MVP web client (Phases 1-30) is complete; reorganize planning + living docs around that. - PLAN.md kept as the staged MVP record (1-30) with a status block + pointers; removed the 31-36 stages, regression scenarios, and deferred-TODO section (moved out); fixed a stale cross-machine plan path. - ui/PLAN-finalize.md (new): active web-finalization plan in 8 stages (visual system, a11y, i18n, error UX, PWA, build hygiene, docs, owner manual-QA loop); absorbs former Phases 33 and 35. - ui/ROADMAP.md (new): post-MVP (Wails, Capacitor, realistic projection, acceptance + regression scenarios) and triaged deferred follow-ups. - ui/docs/README.md (new): grouped topic-doc index. - De-archaeologized all 20 ui/docs topic docs + ui/README.md + ui/core/README.md: stripped Phase-N build history, rewritten as current-state; deferred work now points at ROADMAP.md / PLAN-finalize.md. Docs-only; no code change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Lobby UI
The lobby is the first authenticated view; the user lands here after
the email-code login completes (see
docs/auth-flow.md). 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 |
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 (kept as
a debug affordance) plus a greeting if the gateway returns a
display_name for the caller.
GameSummary carries a current_turn field that the lobby UI does
not display directly — the in-game shell reads it from the same
payload to load the matching user.games.report for the map view
without an additional gateway call. See
game-state.md for the consumer's view.
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. The TS integration 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.
user.account.get decodes through the generated AccountResponse
table, so the lobby greeting works against a real local stack as well
as the mocked Playwright fixtures.