- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
list, my-applications/invites lists, game-create, application-submit,
invite-redeem/decline. Mirror the matching transcoder pairs and Go
fixture round-trip tests.
- Wire the seven new lobby message types through
gateway/internal/backendclient/{routes,lobby_commands}.go with
per-command REST helpers, JSON-tolerant decoding of backend wire
shapes, and httptest-based unit coverage for success / 4xx / 5xx /
503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
`make fbs-ts` target driving flatc, and the generated bindings under
ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
now uses these bindings as well, closing the JSON.parse vs
FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
invitations, my applications, public games, create new game) and the
/lobby/create form. Submit-application uses an inline race-name
form on the public-game card; create-game keeps name / description /
turn_schedule / enrollment_ends_at always visible and the rest under
an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
+ lobby-create component tests, Playwright lobby-flow.spec covering
create / submit / accept across all four projects. Phase 7 e2e was
migrated to the FlatBuffers fixtures and to click+fill against the
Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
Phase 7, append the new lobby commands to gateway/README.md and
docs/ARCHITECTURE.md, add ui/docs/lobby.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
6.0 KiB
Lobby UI
The lobby is the first authenticated view; the user lands here after
the email-code login completes (see
docs/auth-flow.md). Phase 8 introduced the live
lobby with five sections, the create-game form, and the TS-side
FlatBuffers integration the rest of the client builds on. This doc
captures the sections, the application / invite lifecycle the user
sees, and the defaults baked into the create-game form.
Sections
The lobby renders one column of sections, top to bottom, with the
common content max-width capped at 32rem (same convention as the
login page). Cards inside each section take the full available
width.
| Section | Empty state | Source | Action |
|---|---|---|---|
create new game |
(always visible) | — | Navigates to /lobby/create |
my games |
no games yet |
lobby.my.games.list |
Click → /games/:id/map (placeholder until Phase 10) |
pending invitations |
no invitations |
lobby.my.invites.list |
Accept (lobby.invite.redeem) / Decline (lobby.invite.decline) |
my applications |
no applications |
lobby.my.applications.list |
Status badge (pending / approved / rejected) |
public games |
no public games |
lobby.public.games.list |
Submit application via inline race-name form (lobby.application.submit) |
The header preserves the device-session-id <code> block from the
Phase 7 placeholder (kept as a debug affordance) plus a greeting if
the gateway returns a display_name for the caller.
Application lifecycle
Submit application on a public-game card toggles an inline race-name
form on the same card (no overlay/modal infrastructure yet — the
in-game shell that introduces overlays lands later). On submit:
- The page calls
submitApplication(client, gameId, raceName)fromsrc/api/lobby.ts. - The wrapper builds an
ApplicationSubmitRequestFlatBuffers payload, posts it throughGalaxyClient.executeCommand, decodes theApplicationSubmitResponse, and returns anApplicationSummaryplain object. - The lobby page prepends the new application to the
my applicationslist and collapses the inline form. The page does not refresh the public-games list — backend semantics are that the public game still exists and is still inenrollment_open. - Status starts as
pending. When the owner approves, backend creates a membership and the next refresh oflobby.my.games.listsurfaces the game inmy games. When the owner rejects, the application stays terminal inmy applicationswith statusrejected.
Invite lifecycle
A pending invite arrives in pending invitations either when the
inviter targets the user by id (invited_user_id is set) or when the
user redeems a code-based invite from somewhere outside the lobby.
The user can accept (lobby.invite.redeem) or decline
(lobby.invite.decline):
- Accept — the invite card disappears, the page refreshes
my games, and the freshly-joined game appears there. - Decline — the invite card disappears. No membership is created.
Create-game form
The form posts lobby.game.create through the gateway with
visibility="private" hard-coded; the user surface never produces a
public game (FUNCTIONAL.md §3.3). Fields:
| Field | Visibility | Default | Notes |
|---|---|---|---|
game_name |
always | "" |
Non-empty client-side check |
description |
always | "" |
|
turn_schedule |
always | 0 0 * * * |
Plain text input, hint says "five-field cron" |
enrollment_ends_at |
always | "" |
<input type="datetime-local">, RFC 3339 on submit |
min_players |
Advanced toggle | 2 |
<details> block |
max_players |
Advanced toggle | 8 |
|
start_gap_hours |
Advanced toggle | 24 |
|
start_gap_players |
Advanced toggle | 2 |
|
target_engine_version |
Advanced toggle | v1 |
Falls back to v1 if blank |
On success the page navigates back to /lobby and the new game shows
up in my games once the lobby's onMount has had a chance to refresh
the list.
Errors
Lobby errors raised by the gateway carry a canonical code
(invalid_request, subject_not_found, forbidden, conflict,
internal_error). The LobbyError thrown by lobby.ts exposes the
code; the page maps it to the matching lobby.error.<code> i18n key
and falls back to the gateway-supplied message via
lobby.error.unknown for any unknown code.
Why FlatBuffers on the TS side
The gateway encodes lobby payloads through pkg/transcoder/lobby.go
into FlatBuffers bytes; the browser must decode them with the same
schema. Phase 8 ships:
flatbuffersruntime dependency inui/frontend/package.json;make -C ui fbs-tsdrivingflatc --tsto regenerate the bindings frompkg/schema/fbs/*.fbsintoui/frontend/src/proto/galaxy/fbs/;- a Vitest round-trip suite (
tests/lobby-fbs.test.ts) that catches binding drift in CI.
Phase 7's user.account.get decode previously used
JSON.parse(TextDecoder); that path was rewritten in Phase 8 to use
the same generated AccountResponse table, so the lobby greeting now
works against a real local stack as well as the mocked Playwright
fixtures.