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>
44 lines
2.3 KiB
Makefile
44 lines
2.3 KiB
Makefile
.PHONY: help web wasm ts-protos fbs-ts gomobile desktop-mac desktop-win desktop-linux ios android all
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.DEFAULT_GOAL := help
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WASM_OUT := frontend/static/core.wasm
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WASM_EXEC := frontend/static/wasm_exec.js
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TINYGO_ROOT := $(shell tinygo env TINYGOROOT 2>/dev/null)
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FBS_OUT := frontend/src/proto/galaxy/fbs
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FBS_INPUTS := ../pkg/schema/fbs/common.fbs ../pkg/schema/fbs/lobby.fbs ../pkg/schema/fbs/user.fbs ../pkg/schema/fbs/report.fbs
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help:
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@echo "ui targets:"
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@echo " wasm TinyGo build of ui/core to core.wasm + wasm_exec.js shim (Phase 5)"
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@echo " ts-protos Connect-ES + Protobuf-ES generation from gateway/proto (Phase 5)"
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@echo " fbs-ts FlatBuffers TS generation from pkg/schema/fbs/*.fbs (Phase 8)"
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@echo " web Vite production build (Phase 5+)"
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@echo " gomobile gomobile bind for iOS .framework + Android .aar (Phase 32+)"
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@echo " desktop-mac Wails build for darwin/{arm64,amd64} (Phase 31)"
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@echo " desktop-win Wails build for windows/amd64 (Phase 31)"
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@echo " desktop-linux Wails build for linux/amd64 (Phase 31)"
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@echo " ios Capacitor sync + xcodebuild + archive (Phase 32+)"
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@echo " android Capacitor sync + gradle assembleRelease (Phase 32+)"
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@echo " all every target above"
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wasm:
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@command -v tinygo >/dev/null || { echo "tinygo not found; install via 'brew install tinygo' (see ui/docs/wasm-toolchain.md)"; exit 1; }
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tinygo build -o $(WASM_OUT) -target=wasm ./wasm
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cp $(TINYGO_ROOT)/targets/wasm_exec.js $(WASM_EXEC)
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@printf "core.wasm: %s\n" "$$(ls -lh $(WASM_OUT) | awk '{print $$5}')"
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ts-protos:
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@command -v buf >/dev/null || { echo "buf not found; install via 'brew install bufbuild/buf/buf' or see https://buf.build/docs/installation"; exit 1; }
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@test -x frontend/node_modules/.bin/protoc-gen-es || { echo "protoc-gen-es not installed; run 'pnpm install' inside ui/frontend"; exit 1; }
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buf generate ../gateway --template buf.gen.yaml --include-imports
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fbs-ts:
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@command -v flatc >/dev/null || { echo "flatc not found; install via 'brew install flatbuffers' (macOS) or 'apt-get install -y flatbuffers-compiler' (Linux)"; exit 1; }
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mkdir -p $(FBS_OUT)
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flatc --ts --gen-object-api -o $(FBS_OUT) $(FBS_INPUTS)
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web gomobile desktop-mac desktop-win desktop-linux ios android all:
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@echo "TODO: implement '$@' (placeholder, see ui/PLAN.md)"
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@exit 1
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