Files
galaxy-game/ui/frontend/src/routes/lobby/+page.svelte
T
Ilia Denisov f57a290432 phase 8: lobby UI + cross-stack lobby command catalog + TS FlatBuffers
- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
  list, my-applications/invites lists, game-create, application-submit,
  invite-redeem/decline. Mirror the matching transcoder pairs and Go
  fixture round-trip tests.
- Wire the seven new lobby message types through
  gateway/internal/backendclient/{routes,lobby_commands}.go with
  per-command REST helpers, JSON-tolerant decoding of backend wire
  shapes, and httptest-based unit coverage for success / 4xx / 5xx /
  503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
  `make fbs-ts` target driving flatc, and the generated bindings under
  ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
  now uses these bindings as well, closing the JSON.parse vs
  FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
  invitations, my applications, public games, create new game) and the
  /lobby/create form. Submit-application uses an inline race-name
  form on the public-game card; create-game keeps name / description /
  turn_schedule / enrollment_ends_at always visible and the rest under
  an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
  GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
  + lobby-create component tests, Playwright lobby-flow.spec covering
  create / submit / accept across all four projects. Phase 7 e2e was
  migrated to the FlatBuffers fixtures and to click+fill against the
  Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
  Phase 7, append the new lobby commands to gateway/README.md and
  docs/ARCHITECTURE.md, add ui/docs/lobby.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 18:05:08 +02:00

492 lines
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<script lang="ts">
import { goto } from "$app/navigation";
import { onMount } from "svelte";
import { createEdgeGatewayClient } from "../../api/connect";
import { GalaxyClient } from "../../api/galaxy-client";
import {
LobbyError,
listMyApplications,
listMyGames,
listMyInvites,
listPublicGames,
redeemInvite,
declineInvite,
submitApplication,
type ApplicationSummary,
type GameSummary,
type InviteSummary,
} from "../../api/lobby";
import { ByteBuffer } from "flatbuffers";
import { AccountResponse } from "../../proto/galaxy/fbs/user";
import { GATEWAY_BASE_URL, GATEWAY_RESPONSE_PUBLIC_KEY } from "$lib/env";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import { loadCore } from "../../platform/core/index";
import { session } from "$lib/session-store.svelte";
import { Builder } from "flatbuffers";
import { GetMyAccountRequest } from "../../proto/galaxy/fbs/user";
let displayName: string | null = $state(null);
let configError: string | null = $state(null);
let listsLoading = $state(true);
let lobbyError: string | null = $state(null);
let myGames: GameSummary[] = $state([]);
let invitations: InviteSummary[] = $state([]);
let applications: ApplicationSummary[] = $state([]);
let publicGames: GameSummary[] = $state([]);
let openApplicationFor: string | null = $state(null);
let raceNameInput = $state("");
let raceNameError: string | null = $state(null);
let submittingApplication = $state(false);
let inviteActionInFlight: string | null = $state(null);
let client: GalaxyClient | null = null;
async function logout(): Promise<void> {
await session.signOut("user");
}
async function sha256(payload: Uint8Array): Promise<Uint8Array> {
const digest = await crypto.subtle.digest("SHA-256", payload as BufferSource);
return new Uint8Array(digest);
}
function describeLobbyError(err: unknown): string {
if (err instanceof LobbyError) {
const key = `lobby.error.${err.code}` as TranslationKey;
const translated = i18n.t(key);
if (translated !== key) {
return translated;
}
return i18n.t("lobby.error.unknown", { message: err.message });
}
return err instanceof Error ? err.message : "request failed";
}
async function refreshAll(): Promise<void> {
if (client === null) return;
listsLoading = true;
lobbyError = null;
try {
const [games, invites, apps, publicPage] = await Promise.all([
listMyGames(client),
listMyInvites(client),
listMyApplications(client),
listPublicGames(client),
]);
myGames = games;
invitations = invites.filter((invite) => invite.status === "pending");
applications = apps;
publicGames = publicPage.items;
} catch (err) {
lobbyError = describeLobbyError(err);
} finally {
listsLoading = false;
}
}
function applicationStatusLabel(status: string): string {
const key = `lobby.application.status.${status}` as TranslationKey;
const translated = i18n.t(key);
if (translated === key) {
return i18n.t("lobby.application.status.unknown", { status });
}
return translated;
}
function openApplicationForm(gameId: string): void {
openApplicationFor = gameId;
raceNameInput = "";
raceNameError = null;
}
function cancelApplicationForm(): void {
openApplicationFor = null;
raceNameInput = "";
raceNameError = null;
}
async function submitApplicationFor(gameId: string): Promise<void> {
if (client === null) return;
const trimmed = raceNameInput.trim();
if (trimmed === "") {
raceNameError = i18n.t("lobby.application.race_name_required");
return;
}
submittingApplication = true;
raceNameError = null;
try {
const result = await submitApplication(client, gameId, trimmed);
applications = [result, ...applications];
openApplicationFor = null;
raceNameInput = "";
} catch (err) {
raceNameError = describeLobbyError(err);
} finally {
submittingApplication = false;
}
}
async function acceptInvite(invite: InviteSummary): Promise<void> {
if (client === null) return;
inviteActionInFlight = invite.inviteId;
try {
await redeemInvite(client, invite.gameId, invite.inviteId);
invitations = invitations.filter((i) => i.inviteId !== invite.inviteId);
myGames = await listMyGames(client);
} catch (err) {
lobbyError = describeLobbyError(err);
} finally {
inviteActionInFlight = null;
}
}
async function rejectInvite(invite: InviteSummary): Promise<void> {
if (client === null) return;
inviteActionInFlight = invite.inviteId;
try {
await declineInvite(client, invite.gameId, invite.inviteId);
invitations = invitations.filter((i) => i.inviteId !== invite.inviteId);
} catch (err) {
lobbyError = describeLobbyError(err);
} finally {
inviteActionInFlight = null;
}
}
async function loadGreeting(c: GalaxyClient): Promise<void> {
const builder = new Builder(32);
GetMyAccountRequest.startGetMyAccountRequest(builder);
builder.finish(GetMyAccountRequest.endGetMyAccountRequest(builder));
const result = await c.executeCommand("user.account.get", builder.asUint8Array());
if (result.resultCode !== "ok") {
return;
}
const response = AccountResponse.getRootAsAccountResponse(
new ByteBuffer(result.payloadBytes),
);
const account = response.account();
if (account === null) {
return;
}
const display = account.displayName();
const userName = account.userName();
displayName = display && display.length > 0 ? display : userName;
}
function gotoCreate(): void {
goto("/lobby/create");
}
function gotoGame(gameId: string): void {
goto(`/games/${gameId}/map`);
}
onMount(async () => {
if (
session.keypair === null ||
session.deviceSessionId === null ||
GATEWAY_RESPONSE_PUBLIC_KEY.length === 0
) {
listsLoading = false;
if (GATEWAY_RESPONSE_PUBLIC_KEY.length === 0) {
configError = "VITE_GATEWAY_RESPONSE_PUBLIC_KEY is not configured";
}
return;
}
const keypair = session.keypair;
try {
const core = await loadCore();
client = new GalaxyClient({
core,
edge: createEdgeGatewayClient(GATEWAY_BASE_URL),
signer: (canonical) => keypair.sign(canonical),
sha256,
deviceSessionId: session.deviceSessionId,
gatewayResponsePublicKey: GATEWAY_RESPONSE_PUBLIC_KEY,
});
loadGreeting(client).catch(() => {});
await refreshAll();
} catch (err) {
lobbyError = describeLobbyError(err);
listsLoading = false;
}
});
</script>
<main>
<header>
<h1>{i18n.t("lobby.title")}</h1>
<p>
{i18n.t("lobby.device_session_id_label")}:
<code data-testid="device-session-id">{session.deviceSessionId ?? ""}</code>
</p>
{#if displayName !== null}
<p data-testid="account-greeting">
{i18n.t("lobby.greeting", { name: displayName })}
</p>
{/if}
<button onclick={logout} data-testid="lobby-logout">
{i18n.t("lobby.logout")}
</button>
</header>
{#if configError !== null}
<p role="alert" data-testid="account-error">{configError}</p>
{:else if lobbyError !== null}
<p role="alert" data-testid="lobby-error">{lobbyError}</p>
{/if}
<section data-testid="lobby-create-section">
<button onclick={gotoCreate} data-testid="lobby-create-button">
{i18n.t("lobby.create_button")}
</button>
</section>
<section data-testid="lobby-my-games-section">
<h2>{i18n.t("lobby.section.my_games")}</h2>
{#if listsLoading}
<p>{i18n.t("lobby.list_loading")}</p>
{:else if myGames.length === 0}
<p data-testid="lobby-my-games-empty">{i18n.t("lobby.my_games.empty")}</p>
{:else}
<ul class="card-list">
{#each myGames as game (game.gameId)}
<li>
<button
class="card"
onclick={() => gotoGame(game.gameId)}
data-testid="lobby-my-game-card"
>
<strong>{game.gameName}</strong>
<span class="meta">{game.status}</span>
<span class="meta">{game.minPlayers}{game.maxPlayers} players</span>
</button>
</li>
{/each}
</ul>
{/if}
</section>
<section data-testid="lobby-invitations-section">
<h2>{i18n.t("lobby.section.invitations")}</h2>
{#if listsLoading}
<p>{i18n.t("lobby.list_loading")}</p>
{:else if invitations.length === 0}
<p data-testid="lobby-invitations-empty">{i18n.t("lobby.invitations.empty")}</p>
{:else}
<ul class="card-list">
{#each invitations as invite (invite.inviteId)}
<li class="card">
<strong>{invite.raceName}</strong>
<span class="meta">{invite.gameId}</span>
<div class="actions">
<button
onclick={() => acceptInvite(invite)}
disabled={inviteActionInFlight === invite.inviteId}
data-testid="lobby-invite-accept"
>
{i18n.t("lobby.invitation.accept")}
</button>
<button
onclick={() => rejectInvite(invite)}
disabled={inviteActionInFlight === invite.inviteId}
data-testid="lobby-invite-decline"
>
{i18n.t("lobby.invitation.decline")}
</button>
</div>
</li>
{/each}
</ul>
{/if}
</section>
<section data-testid="lobby-applications-section">
<h2>{i18n.t("lobby.section.applications")}</h2>
{#if listsLoading}
<p>{i18n.t("lobby.list_loading")}</p>
{:else if applications.length === 0}
<p data-testid="lobby-applications-empty">{i18n.t("lobby.applications.empty")}</p>
{:else}
<ul class="card-list">
{#each applications as app (app.applicationId)}
<li class="card" data-testid="lobby-application-card">
<strong>{app.raceName}</strong>
<span class="meta">{app.gameId}</span>
<span class="status" data-status={app.status}>
{applicationStatusLabel(app.status)}
</span>
</li>
{/each}
</ul>
{/if}
</section>
<section data-testid="lobby-public-games-section">
<h2>{i18n.t("lobby.section.public_games")}</h2>
{#if listsLoading}
<p>{i18n.t("lobby.list_loading")}</p>
{:else if publicGames.length === 0}
<p data-testid="lobby-public-games-empty">{i18n.t("lobby.public_games.empty")}</p>
{:else}
<ul class="card-list">
{#each publicGames as game (game.gameId)}
<li class="card">
<strong>{game.gameName}</strong>
<span class="meta">{game.status}</span>
<span class="meta">{game.minPlayers}{game.maxPlayers} players</span>
{#if openApplicationFor === game.gameId}
<form
onsubmit={(event) => {
event.preventDefault();
submitApplicationFor(game.gameId);
}}
data-testid="lobby-application-form"
>
<label>
{i18n.t("lobby.application.race_name_label")}
<input
type="text"
bind:value={raceNameInput}
data-testid="lobby-application-race-name"
autocomplete="off"
/>
</label>
{#if raceNameError !== null}
<p role="alert" data-testid="lobby-application-error">
{raceNameError}
</p>
{/if}
<div class="actions">
<button
type="submit"
disabled={submittingApplication}
data-testid="lobby-application-submit"
>
{i18n.t("lobby.application.submit")}
</button>
<button
type="button"
onclick={cancelApplicationForm}
data-testid="lobby-application-cancel"
>
{i18n.t("lobby.application.cancel")}
</button>
</div>
</form>
{:else}
<button
onclick={() => openApplicationForm(game.gameId)}
data-testid="lobby-public-game-apply"
>
{i18n.t("lobby.application.submit_for", { name: game.gameName })}
</button>
{/if}
</li>
{/each}
</ul>
{/if}
</section>
</main>
<style>
main {
padding: 1.5rem 1rem;
max-width: 32rem;
margin: 0 auto;
font-family: system-ui, sans-serif;
}
header {
display: flex;
flex-direction: column;
gap: 0.5rem;
margin-bottom: 1.5rem;
}
header h1 {
margin: 0;
}
header button {
align-self: flex-start;
}
section {
margin-bottom: 2rem;
}
section h2 {
font-size: 1.1rem;
margin: 0 0 0.75rem;
}
.card-list {
list-style: none;
padding: 0;
margin: 0;
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.card {
display: flex;
flex-direction: column;
gap: 0.25rem;
padding: 0.75rem;
border: 1px solid #ccc;
border-radius: 0.4rem;
background: #fafafa;
text-align: left;
font: inherit;
cursor: pointer;
width: 100%;
}
li.card {
cursor: default;
}
.meta {
color: #555;
font-size: 0.9rem;
}
.status {
align-self: flex-start;
padding: 0.1rem 0.5rem;
border-radius: 999px;
background: #e7e7e7;
font-size: 0.8rem;
}
.actions {
display: flex;
gap: 0.5rem;
margin-top: 0.25rem;
}
form {
display: flex;
flex-direction: column;
gap: 0.5rem;
margin-top: 0.5rem;
}
label {
display: flex;
flex-direction: column;
gap: 0.25rem;
}
input[type="text"] {
font-size: 1rem;
padding: 0.4rem 0.5rem;
}
</style>