# Lobby UI The lobby is the first authenticated view; the user lands here after the email-code login completes (see [`docs/auth-flow.md`](auth-flow.md)). Phase 8 introduced the live lobby with five sections, the create-game form, and the TS-side FlatBuffers integration the rest of the client builds on. This doc captures the sections, the application / invite lifecycle the user sees, and the defaults baked into the create-game form. ## Sections The lobby renders one column of sections, top to bottom, with the common content max-width capped at `32rem` (same convention as the login page). Cards inside each section take the full available width. | Section | Empty state | Source | Action | | -------------------- | --------------------- | -------------------------- | --------------------------------------------------------- | | `create new game` | (always visible) | — | Navigates to `/lobby/create` | | `my games` | `no games yet` | `lobby.my.games.list` | Click → `/games/:id/map` (placeholder until Phase 10) | | `pending invitations`| `no invitations` | `lobby.my.invites.list` | Accept (`lobby.invite.redeem`) / Decline (`lobby.invite.decline`) | | `my applications` | `no applications` | `lobby.my.applications.list` | Status badge (`pending` / `approved` / `rejected`) | | `public games` | `no public games` | `lobby.public.games.list` | Submit application via inline race-name form (`lobby.application.submit`) | The header preserves the device-session-id `` block from the Phase 7 placeholder (kept as a debug affordance) plus a greeting if the gateway returns a `display_name` for the caller. ## Application lifecycle `Submit application` on a public-game card toggles an inline race-name form on the same card (no overlay/modal infrastructure yet — the in-game shell that introduces overlays lands later). On submit: 1. The page calls `submitApplication(client, gameId, raceName)` from `src/api/lobby.ts`. 2. The wrapper builds an `ApplicationSubmitRequest` FlatBuffers payload, posts it through `GalaxyClient.executeCommand`, decodes the `ApplicationSubmitResponse`, and returns an `ApplicationSummary` plain object. 3. The lobby page prepends the new application to the `my applications` list and collapses the inline form. The page does not refresh the public-games list — backend semantics are that the public game still exists and is still in `enrollment_open`. 4. Status starts as `pending`. When the owner approves, backend creates a membership and the next refresh of `lobby.my.games.list` surfaces the game in `my games`. When the owner rejects, the application stays terminal in `my applications` with status `rejected`. ## Invite lifecycle A pending invite arrives in `pending invitations` either when the inviter targets the user by id (`invited_user_id` is set) or when the user redeems a code-based invite from somewhere outside the lobby. The user can accept (`lobby.invite.redeem`) or decline (`lobby.invite.decline`): - **Accept** — the invite card disappears, the page refreshes `my games`, and the freshly-joined game appears there. - **Decline** — the invite card disappears. No membership is created. ## Create-game form The form posts `lobby.game.create` through the gateway with `visibility="private"` hard-coded; the user surface never produces a public game (FUNCTIONAL.md §3.3). Fields: | Field | Visibility | Default | Notes | | --------------------- | ---------------- | ------- | ------------------------------------------------------ | | `game_name` | always | `""` | Non-empty client-side check | | `description` | always | `""` | | | `turn_schedule` | always | `0 0 * * *` | Plain text input, hint says "five-field cron" | | `enrollment_ends_at` | always | `""` | ``, RFC 3339 on submit | | `min_players` | Advanced toggle | `2` | `
` block | | `max_players` | Advanced toggle | `8` | | | `start_gap_hours` | Advanced toggle | `24` | | | `start_gap_players` | Advanced toggle | `2` | | | `target_engine_version` | Advanced toggle | `v1` | Falls back to `v1` if blank | On success the page navigates back to `/lobby` and the new game shows up in `my games` once the lobby's onMount has had a chance to refresh the list. ## Errors Lobby errors raised by the gateway carry a canonical code (`invalid_request`, `subject_not_found`, `forbidden`, `conflict`, `internal_error`). The `LobbyError` thrown by `lobby.ts` exposes the code; the page maps it to the matching `lobby.error.` i18n key and falls back to the gateway-supplied message via `lobby.error.unknown` for any unknown code. ## Why FlatBuffers on the TS side The gateway encodes lobby payloads through `pkg/transcoder/lobby.go` into FlatBuffers bytes; the browser must decode them with the same schema. Phase 8 ships: - `flatbuffers` runtime dependency in `ui/frontend/package.json`; - `make -C ui fbs-ts` driving `flatc --ts` to regenerate the bindings from `pkg/schema/fbs/*.fbs` into `ui/frontend/src/proto/galaxy/fbs/`; - a Vitest round-trip suite (`tests/lobby-fbs.test.ts`) that catches binding drift in CI. Phase 7's `user.account.get` decode previously used `JSON.parse(TextDecoder)`; that path was rewritten in Phase 8 to use the same generated `AccountResponse` table, so the lobby greeting now works against a real local stack as well as the mocked Playwright fixtures.