ce7a66b3e6
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>
195 lines
5.2 KiB
Go
195 lines
5.2 KiB
Go
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package lobby
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type GameSummary struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameSummary(buf []byte, offset flatbuffers.UOffsetT) *GameSummary {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameSummary{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameSummaryBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameSummary(buf []byte, offset flatbuffers.UOffsetT) *GameSummary {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameSummary{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedGameSummaryBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameSummary) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *GameSummary) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameSummary) GameId() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameSummary) GameName() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameSummary) GameType() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameSummary) Status() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameSummary) OwnerUserId() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *GameSummary) MinPlayers() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameSummary) MutateMinPlayers(n int32) bool {
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return rcv._tab.MutateInt32Slot(14, n)
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}
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func (rcv *GameSummary) MaxPlayers() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameSummary) MutateMaxPlayers(n int32) bool {
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return rcv._tab.MutateInt32Slot(16, n)
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}
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func (rcv *GameSummary) EnrollmentEndsAtMs() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameSummary) MutateEnrollmentEndsAtMs(n int64) bool {
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return rcv._tab.MutateInt64Slot(18, n)
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}
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func (rcv *GameSummary) CreatedAtMs() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameSummary) MutateCreatedAtMs(n int64) bool {
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return rcv._tab.MutateInt64Slot(20, n)
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}
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func (rcv *GameSummary) UpdatedAtMs() int64 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
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if o != 0 {
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return rcv._tab.GetInt64(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameSummary) MutateUpdatedAtMs(n int64) bool {
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return rcv._tab.MutateInt64Slot(22, n)
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}
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func (rcv *GameSummary) CurrentTurn() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameSummary) MutateCurrentTurn(n int32) bool {
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return rcv._tab.MutateInt32Slot(24, n)
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}
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func GameSummaryStart(builder *flatbuffers.Builder) {
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builder.StartObject(11)
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}
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func GameSummaryAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(gameId), 0)
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}
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func GameSummaryAddGameName(builder *flatbuffers.Builder, gameName flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(gameName), 0)
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}
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func GameSummaryAddGameType(builder *flatbuffers.Builder, gameType flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(gameType), 0)
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}
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func GameSummaryAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0)
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}
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func GameSummaryAddOwnerUserId(builder *flatbuffers.Builder, ownerUserId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(4, flatbuffers.UOffsetT(ownerUserId), 0)
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}
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func GameSummaryAddMinPlayers(builder *flatbuffers.Builder, minPlayers int32) {
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builder.PrependInt32Slot(5, minPlayers, 0)
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}
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func GameSummaryAddMaxPlayers(builder *flatbuffers.Builder, maxPlayers int32) {
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builder.PrependInt32Slot(6, maxPlayers, 0)
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}
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func GameSummaryAddEnrollmentEndsAtMs(builder *flatbuffers.Builder, enrollmentEndsAtMs int64) {
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builder.PrependInt64Slot(7, enrollmentEndsAtMs, 0)
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}
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func GameSummaryAddCreatedAtMs(builder *flatbuffers.Builder, createdAtMs int64) {
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builder.PrependInt64Slot(8, createdAtMs, 0)
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}
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func GameSummaryAddUpdatedAtMs(builder *flatbuffers.Builder, updatedAtMs int64) {
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builder.PrependInt64Slot(9, updatedAtMs, 0)
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}
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func GameSummaryAddCurrentTurn(builder *flatbuffers.Builder, currentTurn int32) {
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builder.PrependInt32Slot(10, currentTurn, 0)
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}
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func GameSummaryEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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