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>
241 lines
9.0 KiB
Go
241 lines
9.0 KiB
Go
// Package lobby defines the public typed command and response payloads
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// exposed at the authenticated Gateway -> Game Lobby boundary.
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package lobby
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import "time"
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const (
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// MessageTypeMyGamesList is the authenticated gateway message type
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// used to read the calling user's own games.
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MessageTypeMyGamesList = "lobby.my.games.list"
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// MessageTypePublicGamesList is the authenticated gateway message
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// type used to read the paginated list of joinable public games.
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MessageTypePublicGamesList = "lobby.public.games.list"
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// MessageTypeMyApplicationsList is the authenticated gateway message
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// type used to read the caller's pending and decided applications to
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// public games.
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MessageTypeMyApplicationsList = "lobby.my.applications.list"
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// MessageTypeMyInvitesList is the authenticated gateway message type
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// used to read the caller's pending invites to private games.
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MessageTypeMyInvitesList = "lobby.my.invites.list"
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// MessageTypeOpenEnrollment is the authenticated gateway message
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// type used by the game owner to transition a draft game to
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// `enrollment_open`.
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MessageTypeOpenEnrollment = "lobby.game.open-enrollment"
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// MessageTypeGameCreate is the authenticated gateway message type
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// used to create a private game owned by the caller. Public games
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// are created exclusively through the admin surface; the gateway
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// rejects any attempt to set visibility to `public`.
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MessageTypeGameCreate = "lobby.game.create"
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// MessageTypeApplicationSubmit is the authenticated gateway message
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// type used by a user to submit an application to a public game in
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// `enrollment_open`.
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MessageTypeApplicationSubmit = "lobby.application.submit"
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// MessageTypeInviteRedeem is the authenticated gateway message type
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// used to accept an outstanding invite and create the corresponding
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// membership.
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MessageTypeInviteRedeem = "lobby.invite.redeem"
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// MessageTypeInviteDecline is the authenticated gateway message type
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// used to terminally decline an outstanding invite. No membership is
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// created.
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MessageTypeInviteDecline = "lobby.invite.decline"
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)
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// MyGamesListRequest stores the authenticated read request for the
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// caller's games. The request body is intentionally empty; gateway
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// derives the calling user identity from the verified session.
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type MyGamesListRequest struct{}
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// MyGamesListResponse stores the list of games the caller participates
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// in, ordered as Lobby returns them.
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type MyGamesListResponse struct {
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Items []GameSummary `json:"items"`
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}
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// GameSummary stores one game record returned by the various lobby
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// list endpoints. `OwnerUserID` is empty for public games (no human
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// owner). `CurrentTurn` carries the runtime's most recently observed
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// turn number; the value is zero before the engine produces its first
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// snapshot. The user surface uses it to fetch the corresponding
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// `user.games.report` without an extra round-trip.
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type GameSummary struct {
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GameID string `json:"game_id"`
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GameName string `json:"game_name"`
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GameType string `json:"game_type"`
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Status string `json:"status"`
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OwnerUserID string `json:"owner_user_id"`
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MinPlayers int `json:"min_players"`
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MaxPlayers int `json:"max_players"`
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EnrollmentEndsAt time.Time `json:"enrollment_ends_at"`
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CreatedAt time.Time `json:"created_at"`
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UpdatedAt time.Time `json:"updated_at"`
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CurrentTurn int32 `json:"current_turn"`
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}
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// PublicGamesListRequest stores the paginated read request for joinable
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// public games. Page numbers start at 1; page sizes are capped by the
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// backend.
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type PublicGamesListRequest struct {
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Page int `json:"page"`
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PageSize int `json:"page_size"`
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}
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// PublicGamesListResponse stores one page of public games together with
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// the pagination metadata returned by the backend.
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type PublicGamesListResponse struct {
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Items []GameSummary `json:"items"`
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Page int `json:"page"`
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PageSize int `json:"page_size"`
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Total int `json:"total"`
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}
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// MyApplicationsListRequest stores the authenticated read request for
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// the caller's applications. Empty body — gateway derives identity from
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// the authenticated session.
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type MyApplicationsListRequest struct{}
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// MyApplicationsListResponse stores the caller's application list,
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// ordered as Lobby returns it.
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type MyApplicationsListResponse struct {
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Items []ApplicationSummary `json:"items"`
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}
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// ApplicationSummary stores a single application record returned by
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// `lobby.my.applications.list` and `lobby.application.submit`.
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// `DecidedAt` is nil while the application is pending.
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type ApplicationSummary struct {
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ApplicationID string `json:"application_id"`
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GameID string `json:"game_id"`
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ApplicantUserID string `json:"applicant_user_id"`
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RaceName string `json:"race_name"`
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Status string `json:"status"`
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CreatedAt time.Time `json:"created_at"`
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DecidedAt *time.Time `json:"decided_at,omitempty"`
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}
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// MyInvitesListRequest stores the authenticated read request for the
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// caller's invites. Empty body.
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type MyInvitesListRequest struct{}
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// MyInvitesListResponse stores the caller's invite list.
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type MyInvitesListResponse struct {
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Items []InviteSummary `json:"items"`
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}
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// InviteSummary stores one invite record returned by
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// `lobby.my.invites.list`, `lobby.invite.redeem`, and
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// `lobby.invite.decline`. `InvitedUserID` is empty for code-based
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// invites; `Code` is empty for user-bound invites; `DecidedAt` is nil
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// while the invite is still pending.
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type InviteSummary struct {
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InviteID string `json:"invite_id"`
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GameID string `json:"game_id"`
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InviterUserID string `json:"inviter_user_id"`
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InvitedUserID string `json:"invited_user_id,omitempty"`
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Code string `json:"code,omitempty"`
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RaceName string `json:"race_name"`
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Status string `json:"status"`
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CreatedAt time.Time `json:"created_at"`
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ExpiresAt time.Time `json:"expires_at"`
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DecidedAt *time.Time `json:"decided_at,omitempty"`
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}
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// OpenEnrollmentRequest stores the owner-only command that transitions
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// a game from `draft` to `enrollment_open`.
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type OpenEnrollmentRequest struct {
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// GameID identifies the game whose enrollment the caller wants to
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// open. The owner check is enforced by Lobby.
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GameID string `json:"game_id"`
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}
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// OpenEnrollmentResponse stores the resulting game record after a
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// successful open-enrollment transition.
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type OpenEnrollmentResponse struct {
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GameID string `json:"game_id"`
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Status string `json:"status"`
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}
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// GameCreateRequest stores the create-game command issued by the user
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// surface. Visibility is always `private` here; the gateway rejects any
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// other value before forwarding to backend, mirroring the FUNCTIONAL
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// §3.3 invariant.
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type GameCreateRequest struct {
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GameName string `json:"game_name"`
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Description string `json:"description"`
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MinPlayers int `json:"min_players"`
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MaxPlayers int `json:"max_players"`
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StartGapHours int `json:"start_gap_hours"`
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StartGapPlayers int `json:"start_gap_players"`
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EnrollmentEndsAt time.Time `json:"enrollment_ends_at"`
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TurnSchedule string `json:"turn_schedule"`
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TargetEngineVersion string `json:"target_engine_version"`
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}
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// GameCreateResponse stores the freshly created game projected onto the
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// shared GameSummary shape — the gateway does not expose runtime fields
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// at create time because the game is always in `draft` until the owner
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// transitions it.
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type GameCreateResponse struct {
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Game GameSummary `json:"game"`
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}
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// ApplicationSubmitRequest stores the submit-application command. The
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// game must be public and in `enrollment_open`; backend rejects all
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// other states.
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type ApplicationSubmitRequest struct {
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GameID string `json:"game_id"`
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RaceName string `json:"race_name"`
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}
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// ApplicationSubmitResponse wraps the application created by a
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// successful submit-application call.
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type ApplicationSubmitResponse struct {
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Application ApplicationSummary `json:"application"`
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}
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// InviteRedeemRequest accepts a pending invite and creates the
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// corresponding membership at the backend.
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type InviteRedeemRequest struct {
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GameID string `json:"game_id"`
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InviteID string `json:"invite_id"`
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}
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// InviteRedeemResponse wraps the invite record updated by a successful
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// redeem (status transitions to `accepted`).
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type InviteRedeemResponse struct {
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Invite InviteSummary `json:"invite"`
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}
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// InviteDeclineRequest terminally declines a pending invite. No
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// membership is created.
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type InviteDeclineRequest struct {
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GameID string `json:"game_id"`
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InviteID string `json:"invite_id"`
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}
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// InviteDeclineResponse wraps the invite record updated by a successful
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// decline (status transitions to `declined`).
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type InviteDeclineResponse struct {
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Invite InviteSummary `json:"invite"`
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}
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// ErrorBody stores the canonical Lobby error envelope code/message
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// pair.
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type ErrorBody struct {
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Code string `json:"code"`
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Message string `json:"message"`
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}
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// ErrorResponse wraps ErrorBody for the FlatBuffers payload boundary.
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type ErrorResponse struct {
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Error ErrorBody `json:"error"`
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}
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