b6770d394c
Collapse the game UI to one route (`/`): a screen dispatcher renders login/lobby/lobby-create/game from `appScreen`/`activeView` state instead of URL routes. Move screen components to lib/screens & lib/game; the game shell reads the game id from `appScreen.gameId` and re-inits per-game stores via an $effect; in-game views render from `activeView`. Flip ~23 goto/href nav sites to store mutations; drop the `?sidebar=` URL coupling. Auth gate is now state-based. WIP: browser-history (Back→lobby), restore-validation, the return-to-lobby button, push deep-links, and the test migration are follow-ups on this branch. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
606 lines
17 KiB
Svelte
606 lines
17 KiB
Svelte
<script lang="ts">
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import { onMount } from "svelte";
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import { appScreen, activeView } from "$lib/app-nav.svelte";
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import { createGatewayClient } from "../../api/connect";
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import { GalaxyClient } from "../../api/galaxy-client";
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import {
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LobbyError,
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listMyApplications,
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listMyGames,
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listMyInvites,
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listPublicGames,
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redeemInvite,
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declineInvite,
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submitApplication,
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type ApplicationSummary,
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type GameSummary,
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type InviteSummary,
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} from "../../api/lobby";
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import { ByteBuffer } from "flatbuffers";
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import { AccountResponse } from "../../proto/galaxy/fbs/user";
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import { gatewayRpcBaseUrl, GATEWAY_RESPONSE_PUBLIC_KEY } from "$lib/env";
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import {
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SyntheticReportError,
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loadSyntheticReportFromJSON,
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} from "../../api/synthetic-report";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import { loadCore } from "../../platform/core/index";
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import { session } from "$lib/session-store.svelte";
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import { Builder } from "flatbuffers";
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import { GetMyAccountRequest } from "../../proto/galaxy/fbs/user";
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let displayName: string | null = $state(null);
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let configError: string | null = $state(null);
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let listsLoading = $state(true);
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let lobbyError: string | null = $state(null);
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let myGames: GameSummary[] = $state([]);
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let invitations: InviteSummary[] = $state([]);
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let applications: ApplicationSummary[] = $state([]);
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let publicGames: GameSummary[] = $state([]);
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let openApplicationFor: string | null = $state(null);
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let raceNameInput = $state("");
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let raceNameError: string | null = $state(null);
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let submittingApplication = $state(false);
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let inviteActionInFlight: string | null = $state(null);
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let syntheticError: string | null = $state(null);
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let client: GalaxyClient | null = null;
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async function logout(): Promise<void> {
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await session.signOut("user");
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}
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async function sha256(payload: Uint8Array): Promise<Uint8Array> {
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const digest = await crypto.subtle.digest("SHA-256", payload as BufferSource);
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return new Uint8Array(digest);
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}
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function describeLobbyError(err: unknown): string {
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if (err instanceof LobbyError) {
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const key = `lobby.error.${err.code}` as TranslationKey;
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const translated = i18n.t(key);
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if (translated !== key) {
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return translated;
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}
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return i18n.t("lobby.error.unknown", { message: err.message });
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}
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return err instanceof Error ? err.message : "request failed";
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}
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async function refreshAll(): Promise<void> {
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if (client === null) return;
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listsLoading = true;
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lobbyError = null;
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try {
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const [games, invites, apps, publicPage] = await Promise.all([
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listMyGames(client),
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listMyInvites(client),
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listMyApplications(client),
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listPublicGames(client),
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]);
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myGames = games;
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invitations = invites.filter((invite) => invite.status === "pending");
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applications = apps;
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publicGames = publicPage.items;
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} catch (err) {
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lobbyError = describeLobbyError(err);
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} finally {
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listsLoading = false;
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}
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}
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function applicationStatusLabel(status: string): string {
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const key = `lobby.application.status.${status}` as TranslationKey;
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const translated = i18n.t(key);
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if (translated === key) {
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return i18n.t("lobby.application.status.unknown", { status });
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}
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return translated;
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}
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function openApplicationForm(gameId: string): void {
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openApplicationFor = gameId;
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raceNameInput = "";
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raceNameError = null;
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}
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function cancelApplicationForm(): void {
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openApplicationFor = null;
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raceNameInput = "";
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raceNameError = null;
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}
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async function submitApplicationFor(gameId: string): Promise<void> {
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if (client === null) return;
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const trimmed = raceNameInput.trim();
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if (trimmed === "") {
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raceNameError = i18n.t("lobby.application.race_name_required");
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return;
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}
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submittingApplication = true;
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raceNameError = null;
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try {
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const result = await submitApplication(client, gameId, trimmed);
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applications = [result, ...applications];
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openApplicationFor = null;
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raceNameInput = "";
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} catch (err) {
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raceNameError = describeLobbyError(err);
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} finally {
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submittingApplication = false;
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}
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}
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async function acceptInvite(invite: InviteSummary): Promise<void> {
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if (client === null) return;
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inviteActionInFlight = invite.inviteId;
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try {
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await redeemInvite(client, invite.gameId, invite.inviteId);
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invitations = invitations.filter((i) => i.inviteId !== invite.inviteId);
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myGames = await listMyGames(client);
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} catch (err) {
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lobbyError = describeLobbyError(err);
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} finally {
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inviteActionInFlight = null;
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}
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}
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async function rejectInvite(invite: InviteSummary): Promise<void> {
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if (client === null) return;
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inviteActionInFlight = invite.inviteId;
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try {
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await declineInvite(client, invite.gameId, invite.inviteId);
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invitations = invitations.filter((i) => i.inviteId !== invite.inviteId);
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} catch (err) {
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lobbyError = describeLobbyError(err);
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} finally {
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inviteActionInFlight = null;
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}
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}
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async function loadGreeting(c: GalaxyClient): Promise<void> {
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const builder = new Builder(32);
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GetMyAccountRequest.startGetMyAccountRequest(builder);
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builder.finish(GetMyAccountRequest.endGetMyAccountRequest(builder));
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const result = await c.executeCommand("user.account.get", builder.asUint8Array());
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if (result.resultCode !== "ok") {
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return;
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}
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const response = AccountResponse.getRootAsAccountResponse(
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new ByteBuffer(result.payloadBytes),
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);
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const account = response.account();
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if (account === null) {
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return;
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}
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const display = account.displayName();
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const userName = account.userName();
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displayName = display && display.length > 0 ? display : userName;
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}
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function gotoCreate(): void {
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appScreen.go("lobby-create");
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}
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function gotoGame(gameId: string): void {
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// Enter a fresh game on the map view: reset the in-game view
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// state first so a stale snapshot from a previous game does not
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// leak into the new one, then switch the top-level screen.
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activeView.reset();
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appScreen.go("game", { gameId });
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}
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async function onSyntheticFileChange(
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event: Event & { currentTarget: HTMLInputElement },
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): Promise<void> {
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// Capture the element synchronously: `event.currentTarget`
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// is nulled by the time any of the awaits below resolve, and
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// reaching for it from the `finally` block then throws
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// "null is not an object". The reset still has to happen so
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// re-selecting the same file fires `change` again.
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const input = event.currentTarget;
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syntheticError = null;
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const file = input.files?.[0];
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if (file === undefined) return;
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try {
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const text = await file.text();
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const json: unknown = JSON.parse(text);
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const { gameId } = loadSyntheticReportFromJSON(json);
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activeView.reset();
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appScreen.go("game", { gameId });
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} catch (err) {
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if (err instanceof SyntheticReportError) {
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syntheticError = err.message;
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} else if (err instanceof SyntaxError) {
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syntheticError = `invalid JSON: ${err.message}`;
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} else if (err instanceof Error) {
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syntheticError = err.message;
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} else {
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syntheticError = "failed to load synthetic report";
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}
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} finally {
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input.value = "";
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}
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}
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// Statuses for which the game has a navigable in-game view.
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// Lobby-internal statuses (draft, enrollment_open, ready_to_start,
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// starting, start_failed) and terminal ones (cancelled) stay
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// non-clickable; entering them otherwise opens the game shell on a
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// game whose runtime state does not exist yet.
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function isPlayableStatus(status: string): boolean {
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return status === "running" || status === "paused" || status === "finished";
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}
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onMount(async () => {
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if (
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session.keypair === null ||
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session.deviceSessionId === null ||
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GATEWAY_RESPONSE_PUBLIC_KEY.length === 0
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) {
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listsLoading = false;
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if (GATEWAY_RESPONSE_PUBLIC_KEY.length === 0) {
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configError = "VITE_GATEWAY_RESPONSE_PUBLIC_KEY is not configured";
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}
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return;
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}
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const keypair = session.keypair;
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try {
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const core = await loadCore();
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client = new GalaxyClient({
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core,
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edge: createGatewayClient(gatewayRpcBaseUrl()),
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signer: (canonical) => keypair.sign(canonical),
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sha256,
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deviceSessionId: session.deviceSessionId,
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gatewayResponsePublicKey: GATEWAY_RESPONSE_PUBLIC_KEY,
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});
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loadGreeting(client).catch(() => {});
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await refreshAll();
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} catch (err) {
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lobbyError = describeLobbyError(err);
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listsLoading = false;
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}
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});
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</script>
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<a class="skip-link" href="#main-content">{i18n.t("common.skip_to_content")}</a>
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<main id="main-content" tabindex="-1">
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<header>
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<h1>{i18n.t("lobby.title")}</h1>
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<p>
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{i18n.t("lobby.device_session_id_label")}:
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<code data-testid="device-session-id">{session.deviceSessionId ?? ""}</code>
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</p>
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{#if displayName !== null}
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<p data-testid="account-greeting">
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{i18n.t("lobby.greeting", { name: displayName })}
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</p>
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{/if}
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<button onclick={logout} data-testid="lobby-logout">
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{i18n.t("lobby.logout")}
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</button>
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</header>
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{#if configError !== null}
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<p role="alert" data-testid="account-error">{configError}</p>
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{:else if lobbyError !== null}
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<p role="alert" data-testid="lobby-error">{lobbyError}</p>
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{/if}
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<section data-testid="lobby-create-section">
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<button onclick={gotoCreate} data-testid="lobby-create-button">
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{i18n.t("lobby.create_button")}
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</button>
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</section>
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<section data-testid="lobby-my-games-section">
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<h2>{i18n.t("lobby.section.my_games")}</h2>
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{#if listsLoading}
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<p role="status">{i18n.t("lobby.list_loading")}</p>
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{:else if myGames.length === 0}
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<p data-testid="lobby-my-games-empty">{i18n.t("lobby.my_games.empty")}</p>
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{:else}
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<ul class="card-list">
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{#each myGames as game (game.gameId)}
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<li>
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<button
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class="card"
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onclick={() => gotoGame(game.gameId)}
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disabled={!isPlayableStatus(game.status)}
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data-testid="lobby-my-game-card"
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>
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<strong>{game.gameName}</strong>
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<span class="meta">{game.status}</span>
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<span class="meta">{game.minPlayers}–{game.maxPlayers} players</span>
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</button>
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</li>
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{/each}
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</ul>
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{/if}
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</section>
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<section data-testid="lobby-invitations-section">
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<h2>{i18n.t("lobby.section.invitations")}</h2>
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{#if listsLoading}
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<p role="status">{i18n.t("lobby.list_loading")}</p>
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{:else if invitations.length === 0}
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<p data-testid="lobby-invitations-empty">{i18n.t("lobby.invitations.empty")}</p>
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{:else}
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<ul class="card-list">
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{#each invitations as invite (invite.inviteId)}
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<li class="card">
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<strong>{invite.raceName}</strong>
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<span class="meta">{invite.gameId}</span>
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<div class="actions">
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<button
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onclick={() => acceptInvite(invite)}
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disabled={inviteActionInFlight === invite.inviteId}
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data-testid="lobby-invite-accept"
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>
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{i18n.t("lobby.invitation.accept")}
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</button>
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<button
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onclick={() => rejectInvite(invite)}
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disabled={inviteActionInFlight === invite.inviteId}
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data-testid="lobby-invite-decline"
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>
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{i18n.t("lobby.invitation.decline")}
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</button>
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</div>
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</li>
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{/each}
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</ul>
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{/if}
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</section>
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<section data-testid="lobby-applications-section">
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<h2>{i18n.t("lobby.section.applications")}</h2>
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{#if listsLoading}
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<p role="status">{i18n.t("lobby.list_loading")}</p>
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{:else if applications.length === 0}
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<p data-testid="lobby-applications-empty">{i18n.t("lobby.applications.empty")}</p>
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{:else}
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<ul class="card-list">
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{#each applications as app (app.applicationId)}
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<li class="card" data-testid="lobby-application-card">
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<strong>{app.raceName}</strong>
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<span class="meta">{app.gameId}</span>
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<span class="status" data-status={app.status}>
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{applicationStatusLabel(app.status)}
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</span>
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</li>
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{/each}
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</ul>
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{/if}
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</section>
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{#if import.meta.env.VITE_GALAXY_DEV_AFFORDANCES === "true"}
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<!--
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Synthetic-report loader. Dev-only affordance for visual testing
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against rich game states without playing many turns. The JSON
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is produced offline by the Go CLI in
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`tools/local-dev/legacy-report/`; see
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`ui/docs/testing.md#synthetic-reports` for the workflow. Gated
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on `VITE_GALAXY_DEV_AFFORDANCES` (set in `.env.development` and
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mirrored by `dev-deploy.yaml`) rather than `import.meta.env.DEV`
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so the long-lived dev environment can also surface it from a
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production-mode bundle. The prod build path leaves the flag
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unset, so the section is stripped from prod chunks.
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-->
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<section data-testid="lobby-synthetic-section">
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<h2>Synthetic test reports (DEV)</h2>
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<p class="meta">
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Load a JSON file produced by
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<code>legacy-report-to-json</code> to open the map view
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against a synthetic snapshot. Orders compose locally but
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never reach the server.
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</p>
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<label class="synthetic-loader">
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Load JSON…
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<input
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type="file"
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accept=".json,application/json"
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onchange={onSyntheticFileChange}
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data-testid="lobby-synthetic-file"
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/>
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</label>
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{#if syntheticError !== null}
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<p role="alert" data-testid="lobby-synthetic-error">
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{syntheticError}
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</p>
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{/if}
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</section>
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{/if}
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<section data-testid="lobby-public-games-section">
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<h2>{i18n.t("lobby.section.public_games")}</h2>
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{#if listsLoading}
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<p role="status">{i18n.t("lobby.list_loading")}</p>
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{:else if publicGames.length === 0}
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<p data-testid="lobby-public-games-empty">{i18n.t("lobby.public_games.empty")}</p>
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{:else}
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<ul class="card-list">
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{#each publicGames as game (game.gameId)}
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<li class="card">
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<strong>{game.gameName}</strong>
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<span class="meta">{game.status}</span>
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<span class="meta">{game.minPlayers}–{game.maxPlayers} players</span>
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{#if openApplicationFor === game.gameId}
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<form
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onsubmit={(event) => {
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event.preventDefault();
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submitApplicationFor(game.gameId);
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}}
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data-testid="lobby-application-form"
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>
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<label>
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{i18n.t("lobby.application.race_name_label")}
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<input
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type="text"
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bind:value={raceNameInput}
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data-testid="lobby-application-race-name"
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autocomplete="off"
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/>
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</label>
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{#if raceNameError !== null}
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<p role="alert" data-testid="lobby-application-error">
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{raceNameError}
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</p>
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{/if}
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<div class="actions">
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<button
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type="submit"
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disabled={submittingApplication}
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data-testid="lobby-application-submit"
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>
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{i18n.t("lobby.application.submit")}
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</button>
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<button
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type="button"
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onclick={cancelApplicationForm}
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data-testid="lobby-application-cancel"
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>
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{i18n.t("lobby.application.cancel")}
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</button>
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</div>
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</form>
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{:else}
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<button
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onclick={() => openApplicationForm(game.gameId)}
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data-testid="lobby-public-game-apply"
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>
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{i18n.t("lobby.application.submit_for", { name: game.gameName })}
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</button>
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{/if}
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</li>
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{/each}
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</ul>
|
||
{/if}
|
||
</section>
|
||
</main>
|
||
|
||
<style>
|
||
main {
|
||
padding: 1.5rem 1rem;
|
||
max-width: 32rem;
|
||
margin: 0 auto;
|
||
font-family: system-ui, sans-serif;
|
||
}
|
||
|
||
header {
|
||
display: flex;
|
||
flex-direction: column;
|
||
gap: 0.5rem;
|
||
margin-bottom: 1.5rem;
|
||
}
|
||
|
||
header h1 {
|
||
margin: 0;
|
||
}
|
||
|
||
header button {
|
||
align-self: flex-start;
|
||
}
|
||
|
||
section {
|
||
margin-bottom: 2rem;
|
||
}
|
||
|
||
section h2 {
|
||
font-size: 1.1rem;
|
||
margin: 0 0 0.75rem;
|
||
}
|
||
|
||
.card-list {
|
||
list-style: none;
|
||
padding: 0;
|
||
margin: 0;
|
||
display: flex;
|
||
flex-direction: column;
|
||
gap: 0.5rem;
|
||
}
|
||
|
||
.card {
|
||
display: flex;
|
||
flex-direction: column;
|
||
gap: 0.25rem;
|
||
padding: 0.75rem;
|
||
border: 1px solid var(--color-border);
|
||
border-radius: 0.4rem;
|
||
background: var(--color-surface-raised);
|
||
text-align: left;
|
||
font: inherit;
|
||
cursor: pointer;
|
||
width: 100%;
|
||
}
|
||
|
||
button.card:disabled {
|
||
cursor: not-allowed;
|
||
color: var(--color-text-faint);
|
||
background: var(--color-surface);
|
||
}
|
||
|
||
li.card {
|
||
cursor: default;
|
||
}
|
||
|
||
.meta {
|
||
color: var(--color-text-muted);
|
||
font-size: 0.9rem;
|
||
}
|
||
|
||
.status {
|
||
align-self: flex-start;
|
||
padding: 0.1rem 0.5rem;
|
||
border-radius: 999px;
|
||
background: var(--color-surface-raised);
|
||
font-size: 0.8rem;
|
||
}
|
||
|
||
.actions {
|
||
display: flex;
|
||
gap: 0.5rem;
|
||
margin-top: 0.25rem;
|
||
}
|
||
|
||
form {
|
||
display: flex;
|
||
flex-direction: column;
|
||
gap: 0.5rem;
|
||
margin-top: 0.5rem;
|
||
}
|
||
|
||
label {
|
||
display: flex;
|
||
flex-direction: column;
|
||
gap: 0.25rem;
|
||
}
|
||
|
||
input[type="text"] {
|
||
font-size: 1rem;
|
||
padding: 0.4rem 0.5rem;
|
||
}
|
||
|
||
.synthetic-loader {
|
||
display: inline-flex;
|
||
align-items: center;
|
||
gap: 0.5rem;
|
||
padding: 0.4rem 0.75rem;
|
||
border: 1px dashed var(--color-text-muted);
|
||
border-radius: 0.4rem;
|
||
background: var(--color-surface-raised);
|
||
cursor: pointer;
|
||
font: inherit;
|
||
}
|
||
|
||
.synthetic-loader input[type="file"] {
|
||
font-size: 0.9rem;
|
||
}
|
||
</style>
|