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>
16 KiB
In-game shell — navigation model
This doc covers the chrome that wraps every in-game view: the
single-URL app-shell that selects screens and views from in-memory
state, the responsive layout shell, the sidebar with three tools and
its state-preservation rule, and the mobile bottom-tabs. The
user-facing spec — view list, breakpoint diagrams, history-mode plans
— lives in ../PLAN.md, section
Information Architecture and Navigation. This doc is the source of
truth for how those rules are implemented.
App-shell: one URL, screens and views as state
The game UI is a single SvelteKit route served at /game/. There
are no per-screen or per-view routes — the address bar stays /game/
for the whole session. The only other routes are the dev/test-only
/__debug/* surfaces. What the URL used to encode now lives in two
rune singletons in src/lib/app-nav.svelte.ts:
appScreen— the top-level screen (login/lobby/lobby-create/game) plus the activegameId. It replaces the oldgoto-based redirects and the[id]route param.activeView— the in-game view (map/table/report/battle/mail/designer-science) plus the sub-parameters the old route segments carried (tableEntity,battleId,turn,scienceId). It replaces the URL params the route wrappers read.
A single-route dispatcher (src/routes/+page.svelte) chooses what to
render: it gates on session.status (anonymous → login, authenticated
→ the appScreen.screen), and for the authenticated tree mounts the
matching screen component from src/lib/screens/
(login-screen.svelte, lobby-screen.svelte,
lobby-create-screen.svelte) or, for screen === "game", the in-game
shell src/lib/game/game-shell.svelte. The game shell in turn renders
the active view from activeView (see below). Navigation is
appScreen.go(screen, { gameId }) and activeView.select(view, params) — never goto.
Active-view dispatch
The client renders one active view at a time. The game shell
(game-shell.svelte) holds an {#if} ladder keyed on
activeView.view that mounts the matching content component from
src/lib/active-view/<name>.svelte:
activeView.view |
sub-params | Active view component |
|---|---|---|
map |
— | lib/active-view/map.svelte |
table |
tableEntity |
lib/active-view/table.svelte |
report |
— | lib/active-view/report.svelte (see report-view.md) |
battle |
battleId, turn |
lib/active-view/battle.svelte |
mail |
— | lib/active-view/mail.svelte |
designer-science |
scienceId |
lib/active-view/designer-science.svelte |
Entering a game defaults the view to map (activeView.reset()).
The optional scienceId sub-param on the science designer is absent
for the empty new-science form and set to the science name for an
existing one. Ship-class design is folded into the sidebar ship-class
calculator (lib/sidebar/calculator-tab.svelte, see
calculator-ux.md), reached from the ship-classes
table and the view/bottom menus.
The tableEntity slug is kebab-case (planets, ship-classes,
ship-groups, fleets, sciences, races). table.svelte is the
table dispatcher: it switches by slug to the per-entity component
(ship-classes → table-ship-classes.svelte; other entities dispatch
to their respective components).
Screen history: Back/Forward without a URL
Browser Back/Forward move between screens, not views, and they do
so without ever changing the URL. The shell layers screen history on
top of appScreen via SvelteKit shallow routing: appScreen.go(...)
calls pushState("", { screen, gameId }) for the overlay screens
(game, lobby-create) and replaceState(...) for lobby / login,
so browser Back from a game returns to the lobby beneath it. On
the first authenticated render the dispatcher stamps the restored
overlay on top of the load entry, then mirrors page.state back into
the store on every popstate through appScreen.syncFromHistory(...).
The store is the source of truth; history only mirrors it.
In-game view switches do not create history entries —
activeView.select(...) only mutates state and persists the snapshot.
Back from any in-game view therefore leaves the game entirely rather
than stepping through the views the player visited.
A "return to lobby" control lives in the in-game header
(lib/header/header.svelte, data-testid="return-to-lobby",
label game.shell.menu.return_to_lobby); it calls
appScreen.go("lobby").
Refresh and restore
appScreen / activeView persist a snapshot (screen, game id, view +
sub-params) to sessionStorage (galaxy-app-nav) on every mutation
and read it back once at construction, so a refresh restores the last
screen and view. On a full load the dispatcher records the restored
game id (appScreen.restoredGameId); the game shell's boot path then
validates it against the player's game list. GameStateStore.init
looks the game up through listMyGames / findGame, and if the game
is gone (cancelled, removed, or access revoked) it sets the distinct
gameState.notFound flag. The shell reacts by dropping to the lobby
(appScreen.go("lobby")) with an game.events.unavailable toast
rather than stranding the user on an in-game error. A transient
network error keeps notFound false and surfaces the in-game error
state instead. See game-state.md for the
notFound semantics.
Standalone-target compatibility
The single-URL app-shell is the natural fit for the planned
standalone wrappers (Wails desktop, Capacitor / gomobile mobile —
see ../ROADMAP.md). Those targets load a single
bundled index.html with no server, no per-route URLs, and no browser
history to rely on; an in-memory screen/view model and shallow-routing
history that never touches the address bar work there unchanged.
Sidebar tools and state preservation
The desktop sidebar hosts three tools:
| Tool | Component |
|---|---|
| Calculator | lib/sidebar/calculator-tab.svelte |
| Inspector | lib/sidebar/inspector-tab.svelte |
| Order | lib/sidebar/order-tab.svelte |
The selected-tab state is a $state rune in
lib/game/game-shell.svelte, bound into
lib/sidebar/sidebar.svelte via $bindable(). The shell owns the
rune so external events — such as a planet click — can drive the
active tab from outside the sidebar without plumbing callbacks. The
shell instance lives for the lifetime of the game screen, and an
in-game view switch is a pure activeView state change that never
remounts the shell, so the rune survives every active-view switch
automatically — it is in-memory state, with no URL coupling. The
history-mode reset described below lives inside the sidebar — it
mutates the bindable in place; the shell sees the change through the
binding.
The tool state is pure in-memory rune state. There is no ?sidebar=
URL param (the app-shell has no per-screen URL to carry one) and no
default-tab URL seed; the shell opens on its inspector default and
external events flip the tab.
The Order entry is hidden when the shell's historyMode flag is
true. game-shell.svelte forwards a derived value to Sidebar, which
forwards hideOrder to its TabBar; the same flag goes to
BottomTabs so the mobile Order button is also suppressed. An
$effect on the sidebar resets activeTab away from order if the
flag flips on mid-session.
The historyMode flag is derived from the live history signal owned
by GameStateStore. The derivation lives directly in
game-shell.svelte
(const historyMode = $derived(gameState.historyMode)) — no
separate lib/history-mode.ts module exists, because the shell is
the single consumer and the project's compactness rule rejects a
one-line indirection. The order draft survives the toggle because
OrderDraftStore lives one level above the sidebar in the shell
hierarchy; the same historyMode derivation is also fed into
OrderDraftStore.bindClient so inspector-driven mutations
(add / remove / move) become no-ops while the user is
viewing a past turn. See order-composer.md
for the draft-store side of the flow and
game-state.md for the rune split between
currentTurn and viewedTurn.
Header turn navigator and history banner
The header shows a ← Turn N → triplet (lib/header/turn-navigator.svelte). The
arrows step viewedTurn by ±1 (disabled at boundaries 0 and
currentTurn); clicking the middle button opens an absolute
popover (desktop) or a fixed full-width drawer (mobile, ≤ 767.98
px) listing every turn from currentTurn down to 0. Selecting
the current-turn row routes through gameState.returnToCurrent();
any other row calls gameState.viewTurn(N). The popover reuses
view-menu.svelte's outside-click / Escape pattern.
lib/header/history-banner.svelte renders directly under the
header whenever gameState.historyMode === true. It shows
"Viewing turn {N} · read-only" with a "Return to current turn"
button that delegates back to gameState.returnToCurrent(). Both
the navigator and the banner read gameState through context, so
the game shell is the only place where the wiring lives.
Layout breakpoints
Three discrete CSS modes matched to the IA section diagrams:
- ≥ 1024 px (desktop) — the sidebar sits beside the active view and is always rendered. The header view-menu trigger uses the dropdown icon (▾). Bottom-tabs and the tablet sidebar-toggle are CSS-hidden.
- 768–1024 px (tablet) — the sidebar collapses behind a click toggle in the header right corner. Tapping the toggle slides the sidebar in as a fixed overlay above the active view; a close button on the sidebar dismisses it. The full swipe-from-right gesture is deferred to the finalization plan (../PLAN-finalize.md).
- < 768 px (mobile) — the sidebar is hidden entirely and the bottom-tabs row appears at the bottom of the viewport. The view-menu trigger swaps to a hamburger icon (☰) that opens the drop-down as a full-width drawer below the header.
On mobile the bottom tab row does not include Inspector. The
inspector content is reached by tapping a map object instead, which
raises a bottom-sheet — see Planet selection.
Mobile bottom-tabs and tool overlay
The bottom-tabs row is [Map, Calc, Order, More]. Map selects the
map view (activeView.select("map")) and clears any tool overlay.
Calc and Order select the map view too — but they also flip the
shell's mobileTool state to calc / order, which the shell uses
to swap the active-view slot for the Calculator / Order tool
component.
The tool overlay only applies while the active view is the map.
The shell's derived effectiveTool is gated by
activeView.view === "map": selecting any other view through the More
drawer or the header view-menu collapses effectiveTool back to
map, so the user always sees the active view rather than a stale
overlay. The next time the user taps a Calc or Order bottom-tab, the
selection switches back to the map view and re-applies the overlay.
The More button opens a drawer that mirrors the header view-menu
content. A narrower "More" list (Mail, Battle log, Tables, History,
Settings, Logout) is deferred to the finalization plan
(../PLAN-finalize.md); the current drawer keeps
a single source of truth for destinations.
Transient map overlays
Some views can push a transient overlay onto the map view with a back affordance. (The calculator reach circles are a simpler, always-on map extra rather than a back-stacked overlay; the transient back-stack mechanism is planned — see ../ROADMAP.md.) A transient overlay clears when the user selects any other view via the header or the bottom-tabs.
The back-stack mechanism is not yet implemented; it is planned alongside its first user (multi-turn projection, range circles in the ship-class designer) in ../ROADMAP.md.
Planet selection
The map view is the entry point for the inspector by translating a renderer click into a planet selection. The flow:
- The renderer (
src/map/render.ts) exposesonClick(cb)next to the existinghitAt(cursor). It is built onpixi-viewport'sclickedevent, which already differentiates a click from a pan-drag, so a click handler will not race the pan plugin. lib/active-view/map.sveltewires that callback after a successfulmountRenderer. On a click it asks the renderer for the hit primitive, looks the planet up bynumberin the liveGameStateStore.report, and callsSelectionStore.selectPlanet(number).SelectionStore(lib/selection.svelte.ts) is a runes store instantiated by the game shell and exposed via Svelte context underSELECTION_CONTEXT_KEY. It carries a discriminated union —{ kind: "planet"; id: number }for planets and widened for ship groups. Selection is in-memory only: it survives the shell's lifetime (in-memoryactiveViewswitches inside the game screen) but does not persist across reloads — that contrast with the order draft is intentional.- The shell watches the selection rune and, on the null → planet
transition, flips its bound
activeTabtoinspectorandsidebarOpentotrue. Desktop already has the sidebar pinned; tablet needs the drawer to surface; mobile is unaffected by the tab rune because the sidebar is CSS-hidden there. lib/sidebar/inspector-tab.svelteandlib/inspectors/planet-sheet.svelteboth read the selection store, resolve it against the live report, and either renderlib/inspectors/planet.svelteor fall back to the empty state. A selection that points at a planet missing from the current report (visibility lost between turns) collapses to the empty state instead of holding stale rows.
The mobile bottom-sheet is mounted alongside <BottomTabs /> in the
game shell. Its visibility is conditional on effectiveTool === "map" so
it does not stack on top of the calc / order overlays. The dismissal
surface is a close button (✕) that calls SelectionStore.clear().
Tap-outside and swipe-down dismissal are deferred to the finalization
plan (../PLAN-finalize.md). A click that lands
on empty space is a no-op — selection is mutated only by an explicit
planet click or by the close button.
The planet inspector itself is a presentational component: it takes
a ReportPlanet snapshot as a prop and renders the documented field
set per planet kind. The wrapper in api/game-state.ts exposes every
field the FBS schema carries (industryStockpile for capital,
materialsStockpile for material, industry, population,
colonists, production, freeIndustry, plus owner for other).
Fields the FBS table does not project for a given kind read as null
and the inspector simply omits the row.
The selected-planet visual on the map (a ring or halo) is deferred to the finalization plan (../PLAN-finalize.md) together with the sheet's swipe-to-dismiss gesture.
Auth gate
The auth gate is state-based, applied by the dispatcher
(src/routes/+page.svelte): an anonymous session renders the login
screen, an authenticated one renders the appScreen.screen (lobby /
game / …). There is no goto("/login") redirect. When a session is
revoked while the user is in the game shell, the revocation watcher
flips session.status back to anonymous, and the dispatcher swaps
the whole tree to the login screen on the next render — the URL stays
/game/ throughout. See auth-flow.md for the
session state machine.