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galaxy-game/ui/docs/lobby.md
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Ilia Denisov a89048f6c5 docs(ui): finalize MVP plan structure and de-archaeologize topic docs
MVP web client (Phases 1-30) is complete; reorganize planning + living docs around that.

- PLAN.md kept as the staged MVP record (1-30) with a status block + pointers; removed the 31-36 stages, regression scenarios, and deferred-TODO section (moved out); fixed a stale cross-machine plan path.

- ui/PLAN-finalize.md (new): active web-finalization plan in 8 stages (visual system, a11y, i18n, error UX, PWA, build hygiene, docs, owner manual-QA loop); absorbs former Phases 33 and 35.

- ui/ROADMAP.md (new): post-MVP (Wails, Capacitor, realistic projection, acceptance + regression scenarios) and triaged deferred follow-ups.

- ui/docs/README.md (new): grouped topic-doc index.

- De-archaeologized all 20 ui/docs topic docs + ui/README.md + ui/core/README.md: stripped Phase-N build history, rewritten as current-state; deferred work now points at ROADMAP.md / PLAN-finalize.md. Docs-only; no code change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 23:17:51 +02:00

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