Phase 28: diplomatic mail UI (work in progress) #11

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@@ -1270,6 +1270,20 @@ The message detail response includes both the original body and,
when available, the cached translation; the client UI defaults to
the translated text and offers a "show original" toggle.
The in-game UI groups personal mail into per-race threads — every
personal message exchanged between the local player and another
race lands in one thread keyed on the other party's race. System
mail, admin notifications, and the player's own paid-tier
broadcasts render as stand-alone entries in the same list pane and
are never threaded. `read_at` and `deleted_at` drive the local
unread counter and the soft-delete affordance but are not surfaced
to the user — diplomatic mail does not promise read receipts. The
compose form picks the recipient by race name (resolved
server-side from `Memberships.ListMembers(game_id, "active")`); no
client-side memberships listing is fetched. See
[`ui/docs/diplomail-ui.md`](../ui/docs/diplomail-ui.md) for the
detailed UI breakdown.
### 11.5 Lifecycle hooks
Three lobby transitions land as system mail in the affected
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@@ -1309,6 +1309,20 @@ bulk-purge всей почты соответствующей партии.
кэш) перевод; UI по умолчанию показывает перевод и предлагает
переключение «показать оригинал».
Внутриигровой UI группирует личную почту по веткам по расам —
каждая личная переписка между локальным игроком и другой расой
оказывается в одной ветке, ключевая по расе собеседника.
Системные сообщения, административные уведомления и собственные
рассылки игрока (платный тариф) показываются отдельными
автономными записями в том же списке и никогда не группируются.
`read_at` и `deleted_at` поддерживают локальный счётчик
непрочитанного и кнопку удаления, но не показываются игроку —
дипломатическая почта не обещает уведомления о прочтении. Форма
compose выбирает получателя по имени расы (сервер резолвит через
`Memberships.ListMembers(game_id, "active")`); клиент не тянет
отдельный список членов. Подробнее — в
[`ui/docs/diplomail-ui.md`](../ui/docs/diplomail-ui.md).
### 11.5 Хуки жизненного цикла
Три транзитных перехода в лобби порождают system mail в inbox
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@@ -3070,9 +3070,73 @@ bottom):
- animated transitions when survivors re-distribute after an
elimination (currently hard-jumps).
## Phase 28. Diplomatic Mail View
## ~~Phase 28. Diplomatic Mail View~~
Status: pending.
Status: done (pending CI gate).
Decisions baked in during implementation:
1. **Transport: ConnectRPC `user.games.mail.*`.** Eight new
authenticated commands (inbox / sent / message.get / send /
broadcast / admin / read / delete) plumbed end-to-end through
the existing gateway → backend REST surface. Schemas in
`pkg/schema/fbs/diplomail.fbs`; constants in
`pkg/model/diplomail/diplomail.go`; gateway translation in
`gateway/internal/backendclient/mail_commands.go`.
2. **Recipient by race name.** The send / admin endpoints accept
an alternative `recipient_race_name` field; backend resolves it
via `Memberships.ListMembers(gameID, "active")`. The UI feeds
the picker straight off `report.races[].name` — no client-side
memberships RPC.
3. **`sender_race_name` snapshot.** New nullable column on
`diplomail_messages`, populated for `sender_kind='player'`
senders that have an active membership at send time. Drives the
per-race threading on the client.
4. **/sent returns full message detail.** Backend's bulk sent
listing now returns the same `UserMailMessageDetail` shape as
`/inbox`, one row per (message, recipient). The UI collapses
broadcasts by `message_id` into a single stand-alone item.
5. **Threading + stand-alones.** `MailStore.entries` groups
personal messages by the other party's race name. System,
admin, and outgoing broadcasts render as stand-alone items in
the same list pane.
6. **No read receipts.** `read_at` and `deleted_at` drive the
badge counter and soft-delete affordance but are never shown
to the user.
7. **Header badge.** Inline pill on the view-menu "diplomatic
mail" row, fed by `mailStore.unreadCount`. No always-visible
chrome added.
8. **Push event reuse.** A new
`eventStream.on("diplomail.message.received", …)` handler in
`routes/games/[id]/+layout.svelte` parses the verified payload,
refreshes the inbox, and raises a `toast.show` with a "view"
deep-link.
9. **Translation toggle.** Per-message Show original / Show
translation toggle inside both `thread-pane.svelte` and
`system-item-pane.svelte`; the body defaults to the cached
translation when present.
Artifacts (delivered):
- backend: `internal/postgres/migrations/00001_init.sql`,
`internal/diplomail/{types.go,store.go,service.go,admin_send.go,diplomail_e2e_test.go,README.md}`,
`internal/server/{handlers_user_mail.go,handlers_admin_diplomail.go}`,
`openapi.yaml`;
- wire: `pkg/schema/fbs/diplomail.fbs` + generated Go and TS
bindings; `pkg/model/diplomail/diplomail.go`;
- gateway: `gateway/internal/backendclient/{mail_commands.go,routes.go,mail_commands_test.go}`,
`gateway/cmd/gateway/main.go`;
- ui: `ui/frontend/src/api/diplomail.ts`,
`ui/frontend/src/lib/mail-store.svelte.ts`,
`ui/frontend/src/lib/active-view/mail.svelte` (+ subdir
`mail/{thread-list,thread-pane,system-item-pane,compose,system-titles}.svelte|.ts`),
`ui/frontend/src/lib/header/view-menu.svelte`,
`ui/frontend/src/routes/games/[id]/+layout.svelte`,
`ui/frontend/src/lib/i18n/locales/{en,ru}.ts`;
- docs: `ui/docs/diplomail-ui.md`, `docs/FUNCTIONAL.md` §11.4 +
mirror in `docs/FUNCTIONAL_ru.md`.
Original phase brief follows.
Goal: implement a mail inbox and compose flow as a dedicated view that
replaces the map.
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# In-game diplomatic mail UI
Phase 28 wires the in-game mail view that consumes the `diplomail`
subsystem in the backend. The route lives at `/games/:id/mail`
(registered in Phase 10) and replaces the active view when the user
opens the "diplomatic mail" entry in the header menu.
## Wire surface
Eight ConnectRPC commands sit between UI and backend, all under the
`user.games.mail.*` namespace:
| Command | Backend REST endpoint |
|---|---|
| `user.games.mail.inbox` | `GET /api/v1/user/games/{id}/mail/inbox` |
| `user.games.mail.sent` | `GET …/mail/sent` |
| `user.games.mail.message.get` | `GET …/mail/messages/{message_id}` |
| `user.games.mail.send` | `POST …/mail/messages` |
| `user.games.mail.broadcast` | `POST …/mail/broadcast` |
| `user.games.mail.admin` | `POST …/mail/admin` |
| `user.games.mail.read` | `POST …/mail/messages/{id}/read` |
| `user.games.mail.delete` | `DELETE …/mail/messages/{id}` |
The FlatBuffers schemas live under
[`pkg/schema/fbs/diplomail.fbs`](../../pkg/schema/fbs/diplomail.fbs);
the gateway translation lives in
[`gateway/internal/backendclient/mail_commands.go`](../../gateway/internal/backendclient/mail_commands.go).
## Recipient by race name
The compose flow does **not** consult a memberships listing. The
recipient picker reads `gameState.report.races[].name` (the Phase 22
projection of `report.player[]`), and the send request carries the
chosen race name as `recipient_race_name`. The backend resolves it
against `Memberships.ListMembers(gameID, "active")` and rejects with
`forbidden` if the matching member is no longer active. This keeps
the UI off the lobby surface for the common case.
## Threading model
`MailStore.entries` is the derived rune the active view consumes. It
projects the union of inbox and sent into:
- **Per-race threads** — every personal message keyed by another
race contributes to a thread keyed on that race name. Incoming is
keyed on `sender_race_name`; outgoing is keyed on
`recipient_race_name`. Thread messages are sorted oldest → newest
for chat-style rendering; the unread badge counts incoming
`read_at === null` rows only.
- **Stand-alone items** — system mail (`sender_kind=system`), admin
notifications (`sender_kind=admin`), and the caller's own
paid-tier broadcasts (`broadcast_scope=game_broadcast`). Backend
returns one row per recipient for paid-tier broadcasts; the UI
collapses them by `message_id` into a single stand-alone item.
`read_at` and `deleted_at` are not surfaced to the user in any pane
— they only drive the badge counter and the optimistic mark-read
state. This is intentional (per Phase 28 decisions): the user-facing
spec for diplomatic mail does not promise read receipts.
## Translation toggle
When a message detail carries `translated_body`, the body and (if
non-empty) subject default to the translated rendering. Each message
pane exposes a "Show original" / "Show translation" button that
flips the per-message state. Messages without a cached translation
render the original directly with no toggle.
## Push events
`diplomail.message.received` push frames are dispatched from
`api/events.svelte.ts` via the singleton SubscribeEvents stream. The
in-game layout (`routes/games/[id]/+layout.svelte`) parses the
verified payload, calls `mailStore.applyPushEvent(gameId)` (which
re-fetches the inbox — the payload only carries a preview), and
raises a toast through `lib/toast.svelte.ts` with a "view"
deep-link to `/games/:id/mail`.
The header view-menu's mail entry shows `mailStore.unreadCount` as
an inline pill — the only chrome the badge needs.
## Layout
Desktop (≥ 768 px) renders a two-pane CSS grid: list on the left,
detail on the right. Mobile flips to a single-pane stack; tapping a
list row hides the list and shows the detail with a back button.
## Accessibility
- Bodies render through Svelte's default text-content path (no HTML
parsing) per the backend rule of treating message text as plain
UTF-8.
- The compose dialog uses native form controls; the recipient
picker is a `<select>` so screen-readers and keyboard users get
the standard semantics.
- The reply box and the compose body are real `<textarea>`s so
shift-enter newlines, paste, and selection behave correctly.