Owner-reported regressions in Firefox + Safari on desktop after the
initial F8-09 patch landed:
1. The TOC trigger rode up with the page during scroll instead of
staying pinned to the viewport (mobile worked, desktop did not).
2. Clicking a popover item scrolled the matching section so its
heading went up under the chrome — only the table body was visible.
Root cause for (1): the in-game shell declares `overflow-y: auto`
on `.active-view-host` so mobile (where `.game-shell` is fixed at
`inset: 0`) has an internal scroll region. On desktop the host
grows with content, no overflow ever engages, and the document
body becomes the actual scroll container. Per CSS spec the host
remains the "scrollport" for any `position: sticky` descendant, so
the trigger inside the report column never sees the scroll event
and rides up with the body content.
Fix:
- Swap the trigger from `position: sticky` to `position: fixed`.
The component is mounted only while the report active view is on
screen, so the fixed element is naturally tied to the view's
lifetime. Anchor at `top: 4rem` (below the in-game header), and
on `min-width: 1024px` shift `right` by 18 rem to clear the
always-on sidebar; below 1024 px the sidebar is an overlay so
the default `right: 1.25rem` matches the report's right padding.
- Add `padding-top: 4.5rem` to `.report-view` (4rem mobile) so the
first section heading does not land under the trigger at scroll
position 0.
- Add `scroll-margin-top: 7.5rem` to every `<section
id="report-…">` so `scrollIntoView({ block: "start" })` lands
the heading below the trigger after a popover-driven jump.
- Sync `ui/docs/report-view.md` §"Table of contents and active
highlight" with the new positioning rationale.
Tests: `pnpm check`, `pnpm test` (821), `pnpm test:e2e
report-sections` (4 projects) all green.
Refs: #52 (#43 umbrella).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
ui — Galaxy Cross-Platform Client
ui/ hosts the new cross-platform Galaxy client. A single
TypeScript + Svelte source tree builds to five targets: web,
web-mobile, standalone PC (mac/win/linux), iOS, and Android. A
shared Go module (ui/core) carries envelope cryptography, the
FlatBuffers codec, keypair management, and a thin bridge over
pkg/calc/ for UI-side game math; it is compiled to WASM for the
web targets, gomobile native libraries for mobile, and embedded
directly in Wails on 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 web target is a finalized, installable PWA: a shared design-token system with light/dark themes, WCAG 2.2 AA accessibility, en/ru localisation with a persisted choice, a central error surface, and offline tolerance — see the topic docs below.
The legacy Fyne client under client/ is reference-only.
Nothing in ui/ imports from it.
The strategic rationale (why Svelte, why PixiJS, why Go-as-WASM, why
Wails+Capacitor) lives outside the repo at
~/.claude/plans/buzzing-questing-fountain.md. This README is a
quick orientation; deeper design notes live under ui/docs/.
Targets
| Target | Wrapper | Toolchain | Status |
|---|---|---|---|
| web | browser tab | Vite + WASM | implemented |
| web-mobile | mobile browser | Vite + WASM | implemented |
| desktop (mac) | Wails v2 | Go + Wails CLI | planned (see ROADMAP.md) |
| desktop (win) | Wails v2 | Go + Wails CLI | planned (see ROADMAP.md) |
| desktop (linux) | Wails v2 | Go + Wails CLI | planned (see ROADMAP.md) |
| iOS | Capacitor | gomobile + Xcode | planned (see ROADMAP.md) |
| Android | Capacitor | gomobile + Gradle | planned (see ROADMAP.md) |
Layered architecture
- TypeScript + Svelte 5 frontend, shared across all five targets, scaffolded with SvelteKit + Vite.
- PixiJS v8 with dual WebGPU/WebGL backend for the world map renderer.
- Go module
ui/core/as a compute-only library (canonical bytes, Ed25519 sign/verify, FlatBuffers codec, keypair, thin bridge topkg/calc/) compiled to WASM, gomobile, and Wails-embedded native. - TypeScript-side
Coreinterface with three adapters (WasmCore,WailsCore,CapacitorCore) selected at build time. GalaxyClienton top ofCoreperforms 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
KeyStoreandCacheTypeScript interface.
- SQLite on desktop, iOS Keychain / Android Keystore + SQLite on
mobile, all behind a single
- Single-URL app-shell navigation: the game UI is one route served
at
/game/; the screen (login / lobby / game) and the in-game view are in-memory state (lib/app-nav.svelte.ts), not URLs, so the address bar never changes. Browser Back/Forward move between screens via shallow routing without touching the URL — a model that also suits the bundled standalone targets (Wails / Capacitor) that have no URLs. One active view occupies the main area at a time; the sidebar holds a single tool (calculator, inspector, or order) with persistent state on switch. Seedocs/navigation.md.
Repository layout
ui/
├── PLAN.md staged implementation plan
├── ROADMAP.md planned desktop / mobile / multi-turn features
├── PLAN-finalize.md PWA, accessibility, localisation, error UX
├── Makefile wasm / ts-protos / web / mobile / desktop targets
├── README.md this file
├── buf.gen.yaml local-plugin TS Protobuf-ES generator
├── docs/ topic-based design notes
│ ├── auth-flow.md email-code login, session store, revocation
│ ├── i18n.md translation primitive, native-name picker, extensibility
│ ├── order-composer.md order draft model, persistence, history-mode wiring
│ ├── storage.md web KeyStore/Cache, IDB schema, baseline
│ ├── testing.md per-PR / release test tiers
│ └── wasm-toolchain.md TinyGo build, JSDOM loading, bundle budget
├── core/ ui/core Go module (canonical bytes, keypair)
├── wasm/ TinyGo entry point exposing Core to JS
├── mobile-bridge/ gomobile bindings (planned — see ROADMAP.md)
├── desktop/ Wails project (planned — see ROADMAP.md)
├── mobile/ Capacitor project (planned — see ROADMAP.md)
└── frontend/ SvelteKit / Vite source
├── src/api/ GalaxyClient + typed Connect client + auth + session
├── src/lib/ app-shell nav + screens + game shell, env config, session store, stores
├── src/platform/core/ Core interface + WasmCore adapter
├── src/platform/store/ KeyStore/Cache interfaces + web adapter
├── src/proto/ generated Protobuf-ES + Connect descriptors + FlatBuffers TS bindings
├── src/routes/ single-URL app-shell: `/game/` dispatcher (+page.svelte) + `/__debug/*`
└── static/ core.wasm + wasm_exec.js (built by `make wasm` / CI; gitignored)
Linked topic docs:
docs/navigation.md— single-URL app-shell, screens and views as in-memory state, screen history, sidebar tools.docs/auth-flow.md— email-code login, session store state machine, revocation watcher.docs/lobby.md— lobby UI sections, application / invite lifecycle, create-game form defaults.docs/i18n.md— translation primitive, native-name language picker, recipe for adding a new locale.docs/storage.md— web KeyStore/Cache, IndexedDB schema, browser baseline.docs/order-composer.md— local order draft store, persistence, history-mode wiring.docs/wasm-toolchain.md— TinyGo build, loading recipe, bundle size budget.docs/design-system.md— design tokens, light/dark theming, component conventions.docs/a11y.md— WCAG 2.2 AA approach, axe + keyboard gates, shared a11y primitives.docs/error-state-ux.md— central error surface, shared loading/empty/error states, selection marker, sheet dismissal.docs/pwa-strategy.md— installable, offline PWA: service worker, manifest, icons.docs/testing.md— Tier 1 per-PR + Tier 2 release test tiers.
Build pipeline
Every cross-target build flows through make at this level.
Native targets are placeholders until their platform work lands;
running make with no arguments prints the current placeholder map.
make web Vite production build
make wasm TinyGo → core.wasm
make ts-protos Connect-ES + Protobuf-ES gen
make fbs-ts FlatBuffers TS bindings via flatc
make gomobile gomobile bind → ios + android (planned — see ROADMAP.md)
make desktop-mac Wails build for darwin (planned — see ROADMAP.md)
make desktop-win Wails build for windows (planned — see ROADMAP.md)
make desktop-linux Wails build for linux (planned — see ROADMAP.md)
make ios Capacitor + xcodebuild (planned — see ROADMAP.md)
make android Capacitor + gradle (planned — see ROADMAP.md)
make all every target above
Local development
For UI work against a real stack, the tools/local-dev/ docker
compose brings up postgres + redis + mailpit + backend + gateway in
one command, and ui/frontend/.env.development is already wired to
talk to it:
make -C tools/local-dev up # build + start, wait for healthy
pnpm -C ui/frontend dev # Vite on the host
# UI: http://localhost:5173
# Mailpit: http://localhost:8025
The stack accepts a fixed dev code (123456) in addition to the
real Mailpit-delivered one. Full runbook in
../tools/local-dev/README.md.
For testing the production-shaped surface — Caddy in front of the
gateway, statically served UI bundle, real https://*.galaxy.lan
hostnames — use the long-lived dev environment at
../tools/dev-deploy/. It is
redeployed by Gitea Actions on every merge into development.
Topic docs
Topic docs live under ui/docs/ (testing tiers, WASM toolchain,
navigation shell, renderer internals, sync protocol, auth flow, and
so on).
Cross-references
PLAN.md— staged implementation plan (historical record of completed work).ROADMAP.md— planned desktop / mobile / multi-turn projection features.PLAN-finalize.md— PWA, accessibility, localisation, error UX finalization work.../docs/ARCHITECTURE.md— platform architecture and the transport security model (§15) the client envelope contract derives from.../docs/FUNCTIONAL.md— per-domain user stories that drive the UI flows.../docs/TESTING.md— project-wide testing layers; UI-specific test tiers (Vitest, Playwright) live inui/docs/testing.md.