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>
188 lines
5.1 KiB
Svelte
188 lines
5.1 KiB
Svelte
<!--
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Phase 11 map active view: integrates the Phase 9 renderer with the
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per-game `GameStateStore` provided through context by
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`routes/games/[id]/+layout.svelte`. The view mounts the renderer
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once the store has produced a report and re-mounts when the
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report's turn changes (a refresh that returns the same turn keeps
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the existing renderer instance alive). Empty-planet reports render
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the empty world without errors — the regression test in
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`tests/e2e/game-shell-map.spec.ts` covers this.
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Phase 9 owns the renderer's hit-test and pan/zoom semantics; Phase 13
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will plug map clicks into the inspector. Phase 29 wires the wrap-mode
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toggle on top of the per-game `wrapMode` preference the store
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already manages.
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-->
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<script lang="ts">
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import { getContext, onDestroy, onMount, untrack } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import {
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createRenderer,
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minScaleNoWrap,
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type RendererHandle,
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} from "../../map/index";
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import { reportToWorld } from "../../map/state-binding";
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import {
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GAME_STATE_CONTEXT_KEY,
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type GameStateStore,
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} from "$lib/game-state.svelte";
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const store = getContext<GameStateStore | undefined>(GAME_STATE_CONTEXT_KEY);
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let canvasEl: HTMLCanvasElement | null = $state(null);
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let containerEl: HTMLDivElement | null = $state(null);
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let mountError: string | null = $state(null);
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let handle: RendererHandle | null = null;
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let mountedTurn: number | null = null;
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let mountedGameId: string | null = null;
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let onResize: (() => void) | null = null;
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let mounted = false;
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$effect(() => {
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const report = store?.report;
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const status = store?.status ?? "idle";
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// Track the wrap mode so the renderer remounts when Phase 29's
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// toggle UI flips it; the read here also subscribes the effect.
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const mode = store?.wrapMode ?? "torus";
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const gameId = store?.gameId ?? "";
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if (!mounted || canvasEl === null || containerEl === null) return;
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if (status !== "ready" || !report) return;
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// Skip a re-mount when the same turn is reloaded for the same
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// game and the wrap mode did not change. The store's `refresh`
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// path lands here on tab focus; an unchanged snapshot must not
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// flicker the canvas.
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const sameSnapshot =
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mountedTurn === report.turn &&
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mountedGameId === gameId &&
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handle !== null &&
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handle.getMode() === mode;
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if (sameSnapshot) return;
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untrack(() => {
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void mountRenderer(report, mode);
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});
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});
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async function mountRenderer(
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report: NonNullable<GameStateStore["report"]>,
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mode: "torus" | "no-wrap",
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): Promise<void> {
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if (canvasEl === null || containerEl === null) return;
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if (handle !== null) {
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handle.dispose();
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handle = null;
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}
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try {
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const world = reportToWorld(report);
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handle = await createRenderer({
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canvas: canvasEl,
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world,
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mode,
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preference: ["webgpu", "webgl"],
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});
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handle.viewport.moveCenter(world.width / 2, world.height / 2);
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const minScale = minScaleNoWrap(
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{
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widthPx: containerEl.clientWidth,
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heightPx: containerEl.clientHeight,
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},
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world,
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);
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handle.viewport.setZoom(minScale * 1.05, true);
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if (mode === "no-wrap") handle.setMode("no-wrap");
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mountedTurn = report.turn;
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mountedGameId = store?.gameId ?? "";
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mountError = null;
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} catch (err) {
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mountError = err instanceof Error ? err.message : String(err);
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}
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}
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onMount(() => {
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mounted = true;
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onResize = (): void => {
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if (handle === null || containerEl === null) return;
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handle.resize(containerEl.clientWidth, containerEl.clientHeight);
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};
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window.addEventListener("resize", onResize);
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});
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onDestroy(() => {
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mounted = false;
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if (onResize !== null) {
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window.removeEventListener("resize", onResize);
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onResize = null;
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}
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if (handle !== null) {
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handle.dispose();
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handle = null;
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}
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});
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</script>
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<section class="active-view" data-testid="active-view-map" data-status={store?.status ?? "idle"}>
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{#if store?.status === "error"}
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<p class="overlay error" role="alert" data-testid="map-error">
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{store.error ?? "request failed"}
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</p>
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{:else if mountError !== null}
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<p class="overlay error" role="alert" data-testid="map-mount-error">
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{mountError}
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</p>
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{:else if store?.status !== "ready"}
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<p class="overlay" data-testid="map-loading">{i18n.t("common.loading")}</p>
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{/if}
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<div
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class="canvas-wrap"
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data-testid="map-canvas-wrap"
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data-planet-count={store?.report?.planets.length ?? 0}
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bind:this={containerEl}
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>
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<canvas bind:this={canvasEl}></canvas>
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</div>
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</section>
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<style>
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.active-view {
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position: relative;
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display: flex;
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flex-direction: column;
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height: 100%;
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min-height: 0;
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}
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.canvas-wrap {
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flex: 1;
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min-height: 0;
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position: relative;
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overflow: hidden;
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background: #0a0e1a;
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}
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canvas {
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display: block;
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width: 100%;
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height: 100%;
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}
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.overlay {
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position: absolute;
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top: 0.75rem;
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left: 50%;
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transform: translateX(-50%);
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padding: 0.4rem 0.9rem;
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background: rgba(20, 24, 42, 0.85);
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color: #e8eaf6;
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border: 1px solid #2a3150;
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border-radius: 6px;
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z-index: 10;
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font-family: system-ui, sans-serif;
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font-size: 0.9rem;
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margin: 0;
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}
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.overlay.error {
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background: #4a1820;
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border-color: #6d2530;
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color: #ffb4b4;
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}
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</style>
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