feat(ui): single-URL game app-shell (in-memory screens/views) #35
@@ -118,6 +118,17 @@ export class GameStateStore {
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*/
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mapToggles: MapToggles = $state({ ...DEFAULT_MAP_TOGGLES });
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error: string | null = $state(null);
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/**
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* notFound is the distinct "this game is not in the player's list"
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* signal, set when `findGame` returns null (cancelled, removed, or
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* access revoked). It is a clean flag the app-shell reads after
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* `init` to drop a restored/stale game back to the lobby with a
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* toast, rather than string-matching the `error` message. Transient
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* network failures keep `notFound` false (they take the catch path)
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* so they still surface the in-game error state for a retry. Reset
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* to false at the start of every `setGame` / `advanceToPending`.
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*/
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notFound = $state(false);
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/**
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* currentTurn mirrors the engine's turn number for the running
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* game (lifted from the lobby record on `setGame`). Phase 14
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@@ -218,6 +229,7 @@ export class GameStateStore {
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this.gameId = gameId;
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this.status = "loading";
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this.error = null;
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this.notFound = false;
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this.report = null;
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this.wrapMode = await readWrapMode(this.cache, gameId);
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@@ -229,6 +241,7 @@ export class GameStateStore {
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if (summary === null) {
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this.status = "error";
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this.error = `game ${gameId} is not in your list`;
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this.notFound = true;
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return;
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}
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this.gameName = summary.gameName;
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@@ -306,11 +319,13 @@ export class GameStateStore {
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}
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this.status = "loading";
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this.error = null;
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this.notFound = false;
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try {
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const summary = await this.findGame(this.gameId);
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if (summary === null) {
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this.status = "error";
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this.error = `game ${this.gameId} is not in your list`;
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this.notFound = true;
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return;
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}
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this.gameName = summary.gameName;
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@@ -558,6 +573,18 @@ export class GameStateStore {
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private installVisibilityListener(): void {
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if (typeof document === "undefined") return;
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// Idempotent on re-init. In the single-URL app-shell a direct
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// game → game switch (a push deep-link or a refresh-restore)
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// re-runs `init` without unmounting the shell, so a naive
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// `addEventListener` here would stack a second listener on every
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// switch. Drop any previously-registered one first so exactly one
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// stays live.
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if (this.visibilityListener !== null) {
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document.removeEventListener(
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"visibilitychange",
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this.visibilityListener,
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);
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}
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const listener = (): void => {
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if (document.visibilityState === "visible" && this.status === "ready") {
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void this.refresh();
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@@ -515,6 +515,25 @@ return to the lobby still disposes the stores via `onDestroy`.
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orderDraft.init({ cache, gameId: activeGameId }),
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mailStore.init({ client, cache, gameId: activeGameId }),
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]);
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// A restored or stale game id may point at a game that is
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// no longer in the player's list (cancelled, removed, or
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// access revoked). `init` flags that distinct case via
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// `gameState.notFound` (a transient network error keeps it
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// false and surfaces the in-game error state instead). Drop
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// to the lobby with a toast rather than stranding the user
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// on the in-game "not in your list" error. Leaving the
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// `game` screen unmounts the shell, so the stores are
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// disposed via `onDestroy`; the rest of the bootstrap
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// (client bind, server hydration) is skipped for the dead
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// game.
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if (gameState.notFound) {
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appScreen.go("lobby");
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toast.show({
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messageKey: "game.events.unavailable.message",
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durationMs: 8000,
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});
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return;
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}
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galaxyClient.set(client);
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orderDraft.bindClient(client, {
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getCurrentTurn: () => gameState.currentTurn,
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@@ -18,6 +18,7 @@ absent until Phase 24 wires push-event state.
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<script lang="ts">
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import { getContext } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import { appScreen } from "$lib/app-nav.svelte";
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import {
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GAME_STATE_CONTEXT_KEY,
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type GameStateStore,
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@@ -56,6 +57,14 @@ absent until Phase 24 wires push-event state.
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<TurnNavigator />
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</div>
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<div class="right">
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<button
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type="button"
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class="return-to-lobby"
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data-testid="return-to-lobby"
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onclick={() => appScreen.go("lobby")}
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>
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{i18n.t("game.shell.menu.return_to_lobby")}
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</button>
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<button
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type="button"
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class="sidebar-toggle"
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@@ -101,6 +110,20 @@ absent until Phase 24 wires push-event state.
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overflow: hidden;
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text-overflow: ellipsis;
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}
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.return-to-lobby {
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font: inherit;
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font-size: 0.85rem;
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padding: 0.25rem 0.6rem;
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background: transparent;
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color: inherit;
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border: 1px solid var(--color-border);
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border-radius: var(--radius-sm);
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cursor: pointer;
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white-space: nowrap;
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}
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.return-to-lobby:hover {
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background: var(--color-surface-hover);
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}
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.sidebar-toggle {
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font: inherit;
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font-size: 1.1rem;
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@@ -29,6 +29,7 @@ const en = {
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"game.events.turn_ready.message": "turn {turn} is ready",
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"game.events.turn_ready.action": "view now",
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"game.events.signature_failed": "verification failed, reconnecting…",
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"game.events.unavailable.message": "this game is no longer available",
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"login.title": "sign in to Galaxy",
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"login.email_label": "email",
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@@ -118,6 +119,7 @@ const en = {
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"game.shell.menu.theme_light": "light",
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"game.shell.menu.theme_dark": "dark",
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"game.shell.menu.language": "language",
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"game.shell.menu.return_to_lobby": "return to lobby",
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"game.shell.menu.logout": "logout",
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"game.shell.coming_soon": "coming soon",
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"game.shell.turn.label": "turn {turn}",
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@@ -30,6 +30,7 @@ const ru: Record<keyof typeof en, string> = {
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"game.events.turn_ready.message": "ход {turn} готов",
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"game.events.turn_ready.action": "открыть",
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"game.events.signature_failed": "подпись повреждена, переподключение…",
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"game.events.unavailable.message": "эта игра больше недоступна",
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"login.title": "вход в Galaxy",
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"login.email_label": "электронная почта",
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@@ -119,6 +120,7 @@ const ru: Record<keyof typeof en, string> = {
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"game.shell.menu.theme_light": "светлая",
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"game.shell.menu.theme_dark": "тёмная",
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"game.shell.menu.language": "язык",
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"game.shell.menu.return_to_lobby": "вернуться в лобби",
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"game.shell.menu.logout": "выйти",
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"game.shell.coming_soon": "скоро будет",
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"game.shell.turn.label": "ход {turn}",
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