Files
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

195 lines
5.2 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package lobby
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type GameSummary struct {
_tab flatbuffers.Table
}
func GetRootAsGameSummary(buf []byte, offset flatbuffers.UOffsetT) *GameSummary {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &GameSummary{}
x.Init(buf, n+offset)
return x
}
func FinishGameSummaryBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsGameSummary(buf []byte, offset flatbuffers.UOffsetT) *GameSummary {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &GameSummary{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedGameSummaryBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *GameSummary) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *GameSummary) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *GameSummary) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameSummary) GameName() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameSummary) GameType() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameSummary) Status() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameSummary) OwnerUserId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameSummary) MinPlayers() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameSummary) MutateMinPlayers(n int32) bool {
return rcv._tab.MutateInt32Slot(14, n)
}
func (rcv *GameSummary) MaxPlayers() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameSummary) MutateMaxPlayers(n int32) bool {
return rcv._tab.MutateInt32Slot(16, n)
}
func (rcv *GameSummary) EnrollmentEndsAtMs() int64 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
if o != 0 {
return rcv._tab.GetInt64(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameSummary) MutateEnrollmentEndsAtMs(n int64) bool {
return rcv._tab.MutateInt64Slot(18, n)
}
func (rcv *GameSummary) CreatedAtMs() int64 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
if o != 0 {
return rcv._tab.GetInt64(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameSummary) MutateCreatedAtMs(n int64) bool {
return rcv._tab.MutateInt64Slot(20, n)
}
func (rcv *GameSummary) UpdatedAtMs() int64 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
if o != 0 {
return rcv._tab.GetInt64(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameSummary) MutateUpdatedAtMs(n int64) bool {
return rcv._tab.MutateInt64Slot(22, n)
}
func (rcv *GameSummary) CurrentTurn() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameSummary) MutateCurrentTurn(n int32) bool {
return rcv._tab.MutateInt32Slot(24, n)
}
func GameSummaryStart(builder *flatbuffers.Builder) {
builder.StartObject(11)
}
func GameSummaryAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
}
func GameSummaryAddGameName(builder *flatbuffers.Builder, gameName flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(gameName), 0)
}
func GameSummaryAddGameType(builder *flatbuffers.Builder, gameType flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(gameType), 0)
}
func GameSummaryAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0)
}
func GameSummaryAddOwnerUserId(builder *flatbuffers.Builder, ownerUserId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(4, flatbuffers.UOffsetT(ownerUserId), 0)
}
func GameSummaryAddMinPlayers(builder *flatbuffers.Builder, minPlayers int32) {
builder.PrependInt32Slot(5, minPlayers, 0)
}
func GameSummaryAddMaxPlayers(builder *flatbuffers.Builder, maxPlayers int32) {
builder.PrependInt32Slot(6, maxPlayers, 0)
}
func GameSummaryAddEnrollmentEndsAtMs(builder *flatbuffers.Builder, enrollmentEndsAtMs int64) {
builder.PrependInt64Slot(7, enrollmentEndsAtMs, 0)
}
func GameSummaryAddCreatedAtMs(builder *flatbuffers.Builder, createdAtMs int64) {
builder.PrependInt64Slot(8, createdAtMs, 0)
}
func GameSummaryAddUpdatedAtMs(builder *flatbuffers.Builder, updatedAtMs int64) {
builder.PrependInt64Slot(9, updatedAtMs, 0)
}
func GameSummaryAddCurrentTurn(builder *flatbuffers.Builder, currentTurn int32) {
builder.PrependInt32Slot(10, currentTurn, 0)
}
func GameSummaryEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}