go into the WASM Core boundary as seven thin
wrappers (DriveEffective, EmptyMass, WeaponsBlockMass, FullMass,
Speed, CargoCapacity, CarryingMass). The ship-class designer reads
Core through a new CORE_CONTEXT_KEY populated by the in-game layout
and renders a five-row preview pane (mass, full-load mass, max
speed, range at full load, cargo capacity) that updates reactively
on every form edit and on the player's localPlayer{Drive,Weapons,
Shields,Cargo} tech levels — three of which are now decoded from
the report's Player block alongside the existing localPlayerDrive.
CarryingMass is the seventh wrapper added to the original six-function
list so that "full-load mass" composes through pkg/calc/ functions
without putting math in TypeScript.
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>
The cargo-route picker filtered out unidentified planets, so an
early-game player who had spotted but not surveyed a destination
could not configure a route to it — the engine has no such
restriction (`game/internal/controller/route.go.PlanetRouteSet`
only checks ownership of the origin and `util.ShortDistance(...) <=
FligthDistance`). Drop the unidentified guard and document the
contract in `cargo-routes-ux.md` plus a comment over `reachableSet()`.
Pick-mode dim now drops both alpha and tint on out-of-reach
planets so bright shapes (`STYLE_LOCAL` is `0x6dd2ff`) collapse
into a single muted gray. The single-channel `dimAlpha=0.3` was too
gentle against the dark theme — the user reported the dim wasn't
visible. Tighten to `dimAlpha=0.35 + dimTint=0x303841`; restore
both on tear-down.
Also threads through the user's `pkg/calc/race.go.FligthDistance`
addition: `calc-bridge.md` records the new Go-side reference (the
engine's `Race.FlightDistance()` already wraps it), and the picker
comment points at the canonical formula location.
Tests:
- `inspector-planet-cargo-routes.test.ts` adds two cases — a
reach-spans-every-kind case (own + foreign + uninhabited +
unidentified all picked when in range) and a successful pick to
an unidentified destination.
- All 356 vitest cases + chromium-desktop / webkit-desktop e2e
cargo-routes pass.
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.
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>
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>
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>
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>
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>
Adds tools/local-dev/ with postgres + redis + mailpit + backend +
gateway plus a Make wrapper, so `make -C tools/local-dev up` brings
the full authenticated stack online and `pnpm -C ui/frontend dev`
talks to it directly. The committed `.env.development` already
points at the stack and pins the matching gateway response public
key from the dev keypair under tools/local-dev/keys/.
The backend ships a new opt-in env, BACKEND_AUTH_DEV_FIXED_CODE
(`tools/local-dev/.env` defaults it to 123456). When set,
ConfirmEmailCode accepts that literal in addition to the real
bcrypt-verified code; SendEmailCode still queues a real email so
Mailpit captures the issued code at http://localhost:8025/, and
both paths coexist. The override is rejected as non-six-digit by
config validation and emits a loud warning at backend startup.
The local-dev Dockerfiles mirror backend/Dockerfile and
gateway/Dockerfile but switch the runtime stage to alpine so
docker-compose healthchecks can wget /healthz; the gateway
Dockerfile additionally copies ui/core/ into the build context
because gateway/go.mod's `replace galaxy/core => ../ui/core` is
required to compile the gateway main.
Smoke tested:
- `make -C tools/local-dev up` boots all five services to healthy.
- send-email-code + confirm-email-code with code=123456 returns a
device_session_id; a real code in Mailpit also redeems
successfully.
- `pnpm test` 14/14, `pnpm exec playwright test` 44/44.
- `go test ./backend/internal/config/...` green.
Docs: tools/local-dev/README.md, tools/local-dev/keys/README.md,
new "Local development stack" section in ui/docs/testing.md, and a
short pointer in ui/README.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>