Files
galaxy-game/ui/PLAN.md
T
Ilia Denisov 118f7c17a2 phase 4: connectrpc on the gateway authenticated edge
Replace the native-gRPC server bootstrap with a single
`connectrpc.com/connect` HTTP/h2c listener. Connect-Go natively
serves Connect, gRPC, and gRPC-Web on the same port, so browsers can
now reach the authenticated surface without giving up the gRPC
framing native and desktop clients may use later. The decorator
stack (envelope → session → payload-hash → signature →
freshness/replay → rate-limit → routing/push) is reused unchanged
behind a small Connect → gRPC adapter and a `grpc.ServerStream`
shim around `*connect.ServerStream`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 11:49:28 +02:00

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# UI Client Implementation Plan
This plan stages the implementation of the cross-platform UI client for
Galaxy. The client builds from a single TypeScript + Svelte codebase to
five targets: web, web-mobile, standalone PC (mac/win/linux), iOS, and
Android. A shared Go module (`ui/core`) carries envelope cryptography,
FlatBuffers codec, keypair management, and a thin bridge over `pkg/calc/`
for UI-side game math; it is compiled to WASM (web), gomobile native
libraries (iOS/Android), and embedded directly in Wails (desktop). All
network I/O lives on the TypeScript side via ConnectRPC, so the Go
module is a pure compute boundary on every platform.
The existing Fyne client in `client/` is deprecated and is not modified
or imported by the new code. The strategy and rationale behind these
choices live in the plan file at
`/Users/id/.claude/plans/buzzing-questing-fountain.md`; the architectural
overview is mirrored into `ui/README.md` as part of Phase 1.
Each phase ends with a runnable artifact. The visual progression is:
empty page → navigation skeleton → stubbed views → live data → real
actions. Phases are sized so that any one of them can be shipped, run,
and reviewed before the next starts; if a direction proves wrong, the
plan can be adjusted with at most one phase of rework.
---
## Summary
This plan breaks implementation into 36 small reviewable phases. Each
phase has a single primary goal, clear deliverables, explicit
dependencies, acceptance criteria, and focused tests. Tests live
alongside the code added in the phase; a phase is not closed until its
tests are green on the targets it claims to support.
The intended v1 architecture is:
- TypeScript + Svelte 5 frontend, shared across all five build targets;
- PixiJS v8 with dual WebGPU/WebGL backend for the world map renderer;
- Go module `ui/core` as a compute-only library (canonical bytes,
sign/verify, FlatBuffers codec, keypair, thin bridge to `pkg/calc/`)
compiled to WASM, gomobile, and Wails-embedded native;
- TypeScript-side `Core` interface with three adapters (`WasmCore`,
`WailsCore`, `CapacitorCore`) selected at build time;
- `GalaxyClient` on top of `Core` performs all network I/O via
ConnectRPC (`@connectrpc/connect-web`) on every platform;
- per-platform storage: WebCrypto + IndexedDB on web, OS keychain +
SQLite on desktop, iOS Keychain / Android Keystore + SQLite on mobile,
all behind a single `KeyStore` and `Cache` TypeScript interface;
- mobile-first navigation: one active view occupies the main area at a
time; sidebar holds a single tool (calculator, inspector, or order)
with persistent state on switch.
## Assumptions and Defaults
- Target Go version follows `go.mod` of the parent module; TinyGo for
WASM must support `crypto/ed25519` and `crypto/sha256`. If TinyGo
support is insufficient, fall back to standard Go `GOOS=js
GOARCH=wasm` with a larger bundle (~2 MB).
- The gateway exposes server-streaming gRPC. Browsers cannot speak raw
gRPC; ConnectRPC support is added to the gateway so a single set of
Go handlers serves native gRPC and browser clients simultaneously.
- TypeScript-side network code uses `@connectrpc/connect-web` for unary
calls and server-streaming push events on every platform.
- Ed25519 private keys never leave the device. Loss of secure storage is
acceptable on every platform and triggers a re-login flow.
- Build pipeline is a single `pnpm` workspace at `ui/`; Make targets
wrap TinyGo, gomobile, Wails CLI, Capacitor CLI, and Vite.
- All file/directory names, code, comments, identifiers, and docs in
`ui/` are written in English. Russian appears only in i18n bundles
delivered in Phase 35.
- Pre-production migration rule from the project root applies: schema
changes are inlined into the existing init schema rather than
producing new migrations; clean rebuilds on every checkout.
- The existing `client/` package is deprecated. New code does not import
from it. Existing types in `pkg/model/client/` are not migrated; UI
types are written from scratch in `ui/core/types/` as needed.
- The `client/world/` algorithm is treated as a reference description
for the new TypeScript renderer. Tile-based spatial indexing is
intentionally omitted in the first iteration; PixiJS native culling
and bounds-based hit testing carry the renderer until profiling
proves otherwise.
- Game math that must stay synchronised between server and client lives
in `pkg/calc/`. The UI client never duplicates calc functions; instead
a bridge layer in `ui/core/calc/` wraps selected `pkg/calc/` functions
for the `Core` API. New shared math is added to `pkg/calc/` first; gaps
are surfaced at the start of each phase that needs them.
- State preservation is a global rule: switching active view or sidebar
tab does not reset state. State resets only on explicit user
`discard` actions or logout.
- History mode is a global read-only toggle that applies to every active
view. The Order sidebar tab is hidden in history mode.
- Wails v2 is the desktop baseline. At the start of Phase 31, the
current state of Wails v3 is re-evaluated; if v3 has reached a stable
release, the migration is folded into that phase.
- CI uses Gitea Actions (workflow files under `.gitea/workflows/`,
format-compatible with GitHub Actions). Linux runners cover Tier 1
tests; a macOS runner is provisioned only when Tier 2 iOS smoke is
needed.
## Information Architecture and Navigation
The client is a single-page application with **one active view at a
time**. Navigation is mobile-first: floating panels never overlap the
map, the main area never splits into multiple visible panels on small
screens. Desktop and mobile share the same model; on desktop, the
sidebar sits beside the active view, on mobile it lives behind a
bottom-tab bar.
### View model
```text
ActiveView ∈ {
/login, (anonymous only)
/lobby, (auth required)
/games/:id/map, (default in-game view)
/games/:id/table/:entity, (entity ∈
planets | ship-classes |
ship-groups | fleets |
sciences | races)
/games/:id/report,
/games/:id/battle/:battleId,
/games/:id/mail,
/games/:id/designer/ship-class/:id?,
/games/:id/designer/science/:id?,
}
```
Switching between views happens through the header dropdown (desktop)
or hamburger menu (mobile). Double-tapping a row in a `table:` view
returns to `/map` with `focus=<objectId>`. Some views can push a
transient map overlay with a back affordance (for example, ship-class
designer pushes a range-preview overlay onto the map). The transient
overlay clears when the user navigates to any other view.
### Layout per breakpoint
Desktop (≥ 1024 px):
```text
┌──────────────────────────────────────────────────────────┐
│ Header: race · turn N · countdown · view dropdown · ⚙ │
├────────────────────────────────────────────┬─────────────┤
│ │ tabs │
│ active view │ ┌─────────┐ │
│ (map / table / │ │ Calc │ │
│ battle / mail / │ │ Inspect │ │
│ designer / report) │ │ Order │ │
│ │ └─────────┘ │
│ │ tool │
│ │ content │
│ │ │
└────────────────────────────────────────────┴─────────────┘
```
Tablet (7681024 px): same as desktop but sidebar collapses to a
swipe-from-right drawer; a tab bar of three icons sits in the header
right corner.
Mobile (< 768 px):
```text
┌──────────────────────┐
│ ☰ race · turn N · ⚙ │
├──────────────────────┤
│ │
│ active view │
│ │
│ │
│ │
├──────────────────────┤
│ ▣ 🧮 📝 ☰ │
│ Map Calc Order More│
└──────────────────────┘
```
On mobile, Inspector is not a bottom tab — tapping an object on the map
raises a bottom-sheet showing inspector content. The sheet swipes down
to dismiss. `More` opens a hamburger menu that lists Mail, Battle log,
Tables (planets, ship classes, ship groups, fleets, sciences, races),
History, Settings, Logout.
### Sidebar tools (single-tool with state preservation)
- **Calculator** — independent ship/path calculator, callable from any
view. Holds in-progress inputs across navigation.
- **Inspector** — context-sensitive details for the currently selected
map object. Empty state when nothing is selected: `select an object on
the map`.
- **Order** — the draft order being composed. Vertical list of commands,
top-to-bottom. Each command shows its local-validation result while
composing and its server result after submit. Order persists across
page reloads and across view switches.
### Map active view
PixiJS canvas with pan/zoom over the torus. A gear icon in the corner
opens a popover (desktop) or bottom sheet (mobile) with category
toggles:
| Toggleable | Default |
| - | - |
| Hyperspace groups | on |
| Incoming groups (not necessarily enemy) | on |
| Cargo routes | on |
| Reach / visibility zones | off |
| Battle and bombing markers | on |
Planets are always shown and cannot be hidden.
### Header turn counter and history mode
The turn counter is clickable. Click expands to a turn navigator
(popover desktop, bottom sheet mobile) listing recent turns with a
search field for jumping to a specific turn number. Selecting a past
turn enters history mode: every active view switches its data source to
that turn's snapshot, the Order sidebar tab disappears, and a
persistent banner reads `Viewing turn N · read-only` with a `Return to
turn current` action.
### Cross-cutting shell
- Push-event toasts surface from the top of the screen for: turn ready,
lobby state changes, invitations, session revoked, incoming attack.
- A connection-state indicator in the header shows online / reconnecting
/ offline based on push-stream state and last successful unary call.
- The account menu (top-right on desktop, last hamburger entry on
mobile) holds Settings, Sessions, Theme, Language, Logout.
### Authenticated route transitions
- `/login``/lobby` after successful confirm-email-code.
- `/lobby``/games/:id/map` when a game card is selected.
- Any view → `/login` immediately on session revocation push event.
- Designer views can push a transient overlay onto `/map`; the back
affordance returns to the originating designer.
Per-screen behaviour (validations, exact field names, error mappings)
is derived from `docs/FUNCTIONAL.md` sections cited in the relevant
phases below. UI-specific decisions (animations, layout, microcopy)
live in per-phase topic docs under `ui/docs/`.
---
## ~~Phase 1. Workspace Skeleton~~
Status: done.
Goal: bring up the `ui/` workspace with a runnable empty
SvelteKit + Vite frontend and architectural anchors.
Artifacts:
- `ui/README.md` mirroring the architectural overview from this plan
- `ui/Makefile` with placeholder targets for every build type (`web`,
`wasm`, `gomobile`, `desktop-{mac,win,linux}`, `ios`, `android`,
`all`)
- `ui/pnpm-workspace.yaml` declaring the single-package pnpm workspace
- `ui/frontend/` Svelte 5 + SvelteKit + Vite + TypeScript project
(the SvelteKit scaffold provides `+layout.svelte`, `+page.svelte`,
`static/`, and the file-system router used by later phases)
- `ui/frontend/src/routes/+page.svelte` minimal landing page
rendering the app version string in the page footer; the version
is read at build time by Vite `define` from
`ui/frontend/package.json`
- `ui/frontend/{vitest.config.ts, tests/}` minimum Vitest harness
needed to run the smoke test below (`vitest`, `jsdom`,
`@testing-library/svelte`); the rest of the test toolchain
(Playwright, `@testing-library/jest-dom`, CI workflows) lands in
Phase 2
- `ui/.gitignore` covering `node_modules`, `dist`, `*.wasm`, build
outputs for Wails and Capacitor, Playwright artefacts
- `ui/docs/` empty directory ready for per-phase topic docs
Dependencies: none.
Acceptance criteria:
- `pnpm install && pnpm dev` from `ui/frontend` starts a dev server
that serves the landing page at a free local port;
- `make` lists every planned build target as a placeholder;
- `ui/README.md` lists the five target platforms, the layered
architecture, and points readers to per-phase topic docs under
`ui/docs/`.
Targeted tests:
- a single Vitest smoke test that mounts the landing component and
asserts the rendered version string is non-empty.
## ~~Phase 2. Testing Infrastructure~~
Status: done.
Goal: install and configure the test toolchain that every later phase
depends on, including Tier 1 (per-PR) and Tier 2 (release) targets.
Artifacts:
- `ui/frontend/package.json` dev-dependencies (added on top of the
Phase 1 minimum of `vitest`, `jsdom`, `@testing-library/svelte`):
`@testing-library/jest-dom`, `playwright`, `@playwright/test`
- `ui/frontend/vitest.config.ts` extended with `setupFiles:
["./tests/setup.ts"]` to wire `@testing-library/jest-dom` matchers
into Vitest (the JSDOM environment itself is wired in Phase 1)
- `ui/frontend/tests/setup.ts` registering `jest-dom` matchers
- `ui/frontend/tests/e2e/landing.spec.ts` placeholder Playwright test
asserting the version footer renders
- `ui/frontend/playwright.config.ts` with four projects:
`chromium-desktop`, `webkit-desktop`, `chromium-mobile-iphone-13`,
`chromium-mobile-pixel-5`; tracing and screenshots enabled on
failure; `webServer: pnpm run dev` on port 5173
- `.gitea/workflows/ui-test.yaml` running Tier 1 on every push and PR
on a Linux runner: monorepo Go service tests for `backend/`,
`gateway/`, `game/`, and every `pkg/<name>/` module (each pkg
module is enumerated explicitly because they sit as independent
go.work modules under a shared `pkg/` directory, and `./pkg/...`
does not recurse across module boundaries). All Go tests run with
`-count=1` so the cache never masks a failing run; backend tests
additionally run with `-p 1` because most backend packages spawn
their own Postgres testcontainer and parallel bootstraps starve
each other on the runner. The integration suite stays gated behind
`make -C integration integration` and lives outside Tier 1; the
deprecated `client/` Fyne client (see §74) is also excluded — its
tests, code, and documentation are frozen and CI must not run
them. Then `pnpm install --frozen-lockfile` from `ui/`,
`pnpm exec playwright install --with-deps`, `pnpm test`,
`pnpm exec playwright test`; Playwright reports and traces
uploaded as artefacts on failure
- `.gitea/workflows/ui-release.yaml` running Tier 2 on tag push (`v*`):
same Tier 1 step set today; visual-regression and macOS-runner
iOS-smoke jobs live as commented sections marked with the phase
number that re-enables them (Phase 33 and Phase 32 respectively)
- `ui/docs/testing.md` topic doc naming the two tiers, the tools
per tier, and the rule that visual regression baselines live in
`ui/frontend/tests/__snapshots__/` until shifted to Argos
Dependencies: Phase 1.
Acceptance criteria:
- a placeholder Vitest test passes locally and in CI;
- a placeholder Playwright test passes in `chromium-desktop` and
`webkit-desktop` projects locally;
- the Gitea Actions Tier 1 workflow runs end-to-end against a clean
clone of the repo on a Linux runner. Until the Gitea runner is
provisioned, the workflow is exercised locally with
`act -W .gitea/workflows/ui-test.yaml`.
Targeted tests:
- placeholder Vitest test from Phase 1 runs in CI and passes;
- placeholder Playwright test runs in CI on Linux runner and passes
in both `chromium-desktop` and `webkit-desktop` projects;
- intentional failure produces a Playwright trace artefact in CI.
## ~~Phase 3. Go Core: Canonical Bytes and Keypair~~
Status: done.
Goal: implement the canonical-bytes serializer and Ed25519 keypair
management in pure Go, with bit-for-bit parity to the gateway-side
implementation. No network, no UI.
Artifacts:
- `ui/core/go.mod` module `galaxy/core` declared in the project Go
workspace (`go.work` `use` and `replace` directives)
- `.gitea/workflows/ui-test.yaml` and `.gitea/workflows/ui-release.yaml`
extended to add `./ui/core/...` to the Tier 1 / Tier 2 `go test`
command list introduced in Phase 2
- `ui/core/canon/` canonical bytes for `galaxy-request-v1`,
`galaxy-response-v1`, and `galaxy-event-v1`, matching
`docs/ARCHITECTURE.md` §15 byte-for-byte. Server-only signers
(`Ed25519ResponseSigner`, PKCS#8 PEM loaders) intentionally stay
in `gateway/authn` — `ui/core` is verify-only on the server side
- `ui/core/keypair/` Ed25519 generate, marshal, unmarshal helpers
over opaque `[]byte` blobs; `Generate` accepts an injected
`io.Reader` so the WASM build can wire in `crypto.getRandomValues`
- `ui/core/types/` full v1 transport-envelope structs with
`SigningFields()` projection helpers; result-code and
protocol-version constants (`ProtocolVersionV1`, `ResultCodeOK`).
`TraceID` is part of the request envelope but deliberately
excluded from the request signing input (matches §15)
- `ui/core/canon/testdata/` golden JSON test vectors for the three
Phase-3 message types plus one response and one event
- `ui/core/README.md` documenting the public API and the
network-free / storage-free / no-x509 / no-PEM / no-`os` invariant
- `gateway/authn/parity_with_ui_core_test.go` (cross-module test)
proving canonical-bytes parity and bidirectional sign/verify
acceptance between `gateway/authn` and `galaxy/core`. The test
adds `require galaxy/core` to `gateway/go.mod` (test-only in
practice — gateway production binary does not link `ui/core`)
Dependencies: Phase 1.
Acceptance criteria:
- canonical-bytes output matches gateway-side output byte-for-byte
for the three Phase-3 message types (`user.account.get`,
`lobby.my.games.list`, `user.games.command`);
- a request signed by `ui/core` is accepted by the gateway's own
verifier in a unit test (`TestParityRequestSignedByUICoreAcceptedByGateway`);
- a response signed by `gateway/authn`'s `Ed25519ResponseSigner` is
accepted by `ui/core`'s verifier
(`TestParityResponseSignedByGatewayAcceptedByUICore`); the same
applies to gateway-signed events;
- tampered `payload_hash`, mismatched `request_id`, mismatched
`timestamp_ms`, and invalid signature length are rejected with
stable error codes from `ui/core/canon`. Server-side freshness
enforcement (the symmetric ±5 minutes around server time) stays
in `gateway/internal/grpcapi/freshness_replay.go` and is not
duplicated in `ui/core`.
Targeted tests:
- canonical-bytes equality tests on golden JSON fixtures
(`testdata/`) for every envelope kind;
- round-trip sign-then-verify across all three envelope kinds;
- negative tests: tampered `payload_hash`, mismatched `request_id`,
mismatched `timestamp_ms`, invalid signature lengths (too short,
too long, empty), bit-flipped signature, wrong public key,
malformed base64 public key;
- `gateway/authn` cross-module parity tests as listed under
Artifacts.
## ~~Phase 4. ConnectRPC Support in Gateway~~
Status: done. Cross-service phase — work happened in `gateway/` and
`integration/`, not `ui/`.
Goal: enable browsers to call the gateway's authenticated edge surface
through ConnectRPC, without keeping a separate gRPC server bootstrap
alive purely for test clients.
Decision (taken with the project owner before implementation): the
existing native-gRPC `grpc.NewServer` bootstrap was replaced with a
single `connectrpc.com/connect` HTTP/h2c listener, since Connect-Go
natively serves the Connect, gRPC, and gRPC-Web protocols on the same
port. No production gRPC clients existed to preserve. The package
`gateway/internal/grpcapi` keeps its name for diff-size reasons and
documents the historical labelling in its package doc.
Artifacts (delivered):
- `gateway/buf.gen.yaml` extended with `buf.build/connectrpc/go`,
generating `gateway/proto/galaxy/gateway/v1/gatewayv1connect/edge_gateway.connect.go`
- `gateway/internal/grpcapi/server.go` rewritten around `http.Server`
+ `h2c.NewHandler` + `gatewayv1connect.NewEdgeGatewayHandler`
- new `gateway/internal/grpcapi/connect_handler.go` adapting the
existing `gatewayv1.EdgeGatewayServer` decorator stack to the
Connect handler interface, including a `grpc.ServerStreamingServer`
shim around `*connect.ServerStream[GatewayEvent]` and a gRPC
`status.Error` → `*connect.Error` translation helper
- new `gateway/internal/grpcapi/connect_observability.go` Connect
interceptor recording the same metric and structured-log shape the
gRPC interceptors emitted; the rate-limit decorator now reads peer
IP from a context value populated by the interceptor instead of
`peer.FromContext`
- updated `gateway/README.md` (Transport Matrix + "Authenticated Edge
Surface"), `gateway/docs/runtime.md`, `gateway/docs/flows.md`,
`gateway/docs/runbook.md`, and `docs/ARCHITECTURE.md` §15
- migrated tests: `gateway/internal/grpcapi/server_test.go`,
`test_fixtures_test.go`, and every `*_integration_test.go` in that
package now drive a `gatewayv1connect.EdgeGatewayClient` over
HTTP/2 cleartext loopback
- migrated harness: `integration/testenv/grpc_client.go` →
`connect_client.go`. `SignedGatewayClient` keeps the same public
shape (`Execute`, `SubscribeEvents`, `Close`) but speaks Connect
internally; `Is*` helpers now use `connect.CodeOf`
Dependencies: Phase 3 (canonical bytes are needed for the
fixture-level signing the migrated tests use).
Acceptance criteria (met):
- unary Connect calls from outside the gateway process succeed
end-to-end against the authenticated surface — verified by the
migrated `grpcapi/server_test.go` and `command_routing_integration_test.go`
scenarios driving the Connect client over loopback h2c;
- server-streaming `SubscribeEvents` works over Connect with the
signed `gateway.server_time` bootstrap event delivered first —
verified by `TestSubscribeEventsValidEnvelopeSendsBootstrapEventAndWaitsForCancellation`;
- the unified listener still natively accepts gRPC and gRPC-Web
framing for any future native client (Connect-Go's documented
multi-protocol support);
- the Connect handler shares the same upstream business code as the
unified listener — there is exactly one decorator stack
(`grpcapi.NewServer` → `s.service`).
Targeted tests (delivered):
- Connect unary integration tests in `gateway/internal/grpcapi/`
exercising the full envelope → signature → freshness/replay →
rate-limit → routing pipeline through the new Connect transport;
- Connect streaming integration tests asserting bootstrap-event
delivery, replay rejection on stream open, and shutdown closure;
- the existing gateway test suite (`go test ./gateway/...`) stays
green.
Decision deviation note: the planned standalone
`gateway/internal/grpcapi/connect_server_test.go` was not added as a
separate file because the migrated `*_test.go` files in the same
package already cover unary happy + streaming bootstrap + protocol-
version reject through the Connect client. A duplicate file would not
add coverage. Future contributors looking for "the Connect tests" can
read any file in `gateway/internal/grpcapi/` — they all use the
Connect client now.
## Phase 5. WASM Build, `WasmCore` Adapter, `GalaxyClient` Skeleton
Status: pending.
Goal: package `ui/core` as a WASM module, expose it to TypeScript
through a typed adapter, and prove the WASM-side crypto pipeline at
unit level. End-to-end Connect round-trip is validated in Phase 7
(authenticated calls only become possible after login).
Artifacts:
- `ui/wasm/main.go` TinyGo entry point exporting `Core` API to JS
- `ui/Makefile` target `wasm` producing `core.wasm` and `wasm_exec.js`
under `ui/frontend/static/`
- `ui/frontend/src/platform/core/index.ts` `Core` interface and
build-time target resolver
- `ui/frontend/src/platform/core/wasm.ts` `WasmCore` adapter
- `ui/frontend/src/api/galaxy-client.ts` `GalaxyClient` orchestrating
`Core.signRequest` → ConnectRPC fetch → `Core.verifyResponse`
- `ui/frontend/src/api/connect.ts` typed Connect client built from
generated stubs (Connect codegen via `@bufbuild/protoc-gen-es` and
`@connectrpc/protoc-gen-connect-es`)
- topic doc `ui/docs/wasm-toolchain.md` documenting TinyGo vs
standard Go choice and bundle size measured
Dependencies: Phases 2, 3, 4.
Acceptance criteria:
- `make wasm` produces a deterministic bundle under 1 MB (TinyGo) or
under 3 MB (standard Go fallback);
- `WasmCore.signRequest` produces canonical bytes byte-for-byte
identical to the gateway-side verifier output on shared fixtures
(validated via Vitest with the WASM module loaded in JSDOM);
- `WasmCore` exposes the same TypeScript types as the future
`WailsCore` and `CapacitorCore` will need to satisfy.
Targeted tests:
- Vitest unit tests for `WasmCore` calling each public method with a
fixture WASM module loaded in JSDOM;
- Vitest unit tests for `GalaxyClient` using a mock `Core` and a mock
Connect transport;
- Vitest tests asserting `WasmCore.signRequest` output matches gateway
fixtures byte-for-byte for at least three message types.
## Phase 6. Storage Layer (Web)
Status: pending.
Goal: persist the device session keypair securely in browsers, and
provide a generic local cache for game state. Defines the
TypeScript-side `KeyStore` and `Cache` interfaces that desktop and
mobile adapters will satisfy in later phases.
Artifacts:
- `ui/frontend/src/platform/store/index.ts` defining `KeyStore` and
`Cache` interfaces
- `ui/frontend/src/platform/store/idb-cache.ts` IndexedDB-backed
`Cache` using the `idb` library
- `ui/frontend/src/platform/store/webcrypto-keystore.ts` WebCrypto
non-exportable Ed25519 key generation and IndexedDB handle
persistence
- `ui/frontend/src/api/session.ts` thin layer that loads or creates the
device session at app startup
Dependencies: Phase 5.
Acceptance criteria:
- a freshly generated keypair survives page reloads and produces
signatures that the gateway accepts;
- clearing site data removes the keypair, and the next request
triggers a re-login flow;
- `KeyStore` and `Cache` interfaces have full TypeScript types and
zero web-specific imports in their public signatures.
Targeted tests:
- Vitest unit tests for `IDBCache` with `fake-indexeddb`;
- Vitest unit tests for `WebCryptoKeyStore` exercising generate, load,
sign, clear;
- Playwright integration test: generate keypair, sign a request
through `WasmCore`, send through Connect, verify gateway accepts,
reload the page, sign another request, verify accepted.
## Phase 7. Auth Flow UI
Status: pending.
Goal: implement the full email-code login flow with device session
registration and post-login redirect to a placeholder lobby.
Artifacts:
- `ui/frontend/src/routes/login` two-step form (email → code)
- `ui/frontend/src/api/auth.ts` wraps `public.auth.send_email_code` and
`public.auth.confirm_email_code`, registers the public key, persists
via `KeyStore`
- `ui/frontend/src/lib/session-store.ts` Svelte store exposing the
current session state
- `ui/frontend/src/routes/+layout.svelte` redirect to `/login` for
unauthenticated routes; redirect to `/lobby` on successful confirm
- placeholder `ui/frontend/src/routes/lobby/+page.svelte` rendering
`you are logged in`
- topic doc `ui/docs/auth-flow.md` describing error UX, code
resend, expired challenge handling, and re-login on revocation
Dependencies: Phase 6.
Acceptance criteria:
- a fresh browser completes login end-to-end against a local
gateway+backend stack;
- the first authenticated Connect call after login (e.g.
`user.account.read`) succeeds end-to-end through `WasmCore` →
`GalaxyClient` → ConnectRPC → gateway, with the response signature
verified and the payload decoded back to JSON;
- a returning browser resumes the session without re-login;
- gateway-side session revocation closes the active client immediately
and routes back to `/login`.
Targeted tests:
- Vitest component tests for the login forms with mocked
`GalaxyClient`;
- Playwright e2e test driving the full flow against a local stack in
desktop and mobile viewports, asserting the first authenticated
Connect call returns successfully after login;
- regression test for revocation: server-side revoke causes client
redirect within one second.
## Phase 8. Lobby UI
Status: pending.
Goal: replace the placeholder lobby with a working list of games
allowing the user to view membership, accept invitations, join public
games, and create new games.
Artifacts:
- `ui/frontend/src/routes/lobby/+page.svelte` landing page sections:
my games (`docs/FUNCTIONAL.md` §4.5), public games (§4.2), pending
invitations (§4.3), action to create a new game (§3.3)
- `ui/frontend/src/api/lobby.ts` typed wrappers over the relevant
authenticated RPCs
- `ui/frontend/src/routes/lobby/create/+page.svelte` create-game form
matching backend contract
- routing wiring: clicking a game card navigates to
`/games/:gameId/map` (placeholder until Phase 10)
Dependencies: Phase 7.
Acceptance criteria:
- the user can list, create, join a game, and accept an invitation
end-to-end against a local stack;
- mobile viewport renders without horizontal scroll;
- empty states are explicit (`no games yet`, `no public games`).
Targeted tests:
- Vitest component tests for each section with mocked API responses;
- Playwright e2e: complete a create-game flow and confirm the new game
appears in `my games`;
- mobile-viewport Playwright run for the same flow.
## Phase 9. Map Renderer with Fixture Data
Status: pending.
Goal: stand up the PixiJS map renderer with pan/zoom, primitive
drawing, torus wrap behaviour and bounded-plane (no-wrap) mode against
a fixture dataset, before wiring it to live game state. Both modes
are first-class — no-wrap is a real user-selectable view option, not
a deferred nicety.
Artifacts:
- `ui/frontend/src/map/world.ts` data model (`Point2D`, `Primitive`,
`Style`, theme bindings) with fixed-point coordinate handling
- `ui/frontend/src/map/render.ts` PixiJS scene graph: background
layer, primitive container, viewport pan/zoom, torus wrap copies,
dual WebGPU/WebGL backend selection
- `ui/frontend/src/map/hit-test.ts` PixiJS-native hit test wrapping
`eventMode` and per-primitive hit slop
- `ui/frontend/src/map/no-wrap.ts` camera clamp helpers
(`CorrectCameraZoom`, `ClampCameraNoWrapViewport`,
`ClampRenderParamsNoWrap`, `PivotZoomCameraNoWrap`) for bounded
plane mode
- `ui/frontend/src/routes/playground/+page.svelte` development page
rendering a fixture world with a mode switch between torus and
no-wrap for visual verification
- topic doc `ui/docs/renderer.md` describing departures from the
Go reference algorithm in `client/world/`, the rationale for
skipping tile-based spatial indexing, and the no-wrap semantics
Dependencies: Phase 1.
Acceptance criteria:
- a 1000-primitive fixture world pans and zooms at 60 fps on a
mid-range laptop with WebGPU and falls back cleanly to WebGL in
both torus and no-wrap modes;
- hit testing returns the same primitive as the reference Go algorithm
on a shared set of fixture cursor positions, in both modes;
- torus wrap renders all four corner copies correctly across the
viewport edges;
- no-wrap mode clamps the camera at world boundaries; pivot zoom
keeps the world point under the cursor stable; viewport never
becomes larger than the world.
Targeted tests:
- Vitest unit tests for fixed-point math, torus-shortest distance,
no-wrap clamps, no-wrap pivot zoom invariants;
- Vitest hit-test parity tests against fixtures derived from the Go
reference, covering both torus and no-wrap fixtures;
- Playwright visual smoke test of the playground page in
`chromium-desktop` and `webkit-desktop`, exercising mode switch
torus → no-wrap and back, and verifying camera clamp behaviour at
bounded-plane edges.
## Phase 10. In-Game Shell with View-Replacement Skeleton
Status: pending.
Goal: assemble the in-game layout shell (header, sidebar, main area)
with empty placeholder content for every view, so navigation works
end-to-end before any data is wired.
Artifacts:
- `ui/frontend/src/routes/games/[id]/+layout.svelte` shell layout with
responsive breakpoints (desktop / tablet / mobile)
- `ui/frontend/src/lib/header/` header component: race name, turn
counter (static placeholder `turn ?`), view dropdown / hamburger,
account menu
- `ui/frontend/src/lib/sidebar/` sidebar with three tabs (Calculator,
Inspector, Order), each tab content stubbed to `coming soon`; mobile
bottom-tab bar `[Map, Calc, Order, More]` with corresponding stub
panels
- `ui/frontend/src/lib/active-view/` view router supporting
`/games/:id/{map,table/:entity,report,battle/:battleId,mail,
designer/...}` with stub content per view
- topic doc `ui/docs/navigation.md` documenting the active-view
model, the state-preservation rule, and the transient map-overlay
concept (the back-stack mechanism itself is implemented in Phase 34
when the first overlay user, ship-designer reach circles, ships)
Dependencies: Phase 8.
Acceptance criteria:
- entering `/games/:id/map` from the lobby renders the shell with all
navigation chrome;
- header dropdown switches to every other view; mobile hamburger does
the same;
- sidebar tabs preserve their stub state across switches;
- the responsive layout matches the breakpoint diagrams in
`Information Architecture and Navigation`.
Targeted tests:
- Vitest component tests for header navigation actions;
- Playwright e2e: visit every view stub via header dropdown, assert
empty state copy renders;
- multi-viewport Playwright run validating layout switches at the 768
px and 1024 px breakpoints.
## Phase 11. Map Wired to Live Game State
Status: pending.
Goal: replace the map fixture with real planet data fetched from the
gateway for the selected game; planets only, read-only.
Artifacts:
- `ui/frontend/src/api/game-state.ts` fetch latest game state via
`user.games.report`
- `ui/frontend/src/map/state-binding.ts` map-state synchroniser
applying planets to the renderer
- `ui/frontend/src/lib/active-view/map.svelte` integrates the renderer
with live data and a loading state, defaulting to torus mode and
reading the per-game wrap-scrolling preference from `Cache` (toggle
itself is exposed in Phase 29)
- `ui/frontend/src/lib/header/turn-counter.svelte` reads the live
turn number from game state
Dependencies: Phases 9, 10.
Acceptance criteria:
- entering `/games/:id/map` for a game with real planets renders them
on the map;
- the turn counter in the header reflects the actual turn number;
- map state refreshes on tab focus;
- view mode (torus / no-wrap) honours the per-game preference if set,
defaults to torus otherwise.
Targeted tests:
- Vitest unit tests for `state-binding.ts` translating report data to
primitives;
- Playwright e2e against a local stack with seeded game state;
- regression test: zero-planet game shows the map empty without errors;
- regression test: per-game wrap-scrolling preference persists and is
applied on next visit to the game.
## Phase 12. Order Composer Skeleton
Status: pending.
Goal: implement the empty order composer as a persistent vertical list
that survives navigation and reloads, ready to receive commands in
later phases.
Artifacts:
- `ui/frontend/src/lib/sidebar/order-tab.svelte` vertical command list
with empty state copy
- `ui/frontend/src/sync/order-draft.ts` draft order store backed by
`Cache`, persisting across reloads
- `ui/frontend/src/sync/order-types.ts` typed command shape
(`OrderCommand` discriminated union)
- topic doc `ui/docs/order-composer.md` describing the
draft-replaces-server-order model, the local-validation invariant,
and command status semantics
Dependencies: Phases 6, 10.
Acceptance criteria:
- programmatically adding a stub command shows it in the order tab;
- closing and reopening the browser preserves the draft;
- removing a command from the order tab persists the removal;
- the order tab is hidden in history mode (Phase 26) — wired here as a
prop so later phases can flip it.
Targeted tests:
- Vitest unit tests for `order-draft` covering add, remove, reorder,
persistence;
- Playwright e2e: programmatically add three stub commands, reload,
assert all three persist.
## Phase 13. Inspector — Planet (Read-Only)
Status: pending.
Goal: show planet details in the inspector when a planet is clicked
on the map; read-only, no actions yet.
Artifacts:
- `ui/frontend/src/lib/sidebar/inspector-tab.svelte` empty state
(`select an object on the map`) and routing per selected-object kind
- `ui/frontend/src/lib/inspectors/planet.svelte` read-only display of
every planet field documented in `docs/FUNCTIONAL.md` §6 and the
[`rules.txt`](../game/rules.txt) planet section: name, coordinates, size, population,
industry, materials stockpile, industry stockpile, colonists,
natural resources, current production type, free production
potential
- map click handler that selects the planet and switches sidebar to
Inspector (or raises bottom-sheet on mobile)
- selection store `ui/frontend/src/lib/selection.ts` holding the
currently selected map object id
Dependencies: Phase 11.
Acceptance criteria:
- clicking any visible planet on the map shows its details in the
inspector tab on desktop and bottom-sheet on mobile;
- selection state persists across view switches (per global state-
preservation rule);
- empty inspector renders the empty-state message when no planet is
selected.
Targeted tests:
- Vitest component tests for the planet inspector with fixture data;
- Playwright e2e: click a seeded planet, assert all expected fields are
rendered;
- mobile-viewport Playwright run validating the bottom-sheet
presentation.
## Phase 14. First End-to-End Command — Rename Planet
Status: pending.
Goal: prove the entire pipeline (inspector → composer → submit →
server → state refresh) by wiring up exactly one action: renaming a
planet.
Artifacts:
- `ui/frontend/src/lib/inspectors/planet.svelte` adds a `Rename` action
that opens a small inline editor and adds a `RenamePlanet` command
to the order draft on confirm
- `ui/frontend/src/sync/submit.ts` `submitOrder()` function that POSTs
the entire draft via `GalaxyClient.execute('user.games.order', ...)`
and applies per-command results
- `ui/frontend/src/lib/sidebar/order-tab.svelte` adds a `Submit order`
button calling `submitOrder()` and renders accepted / rejected
status per command after submit
- on successful submit, refresh game state so the rename appears on the
map and in the inspector
Dependencies: Phases 12, 13.
Acceptance criteria:
- the user can select a planet, click `Rename`, type a new name, see
the command appear in the order tab, click `Submit`, and observe the
planet's name change everywhere within one second;
- attempting an empty or invalid name is blocked locally (button
disabled with tooltip);
- a server-side rejection (race condition) is surfaced as `rejected`
status in the order tab.
Targeted tests:
- Vitest unit tests for `submitOrder` with mocked `GalaxyClient`;
- Vitest component test for the inline rename editor including
validation;
- Playwright e2e: rename a seeded planet, reload, confirm the new name
persists.
## Phase 15. Inspector — Planet Production Controls
Status: pending.
Goal: let the user switch a planet's production type to industry,
materials, research a science, or build a ship class; each change
appends a command to the order draft.
Artifacts:
- `ui/frontend/src/lib/inspectors/planet/production.svelte` segmented
control with the four production options; a sub-picker for science
and ship class targets
- `ui/frontend/src/sync/order-types.ts` extends with
`SetProductionType` command variant
- references to `pkg/calc/` predictions (free production potential,
forecast output for current type) — wired through `ui/core/calc/`
- audit `ui/docs/calc-bridge.md` updates this phase's required calc
functions; if any are missing in `pkg/calc/`, raise as blocker
Dependencies: Phase 14.
Acceptance criteria:
- changing production type adds exactly one `SetProductionType`
command to the order draft;
- repeated changes for the same planet collapse to the latest choice
(no duplicate commands per planet);
- forecast output number reflects the chosen production type and
matches `pkg/calc/` outputs.
Targeted tests:
- Vitest unit tests for the collapse-duplicates logic in order draft;
- Vitest component tests for forecast number rendering;
- Playwright e2e: switch production three times, submit, confirm
server reflects the latest choice.
## Phase 16. Inspector — Cargo Routes
Status: pending.
Goal: configure up to four cargo routes per planet (colonists,
industry, materials, empty) through the inspector.
Artifacts:
- `ui/frontend/src/lib/inspectors/planet/cargo-routes.svelte`
four-slot UI listing existing routes and offering add / edit /
remove
- `ui/frontend/src/sync/order-types.ts` extends with
`SetCargoRoute` and `RemoveCargoRoute` command variants
- destination-planet picker filtered by reach (uses `pkg/calc/` reach
function via `ui/core/calc/`)
- `ui/frontend/src/map/cargo-routes.ts` renders route arrows on the
map between source and destination planet, styled per cargo type
- topic doc `ui/docs/cargo-routes-ux.md` capturing the priority
semantics from [`rules.txt`](../game/rules.txt) (`colonists → industry → materials →
empty`)
Dependencies: Phase 15.
Acceptance criteria:
- the user can add, edit, and remove cargo routes through the
inspector;
- destination picker disables planets outside reach with a tooltip
explaining the constraint;
- the four route types are mutually exclusive — only one route per
type per source planet;
- configured routes are rendered as arrows on the map between source
and destination planets, distinguishable per cargo type.
Targeted tests:
- Vitest unit tests for slot-conflict detection;
- Vitest unit tests for cargo-route arrow rendering on torus and
no-wrap fixtures;
- Playwright e2e: add a route end-to-end, confirm server applies it
on next turn and the arrow is visible on the map.
## Phase 17. Ship Classes — CRUD Without Calc
Status: pending.
Goal: list, view, and edit ship classes through a dedicated table view
and a designer view; numeric calculations are stubbed pending Phase
18.
Artifacts:
- `ui/frontend/src/routes/games/[id]/table/ship-classes/+page.svelte`
table of ship classes with sort and filter
- `ui/frontend/src/routes/games/[id]/designer/ship-class/[id]/+page.svelte`
designer form with all five fields (Drive, Armament, Weapons,
Shields, Cargo) plus name; validation rules from [`rules.txt`](../game/rules.txt)
(each field 0 or ≥1; armament integer; weapons and armament both
zero or both nonzero)
- `ui/frontend/src/sync/order-types.ts` extends with
`CreateShipClass` and `UpdateShipClass` command variants
Dependencies: Phase 14.
Acceptance criteria:
- the user can create, list, edit, and delete ship classes;
- field validation matches [`rules.txt`](../game/rules.txt) constraints with disabled
Submit + tooltip when invalid;
- double-tapping a row in the ship-classes table opens its designer.
Targeted tests:
- Vitest component tests for designer field validation;
- Playwright e2e: create a class, list it, edit it, delete it.
## Phase 18. Ship Classes — Calc Bridge
Status: pending.
Goal: wire `pkg/calc/` ship math into the designer for live mass,
speed, range, and cargo capacity previews.
Artifacts:
- `ui/core/calc/ship.go` thin Go bridge wrapping `pkg/calc/.FullMass`,
`EmptyMass`, `Speed`, `CargoCapacity`, `WeaponsBlockMass`,
`DriveEffective` in JSON-marshallable signatures, exported through
the `Core` API
- `ui/frontend/src/platform/core/index.ts` extends `Core` interface
with the new calc methods
- live-updating preview pane in the ship-class designer showing mass,
full-load mass, max speed, range, and cargo capacity at the player's
current tech levels
- audit step recorded in `ui/docs/calc-bridge.md`: every wired
function listed against its `pkg/calc/` source
- if any required `pkg/calc/` function is missing, this phase raises a
blocker and the function is added to `pkg/calc/` first (owner-led)
Dependencies: Phases 5 (Core skeleton), 17.
Acceptance criteria:
- changing any field in the designer updates the preview within one
frame on a mid-range laptop;
- preview values are byte-for-byte identical to direct `pkg/calc/`
calls on shared fixtures;
- the bridge contains zero math beyond marshalling adapters.
Targeted tests:
- Go parity tests in `ui/core/calc/` against `pkg/calc/` outputs on
shared fixtures;
- Vitest snapshot tests for the preview pane on canonical inputs;
- Playwright e2e: edit a ship class, observe preview updates and
submit, confirm server-side mass matches.
## Phase 19. Inspector — Ship Group (Read-Only)
Status: pending.
Goal: render ship groups on the map and display group details in the
inspector when a group is selected; read-only, no actions yet.
Artifacts:
- `ui/frontend/src/map/ship-groups.ts` renders ship groups on the map:
own and visible foreign groups stationed on planets, groups in
hyperspace at their current coordinates, and incoming groups with a
distinct visual style and an ETA label
- `ui/frontend/src/map/state-binding.ts` extends to feed groups into
the renderer alongside planets
- `ui/frontend/src/lib/inspectors/ship-group.svelte` read-only display
of group fields: class, count, tech levels of components, location
(planet or hyperspace coordinates), cargo type and amount, fleet
membership
- map click handler that selects a group and switches sidebar to
Inspector (or raises bottom-sheet on mobile)
- selection store extended to support `ShipGroup` selections
Dependencies: Phases 11, 13.
Acceptance criteria:
- own and visible foreign ship groups render on the map for a seeded
game in both torus and no-wrap modes;
- incoming groups are visually distinct and show ETA;
- clicking any rendered group shows its details in the inspector;
- groups in hyperspace show coordinates and remaining distance in the
inspector;
- cargo type and amount display when applicable.
Targeted tests:
- Vitest unit tests for the rendering of each group variant
(on-planet, in-hyperspace, incoming);
- Vitest component tests for the ship-group inspector with fixture
data covering planet-based, hyperspace, and cargo-loaded variants;
- Playwright e2e: click each variant from a seeded game, assert all
expected fields render.
## Phase 20. Inspector — Ship Group Actions
Status: pending.
Goal: enable group operations from the inspector: split, send, load,
unload, modernize, dismantle, transfer to race, add to fleet.
Artifacts:
- action buttons in `ui/frontend/src/lib/inspectors/ship-group.svelte`
with disabled-state and tooltip when local validation rejects
- `ui/frontend/src/sync/order-types.ts` extends with `SplitGroup`,
`SendGroup`, `LoadCargo`, `UnloadCargo`, `Modernize`, `Dismantle`,
`TransferToRace`, `AssignToFleet` command variants
- `Send` action picks destination through a planet picker filtered by
the group's reach (uses `pkg/calc/` reach function via Core)
- `Modernize` cost preview using `pkg/calc/` formula via Core
- confirmation dialog for `Dismantle` over a foreign planet with
colonists onboard (special-case from [`rules.txt`](../game/rules.txt): colonists die)
Dependencies: Phases 18, 19.
Acceptance criteria:
- every action either adds the corresponding command to the order draft
or is disabled with a tooltip explaining why;
- splitting a group of N into K and N-K results in two valid commands
(the implicit split + the action);
- destructive actions surface explicit confirmation dialogs;
- end-to-end execution: send a group, submit order, observe arrival
next turn.
Targeted tests:
- Vitest unit tests for action enablement logic per action;
- Vitest component tests for the dismantle-with-colonists confirmation;
- Playwright e2e for at least one complete flow (send a group between
two planets) against a local stack.
## Phase 21. Sciences — CRUD List + Designer
Status: pending.
Goal: define and manage sciences (named mixes of tech proportions
summing to 1.0) through a table view and a designer.
Artifacts:
- `ui/frontend/src/routes/games/[id]/table/sciences/+page.svelte`
list of sciences with name and four tech proportions
- `ui/frontend/src/routes/games/[id]/designer/science/[id]/+page.svelte`
designer with four numeric inputs that auto-normalise to 1.0 and a
name field
- `ui/frontend/src/sync/order-types.ts` extends with `CreateScience`
and `UpdateScience` command variants
- topic doc `ui/docs/science-designer-ux.md` covering
auto-normalisation, validation, and the relationship to the planet
production picker (Phase 15)
Dependencies: Phase 17.
Acceptance criteria:
- the user can create, edit, and delete sciences;
- proportions auto-normalise on edit so the sum is always 1.0;
- the planet production picker (Phase 15) lists the user's sciences
and lets the user select one for research production;
- name validation matches [`rules.txt`](../game/rules.txt) constraints (length, allowed
characters, special characters not at start/end, no triple repeats).
Targeted tests:
- Vitest unit tests for proportion normalisation;
- Vitest unit tests for science name validation;
- Playwright e2e: create a science, set a planet to research it,
submit, confirm.
## Phase 22. Races View — War/Peace Toggle and Votes
Status: pending.
Goal: list other races with their visible stats, expose war/peace
toggle and the voting UI.
Artifacts:
- `ui/frontend/src/routes/games/[id]/table/races/+page.svelte` table
with one row per race, including name, tech levels, total
population, total production, planet count, war-or-peace from this
race's perspective, votes received
- per-row toggle for declaring war or peace (adds
`SetDiplomaticStance` command)
- voting control: a single slot for `give my votes to <race>` (adds
`SetVoteRecipient` command)
- alliance summary panel showing the current vote graph and any
alliance reaching ≥ 2/3 of total votes
Dependencies: Phase 14.
Acceptance criteria:
- the user can toggle war / peace and change vote recipient;
- the alliance summary updates after a server roundtrip;
- vote counts match server state byte-for-byte.
Targeted tests:
- Vitest component tests for the alliance summary on canonical fixtures
(chain of votes, fork, win condition);
- Playwright e2e: change diplomatic stance and vote, submit, confirm.
## Phase 23. Reports View — Current Turn Sections
Status: pending.
Goal: present every section of the current turn's report as readable
panels, mirroring the structure documented in [`rules.txt`](../game/rules.txt) and
`docs/FUNCTIONAL.md` §6.4.
Artifacts:
- `ui/frontend/src/routes/games/[id]/report/+page.svelte` scrollable
layout with one section per report category (galaxy summary, votes,
player status, my sciences, foreign sciences, my ship classes,
foreign ship classes, battles, bombings, approaching groups, my
planets, ships in production, cargo routes, foreign planets,
uninhabited planets, unknown planets, my fleets, my ship groups,
foreign ship groups, unidentified groups)
- per-section anchor navigation in a sticky sidebar for quick jumping
- a `back to map` action visible at all times
Dependencies: Phase 11.
Acceptance criteria:
- every report section renders for a seeded game with non-empty data;
- empty sections render explicit empty-state copy;
- scroll position resets when switching to another view and is
restored on return.
Targeted tests:
- Vitest component tests for one representative section per data shape
(table, list, sub-table);
- Playwright e2e: open the report, scroll to each section via anchor
navigation, assert content present.
## Phase 24. Push Events — Turn-Ready
Status: pending.
Goal: subscribe to the server push stream and refresh client state
when a turn-ready event arrives.
Artifacts:
- `ui/frontend/src/api/events.ts` push-stream subscription wired
through `GalaxyClient.subscribeEvents` and Connect server-streaming
- on `game.turn.ready` event: invalidate `(game_id, current_turn)`
cache entries and trigger a fresh report fetch
- a top-of-screen toast: `Turn N+1 is ready. View now.` with a button
that re-renders the active view against the new turn
- mandatory event signature verification through `ui/core` — any
verification failure tears down the stream and reconnects with
exponential backoff
Dependencies: Phases 23, 4 (Connect streaming in gateway).
Acceptance criteria:
- a server-side turn cutoff produces a toast within one second;
- accepting the toast refreshes the active view to the new turn's data
without a full page reload;
- a forged event (test fixture with bad signature) is rejected and the
stream reconnects.
Targeted tests:
- Vitest unit tests for `events.ts` handling subscribe, event
dispatch, error backoff;
- Playwright e2e: trigger a server turn, observe toast and refresh.
## Phase 25. Sync Protocol — Order Queue, Retry, Conflict
Status: pending.
Goal: make the order draft survive network failures and turn cutoffs
gracefully, with explicit user feedback on conflicts.
Artifacts:
- `ui/frontend/src/sync/order-queue.ts` send loop: on disconnect, hold
the most recent submit; on reconnect, retry once; on persistent
failure, surface error to the order tab
- conflict detection: if the server returns `turn_already_closed` for
a submit, mark the entire draft as `conflict` and surface a
`Turn N closed before your order was accepted. Edit and resubmit.`
banner in the order tab
- topic doc `ui/docs/sync-protocol.md` covering queue semantics,
retry budgets, and conflict UX
Dependencies: Phases 14, 24.
Acceptance criteria:
- submitting an order while offline queues it and submits successfully
on reconnect;
- a turn cutoff between draft and submit produces a visible conflict
banner with no data loss;
- the order tab clearly distinguishes `draft`, `submitting`,
`accepted`, `rejected`, `conflict` states per command.
Targeted tests:
- Vitest unit tests for `order-queue` covering all state transitions;
- Playwright e2e: simulate network drop using Playwright's offline
mode, submit an order, restore network, confirm submission;
- regression test: force a turn cutoff during submit, assert conflict
banner appears.
## Phase 26. History Mode
Status: pending.
Goal: let the user navigate to past turns and view all data as it was,
with no order composition allowed.
Artifacts:
- `ui/frontend/src/lib/header/turn-navigator.svelte` clickable turn
counter expansion: popover (desktop) / bottom-sheet (mobile) listing
recent turns and a search field for jumping to a turn number
- `ui/frontend/src/lib/history-mode.ts` global toggle wired into every
view's data source: when active, all `state-binding`, table, report,
inspector, and map sources read from the historical snapshot for the
selected turn
- `ui/frontend/src/lib/header/history-banner.svelte` persistent banner
reading `Viewing turn N · read-only` with a `Return to current turn`
action
- order tab hidden in history mode (already prepared in Phase 12)
Dependencies: Phases 11, 12, 23.
Acceptance criteria:
- selecting a past turn from the navigator switches every view to that
turn's data;
- order tab disappears from the sidebar; calculator tab remains
available;
- returning to the current turn restores live data and re-shows the
order tab with the prior draft intact (state preservation);
- all UI views (map, tables, report, battle, mail) work in history
mode.
Targeted tests:
- Vitest unit tests for `history-mode` toggle and per-view source
selection;
- Playwright e2e: enter history mode, navigate three views, return,
confirm the order draft survived.
## Phase 27. Battle Viewer
Status: pending.
Goal: render battles as a dedicated view with playback controls
(play, pause, step forward, step backward, rewind), driven by the
server-side combat log; render battle and bombing markers on the map.
Artifacts:
- `ui/frontend/src/map/battle-markers.ts` renders markers on the map
for current-turn battles and bombings within visibility, clickable
to open the battle viewer
- `ui/frontend/src/routes/games/[id]/battle/[battleId]/+page.svelte`
view with the combatant list, the round-by-round log, and a player
control bar
- `ui/frontend/src/lib/battle-player/` round timeline, current-round
highlight, per-shot animation
- entry points to the viewer: marker on map, row in the report's
battles section, push-event toast when a battle this turn involved
the player
- topic doc `ui/docs/battle-viewer-ux.md` covering playback
semantics, accessibility (the combat log must be readable as text
for users who skip animations)
Dependencies: Phase 23.
Acceptance criteria:
- battle and bombing markers render on the map for the seeded
current-turn report and are clickable to open the viewer;
- the viewer plays back any battle in the seeded report including
multi-round and one-sided battles;
- step controls allow precise inspection;
- the same data is accessible as a static text log for accessibility.
Targeted tests:
- Vitest unit tests for round-state transitions;
- Vitest unit tests for marker rendering on torus and no-wrap
fixtures;
- Playwright e2e: click a battle marker on the map, play through,
step backward, return to the report.
## Phase 28. Diplomatic Mail View
Status: pending.
Goal: implement a mail inbox and compose flow as a dedicated view that
replaces the map.
Artifacts:
- `ui/frontend/src/routes/games/[id]/mail/+page.svelte` two-pane on
desktop (list + reading), one-pane stack on mobile
- compose form for new messages targeting any other race in the game
- inbox sorted by arrival time, with read/unread state persisted via
`Cache`
- push-event integration: new mail surfaces a toast and increments an
unread badge in the header
Dependencies: Phases 22, 24.
Acceptance criteria:
- the user can read incoming mail, compose new mail, and reply to mail
end-to-end;
- unread state persists across reloads;
- server-side delivery confirmations appear on the message thread.
Targeted tests:
- Vitest component tests for the compose form including field
validation;
- Playwright e2e: send a message between two seeded players, confirm
arrival.
## Phase 29. Map Toggles
Status: pending.
Goal: deliver the gear-icon control for hiding categories of map
content and switching between torus and no-wrap view modes. All
toggleable categories are already rendered by earlier phases; this
phase only exposes the controls.
Artifacts:
- `ui/frontend/src/lib/active-view/map-toggles.svelte` gear icon in
the map view's corner; popover (desktop) / bottom sheet (mobile)
- two sections inside the popover:
- object visibility: hyperspace groups, incoming groups, cargo
routes, reach / visibility zones, battle and bombing markers
- view options: wrap scrolling (torus / no-wrap)
- planets are always rendered and not toggleable
- `ui/frontend/src/lib/map/reach-zones.ts` implementation of reach /
visibility zone overlays, off by default (the only category not yet
rendered by earlier phases)
- toggle state persists per game in `Cache`
Dependencies: Phases 9 (no-wrap engine), 11 (planets), 16 (cargo
routes), 19 (groups, incoming), 27 (battle markers).
Acceptance criteria:
- toggling each object visibility category hides or shows the
corresponding objects on the map within one frame;
- switching wrap scrolling switches the renderer between torus and
no-wrap mode without losing camera position when possible;
- toggle state persists across reloads per game;
- the gear popover is reachable on mobile through a comfortable tap
target (≥ 44 px).
Targeted tests:
- Vitest component tests for toggle state persistence;
- Vitest unit tests for reach-zone rendering on torus and no-wrap
fixtures;
- Playwright e2e in desktop and mobile viewports: toggle each
category and the wrap scrolling, assert visual change.
## Phase 30. Calculator Tab
Status: pending.
Goal: ship an independent calculator in the sidebar, callable from any
view, exposing the full set of `pkg/calc/` functions wired through
`Core`.
Artifacts:
- `ui/frontend/src/lib/sidebar/calculator-tab.svelte` UI with mode
selector (ship calculator, path calculator, modernization cost,
bombing power) and per-mode forms
- bridge entries in `ui/core/calc/` for any function not already
wrapped by Phase 18
- topic doc `ui/docs/calculator-ux.md` documenting modes,
layouts, and the rule that calculator inputs persist across
navigation
Dependencies: Phase 18.
Acceptance criteria:
- every calculator mode produces results identical to direct
`pkg/calc/` calls;
- inputs persist across view switches per global state-preservation
rule;
- calculator works in history mode against the snapshot's tech levels.
Targeted tests:
- Vitest snapshot tests per mode on canonical inputs;
- Playwright e2e: switch modes, confirm input persistence.
## Phase 31. Wails Desktop Wrapper
Status: pending. Re-evaluate Wails v2 vs v3 at phase start.
Goal: build a native desktop app for macOS, Windows, and Linux that
runs the same frontend bundle and replaces the WASM core with embedded
Go code.
Artifacts:
- topic doc `ui/docs/wails-version.md` recording the v2-vs-v3
decision made at phase start with rationale
- `ui/desktop/main.go` Wails entry point
- `ui/desktop/app.go` IPC bindings exposing `ui/core` API to the
WebView through a structured adapter
- `ui/desktop/keychain/` per-OS secure-storage helpers (macOS Keychain
via `Security` framework, Windows DPAPI, Linux Secret Service / file
fallback at `~/.config/galaxy/keypair` with mode `0600`)
- `ui/desktop/sqlite/` `modernc.org/sqlite` cache wired through Wails
IPC
- `ui/frontend/src/platform/core/wails.ts` `WailsCore` adapter
- `ui/frontend/src/platform/store/wails.ts` `WailsKeyStore` and
`WailsCache` adapters
- `ui/desktop/build/icon.icns` macOS app icon
- `ui/desktop/build/icon.ico` Windows app icon
- `ui/desktop/build/icon.png` Linux app icon
- `ui/Makefile` targets `desktop-mac`, `desktop-win`, `desktop-linux`
- topic doc `ui/docs/desktop-secure-storage.md` documenting the
Linux/Windows file fallback for missing keychains
Dependencies: Phase 6 (KeyStore and Cache interfaces); Phases 7
through 30 in their web form (the desktop wrapper exercises the same
TypeScript code).
Acceptance criteria:
- the macOS, Windows, and Linux binaries each launch, complete login,
and preserve the keypair across restarts on a fresh user profile;
- a single source codebase produces all three OS bundles;
- the same `Core` and `Storage` TypeScript interfaces are satisfied as
on web, with no platform-specific code outside `platform/`;
- Linux file fallback activates when Secret Service is absent and
writes with `0600` permissions.
Targeted tests:
- Go unit tests for each keychain helper, including file fallback;
- desktop e2e smoke test driven by Wails headless mode running the
Phase 7 login Playwright scenario via CDP;
- regression test: keychain absence on a Linux container without
libsecret falls back to file storage.
## Phase 32. Capacitor Mobile Wrapper
Status: pending.
Goal: build native iOS and Android apps that run the same frontend
bundle and call into a gomobile-compiled `ui/core`.
Artifacts:
- `ui/mobile-bridge/bridge.go` gomobile-friendly façade over `ui/core`
- `ui/Makefile` target `gomobile` producing `Galaxy.framework` and
`galaxy.aar`
- `ui/mobile/capacitor.config.ts` Capacitor project configuration
- `ui/mobile/plugins/galaxy-core/` custom Capacitor plugin (Swift +
Kotlin) wrapping the gomobile artifacts
- `ui/frontend/src/platform/core/capacitor.ts` `CapacitorCore` adapter
- `ui/frontend/src/platform/store/capacitor.ts` `CapacitorKeyStore`
and `CapacitorCache` using `@capacitor-community/secure-storage-plugin`
and `@capacitor-community/sqlite`
- `ui/mobile/ios/App/Assets.xcassets/AppIcon.appiconset/` iOS app
icon set
- `ui/mobile/android/app/src/main/res/mipmap-*/` Android app icon
set
- iOS launch screen and Android splash screen
- `ui/Makefile` targets `ios` and `android`
- topic doc `ui/docs/mobile-bridge.md` describing the plugin
API, marshalling strategy, and the manual smoke procedure for this
phase
Dependencies: Phase 6; Phases 7 through 30 in their web form.
Acceptance criteria:
- both the iOS Simulator and an Android Emulator launch the app,
complete login, and preserve the keypair across restarts (validated
by manual smoke);
- the same `Core` and `Storage` TypeScript interfaces are satisfied as
on web and desktop;
- gomobile build produces deterministic outputs reproducible in CI on
a macOS runner.
Targeted tests:
- Go unit tests for the `mobile-bridge` façade;
- Capacitor plugin unit tests on iOS (XCTest) and Android (Espresso);
- manual smoke procedure: login flow on iOS Simulator and Android
Emulator, recorded in `ui/docs/mobile-bridge.md`. Full Appium
automation lands in Phase 36 as part of the acceptance pass.
## Phase 33. PWA — Service Worker, Manifest, Web Icons
Status: pending.
Goal: make the web build installable and offline-tolerant on every
browser. Native packaging icons live with their respective wrapper
phases (31 for desktop, 32 for mobile) — this phase is web-only.
Artifacts:
- `ui/frontend/src/service-worker.ts` cache-first asset strategy with
stale invalidation on app update
- `ui/frontend/static/manifest.webmanifest` PWA manifest
- `ui/frontend/static/icons/` web icon set sized per
`manifest.webmanifest` requirements
- topic doc `ui/docs/pwa-strategy.md` covering update flow and
offline scope
Dependencies: Phase 25 (offline order queue).
Acceptance criteria:
- the web app installs as a PWA on Chrome, Edge, and iOS Safari;
- the service worker survives an app update without serving stale code
on the next reload.
Targeted tests:
- Lighthouse PWA audit at score ≥ 90;
- Playwright test: install the app, take it offline, verify the cached
login route still loads;
- regression test: bumping the app version invalidates the prior
service worker.
## Phase 34. Multi-Turn Projection — Single-Turn Forecast and Range Circles
Status: pending. Long-term scope deferred but this phase ships real
features.
Goal: ship two concrete projection features (planet next-turn
forecast and ship-designer reach circles) plus the transient
map-overlay back-stack mechanism that the reach-circles feature is
the first user of.
Artifacts:
- `ui/frontend/src/lib/projection/` minimal projection engine that
computes one-turn-ahead state for a single planet using `pkg/calc/`
- planet inspector forecast section showing next-turn population,
industry, materials stockpile, and production progress
- `ui/frontend/src/lib/navigation/transient-overlay.ts` push/pop
back-stack mechanism for map overlays driven by other views, with
a back-button affordance on the map that returns to the originating
view with state preserved
- ship-designer `Preview range on map` action that pushes a transient
overlay onto the map showing concentric reach circles for 1, 2, 3,
4 turns from a chosen origin, computed from the in-progress ship
design and the player's current Drive tech via `ui/core/calc/`
- topic doc `ui/docs/multi-turn-projection.md` describing the
long-term vision (multi-turn planning mode, scenario branches) and
the phased path to it
Dependencies: Phases 17, 18.
Acceptance criteria:
- the planet inspector shows a forecast section with next-turn values
matching `pkg/calc/` outputs;
- the ship-designer `Preview range on map` button transitions to the
map with reach circles drawn from the chosen origin; back returns
to the designer with all in-progress state intact;
- the transient overlay is cleared if the user navigates to any other
view via the header dropdown.
Targeted tests:
- Vitest unit tests for the projection engine on canonical fixtures;
- Vitest unit tests for the transient-overlay push/pop logic and
state preservation;
- Playwright e2e: open a planet inspector, observe one-turn forecast;
open a ship designer, click `Preview range on map`, see reach
circles, click back, return with state intact.
## Phase 35. Polish — Accessibility, Localisation, Error UX
Status: pending.
Goal: prepare the client for technical beta with end-user-quality
polish.
Artifacts:
- `ui/frontend/src/lib/i18n/` translation bundles for English and
Russian, covering every visible string
- `ui/frontend/src/lib/error/` central error surface with stable codes
and retry / escalation guidance
- accessibility audit results recorded under `ui/docs/a11y.md`
- keyboard-only navigation paths for lobby, game view, and login
- focus rings, ARIA labels, screen-reader-only text where needed
Dependencies: Phase 33.
Acceptance criteria:
- WCAG 2.2 AA compliance on lobby, login, and the in-game shell per
axe-core scan;
- the entire UI is reachable by keyboard only with visible focus
rings;
- every server-side error is mapped to a translated, actionable user
message in both languages;
- locale switch persists across reloads on every platform.
Targeted tests:
- axe-core integration tests on every top-level view;
- Vitest tests for the i18n bundle structure and missing-translation
detection;
- Playwright keyboard-only navigation tests.
## Phase 36. Acceptance Pass
Status: pending.
Goal: reconcile implementation, documentation, and regression coverage
before declaring the client ready for technical beta.
Artifacts:
- updated `ui/README.md`, topic docs, and any drift in
`docs/ARCHITECTURE.md` or `docs/FUNCTIONAL.md` (mirrored to
`docs/FUNCTIONAL_ru.md`)
- final cross-platform regression run on a release-candidate build
- `ui/docs/release-checklist.md` for repeatable releases
- visual regression baselines committed under
`ui/frontend/tests/__snapshots__/`; if maintenance proves heavy,
follow-up issue to switch to self-hosted Argos
- Appium harness for iOS Simulator and Android Emulator covering the
login flow, push-event flow, and at least one full turn loop;
`.gitea/workflows/ui-release.yaml` extended with macOS-runner Appium
job (mandatory pre-release gate)
Dependencies: Phases 1 through 35.
Acceptance criteria:
- implementation matches every documented contract and live topic
doc;
- the cross-cutting regression scenarios listed below pass on web,
desktop, and mobile;
- Appium smoke passes on both iOS and Android in CI.
Targeted tests:
- run focused package tests for `ui/core` and every TypeScript
module;
- rerun cross-platform Playwright suites against release-candidate
builds;
- run Tier 2 visual regression baselines;
- run Appium smoke suites on iOS and Android.
---
## Cross-Cutting Regression Scenarios
- A fresh device generates a keypair, completes email-code login, and
successfully signs a follow-up authenticated request on every target
platform.
- A returning device resumes its session without re-login, preserves
queued orders, and continues receiving push events without gaps.
- Server-side session revocation tears down the active push stream and
forces a re-login on every target platform within one second.
- Tampering with `payload_bytes`, `payload_hash`, `request_id`,
`message_type`, or any signature byte is rejected by the verifier
in `ui/core` with a stable error code.
- Requests outside the freshness window are rejected before they
reach network, and the client surfaces a clock-skew warning when
its local clock disagrees with the server time event by more than
the freshness window.
- The map renderer holds 60 fps with a 1000-primitive fixture on
mid-range hardware on web (Chrome, Edge, Safari, Firefox), desktop
(Wails on macOS, Windows, Linux), and mobile (latest iPhone, mid-
range Android).
- The single-tool sidebar preserves state across tab switches; the
active view preserves state across view switches; designers
preserve their in-progress state when navigating to the map and
back through a transient overlay.
- Order draft is preserved across page reloads, view switches, network
drops, and history-mode entry / exit.
- Orders queued offline are flushed in order on reconnect; a turn-
cutoff conflict surfaces as a clearly failed-order banner without
retrying forever.
- History mode applies to every view; the order tab disappears in
history mode and the prior draft is restored on return to the
current turn.
- The ship-class designer's calculations match `pkg/calc/` byte-for-
byte; any drift between client mirror and server fails CI.
- Linux desktop builds without Secret Service still complete login by
falling back to the `0600` file under `~/.config/galaxy/`.
- The web service worker invalidates correctly on app update and
never serves stale code on the first load after a deploy.
- Push-event signature verification is mandatory; any verification
failure tears down the stream and reconnects with backoff.
- Locale switch persists across reloads and applies to every visible
string on every platform.