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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>
120 lines
6.3 KiB
Markdown
120 lines
6.3 KiB
Markdown
# Lobby UI
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The lobby is the first authenticated view; the user lands here after
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the email-code login completes (see
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[`docs/auth-flow.md`](auth-flow.md)). Phase 8 introduced the live
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lobby with five sections, the create-game form, and the TS-side
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FlatBuffers integration the rest of the client builds on. This doc
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captures the sections, the application / invite lifecycle the user
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sees, and the defaults baked into the create-game form.
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## Sections
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The lobby renders one column of sections, top to bottom, with the
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common content max-width capped at `32rem` (same convention as the
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login page). Cards inside each section take the full available
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width.
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| Section | Empty state | Source | Action |
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| -------------------- | --------------------- | -------------------------- | --------------------------------------------------------- |
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| `create new game` | (always visible) | — | Navigates to `/lobby/create` |
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| `my games` | `no games yet` | `lobby.my.games.list` | Click → `/games/:id/map` |
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| `pending invitations`| `no invitations` | `lobby.my.invites.list` | Accept (`lobby.invite.redeem`) / Decline (`lobby.invite.decline`) |
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| `my applications` | `no applications` | `lobby.my.applications.list` | Status badge (`pending` / `approved` / `rejected`) |
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| `public games` | `no public games` | `lobby.public.games.list` | Submit application via inline race-name form (`lobby.application.submit`) |
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The header preserves the device-session-id `<code>` block from the
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Phase 7 placeholder (kept as a debug affordance) plus a greeting if
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the gateway returns a `display_name` for the caller.
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`GameSummary` carries an extra `current_turn` field (Phase 11
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extension) that the lobby UI does not display directly — the in-game
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shell reads it from the same payload to load the matching
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`user.games.report` for the map view without an additional gateway
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call. See [`game-state.md`](game-state.md) for the consumer's view.
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## Application lifecycle
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`Submit application` on a public-game card toggles an inline race-name
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form on the same card (no overlay/modal infrastructure yet — the
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in-game shell that introduces overlays lands later). On submit:
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1. The page calls `submitApplication(client, gameId, raceName)` from
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`src/api/lobby.ts`.
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2. The wrapper builds an `ApplicationSubmitRequest` FlatBuffers
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payload, posts it through `GalaxyClient.executeCommand`, decodes
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the `ApplicationSubmitResponse`, and returns an
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`ApplicationSummary` plain object.
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3. The lobby page prepends the new application to the
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`my applications` list and collapses the inline form. The page
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does not refresh the public-games list — backend semantics are
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that the public game still exists and is still in
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`enrollment_open`.
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4. Status starts as `pending`. When the owner approves, backend
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creates a membership and the next refresh of `lobby.my.games.list`
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surfaces the game in `my games`. When the owner rejects, the
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application stays terminal in `my applications` with status
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`rejected`.
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## Invite lifecycle
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A pending invite arrives in `pending invitations` either when the
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inviter targets the user by id (`invited_user_id` is set) or when the
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user redeems a code-based invite from somewhere outside the lobby.
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The user can accept (`lobby.invite.redeem`) or decline
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(`lobby.invite.decline`):
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- **Accept** — the invite card disappears, the page refreshes
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`my games`, and the freshly-joined game appears there.
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- **Decline** — the invite card disappears. No membership is
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created.
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## Create-game form
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The form posts `lobby.game.create` through the gateway with
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`visibility="private"` hard-coded; the user surface never produces a
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public game (FUNCTIONAL.md §3.3). Fields:
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| Field | Visibility | Default | Notes |
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| --------------------- | ---------------- | ------- | ------------------------------------------------------ |
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| `game_name` | always | `""` | Non-empty client-side check |
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| `description` | always | `""` | |
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| `turn_schedule` | always | `0 0 * * *` | Plain text input, hint says "five-field cron" |
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| `enrollment_ends_at` | always | `""` | `<input type="datetime-local">`, RFC 3339 on submit |
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| `min_players` | Advanced toggle | `2` | `<details>` block |
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| `max_players` | Advanced toggle | `8` | |
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| `start_gap_hours` | Advanced toggle | `24` | |
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| `start_gap_players` | Advanced toggle | `2` | |
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| `target_engine_version` | Advanced toggle | `v1` | Falls back to `v1` if blank |
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On success the page navigates back to `/lobby` and the new game shows
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up in `my games` once the lobby's onMount has had a chance to refresh
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the list.
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## Errors
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Lobby errors raised by the gateway carry a canonical code
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(`invalid_request`, `subject_not_found`, `forbidden`, `conflict`,
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`internal_error`). The `LobbyError` thrown by `lobby.ts` exposes the
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code; the page maps it to the matching `lobby.error.<code>` i18n key
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and falls back to the gateway-supplied message via
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`lobby.error.unknown` for any unknown code.
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## Why FlatBuffers on the TS side
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The gateway encodes lobby payloads through `pkg/transcoder/lobby.go`
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into FlatBuffers bytes; the browser must decode them with the same
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schema. Phase 8 ships:
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- `flatbuffers` runtime dependency in `ui/frontend/package.json`;
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- `make -C ui fbs-ts` driving `flatc --ts` to regenerate the bindings
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from `pkg/schema/fbs/*.fbs` into `ui/frontend/src/proto/galaxy/fbs/`;
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- a Vitest round-trip suite (`tests/lobby-fbs.test.ts`) that catches
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binding drift in CI.
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Phase 7's `user.account.get` decode previously used
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`JSON.parse(TextDecoder)`; that path was rewritten in Phase 8 to use
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the same generated `AccountResponse` table, so the lobby greeting now
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works against a real local stack as well as the mocked Playwright
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fixtures.
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