Files
galaxy-game/ui/docs/lobby.md
T
Ilia Denisov f57a290432 phase 8: lobby UI + cross-stack lobby command catalog + TS FlatBuffers
- 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>
2026-05-07 18:05:08 +02:00

114 lines
6.0 KiB
Markdown

# Lobby UI
The lobby is the first authenticated view; the user lands here after
the email-code login completes (see
[`docs/auth-flow.md`](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:
1. The page calls `submitApplication(client, gameId, raceName)` from
`src/api/lobby.ts`.
2. The wrapper builds an `ApplicationSubmitRequest` FlatBuffers
payload, posts it through `GalaxyClient.executeCommand`, decodes
the `ApplicationSubmitResponse`, and returns an
`ApplicationSummary` plain object.
3. The lobby page prepends the new application to the
`my applications` list 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 in
`enrollment_open`.
4. Status starts as `pending`. When the owner approves, backend
creates a membership and the next refresh of `lobby.my.games.list`
surfaces the game in `my games`. When the owner rejects, the
application stays terminal in `my applications` with status
`rejected`.
## 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:
- `flatbuffers` runtime dependency in `ui/frontend/package.json`;
- `make -C ui fbs-ts` driving `flatc --ts` to regenerate the bindings
from `pkg/schema/fbs/*.fbs` into `ui/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.