Files
galaxy-game/ui
Ilia Denisov e2aba856b5 ui/phase-27: viewer layout pass + static cluster + duel layout
Layout reshuffle so the scene captures the maximum viewer area:

- Header collapses three rows into one: `back to map` / `back to
  report` on the left, the centred title `Battle on planet <name>
  (#<number>)` (new i18n key `game.battle.header_title`), and the
  frame counter on the right. The wrapper `.active-view` no longer
  renders its own back-row; routes flow through props.
- Viewer drops the `max-width: 880px` cap so on a wide monitor the
  scene scales up across the full active-view-host.
- A drag-seek `<input type="range">` sits between the scene and the
  controls; dragging pauses playback and lands `frameIndex` on the
  chosen shot.
- Speed control is one cycling button: `1x → 2x → 4x → 6x → 1x`.
  The label shows the current speed; the new 6x adds a 67 ms frame
  interval for skimming a long timeline.
- The text protocol log is now collapsible behind a `Log ▲▼`
  toggle in the controls bar. The toggle is its own button; the
  default state stays expanded. Collapsing the log hands the
  remaining height to the scene.
- Numerical list markers (`1. 2. 3.`) are dropped from the log;
  `list-style: none` keeps each row visually clean.

Static cluster + visibility filter:

- `staticBucketsByRace` now locks bucket order, mass, radius and
  local Vogel-spiral positions for the lifetime of the viewer; it
  only re-derives when `report` or the wasm `core` change.
- `renderedByRace` overlays the per-frame `remaining` map and drops
  buckets whose `numLeft` hits zero. The surviving buckets keep
  their slots, so a class emptying never reshuffles the cluster —
  the empty bucket simply disappears.
- A shot whose attacker or defender bucket is no longer visible
  draws no line (phantom shots into already-empty buckets are
  silently skipped, matching the user expectation that pup at 0
  should stop attracting fire visually).
- Race label clamps to a minimum y inside the SVG viewport so
  three-or-more-race layouts with a north anchor never clip the
  top race name off-canvas.

Duel layout (user suggestion):

- `layoutRaces` rotates the radial start angle by 90° when only
  two participants remain, so race 0 lands at 9 o'clock and race 1
  at 3 o'clock. The pair faces off horizontally; neither label
  pushes against the SVG top edge. The existing test for two-race
  positions is updated accordingly.

Tests: the existing `layoutRaces` two-race case is rewritten for
the horizontal duel; the `game-shell-stubs` battle case checks the
loading placeholder (back buttons now live in the loaded viewer,
not the wrapper). 644 Vitest cases stay green; 4 Playwright
battle-viewer cases stay green.

Docs: `ui/docs/battle-viewer-ux.md` documents the static cluster /
visibility filter, the duel layout, the scrubber, the cycling
speed button and the collapsible log.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:38:46 +02:00
..
2026-05-07 07:18:55 +02:00
2026-05-08 23:26:58 +02:00

ui — Galaxy Cross-Platform Client

ui/ hosts the new cross-platform Galaxy client. A single TypeScript + Svelte source tree builds to five targets: web, web-mobile, standalone PC (mac/win/linux), iOS, and Android. A shared Go module (ui/core) carries envelope cryptography, the FlatBuffers codec, keypair management, and a thin bridge over pkg/calc/ for UI-side game math; it is compiled to WASM for the web targets, gomobile native libraries for mobile, and embedded directly in Wails on desktop. All network I/O lives on the TypeScript side via ConnectRPC, so the Go module is a pure compute boundary on every platform.

The legacy Fyne client under client/ is reference-only. Nothing in ui/ imports from it.

The full staged implementation plan lives in PLAN.md. The strategic rationale (why Svelte, why PixiJS, why Go-as-WASM, why Wails+Capacitor) lives outside the repo at ~/.claude/plans/buzzing-questing-fountain.md. This README is a quick orientation; deeper per-phase design notes earn their place under ui/docs/ as they are introduced.

Targets

Target Wrapper Toolchain Phase
web browser tab Vite + WASM 5+
web-mobile mobile browser Vite + WASM 5+
desktop (mac) Wails v2 Go + Wails CLI 31
desktop (win) Wails v2 Go + Wails CLI 31
desktop (linux) Wails v2 Go + Wails CLI 31
iOS Capacitor gomobile + Xcode 32+
Android Capacitor gomobile + Gradle 32+

Layered architecture

  • TypeScript + Svelte 5 frontend, shared across all five targets, scaffolded with SvelteKit + Vite.
  • PixiJS v8 with dual WebGPU/WebGL backend for the world map renderer.
  • Go module ui/core/ as a compute-only library (canonical bytes, Ed25519 sign/verify, FlatBuffers codec, keypair, thin bridge to pkg/calc/) compiled to WASM, gomobile, and Wails-embedded native.
  • TypeScript-side Core interface with three adapters (WasmCore, WailsCore, CapacitorCore) selected at build time.
  • GalaxyClient on top of Core performs all network I/O via ConnectRPC (@connectrpc/connect-web) on every platform.
  • Per-platform storage: WebCrypto + IndexedDB on web, OS keychain
    • SQLite on desktop, iOS Keychain / Android Keystore + SQLite on mobile, all behind a single KeyStore and Cache TypeScript interface.
  • Mobile-first navigation: one active view occupies the main area at a time; the sidebar holds a single tool (calculator, inspector, or order) with persistent state on switch.

Repository layout

ui/
├── PLAN.md                 staged implementation plan (Phases 1-36)
├── Makefile                wasm / ts-protos / web / mobile / desktop targets
├── README.md               this file
├── buf.gen.yaml            local-plugin TS Protobuf-ES generator
├── docs/                    topic-based design notes
│   ├── auth-flow.md         email-code login, session store, revocation
│   ├── i18n.md              translation primitive, native-name picker, extensibility
│   ├── order-composer.md    order draft model, persistence, history-mode wiring
│   ├── storage.md           web KeyStore/Cache, IDB schema, baseline
│   ├── testing.md           per-PR / release test tiers
│   └── wasm-toolchain.md    TinyGo build, JSDOM loading, bundle budget
├── core/                    ui/core Go module (canonical bytes, keypair)
├── wasm/                    TinyGo entry point exposing Core to JS
└── frontend/                SvelteKit / Vite source
    ├── src/api/             GalaxyClient + typed Connect client + auth + session
    ├── src/lib/             env config, session store, revocation watcher
    ├── src/platform/core/   Core interface + WasmCore adapter
    ├── src/platform/store/  KeyStore/Cache interfaces + web adapter
    ├── src/proto/           generated Protobuf-ES + Connect descriptors + FlatBuffers TS bindings
    ├── src/routes/          SvelteKit routes (/, /login, /lobby, /lobby/create)
    └── static/              core.wasm + wasm_exec.js (committed artefacts)

Linked topic docs:

  • docs/auth-flow.md — email-code login, session store state machine, revocation watcher.
  • docs/lobby.md — lobby UI sections, application / invite lifecycle, create-game form defaults.
  • docs/i18n.md — translation primitive, native-name language picker, recipe for adding a new locale.
  • docs/storage.md — web KeyStore/Cache, IndexedDB schema, browser baseline.
  • docs/order-composer.md — local order draft store, persistence, history-mode wiring.
  • docs/wasm-toolchain.md — TinyGo build, loading recipe, bundle size budget.
  • docs/testing.md — Tier 1 per-PR + Tier 2 release test tiers.
ui/
├── README.md                 this file
├── PLAN.md                   staged implementation plan
├── Makefile                  cross-target build placeholders
├── pnpm-workspace.yaml       pnpm workspace root
├── .gitignore
├── docs/                     per-phase topic docs (added per phase)
├── frontend/                 TS + Svelte source, shared across targets
├── core/                     Go module ui/core (Phase 3+)
├── wasm/                     TinyGo entry point for core.wasm (Phase 5)
├── mobile-bridge/            gomobile bindings (Phase 32+)
├── desktop/                  Wails project (Phase 31)
├── mobile/                   Capacitor project (Phase 32+)
└── web/                      static deploy assets (Phase 30+)

Build pipeline

Every cross-target build flows through make at this level. All named targets are placeholders until the named phase lands; running make with no arguments prints the current placeholder map.

make web             Vite production build                      Phase 5+
make wasm            TinyGo → core.wasm                         Phase 5
make ts-protos       Connect-ES + Protobuf-ES gen               Phase 5
make fbs-ts          FlatBuffers TS bindings via flatc          Phase 8
make gomobile        gomobile bind → ios + android              Phase 32+
make desktop-mac     Wails build for darwin                     Phase 31
make desktop-win     Wails build for windows                    Phase 31
make desktop-linux   Wails build for linux                      Phase 31
make ios             Capacitor + xcodebuild                     Phase 32+
make android         Capacitor + gradle                         Phase 32+
make all             every target above

Local development

For UI work against a real stack, the tools/local-dev/ docker compose brings up postgres + redis + mailpit + backend + gateway in one command, and ui/frontend/.env.development is already wired to talk to it:

make -C tools/local-dev up        # build + start, wait for healthy
pnpm -C ui/frontend dev           # Vite on the host
# UI:     http://localhost:5173
# Mailpit: http://localhost:8025

The stack accepts a fixed dev code (123456) in addition to the real Mailpit-delivered one. Full runbook in ../tools/local-dev/README.md.

Per-phase docs

Topic docs live under ui/docs/ and are added per phase as they're needed (testing tiers, WASM toolchain, navigation shell, renderer internals, sync protocol, auth flow, and so on). The staged plan in PLAN.md names the topic doc each phase produces.

Cross-references

  • PLAN.md — staged implementation plan with goals, artifacts, dependencies, acceptance criteria, and targeted tests per phase.
  • ../docs/ARCHITECTURE.md — platform architecture and the transport security model (§15) the client envelope contract derives from.
  • ../docs/FUNCTIONAL.md — per-domain user stories that drive the UI flows.
  • ../docs/TESTING.md — project-wide testing layers; UI-specific test tiers (Vitest, Playwright) live in ui/docs/testing.md from Phase 2 onward.