Files
galaxy-game/ui/frontend/tests/e2e/fixtures/report-fbs.ts
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Ilia Denisov ce7a66b3e6 ui/phase-11: map wired to live game state
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>
2026-05-08 21:17:17 +02:00

130 lines
4.3 KiB
TypeScript

// Phase 11 helpers for forging FlatBuffers report payloads in e2e
// tests. Mirrors the engine's `report.Report` shape so the mocked
// gateway can return realistic data without standing up the real
// engine container.
//
// Phase 11 only renders planets, so the helpers keep the report shape
// minimal (turn / dimensions / planet vectors). Later phases extend
// the helper as ships, fleets, sciences, etc. land.
import { Builder } from "flatbuffers";
import {
LocalPlanet,
OtherPlanet,
Report,
UnidentifiedPlanet,
UninhabitedPlanet,
} from "../../../src/proto/galaxy/fbs/report";
export interface PlanetFixture {
number: number;
name: string;
x: number;
y: number;
}
export interface OtherPlanetFixture extends PlanetFixture {
owner: string;
}
export interface ReportFixture {
turn: number;
mapWidth?: number;
mapHeight?: number;
localPlanets?: PlanetFixture[];
otherPlanets?: OtherPlanetFixture[];
uninhabitedPlanets?: PlanetFixture[];
unidentifiedPlanets?: { number: number; x: number; y: number }[];
}
export function buildReportPayload(fixture: ReportFixture): Uint8Array {
const builder = new Builder(512);
const localOffsets = (fixture.localPlanets ?? []).map((planet) => {
const name = builder.createString(planet.name);
LocalPlanet.startLocalPlanet(builder);
LocalPlanet.addNumber(builder, BigInt(planet.number));
LocalPlanet.addX(builder, planet.x);
LocalPlanet.addY(builder, planet.y);
LocalPlanet.addName(builder, name);
LocalPlanet.addSize(builder, 10);
LocalPlanet.addResources(builder, 0.5);
LocalPlanet.addPopulation(builder, 0);
LocalPlanet.addIndustry(builder, 0);
return LocalPlanet.endLocalPlanet(builder);
});
const otherOffsets = (fixture.otherPlanets ?? []).map((planet) => {
const name = builder.createString(planet.name);
const owner = builder.createString(planet.owner);
OtherPlanet.startOtherPlanet(builder);
OtherPlanet.addNumber(builder, BigInt(planet.number));
OtherPlanet.addX(builder, planet.x);
OtherPlanet.addY(builder, planet.y);
OtherPlanet.addName(builder, name);
OtherPlanet.addOwner(builder, owner);
OtherPlanet.addSize(builder, 9);
return OtherPlanet.endOtherPlanet(builder);
});
const uninhabitedOffsets = (fixture.uninhabitedPlanets ?? []).map(
(planet) => {
const name = builder.createString(planet.name);
UninhabitedPlanet.startUninhabitedPlanet(builder);
UninhabitedPlanet.addNumber(builder, BigInt(planet.number));
UninhabitedPlanet.addX(builder, planet.x);
UninhabitedPlanet.addY(builder, planet.y);
UninhabitedPlanet.addName(builder, name);
UninhabitedPlanet.addSize(builder, 6);
return UninhabitedPlanet.endUninhabitedPlanet(builder);
},
);
const unidentifiedOffsets = (fixture.unidentifiedPlanets ?? []).map(
(planet) => {
UnidentifiedPlanet.startUnidentifiedPlanet(builder);
UnidentifiedPlanet.addNumber(builder, BigInt(planet.number));
UnidentifiedPlanet.addX(builder, planet.x);
UnidentifiedPlanet.addY(builder, planet.y);
return UnidentifiedPlanet.endUnidentifiedPlanet(builder);
},
);
const localVec =
localOffsets.length === 0
? null
: Report.createLocalPlanetVector(builder, localOffsets);
const otherVec =
otherOffsets.length === 0
? null
: Report.createOtherPlanetVector(builder, otherOffsets);
const uninhabitedVec =
uninhabitedOffsets.length === 0
? null
: Report.createUninhabitedPlanetVector(builder, uninhabitedOffsets);
const unidentifiedVec =
unidentifiedOffsets.length === 0
? null
: Report.createUnidentifiedPlanetVector(builder, unidentifiedOffsets);
const totalPlanets =
(fixture.localPlanets ?? []).length +
(fixture.otherPlanets ?? []).length +
(fixture.uninhabitedPlanets ?? []).length +
(fixture.unidentifiedPlanets ?? []).length;
Report.startReport(builder);
Report.addTurn(builder, BigInt(fixture.turn));
Report.addWidth(builder, fixture.mapWidth ?? 4000);
Report.addHeight(builder, fixture.mapHeight ?? 4000);
Report.addPlanetCount(builder, totalPlanets);
if (localVec !== null) Report.addLocalPlanet(builder, localVec);
if (otherVec !== null) Report.addOtherPlanet(builder, otherVec);
if (uninhabitedVec !== null) Report.addUninhabitedPlanet(builder, uninhabitedVec);
if (unidentifiedVec !== null) Report.addUnidentifiedPlanet(builder, unidentifiedVec);
const reportOff = Report.endReport(builder);
builder.finish(reportOff);
return builder.asUint8Array();
}