# 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)). This doc captures the shared shell, the Overview sections, the profile sub-screen, and the defaults baked into the create-game form. ## Shell Lobby and profile share a single chrome implemented in `lib/screens/lobby-shell.svelte`. The chrome mirrors the project site's VitePress layout: a left page-list sidebar (Overview / Profile), a top identity strip on the right, and the page content in the right-hand column. The shell uses `var(--font-mono)` so the post-login pages adopt the "nerdy" type stack that the public site already uses. The identity strip reads the caller's account from `lib/account-store.svelte.ts` — a session-wide cache that fetches `user.account.get` once on first access and is written through after every Profile save. Both `lobby-screen.svelte` and `profile-screen.svelte` populate the same cache through `account.ensure(client)`, so switching Overview ⇄ Profile never re-issues `user.account.get` and the strip never flashes the `lobby.account_loading` placeholder mid-navigation. The cache is cleared by `session.signOut("user")` / `signOut("revoked")` so a different user signing in on the same browser does not briefly see the previous identity. The strip falls back to `display_name` → immutable `user_name` → `lobby.account_loading` while the first `ensure(...)` resolves. It renders as a `data-testid="lobby-account-name"` button; clicking it switches the top-level screen to `profile` (`appScreen.go("profile")`). The e2e suites use that testid as their lobby-loaded signal. The logout button sits next to it (`session.signOut("user")`). The sidebar always renders both pages; clicking the active page is a no-op. The shell collapses to a horizontal scrolling strip below 640px. ## Overview sections The Overview page renders one column of sections, top to bottom. Cards inside each section take the full available width. | Section | Empty state | Source | Action | | -------------------- | --------------------- | -------------------------- | --------------------------------------------------------- | | `create new game` | (always visible) | — | Opens the create screen (`appScreen.go("lobby-create")`) | | `my games` | `no games yet` | `lobby.my.games.list` | Click → enters the game on the map view (`activeView.reset()` + `appScreen.go("game", { gameId })`) | | `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`) | ## Profile sub-screen `lib/screens/profile-screen.svelte` is a top-level `AppScreen` (peer of `lobby` and `lobby-create`). The browser Back stack treats it the same as the create screen — pushing a fresh history entry on entry, falling back to lobby on Back/Forward (see [`navigation.md`](navigation.md)). On mount it reads the caller's account through `account.ensure(...)` (see [Shell](#shell)) — the first visit issues `user.account.get`, subsequent visits resolve from the session-wide cache without a gateway round-trip. The form renders an identity read-out (immutable `user_name`, `email`) plus three editable fields: | Field | Endpoint | Notes | | --------------------- | --------------------- | -------------------------------------------------------------- | | `display_name` | `user.profile.update` | Trimmed; empty value clears the stored name (backend PATCH semantics). | | `preferred_language` | `user.settings.update`| `` of every IANA zone the browser knows (`Intl.supportedValuesOf("timeZone")`), grouped by leading slash segment (Africa / America / …; singletons like `UTC` collapse into a trailing "Other" optgroup). When the form opens with no stored zone, the picker is pre-selected to `Intl.DateTimeFormat().resolvedOptions().timeZone`. A stored value the runtime no longer advertises is added as an extra "Other" entry so the round-trip never silently drops it. Browsers that lack `supportedValuesOf` fall back to a free-text input; the backend validates with `time.LoadLocation` in every shape. | Save fires `user.profile.update` and/or `user.settings.update` conditionally on which fields actually changed, then **stays on the profile** and surfaces a transient `profile-saved-notice` line (`data-testid="profile-saved-notice"`). Editing any field clears the notice. Only the explicit `cancel` button navigates back to the lobby (`appScreen.go("lobby")`). When the saved `preferred_language` is one the UI also ships translations for, the active i18n locale switches in-place so the rest of the session matches the new preference. The write-through is also pushed into the shared `account` store so the shell identity strip picks up the new `display_name` without a second `user.account.get`. `GameSummary` carries a `current_turn` field that the lobby UI does not display directly — the in-game shell reads it from the same payload to load the matching `user.games.report` for the map view without an additional gateway call. See [`game-state.md`](game-state.md) for the consumer's view. ## 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 create screen returns to the lobby (`appScreen.go("lobby")`) and the new game shows up in `my games` once the lobby's onMount has had a chance to refresh the list (the lobby screen remounts on return, so its onMount re-fires). ## 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. The TS integration 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. `user.account.get` decodes through the generated `AccountResponse` table, so the lobby greeting works against a real local stack as well as the mocked Playwright fixtures.