e31fb2c17a
Tests · UI / test (push) Failing after 9m28s
Rewrite ui/docs (navigation, order-composer, auth-flow, pwa-strategy, game-state + secondary topic docs) and ui/README for the single-URL app-shell (in-memory screens/views, Back→lobby via shallow routing, sessionStorage restore + validation, return-to-lobby). ui/PLAN.md gets a Phase-10 supersede note (implemented; standalone-compatible). Fix stale code comments (session-store auth gate, report-sections spec contract). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
117 lines
6.2 KiB
Markdown
117 lines
6.2 KiB
Markdown
# Lobby UI
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The lobby is the first authenticated view; the user lands here after
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the email-code login completes (see
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[`docs/auth-flow.md`](auth-flow.md)). This doc captures the
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sections, the application / invite lifecycle the user sees, and
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the defaults baked into the create-game form.
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## Sections
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The lobby renders one column of sections, top to bottom, with the
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common content max-width capped at `32rem` (same convention as the
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login page). Cards inside each section take the full available
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width.
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| Section | Empty state | Source | Action |
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| -------------------- | --------------------- | -------------------------- | --------------------------------------------------------- |
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| `create new game` | (always visible) | — | Opens the create screen (`appScreen.go("lobby-create")`) |
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| `my games` | `no games yet` | `lobby.my.games.list` | Click → enters the game on the map view (`activeView.reset()` + `appScreen.go("game", { gameId })`) |
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| `pending invitations`| `no invitations` | `lobby.my.invites.list` | Accept (`lobby.invite.redeem`) / Decline (`lobby.invite.decline`) |
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| `my applications` | `no applications` | `lobby.my.applications.list` | Status badge (`pending` / `approved` / `rejected`) |
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| `public games` | `no public games` | `lobby.public.games.list` | Submit application via inline race-name form (`lobby.application.submit`) |
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The header preserves the device-session-id `<code>` block (kept as
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a debug affordance) plus a greeting if the gateway returns a
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`display_name` for the caller.
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`GameSummary` carries a `current_turn` field that the lobby UI does
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not display directly — the in-game shell reads it from the same
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payload to load the matching `user.games.report` for the map view
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without an additional gateway call. See
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[`game-state.md`](game-state.md) for the consumer's view.
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## Application lifecycle
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`Submit application` on a public-game card toggles an inline race-name
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form on the same card (no overlay/modal infrastructure yet — the
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in-game shell that introduces overlays lands later). On submit:
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1. The page calls `submitApplication(client, gameId, raceName)` from
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`src/api/lobby.ts`.
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2. The wrapper builds an `ApplicationSubmitRequest` FlatBuffers
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payload, posts it through `GalaxyClient.executeCommand`, decodes
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the `ApplicationSubmitResponse`, and returns an
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`ApplicationSummary` plain object.
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3. The lobby page prepends the new application to the
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`my applications` list and collapses the inline form. The page
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does not refresh the public-games list — backend semantics are
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that the public game still exists and is still in
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`enrollment_open`.
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4. Status starts as `pending`. When the owner approves, backend
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creates a membership and the next refresh of `lobby.my.games.list`
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surfaces the game in `my games`. When the owner rejects, the
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application stays terminal in `my applications` with status
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`rejected`.
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## Invite lifecycle
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A pending invite arrives in `pending invitations` either when the
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inviter targets the user by id (`invited_user_id` is set) or when the
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user redeems a code-based invite from somewhere outside the lobby.
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The user can accept (`lobby.invite.redeem`) or decline
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(`lobby.invite.decline`):
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- **Accept** — the invite card disappears, the page refreshes
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`my games`, and the freshly-joined game appears there.
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- **Decline** — the invite card disappears. No membership is
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created.
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## Create-game form
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The form posts `lobby.game.create` through the gateway with
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`visibility="private"` hard-coded; the user surface never produces a
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public game (FUNCTIONAL.md §3.3). Fields:
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| Field | Visibility | Default | Notes |
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| --------------------- | ---------------- | ------- | ------------------------------------------------------ |
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| `game_name` | always | `""` | Non-empty client-side check |
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| `description` | always | `""` | |
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| `turn_schedule` | always | `0 0 * * *` | Plain text input, hint says "five-field cron" |
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| `enrollment_ends_at` | always | `""` | `<input type="datetime-local">`, RFC 3339 on submit |
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| `min_players` | Advanced toggle | `2` | `<details>` block |
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| `max_players` | Advanced toggle | `8` | |
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| `start_gap_hours` | Advanced toggle | `24` | |
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| `start_gap_players` | Advanced toggle | `2` | |
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| `target_engine_version` | Advanced toggle | `v1` | Falls back to `v1` if blank |
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On success the create screen returns to the lobby
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(`appScreen.go("lobby")`) and the new game shows up in `my games`
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once the lobby's onMount has had a chance to refresh the list (the
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lobby screen remounts on return, so its onMount re-fires).
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## Errors
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Lobby errors raised by the gateway carry a canonical code
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(`invalid_request`, `subject_not_found`, `forbidden`, `conflict`,
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`internal_error`). The `LobbyError` thrown by `lobby.ts` exposes the
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code; the page maps it to the matching `lobby.error.<code>` i18n key
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and falls back to the gateway-supplied message via
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`lobby.error.unknown` for any unknown code.
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## Why FlatBuffers on the TS side
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The gateway encodes lobby payloads through `pkg/transcoder/lobby.go`
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into FlatBuffers bytes; the browser must decode them with the same
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schema. The TS integration ships:
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- `flatbuffers` runtime dependency in `ui/frontend/package.json`;
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- `make -C ui fbs-ts` driving `flatc --ts` to regenerate the bindings
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from `pkg/schema/fbs/*.fbs` into `ui/frontend/src/proto/galaxy/fbs/`;
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- a Vitest round-trip suite (`tests/lobby-fbs.test.ts`) that catches
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binding drift in CI.
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`user.account.get` decodes through the generated `AccountResponse`
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table, so the lobby greeting works against a real local stack as well
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as the mocked Playwright fixtures.
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