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>
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Per-game state store
This document describes the per-game state owned by the in-game shell layout. Phase 11 introduces the store and uses it for two consumers (the header turn counter and the map view); later phases plug inspector tabs, the order composer, and the calculator on top of the same instance.
Lifecycle
routes/games/[id]/+layout.svelte instantiates one GameStateStore
per game (the layout remounts when the user navigates to a different
game id, so each game gets a fresh store). The layout exposes the
instance through Svelte context under GAME_STATE_CONTEXT_KEY;
descendants read it via getContext(GAME_STATE_CONTEXT_KEY).
The layout's onMount builds the GalaxyClient, loads Cache
through loadStore(), then calls gameState.init({ client, cache, gameId }). init:
- installs a
visibilitychangelistener ondocumentso the report is refreshed when the tab regains focus; - calls
setGame(gameId), which:- reads the per-game wrap-mode preference from
Cache(game-prefs / <gameId>/wrap-mode, defaulttorus); - calls
lobby.my.games.listand finds the game record (the Phase 11 wire schema extension onGameSummaryaddscurrent_turn); if the user is not a member, the store flips toerror; - calls
user.games.reportfor the discovered turn and decodes the FlatBuffers response into a TS-friendlyGameReportshape.
- reads the per-game wrap-mode preference from
The store exposes:
| field | type | meaning |
|---|---|---|
gameId |
string |
active game id |
status |
idle / loading / ready / error |
current lifecycle state |
report |
GameReport | null |
latest decoded report, null until first fetch |
wrapMode |
torus / no-wrap |
per-game preference, persisted via Cache |
error |
string | null |
localised error message when status === "error" |
Phase boundaries
- Phase 11 surfaces only the planet subset of the report. Later
phases extend
GameReportanddecodeReportas their slice of the wire lands (ships, fleets, sciences, routes, battles, mail). - Phase 26 wires history mode through
setTurn(turn). The store already supports it; the navigator UI is what is missing. - Phase 24 replaces the tab-focus refresh with push-event-driven refreshes; the visibility listener stays as a fallback for background tabs that miss a push.
- Phase 29 wires the wrap-mode toggle UI on top of
setWrapMode.
Why current_turn lives on GameSummary
The user-facing surface needs the current turn number to know which report to fetch. Two alternatives were rejected:
- a brand-new
user.games.statemessage — adds a full wire-flow (fbs schema, transcoder, gateway routing, backend handler) for a one-field response; - hard-coding
turn=0for all games — works for the dev sandbox (which never advances past turn zero) but renders the initial state for any real game past turn zero.
Extending GameSummary reuses the existing lobby pipeline; the
backend already tracks current_turn in its runtime projection
(backend/internal/server/handlers_user_lobby_helpers.go
gameSummaryToWire reads it from g.RuntimeSnapshot.CurrentTurn).
The wire change touches Phase 8's already-shipped catalogue, but the
current_turn field defaults to zero on the FB side, so existing
tests and the dev sandbox flow continue to work unchanged.
State binding
map/state-binding.ts::reportToWorld(report) translates a
GameReport into a renderer-ready World. Phase 11 emits one Point
primitive per planet across all four kinds (local / other /
uninhabited / unidentified). Each kind gets a distinct fill colour,
fill alpha, and point radius so the four classes are
visually-distinguishable at a glance; later phases will refine the
colour palette as the visual language stabilises (Phase 35 polish).
The planet engine number is reused as the primitive id so a hit-test result can resolve back to a planet without an extra lookup table.
Refresh discipline
refresh() re-fetches the same turn snapshot. It is called by the
visibilitychange handler when document.visibilityState === "visible" and the store is already in ready state. The map view's
mount effect skips a re-render when the new snapshot's turn matches
the previously-mounted turn (and the wrap mode is unchanged), so a
no-op refresh does not flicker the canvas.
setTurn(turn) is the entry point for Phase 26 history mode:
calling it on a different turn loads that snapshot and the same
mount effect re-creates the renderer with the new world.
setWrapMode(mode) writes to Cache and updates the rune; the
map view's effect picks the change up and re-mounts the renderer
with the new mode.