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Ilia Denisov ce7a66b3e6 ui/phase-11: map wired to live game state
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>
2026-05-08 21:17:17 +02:00

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// lobby contains FlatBuffers payloads used by the authenticated gateway
// boundary for Game Lobby. The wire shapes here mirror the trusted
// internal lobby REST surface; gateway derives the calling `user_id`
// from the verified session and forwards it as `X-User-Id` to lobby.
namespace lobby;
// GameSummary stores one game record returned by the lobby list
// endpoints. owner_user_id is empty for public games (no human owner).
// current_turn carries the runtime's most recent observed turn number
// (zero before the engine produces its first snapshot); the user
// surface uses it to read the corresponding `user.games.report`
// without an extra round-trip. The shape matches `lobby/openapi.yaml`
// `MyGameSummary`.
table GameSummary {
game_id:string;
game_name:string;
game_type:string;
status:string;
owner_user_id:string;
min_players:int32;
max_players:int32;
enrollment_ends_at_ms:int64;
created_at_ms:int64;
updated_at_ms:int64;
current_turn:int32;
}
// MyGamesListRequest stores the authenticated read request for the
// caller's games. Empty body — gateway derives identity from the
// authenticated session.
table MyGamesListRequest {
}
// MyGamesListResponse stores the list of games the caller participates
// in.
table MyGamesListResponse {
items:[GameSummary];
}
// PublicGamesListRequest stores the paginated read request for joinable
// public games. Page numbers start at 1; backend caps page_size.
table PublicGamesListRequest {
page:int32;
page_size:int32;
}
// PublicGamesListResponse stores one page of public games together with
// the pagination metadata.
table PublicGamesListResponse {
items:[GameSummary];
page:int32;
page_size:int32;
total:int32;
}
// ApplicationSummary stores one application record. decided_at_ms is 0
// while the application is pending.
table ApplicationSummary {
application_id:string;
game_id:string;
applicant_user_id:string;
race_name:string;
status:string;
created_at_ms:int64;
decided_at_ms:int64;
}
// MyApplicationsListRequest stores the authenticated read request for
// the caller's applications. Empty body.
table MyApplicationsListRequest {
}
// MyApplicationsListResponse stores the caller's applications in the
// order the backend returns them.
table MyApplicationsListResponse {
items:[ApplicationSummary];
}
// InviteSummary stores one invite record. invited_user_id is empty for
// code-based invites; code is empty for user-bound invites;
// decided_at_ms is 0 while the invite is still pending.
table InviteSummary {
invite_id:string;
game_id:string;
inviter_user_id:string;
invited_user_id:string;
code:string;
race_name:string;
status:string;
created_at_ms:int64;
expires_at_ms:int64;
decided_at_ms:int64;
}
// MyInvitesListRequest stores the authenticated read request for the
// caller's invites. Empty body.
table MyInvitesListRequest {
}
// MyInvitesListResponse stores the caller's invite list.
table MyInvitesListResponse {
items:[InviteSummary];
}
// OpenEnrollmentRequest stores the owner-only command that transitions
// a game from `draft` to `enrollment_open`.
table OpenEnrollmentRequest {
game_id:string;
}
// OpenEnrollmentResponse stores the resulting game status.
table OpenEnrollmentResponse {
game_id:string;
status:string;
}
// GameCreateRequest stores the create-game command. Visibility is
// always `private` for the user surface; the gateway rejects any other
// value before forwarding to backend.
table GameCreateRequest {
game_name:string;
description:string;
min_players:int32;
max_players:int32;
start_gap_hours:int32;
start_gap_players:int32;
enrollment_ends_at_ms:int64;
turn_schedule:string;
target_engine_version:string;
}
// GameCreateResponse wraps the freshly created game projected onto the
// shared GameSummary shape.
table GameCreateResponse {
game:GameSummary;
}
// ApplicationSubmitRequest stores the submit-application command for a
// public game in `enrollment_open`.
table ApplicationSubmitRequest {
game_id:string;
race_name:string;
}
// ApplicationSubmitResponse wraps the freshly created application
// record.
table ApplicationSubmitResponse {
application:ApplicationSummary;
}
// InviteRedeemRequest accepts a pending invite and creates the
// corresponding membership.
table InviteRedeemRequest {
game_id:string;
invite_id:string;
}
// InviteRedeemResponse wraps the updated invite record (status
// transitioned to `accepted`).
table InviteRedeemResponse {
invite:InviteSummary;
}
// InviteDeclineRequest terminally declines a pending invite.
table InviteDeclineRequest {
game_id:string;
invite_id:string;
}
// InviteDeclineResponse wraps the updated invite record (status
// transitioned to `declined`).
table InviteDeclineResponse {
invite:InviteSummary;
}
// ErrorBody stores the canonical lobby error envelope code/message
// pair.
table ErrorBody {
code:string;
message:string;
}
// ErrorResponse wraps ErrorBody for the FlatBuffers payload boundary.
table ErrorResponse {
error:ErrorBody;
}
root_type MyGamesListResponse;