Two follow-up nits on the F8-04b sidebar:
1. The bare-`lobby` resolver (lobby-screen.svelte) redirected to
`games-recruitment` unconditionally on mount. With games already
in the player's roster the sidebar then highlighted the wrong
sub-page. The resolver now awaits the lobby fan-out + account
fetch, then hands off to the same `firstVisibleGamesScreen` helper
the sidebar uses — so a fresh entry with games lands on
`active-past`, the canonical-order fallback stays `recruitment`.
2. `games-invitations` was unconditionally visible in the sidebar.
Now it follows the `active-past` rule: hidden until the
pending-invites list reports >=1. The lobby shell's auto-kick
effect treats it symmetrically — accepting / declining the last
invite moves the player to the next visible sub-page once the
fan-out has resolved.
Acceptance order in games-invitations-screen.acceptInvite was also
swapped to setMyGames-before-removeInvitation: both mutations land
in the same microtask, so the new auto-kick sees the freshly added
game in `myGames` when invitations drop to zero and routes the
player to `active-past` instead of bouncing through `recruitment`.
The visibility predicates and canonical order live in the new
`src/lib/lobby-nav.ts` pure helper, shared between the sidebar and
the resolver so they cannot disagree. Unit tests cover every
combination of (hasMyGames, hasInvitations, isPaidOrDev).
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>
PR-feedback round on #60:
- Time-zone field is now a continent-grouped <select> populated from
`Intl.supportedValuesOf("timeZone")`, with the browser-detected
zone pre-selected when no value is stored. A stored zone the
runtime no longer advertises is preserved as an "Other" entry.
- Saving the profile no longer kicks the user back to the lobby:
the form stays put and shows a transient `saved` notice, cleared
on the next edit. Only `cancel` returns to the lobby.
- New `lib/account-store.svelte.ts` caches `user.account.get` for
the session; lobby + profile share it through `account.ensure()`,
so navigating Overview ⇄ Profile no longer flashes the
"loading account…" placeholder or fires a second gateway call.
Profile save writes through to the store so the shell identity
strip picks up the new display name without refetching. Cleared
on logout to prevent identity bleed between accounts.
- e2e: existing 4 cases adjusted for save-stay; added two new ones
for the timezone dropdown and identity-strip stability across
navigation.
- Docs: `ui/docs/lobby.md` updated to describe the shared cache,
the new timezone picker shape, and the save-stay behaviour.
- 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
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>
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>