Files
galaxy-game/ui/Makefile
T
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

44 lines
2.3 KiB
Makefile

.PHONY: help web wasm ts-protos fbs-ts gomobile desktop-mac desktop-win desktop-linux ios android all
.DEFAULT_GOAL := help
WASM_OUT := frontend/static/core.wasm
WASM_EXEC := frontend/static/wasm_exec.js
TINYGO_ROOT := $(shell tinygo env TINYGOROOT 2>/dev/null)
FBS_OUT := frontend/src/proto/galaxy/fbs
FBS_INPUTS := ../pkg/schema/fbs/common.fbs ../pkg/schema/fbs/lobby.fbs ../pkg/schema/fbs/user.fbs ../pkg/schema/fbs/report.fbs
help:
@echo "ui targets:"
@echo " wasm TinyGo build of ui/core to core.wasm + wasm_exec.js shim (Phase 5)"
@echo " ts-protos Connect-ES + Protobuf-ES generation from gateway/proto (Phase 5)"
@echo " fbs-ts FlatBuffers TS generation from pkg/schema/fbs/*.fbs (Phase 8)"
@echo " web Vite production build (Phase 5+)"
@echo " gomobile gomobile bind for iOS .framework + Android .aar (Phase 32+)"
@echo " desktop-mac Wails build for darwin/{arm64,amd64} (Phase 31)"
@echo " desktop-win Wails build for windows/amd64 (Phase 31)"
@echo " desktop-linux Wails build for linux/amd64 (Phase 31)"
@echo " ios Capacitor sync + xcodebuild + archive (Phase 32+)"
@echo " android Capacitor sync + gradle assembleRelease (Phase 32+)"
@echo " all every target above"
wasm:
@command -v tinygo >/dev/null || { echo "tinygo not found; install via 'brew install tinygo' (see ui/docs/wasm-toolchain.md)"; exit 1; }
tinygo build -o $(WASM_OUT) -target=wasm ./wasm
cp $(TINYGO_ROOT)/targets/wasm_exec.js $(WASM_EXEC)
@printf "core.wasm: %s\n" "$$(ls -lh $(WASM_OUT) | awk '{print $$5}')"
ts-protos:
@command -v buf >/dev/null || { echo "buf not found; install via 'brew install bufbuild/buf/buf' or see https://buf.build/docs/installation"; exit 1; }
@test -x frontend/node_modules/.bin/protoc-gen-es || { echo "protoc-gen-es not installed; run 'pnpm install' inside ui/frontend"; exit 1; }
buf generate ../gateway --template buf.gen.yaml --include-imports
fbs-ts:
@command -v flatc >/dev/null || { echo "flatc not found; install via 'brew install flatbuffers' (macOS) or 'apt-get install -y flatbuffers-compiler' (Linux)"; exit 1; }
mkdir -p $(FBS_OUT)
flatc --ts --gen-object-api -o $(FBS_OUT) $(FBS_INPUTS)
web gomobile desktop-mac desktop-win desktop-linux ios android all:
@echo "TODO: implement '$@' (placeholder, see ui/PLAN.md)"
@exit 1