Compare commits

...
6 Commits
16 changed files with 805 additions and 151 deletions
+37 -6
View File
@@ -14,7 +14,7 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
## Change process (mandatory)
1. **Small, incremental, well-tested changes** — work is done one change at a time, in smaller parts; each part is tested before moving on. Connected tasks that touch the same area of code MAY be done together on one branch/PR with a single version bump (e.g. two tweaks to the same panel).
2. **Gitea issue first** — file an issue on Gitea (`https://git.kkhost.pl`, repo `OpenCode/History`) describing the change (title, scope, acceptance criteria) before or alongside creating the branch. The issue is the single source of intent; the PR references it.
2. **Gitea issue + `Fixes #N` in the PR** — the PR references (and, via `Fixes #N`, closes) the Gitea issue(s) the work addresses (`https://git.kkhost.pl`, repo `OpenCode/History`). If the user has already filed issue(s) for the change, reference those directly in the PR — no separate changelog issue is created; only file a fresh issue when the work has none pre-filed (e.g. a fix originating purely from chat feedback). `CHANGELOG.md` is always the durable changelog of what shipped.
3. **Feature branch + PR** — every change lands on a feature branch off `master` (no direct pushes to `master`). Open a pull request against `master` on Gitea; reference the issue in the PR description.
4. **Changelog entry** — every change is listed in `CHANGELOG.md` with a version, date and time (format: `## v<version> — YYYY-MM-DD HH:MM`, then bullet points of what changed).
5. **Version bump** — the version is updated in `package.json`.
@@ -51,10 +51,10 @@ history/
│ └── countries.geo.json # 177 features, id=ISO_A3 (committed; Vite copies to dist/)
├── shared/ # NO runtime deps — the single source of truth
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/Jump request types + pure helpers
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers
├── server/
│ ├── index.ts # Express: /api/* (action|diplomacy|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / advisor
│ ├── index.ts # Express: /api/* (action|diplomacy|queue/remove|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / removeRoundItem / advisor
│ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config
│ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER
│ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color)
@@ -74,8 +74,9 @@ history/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click popup + player highlight
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list + "Jump forward"
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
├── EventFeed.tsx # scrolling event log (newest first)
├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
├── StatBar.tsx
└── ui/ # 14 shadcn/ui primitives
```
@@ -87,7 +88,7 @@ history/
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
| `npm test` | vitest unit tests in `server/` (19 tests) |
| `npm test` | vitest unit tests in `server/` (39 tests) |
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
| `npm run lint` | ESLint flat config |
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
@@ -117,6 +118,17 @@ history/
sends the entire `pending` array to the model, applies the `TurnResult`, clears `pending`, and
advances the turn. An empty round (no items queued) is allowed and lets the world advance on its
own. This design reduces LLM call frequency and makes each call a coherent batch of work.
Queued items can be removed again via `POST /queue/remove` (by index — the client offers a
trash button per row with a confirm dialog); like the adds it never advances the turn.
- **Monotonic `GameState.version` — clients "never go backwards".** Every mutation (queue
add/remove, turn commit) bumps `state.version` in the engine (`queueRoundItem` /
`removeRoundItem` / `applyTurnResult`); it starts at 1 on game creation, is persisted in SQLite,
and legacy games without the field are treated as version 0. ALL state ingestion on the client —
SSE `state`/`turn` events, REST responses (add/remove/jump), and game loads — flows through the
single `applyState` in `App.tsx`: a *different* game id is always adopted, the *same* game only
when the incoming version is not older than the current one (compared inside the functional
`setGame` updater, so it can't act on a stale closure). This is what stops a late-arriving stale
SSE snapshot from clobbering the UI (see Gotchas, #10).
- **Defensive turn handling, never crash.** `engine.runTurn` strips fences, extracts the first
balanced `{...}`, `JSON.parse`s, validates (ignores invalid ops, clamps stats to 0–100), retries
once with a nudge if the result is empty/invalid, and if it's still unusable emits a generic
@@ -131,6 +143,15 @@ history/
the player is allied with the first other nation (by key order in the `nations` record), and the
date advances 2 days. Unit + e2e assertions rely on these exact values, so keep the stub
deterministic.
- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers
on resize and always floats above the other windows). The **dossier / event-feed / action**
panels are free-floating by default (the same first-run positions as before) but can each be
**docked** into a full-height left or right pane; the choice is persisted in `localStorage`
(`history.floatwin.v1.dock`) and restored on reload, so the default "float" reproduces the
original layout until the user docks something. The **legend** stays a small floating widget (not
dockable). There is **no "Map" window** — the map is zoomed/panned directly (wheel/trackpad +
drag).
- Styling: Tailwind utility classes + shadcn/ui only; dark "command-center" theme (slate bg, amber
primary, cyan accent). No CSS beyond the Tailwind import in `src/index.css`.
@@ -170,6 +191,16 @@ history/
## Gotchas
- **Stale SSE snapshots can arrive *after* a fresher REST response — the version guard is what
keeps the UI honest (#10).** The SSE `state` event sent on connect/resync is a snapshot taken at
the moment the request is handled, and the SSE stream and the REST responses ride different
connections (Vite proxy in dev, Traefik in prod) with no delivery-order guarantee. A snapshot
taken just before a mutation is saved (e.g. the on-connect resync racing a quick "Add action")
can reach the browser *after* that mutation's REST response. Pre-v0.4.0 the client applied any
incoming state unconditionally, so a just-queued item could vanish ("add one: nothing happened,
add another: both appears" — issue #10). Now every state carries a monotonic `version` and
`App.tsx`'s `applyState` drops same-game states whose version is older than the current one.
Don't add unguarded `setGame` calls or remove the version comparison.
- **502s were the reasoning model exhausting its output budget.** The original client sent only
`max_tokens: 4000`; `qwen3.8-27b`'s chain-of-thought alone often exceeded 4000 tokens, so
`content` came back `null`, which the client treated as fatal → HTTP 502 (~half of turns),
+15
View File
@@ -2,6 +2,21 @@
All notable changes to **History** are listed here, newest first.
## v0.5.0 — 2026-10-11 17:36
- **HUD revamp** — removed the "Map" window (the full-screen map is directly interactive via scroll/trackpad; no floating zoom control, and the now-dead `MapApi`/`onMapReady` map plumbing is removed from `WorldMap`); the top bar is now a fixed, non-movable element pinned to top-center a few px from the top (a new `pinned` mode on `FloatingWindow` — viewport-centered, no drag, no persisted position, always above other windows); and the dossier / event-feed / action panels can each be docked into a left or right full-height pane (a new `dock`/`onDockChange` mode on `FloatingWindow`, with small left/right/float controls in each title bar, choice persisted in `localStorage` and reproduced on reload; the default "float" reproduces the current first-run layout exactly). The legend stays a small floating widget. Fixes #4, Fixes #5.
- **`FloatingWindow`** — new optional props: `pinned` (top-center fixed bar), `dock` (`'left'`/`'right'` full-height columns) and `onDockChange` (renders the dock controls and reports the mode), plus `dataTestId` (a `data-testid` on the window root for e2e). `anchor` is now optional (defaults to `top-center`).
- **New `data-testid`s** — `top-bar` (pinned header), `panel-dossier` / `panel-feed` / `panel-action` (per-window roots), and `dock-left` / `dock-right` / `dock-float` (per-window dock controls).
- **New localStorage key** — `history.floatwin.v1.dock` (per-id dock mode); mirrors the existing `history.floatwin.v1.collapsed`.
- **E2E** — new "HUD revamp" suite: asserts the Map window and its zoom buttons are gone, the top bar is pinned and horizontally centered a few px from the top (and doesn't move under a drag attempt), the dossier docks to the left edge (full-height) and the feed to the right edge, and a dock choice survives a page reload — all deterministic under `LLM_STUB=1` (11 tests, up from 9).
## v0.4.0 — 2026-10-11 16:02
- **Fix: queued items disappearing from the pending list (#10).** Root cause: SSE `state` events carried no freshness information, and the client's `onState`/`onTurn` handlers applied any incoming snapshot unconditionally. A stale snapshot — e.g. the SSE on-connect resync taken just before an add was saved, or an EventSource auto-reconnect — could arrive *after* the add's REST response and clobber it, so "add one: nothing happens, add another: both appear". Fix: every mutation now bumps a monotonic `GameState.version` (persisted in SQLite, started at 1 on create, bumped by `queueRoundItem`, the new `removeRoundItem`, and `applyTurnResult`; legacy games without the field are treated as version 0), and the client routes *every* state ingestion (SSE events, add/remove/jump responses, game loads) through a single "never go backwards" rule: a different game id is always adopted, the same game only when the incoming version is not older than the current one (compared inside the functional `setGame` updater, so it is stale-closure-proof).
- **New: remove button for queued items (#11).** Each pending-queue row in "Your move" has a small trash-icon button that opens a shadcn `Dialog` confirmation (item quoted, Cancel / destructive Remove, dark command-center styling). Confirming calls the new `POST /api/games/:id/queue/remove` (body `{ index }`) — same fast save → broadcast → respond order as the add routes, no LLM, no turn advance; invalid indices get a 400. The client `api.removeQueueItem(id, index)` is version-gated like every other state update, so the list can never regress after a removal.
- **Unit tests** — new `removeRoundItem` tests (valid removal + version bump, out-of-bounds/non-integer → `null`), version-bump assertions for `queueRoundItem`/`applyTurnResult`/stub turn, a legacy-no-version case, and version round-trip in `db.test.ts` (39 tests, up from 35).
- **E2E** — new "queue add is never clobbered by a stale SSE snapshot" test (one add appears immediately, still there after a 1s grace period for late SSE events, version strictly increases across adds, queue survives a full page reload) and a "remove with confirmation" test (cancel keeps the item, confirm removes it, no turn advance, version persisted) — all deterministic under `LLM_STUB=1`.
## v0.3.0 — 2026-10-11 15:29
- **Deep-linking** — the active game's id now lives in the URL (`#/game/<id>`), so a link opens that exact game and two tabs can run two different games; a bad or missing id falls back to the home screen. Fixes #3.
+234
View File
@@ -181,6 +181,142 @@ test.describe('History — save / resume across a page refresh', () => {
});
});
/**
* Queue reliability — issue #10. A queued item must appear in the pending list
* right after its REST response AND stay there: before the fix, a stale SSE
* `state` snapshot (the on-connect resync taken just before the add was saved,
* carrying no freshness marker) could arrive after the REST response and
* clobber it — "add one: nothing happens, add another: both appear". The fix
* gives every mutation a monotonic `GameState.version` and the client applies
* an incoming state only when it is not older than the current one.
*/
test.describe('History — queue add is never clobbered by a stale SSE snapshot (#10)', () => {
test('one added action appears immediately and survives late SSE snapshots', async ({
page,
}) => {
test.setTimeout(90000);
const id = await createUkGame(page);
const origin = await page.evaluate(() => location.origin);
// Game screen at turn 1, nothing queued yet.
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
await expect(page.getByTestId('pending-empty')).toBeVisible();
// Queue exactly ONE action and assert it appears immediately (turn/date
// unchanged, no events yet).
await page.getByTestId('action-textarea').fill('Hold the line at the channel');
const [addResp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === `/api/games/${id}/action`,
),
page.getByTestId('add-action').click(),
]);
const addBody = (await addResp.json()) as { game: { version: number; pending: unknown[] } };
expect(addBody.game.pending).toHaveLength(1);
await expect(page.getByTestId('pending-item')).toHaveCount(1);
await expect(page.getByTestId('pending-item').first()).toHaveAttribute('data-kind', 'action');
await expect(page.getByTestId('pending-item').first()).toContainText('Hold the line at the channel');
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
await expect(page.getByTestId('event-item')).toHaveCount(0);
await expect(page.getByTestId('title-queued')).toHaveText('1 queued');
// Let any in-flight / late SSE snapshot (on-connect resync, auto-reconnect)
// have its chance to arrive. Under the stub these settle in milliseconds;
// a second is generous. Before the version fix, a stale one could clobber
// the just-added item here.
await page.waitForTimeout(1000);
// The item is still there — the stale snapshot was dropped, not applied.
await expect(page.getByTestId('pending-item')).toHaveCount(1);
await expect(page.getByTestId('pending-item').first()).toContainText('Hold the line at the channel');
await expect(page.getByTestId('turn-count')).toHaveText('1');
// Protocol-level check: a later mutation (a second queued item) must carry
// a strictly higher version than the one we just saw.
await page.getByTestId('action-textarea').fill('Scramble the night fighters');
const [add2Resp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === `/api/games/${id}/action`,
),
page.getByTestId('add-action').click(),
]);
const add2Body = (await add2Resp.json()) as { game: { version: number } };
expect(add2Body.game.version).toBeGreaterThan(addBody.game.version);
await expect(page.getByTestId('pending-item')).toHaveCount(2);
// The game persisted with a version survives a full page reload.
await page.goto(`${origin}/#/game/${id}`);
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('pending-item')).toHaveCount(2, { timeout: 15000 });
});
});
/**
* Per-item removal — issue #11. Each queued row has a small trash button that
* opens a confirmation dialog; confirming removes the item server-side
* (POST /api/games/:id/queue/remove, no turn advance) and cancelling keeps it.
*/
test.describe('History — remove a queued item with confirmation (#11)', () => {
test('cancel keeps the item; confirm removes it', async ({ page }) => {
test.setTimeout(90000);
const id = await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
// Queue one action.
await page.getByTestId('action-textarea').fill('Open the back channel with Vichy');
await page.getByTestId('add-action').click();
await expect(page.getByTestId('pending-item')).toHaveCount(1);
// Trash icon → confirmation dialog.
await page.getByTestId('remove-queue-item').click();
const dialog = page.getByTestId('remove-confirm-dialog');
await expect(dialog).toBeVisible();
await expect(dialog).toContainText('Open the back channel with Vichy');
// Cancel: the item stays queued.
await page.getByTestId('remove-cancel').click();
await expect(dialog).not.toBeVisible();
await expect(page.getByTestId('pending-item')).toHaveCount(1);
await expect(page.getByTestId('turn-count')).toHaveText('1');
// Open again and confirm: the item is removed server-side.
await page.getByTestId('remove-queue-item').click();
await expect(dialog).toBeVisible();
const [removeResp] = await Promise.all([
page.waitForResponse(
(r) =>
r.request().method() === 'POST' &&
new URL(r.url()).pathname === `/api/games/${id}/queue/remove`,
),
page.getByTestId('remove-confirm').click(),
]);
const removeBody = (await removeResp.json()) as { game: { version: number; pending: unknown[] } };
expect(removeBody.game.pending).toHaveLength(0);
await expect(dialog).not.toBeVisible();
await expect(page.getByTestId('pending-empty')).toBeVisible();
await expect(page.getByTestId('title-queued')).not.toBeVisible();
// Still turn 1, no events — removing never advances the round.
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
await expect(page.getByTestId('event-item')).toHaveCount(0);
// The bumped version is persisted with the game (it survives a reload).
const after = await page.evaluate(
async (gameId) =>
((await fetch(`/api/games/${gameId}`)).json()) as Promise<{ game: { version: number } }>,
id,
);
expect(after.game.version).toBe(removeBody.game.version);
});
});
/**
* URL deep-linking (issue #3). The active game's id lives in the URL fragment:
* home is `#/` and an active game is `#/game/<id>`. A fresh page navigated to
@@ -283,3 +419,101 @@ test.describe('History — URL deep-linking (#/game/<id>)', () => {
await waitHash(page, '#/');
});
});
/**
* HUD revamp (issues #4 and #5). The floating "Map" zoom window is gone — the
* full-bleed map is driven directly by wheel/trackpad + drag. The top bar is a
* *pinned* element: fixed, non-movable, centered at the top a few px down. The
* dossier / feed / action panels can each be docked into a full-height left or
* right pane (persisted in `localStorage`); the legend stays a small floating
* widget.
*/
test.describe('History — HUD revamp (pinned top bar, dockable panels, no Map window)', () => {
test('Map window is gone; top bar is pinned top-center; panels dock left/right', async ({
page,
}) => {
test.setTimeout(90000);
await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
const vw = page.viewportSize()!.width;
const vh = page.viewportSize()!.height;
// --- #4: the "Map" zoom window is gone --------------------------------
// No zoom window element, and no zoom-in/zoom-out buttons anywhere on the
// game screen.
await expect(page.locator('[data-float-window="zoom"]')).toHaveCount(0);
await expect(page.getByTestId('zoom-in')).toHaveCount(0);
await expect(page.getByTestId('zoom-out')).toHaveCount(0);
// --- #5a: the top bar is pinned, centered at the top ------------------
const topBar = page.getByTestId('top-bar');
await expect(topBar).toBeVisible();
const barBox = (await topBar.boundingBox())!;
// Horizontally centered: x ≈ (viewportWidth − width) / 2 …
expect(Math.abs(barBox.x - (vw - barBox.width) / 2)).toBeLessThanOrEqual(3);
// …and a few px down from the top edge (y ≈ 8).
expect(barBox.y).toBeGreaterThanOrEqual(6);
expect(barBox.y).toBeLessThanOrEqual(10);
// A pointer-drag attempted on the pinned bar must not move it (it has no
// drag handlers; the map behind it never receives a mousedown).
await page.mouse.move(barBox.x + barBox.width / 2, barBox.y + barBox.height / 2);
await page.mouse.down();
await page.mouse.move(barBox.x + barBox.width / 2 + 60, barBox.y + barBox.height / 2 + 40, {
steps: 6,
});
await page.mouse.up();
const barBoxAfter = (await topBar.boundingBox())!;
expect(Math.abs(barBoxAfter.x - barBox.x)).toBeLessThanOrEqual(1);
expect(Math.abs(barBoxAfter.y - barBox.y)).toBeLessThanOrEqual(1);
// --- #5b: the dossier docks into a full-height left pane --------------
const dossier = page.getByTestId('panel-dossier');
await dossier.getByTestId('dock-left').click();
const dBox = (await dossier.boundingBox())!;
// Pinned to the left edge, filling the viewport height.
expect(dBox.x).toBeLessThanOrEqual(2);
expect(dBox.y).toBeLessThanOrEqual(2);
expect(Math.abs(dBox.height - vh)).toBeLessThanOrEqual(3);
expect(Math.abs(dBox.width - 300)).toBeLessThanOrEqual(3);
// --- #5b: the event feed docks into a full-height right pane ----------
const feed = page.getByTestId('panel-feed');
await feed.getByTestId('dock-right').click();
const fBox = (await feed.boundingBox())!;
// Pinned to the right edge: its right side sits on the viewport edge.
expect(Math.abs(fBox.x + fBox.width - vw)).toBeLessThanOrEqual(3);
expect(Math.abs(fBox.height - vh)).toBeLessThanOrEqual(3);
// The "Your move" deck is still a floating panel (we never docked it).
await expect(page.getByTestId('panel-action')).toBeVisible();
});
test('a dock choice survives a page reload (persisted in localStorage)', async ({
page,
}) => {
test.setTimeout(90000);
await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
const vh = page.viewportSize()!.height;
// Dock the dossier into the left pane.
const dossier = page.getByTestId('panel-dossier');
await dossier.getByTestId('dock-left').click();
const before = (await dossier.boundingBox())!;
expect(before.x).toBeLessThanOrEqual(2);
expect(Math.abs(before.height - vh)).toBeLessThanOrEqual(3);
// Reload: the persisted dock choice must restore the docked layout, and the
// deep link restores the game.
await page.reload();
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1', { timeout: 20000 });
const after = (await page.getByTestId('panel-dossier').boundingBox())!;
expect(after.x).toBeLessThanOrEqual(2);
expect(Math.abs(after.height - vh)).toBeLessThanOrEqual(3);
expect(Math.abs(after.width - 300)).toBeLessThanOrEqual(3);
});
});
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "history",
"version": "0.3.0",
"version": "0.5.0",
"private": true,
"type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
+6
View File
@@ -22,6 +22,7 @@ function makeState(id: string): GameState {
},
events: [],
pending: [],
version: 1,
};
}
@@ -54,6 +55,11 @@ describe('openDb', () => {
expect(db.load('a')?.events).toHaveLength(1);
expect([...db.listIds()].sort()).toEqual(['a', 'b']); // still two rows
// the monotonic version is persisted with the state and round-trips
s.version = 3;
db.save(s);
expect(db.load('a')?.version).toBe(3);
db.close();
});
+63 -1
View File
@@ -9,6 +9,7 @@ import {
isMeaningful,
parseTurnResult,
queueRoundItem,
removeRoundItem,
runTurn,
validateTurnResult,
} from './engine';
@@ -72,6 +73,7 @@ function baseState(): GameState {
},
events: [],
pending: [],
version: 1,
};
}
@@ -206,8 +208,11 @@ describe('runTurn (batched round, deterministic stub)', () => {
expect(state.events[0].nation).toBe('uk');
expect(state.events[0].outcome).toBe('success');
expect(result.stateChanges).toEqual([{ nation: 'uk', stat: 'military', op: 'set', value: 85 }]);
// committing a turn is a new revision too
expect(state.version).toBe(2);
// the original object is not mutated (a fresh queue was consumed)
expect(original.pending).toHaveLength(1);
expect(original.version).toBe(1);
});
it('an empty round: turn advances, one political "world moves on" event, pending stays empty', async () => {
@@ -286,6 +291,61 @@ describe('queueRoundItem', () => {
expect(after.pending[0]).toEqual({ kind: 'diplomacy', to: 'us', text: 'hello' });
// the original state is not mutated
expect(before.pending).toHaveLength(0);
expect(before.version).toBe(1);
});
it('bumps the monotonic version on each queue mutation', () => {
const a = queueRoundItem(baseState(), { kind: 'action', text: 'one' });
expect(a.version).toBe(2);
const b = queueRoundItem(a, { kind: 'action', text: 'two' });
expect(b.version).toBe(3);
// and never backwards: two consecutive adds from the same base both
// advance past it, so a late snapshot of the older state is always older.
const b2 = queueRoundItem(baseState(), { kind: 'action', text: 'two' });
expect(b2.version).toBe(2);
expect(b.version).toBeGreaterThan(b2.version);
});
it('treats a legacy state without a version field as version 0', () => {
const legacy = { ...baseState() } as Omit<GameState, 'version'> & { version?: number };
delete legacy.version; // a row saved before the version field existed
// simulate a legacy row coming back from SQLite: the JSON has no field.
const after = queueRoundItem(legacy as unknown as GameState, {
kind: 'action',
text: 'first after upgrade',
});
expect(after.version).toBe(1);
});
});
describe('removeRoundItem', () => {
it('removes the item at the index, bumps the version, and leaves the input untouched', () => {
const state = baseState();
state.pending = [
{ kind: 'action', text: 'one' },
{ kind: 'diplomacy', to: 'us', text: 'two' },
{ kind: 'action', text: 'three' },
];
const next = removeRoundItem(state, 1);
expect(next).not.toBeNull();
expect(next!.version).toBe(2);
expect(next!.pending).toEqual([
{ kind: 'action', text: 'one' },
{ kind: 'action', text: 'three' },
]);
expect(state.pending).toHaveLength(3); // original untouched
expect(state.version).toBe(1);
});
it('returns null for out-of-bounds or non-integer indices (route answers 400, nothing mutates)', () => {
const state = baseState();
state.pending = [{ kind: 'action', text: 'one' }];
expect(removeRoundItem(state, -1)).toBeNull();
expect(removeRoundItem(state, 1)).toBeNull(); // == length
expect(removeRoundItem(state, 5)).toBeNull();
expect(removeRoundItem(state, 0.5)).toBeNull();
expect(removeRoundItem(state, Number.NaN)).toBeNull();
expect(state.pending).toHaveLength(1); // still untouched
});
});
@@ -346,7 +406,7 @@ describe('applyTurnResult', () => {
expect(JSON.stringify(state)).toBe(snapshot);
});
it('clears the pending round on commit', () => {
it('clears the pending round on commit and bumps the version', () => {
const state = baseState();
state.pending = [{ kind: 'action', text: 'x' }];
const result: TurnResult = {
@@ -358,7 +418,9 @@ describe('applyTurnResult', () => {
};
const next = applyTurnResult(state, result);
expect(next.pending).toEqual([]);
expect(next.version).toBe(2);
expect(state.pending).toHaveLength(1); // original untouched
expect(state.version).toBe(1);
});
});
+22 -2
View File
@@ -284,6 +284,7 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
*/
export function applyTurnResult(state: GameState, result: TurnResult): GameState {
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1; // every mutation is a new revision
const actingTurn = state.turn; // this action resolves the current turn
next.turn = state.turn + 1; // then we advance to the next turn to play
next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2);
@@ -325,15 +326,34 @@ export function applyTurnResult(state: GameState, result: TurnResult): GameState
/**
* Immutably queue one item onto a round: append it to `pending` and return a new
* state. This never advances the turn or the date — that only happens when a
* round is committed via runTurn. Exported so the append-without-advance behavior
* is unit-testable, and reused by the server's /action and /diplomacy routes.
* round is committed via runTurn. Bumps `version` (a new revision, so stale SSE
* snapshots can never clobber it client-side). Exported so the append-without-
* advance behavior is unit-testable, and reused by the /action and /diplomacy
* routes.
*/
export function queueRoundItem(state: GameState, item: RoundItem): GameState {
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
next.pending.push(item);
return next;
}
/**
* Immutably remove one item from the pending round by index and return a new
* state (bumping `version`). Returns `null` when the index is missing or not a
* valid, in-bounds integer position, so the route can answer 400 without
* mutating anything. Reused by the server's /queue/remove route.
*/
export function removeRoundItem(state: GameState, index: number | undefined): GameState | null {
if (index === undefined || !Number.isInteger(index) || index < 0 || index >= state.pending.length) {
return null;
}
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
next.pending.splice(index, 1);
return next;
}
/**
* Run one turn end-to-end against the (injectable) LLM: build prompts, call the
* model ONCE over the whole pending batch, parse/validate, retry once with a
+24 -2
View File
@@ -9,11 +9,16 @@ import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { deepClone } from '../shared/protocol';
import type { AddActionRequest, AddDiplomacyRequest, CreateGameRequest } from '../shared/protocol';
import type {
AddActionRequest,
AddDiplomacyRequest,
CreateGameRequest,
RemoveQueueItemRequest,
} from '../shared/protocol';
import type { GameState } from '../shared/types';
import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub';
import { askAdvisor, queueRoundItem, runTurn } from './engine';
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
import { buildRegionMap } from './map';
import { createPresetStore } from './presets';
import { openDb, type Db } from './db';
@@ -114,6 +119,7 @@ app.post('/api/games', (req: Request, res) => {
nations: Object.fromEntries(preset.nations.map((n) => [n.id, deepClone(n)])),
events: [],
pending: [],
version: 1, // the first saved revision; every later mutation bumps it
};
db.save(state);
res.json({ game: state });
@@ -179,6 +185,22 @@ app.post('/api/games/:id/diplomacy', (req, res) => {
res.json({ game: next });
});
// Remove one item from the pending round, by its index in `game.pending`. No
// LLM call, no turn advance — same fast save → broadcast → respond order as the
// add routes above. The mutated state bumps `version`, so clients (which apply
// states "never go backwards") always reconcile to it.
app.post('/api/games/:id/queue/remove', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const index = (req.body as RemoveQueueItemRequest | undefined)?.index;
const next = removeRoundItem(game, index);
if (!next) return res.status(400).json({ error: 'invalid queue index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
// Jump forward: commit the whole pending round (or an empty one) to the model
// in a single turn. applyTurnResult clears the pending queue on the returned
// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
+1
View File
@@ -30,6 +30,7 @@ const state: GameState = {
},
events: [],
pending: [],
version: 1,
};
describe('buildRegionMap', () => {
+8
View File
@@ -99,6 +99,14 @@ export interface TurnResponse {
result: TurnResult;
}
/** Remove one queued item from the pending round, by its index in `game.pending`. */
export interface RemoveQueueItemRequest {
index: number;
}
export interface RemoveQueueItemResponse {
game: GameState;
}
export interface AdvisorRequest {
/** Optional prompt to steer the brainstorm. */
prompt?: string;
+17
View File
@@ -85,6 +85,17 @@ export type RoundItem = {
to?: string;
};
/**
* Monotonic revision counter for a game, bumped by the server on every
* mutation (queue add/remove, turn commit) and persisted with the state.
* Clients use it to tell a fresh state from a stale one: an SSE `state`/`turn`
* snapshot (e.g. the on-connect resync) that arrives *after* a fresher REST
* response carries a lower version and must be ignored, never applied
* (see the client's "never go backwards" rule in src/App.tsx). Legacy games
* saved before this field existed are treated as version 0 by consumers.
*/
export type GameVersion = number;
/** The full, persisted state of one game. Saved to SQLite by id. */
export interface GameState {
id: string;
@@ -101,6 +112,12 @@ export interface GameState {
* batch in a single turn and clears this back to `[]`.
*/
pending: RoundItem[];
/**
* Monotonic revision counter (see GameVersion). Bumped on every mutation so
* clients can reject stale SSE snapshots; see the "never go backwards" rule
* in src/App.tsx. Starts at 1 on game creation.
*/
version: GameVersion;
}
/**
+134 -70
View File
@@ -7,8 +7,6 @@ import {
ListTree,
Loader2,
Map as MapIcon,
Minus,
Plus,
Radar,
} from 'lucide-react';
import { Toaster } from './components/ui/sonner';
@@ -18,7 +16,7 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
import { cn } from './lib/utils';
import PresetPicker from './components/PresetPicker';
import NationSelect from './components/NationSelect';
import WorldMap, { type MapApi } from './components/WorldMap';
import WorldMap from './components/WorldMap';
import FloatingWindow from './components/FloatingWindow';
import MapLegend from './components/MapLegend';
import NationPanel from './components/NationPanel';
@@ -46,13 +44,20 @@ function toastError(e: unknown): void {
}
// ---------------------------------------------------------------------------
// Floating-window collapse persistence (positions live in FloatingWindow itself).
// Floating-window collapse + dock persistence.
// (Free-floating *positions* live in FloatingWindow itself, per id.)
// ---------------------------------------------------------------------------
const FLOAT_COLLAPSED_KEY = 'history.floatwin.v1.collapsed';
const FLOAT_DOCK_KEY = 'history.floatwin.v1.dock';
/** Every collapsible HUD panel (the slim header is never collapsed). */
const PANEL_WINDOW_IDS = ['dossier', 'feed', 'action', 'legend', 'zoom'] as const;
/**
* Every collapsible HUD panel (the slim, pinned header is never collapsed).
* The three substantive panels (dossier / feed / action) are also dockable;
* the legend stays a small floating widget, and there is no longer a "Map"
* window.
*/
const PANEL_WINDOW_IDS = ['dossier', 'feed', 'action', 'legend'] as const;
function loadCollapsedMap(): Record<string, boolean> {
try {
@@ -78,6 +83,33 @@ function persistCollapsedMap(m: Record<string, boolean>): void {
}
}
/** A dock mode: a docked edge, or 'float' (free-floating, the default). */
type DockMode = 'left' | 'right' | 'float';
function loadDockMap(): Record<string, DockMode> {
try {
const raw = localStorage.getItem(FLOAT_DOCK_KEY);
if (raw == null) return {};
const v: unknown = JSON.parse(raw);
if (!v || typeof v !== 'object' || Array.isArray(v)) return {};
const out: Record<string, DockMode> = {};
for (const [k, val] of Object.entries(v as Record<string, unknown>)) {
if (val === 'left' || val === 'right' || val === 'float') out[k] = val;
}
return out;
} catch {
return {};
}
}
function persistDockMap(m: Record<string, DockMode>): void {
try {
localStorage.setItem(FLOAT_DOCK_KEY, JSON.stringify(m));
} catch {
/* storage unavailable — dock choices just won't persist */
}
}
// ---------------------------------------------------------------------------
// Active-game persistence. The id of the game the user is (or was last) playing
// is remembered in localStorage, so a page refresh drops them straight back
@@ -153,6 +185,26 @@ export default function App() {
// never acts on a stale closure. Written each render (same pattern as sse.ts).
const latestRef = useRef<{ game: GameState | null; goHome: () => void; loadGame: (id: string) => void } | null>(null);
// The single entry point for adopting a full game state — SSE `state`/`turn`
// events AND the REST responses (add/remove/jump) AND game loads all flow
// through here. Two rules:
// • a *different* game id (new game, deep link, resume) is always adopted;
// • the *same* game is adopted only when its `version` is not older than
// the current state's ("never go backwards").
// The comparison happens inside the functional updater, so it always reads
// the latest committed state — never a stale closure. This is what makes a
// late-arriving stale SSE snapshot (e.g. the on-connect resync taken just
// before an add was saved, or an EventSource auto-reconnect) harmless: it
// carries a lower version than the fresher state the REST response already
// applied, so it is dropped instead of clobbering the queued item (#10).
// Legacy games saved before `version` existed are treated as version 0.
const applyState = useCallback((s: GameState) => {
setGame((cur) => {
if (!cur || cur.id !== s.id) return s;
return (s.version ?? 0) >= (cur.version ?? 0) ? s : cur;
});
}, []);
// On the home screen: load the scenario manifest and the list of saved games
// (newest-updated first) so the user can resume a prior game.
useEffect(() => {
@@ -192,7 +244,7 @@ export default function App() {
if (!alive) return;
persistActiveGameId(id); // remember it so a future bare `/` load resumes it
setActiveGameId(id);
setGame(game);
applyState(game);
setScreen({ name: 'game' });
} catch {
if (!alive) return;
@@ -250,10 +302,9 @@ export default function App() {
}, [game]);
// Resync from the persisted server state on connect and after every turn.
// Handlers only call the stable setGame, so no stale-closure concerns.
useSse(game?.id ?? null, {
onState: (s) => setGame(s),
onTurn: (s) => setGame(s),
onState: applyState,
onTurn: applyState,
});
const play = useCallback(async (presetId: string) => {
@@ -282,7 +333,7 @@ export default function App() {
// Remember this as the active game so a refresh resumes it.
persistActiveGameId(game.id);
setActiveGameId(game.id);
setGame(game);
applyState(game);
setAdvisors([]);
setScreen({ name: 'game' });
} catch (e) {
@@ -295,18 +346,20 @@ export default function App() {
);
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
// list updates from the response and the SSE `state` event.
// list updates from the response and the SSE `state` event. Both are
// version-gated via applyState, so the item can never be clobbered by a
// stale snapshot (#10).
const runAddAction = useCallback(
async (text: string) => {
if (!game) return;
try {
const { game: g } = await api.addAction(game.id, text);
setGame(g);
applyState(g);
} catch (e) {
toastError(e);
}
},
[game],
[game, applyState],
);
// Add a diplomatic message to the pending round. Fast, non-LLM — no `busy`.
@@ -315,12 +368,27 @@ export default function App() {
if (!game) return;
try {
const { game: g } = await api.addDiplomacy(game.id, to, message);
setGame(g);
applyState(g);
} catch (e) {
toastError(e);
}
},
[game],
[game, applyState],
);
// Remove a queued item by index. Fast, non-LLM — no `busy`; the pending list
// updates from the response and the SSE `state` event (version-gated).
const runRemoveQueueItem = useCallback(
async (index: number) => {
if (!game) return;
try {
const { game: g } = await api.removeQueueItem(game.id, index);
applyState(g);
} catch (e) {
toastError(e);
}
},
[game, applyState],
);
// Jump forward: the single LLM call that commits the pending round. Only this
@@ -330,13 +398,13 @@ export default function App() {
setBusy(true);
try {
const { state } = await api.jump(game.id);
setGame(state);
applyState(state);
} catch (e) {
toastError(e);
} finally {
setBusy(false);
}
}, [game]);
}, [game, applyState]);
const askAdvisor = useCallback(
async (prompt?: string) => {
@@ -362,7 +430,7 @@ export default function App() {
// Make this the active game so a bare `/` reload keeps resuming it.
persistActiveGameId(id);
setActiveGameId(id);
setGame(game);
applyState(game);
setAdvisors([]);
setScreen({ name: 'game' });
} catch (e) {
@@ -401,6 +469,7 @@ export default function App() {
advisors={advisors}
onAddAction={runAddAction}
onAddDiplomacy={runAddDiplomacy}
onRemoveQueueItem={runRemoveQueueItem}
onAdvisor={askAdvisor}
onJump={runJump}
onHome={goHome}
@@ -440,6 +509,7 @@ interface GameScreenProps {
advisors: string[];
onAddAction: (a: string) => void;
onAddDiplomacy: (to: string, m: string) => void;
onRemoveQueueItem: (index: number) => void;
onAdvisor: (p?: string) => void;
onJump: () => void;
onHome: () => void;
@@ -447,14 +517,17 @@ interface GameScreenProps {
/**
* The main play view — a full-bleed world map with a floating HUD. The MapLibre
* map is a fixed, full-viewport background (z-0); over it float draggable,
* collapsible windows: a slim header bar (scenario, turn + date, player nation,
* live status, "Focus map" collapse-all) at the top, the nation dossier
* (top-left), the event feed (right), the "Your move" command deck
* (bottom-center), the nation-color legend (bottom-left), and a tiny map zoom
* control (bottom-right). Each window remembers its dragged position, and
* clicking one raises it above its siblings. Pan/zoom/click on the map stays
* fully available in the gaps between windows.
* map is a fixed, full-viewport background (z-0) that the user drives directly
* (wheel/trackpad zoom + drag pan — there is no floating zoom control). Over it:
* a slim **pinned** header bar (fixed, non-movable, centered at the top a few
* px down; scenario, turn + date, player nation, live status, "Focus map"
* collapse-all); the nation dossier, the event feed, and the "Your move"
* command deck — each free-floating by default (at the same first-run positions
* as before) but **dockable** into a full-height left or right pane, the choice
* being remembered; and the nation-color legend, which stays a small floating
* widget (not dockable). Each floating window remembers its dragged position,
* and clicking one raises it above its siblings. Pan/zoom/click on the map
* stays fully available in the gaps between windows.
*/
function GameScreen({
game,
@@ -463,6 +536,7 @@ function GameScreen({
advisors,
onAddAction,
onAddDiplomacy,
onRemoveQueueItem,
onAdvisor,
onJump,
onHome,
@@ -495,11 +569,23 @@ function GameScreen({
});
}, []);
// Tiny map API (zoom in/out) exposed by WorldMap for the floating control.
const mapApiRef = useRef<MapApi | null>(null);
const handleMapReady = useCallback((api: MapApi | null) => {
mapApiRef.current = api;
// Dock state for the three dockable panels (dossier / feed / action),
// persisted per id (survives reloads). The default is 'float' — the current
// first-run positions — so nothing visually changes until the user docks
// something. The legend is not dockable; the header is pinned.
const [dock, setDock] = useState<Record<string, DockMode>>(loadDockMap);
const setDockFor = useCallback((id: string, mode: DockMode) => {
setDock((prev) => {
const next = { ...prev, [id]: mode };
persistDockMap(next);
return next;
});
}, []);
// The `dock` prop expects a concrete edge, or `undefined` to free-float.
const dockOf = (id: string) => {
const m = dock[id];
return m === 'left' || m === 'right' ? m : undefined;
};
return (
<div className="min-h-screen">
@@ -510,13 +596,14 @@ function GameScreen({
nations={game.nations}
presetId={game.presetId}
onFocusNation={setViewingId}
onMapReady={handleMapReady}
/>
{/* Slim floating header: brand, turn + date, player nation, live status, Focus map. */}
{/* Pinned top bar: brand, turn + date, player nation, live status, Focus map.
Fixed and non-movable, centered at the top a few px from the top edge. */}
<FloatingWindow
id="header"
anchor="top-center"
dataTestId="top-bar"
pinned
collapsible={false}
title={
<div className="flex min-w-0 items-center gap-3">
@@ -589,13 +676,16 @@ function GameScreen({
}
/>
{/* Nation dossier, top-left. */}
{/* Nation dossier, top-left by default; dockable into a left/right pane. */}
<FloatingWindow
id="dossier"
dataTestId="panel-dossier"
anchor="top-left"
width={300}
title="Dossier"
titleIcon={<BookOpen className="size-4" />}
dock={dockOf('dossier')}
onDockChange={(m) => setDockFor('dossier', m)}
collapsed={!!collapsed.dossier}
onCollapsedChange={(c) => setCollapsedFor('dossier', c)}
bodyClassName="max-h-[56vh] overflow-y-auto"
@@ -620,9 +710,10 @@ function GameScreen({
<NationPanel nation={viewed} nations={game.nations} isPlayer={viewingId === game.playerNationId} inWindow />
</FloatingWindow>
{/* Event feed, right side. */}
{/* Event feed, right side by default; dockable into a left/right pane. */}
<FloatingWindow
id="feed"
dataTestId="panel-feed"
anchor="right"
width={330}
title="Event feed"
@@ -632,6 +723,8 @@ function GameScreen({
{game.events.length}
</Badge>
}
dock={dockOf('feed')}
onDockChange={(m) => setDockFor('feed', m)}
collapsed={!!collapsed.feed}
onCollapsedChange={(c) => setCollapsedFor('feed', c)}
bodyClassName="h-[52vh]"
@@ -639,9 +732,10 @@ function GameScreen({
<EventFeed events={game.events} nations={game.nations} inWindow />
</FloatingWindow>
{/* Command deck ("Your move"), bottom-center — queue items, then commit. */}
{/* Command deck ("Your move"), bottom-center by default; dockable. */}
<FloatingWindow
id="action"
dataTestId="panel-action"
anchor="bottom-center"
width={370}
title="Your move"
@@ -653,6 +747,8 @@ function GameScreen({
</Badge>
) : undefined
}
dock={dockOf('action')}
onDockChange={(m) => setDockFor('action', m)}
collapsed={!!collapsed.action}
onCollapsedChange={(c) => setCollapsedFor('action', c)}
bodyClassName="max-h-[72vh] overflow-y-auto"
@@ -663,6 +759,7 @@ function GameScreen({
advisors={advisors}
onAddAction={onAddAction}
onAddDiplomacy={onAddDiplomacy}
onRemoveQueueItem={onRemoveQueueItem}
onAdvisor={onAdvisor}
onJump={onJump}
inWindow
@@ -681,39 +778,6 @@ function GameScreen({
>
<MapLegend regions={regions} />
</FloatingWindow>
{/* Tiny floating zoom control, bottom-right (clear of the attribution). */}
<FloatingWindow
id="zoom"
anchor="bottom-right"
width={88}
title="Map"
titleIcon={<MapIcon className="size-4" />}
offset={{ y: -28 }}
collapsed={!!collapsed.zoom}
onCollapsedChange={(c) => setCollapsedFor('zoom', c)}
>
<div className="flex items-center justify-center gap-1.5 p-2.5">
<Button
variant="secondary"
size="sm"
onClick={() => mapApiRef.current?.zoomIn()}
aria-label="Zoom in"
data-testid="zoom-in"
>
<Plus className="size-4" />
</Button>
<Button
variant="secondary"
size="sm"
onClick={() => mapApiRef.current?.zoomOut()}
aria-label="Zoom out"
data-testid="zoom-out"
>
<Minus className="size-4" />
</Button>
</div>
</FloatingWindow>
</div>
);
}
+76 -5
View File
@@ -1,13 +1,21 @@
import { useState } from 'react';
import { Loader2, MessageSquare, Radar, Zap } from 'lucide-react';
import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
import {
Dialog,
DialogContent,
DialogDescription,
DialogFooter,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import { Input } from './ui/input';
import { Textarea } from './ui/textarea';
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
import type { GameState } from '@shared/types';
import type { GameState, RoundItem } from '@shared/types';
interface Props {
game: GameState;
@@ -19,6 +27,8 @@ interface Props {
onAddAction: (text: string) => void;
/** Queue a diplomatic message onto the pending round (no turn advance). */
onAddDiplomacy: (to: string, message: string) => void;
/** Remove one queued item by its index in `game.pending` (no turn advance). */
onRemoveQueueItem: (index: number) => void;
onAdvisor: (prompt?: string) => void;
/** Commit the whole pending round in a single LLM turn. */
onJump: () => void;
@@ -29,13 +39,22 @@ interface Props {
inWindow?: boolean;
}
/** One-line, display-safe rendering of a queued item (text truncated). */
function describeItem(item: RoundItem, nationName: (id?: string) => string): string {
const who = item.kind === 'diplomacy' ? ` to ${nationName(item.to)}` : '';
const text = item.text.length > 72 ? `${item.text.slice(0, 71)}…` : item.text;
return `${who ? `${who}:` : 'Action:'} “${text}”`;
}
/**
* The player's command deck ("Your move"). Three tabs — Action, Diplomacy,
* Advisor — each with a small "Add" button that queues an item onto the pending
* round (these never advance the turn). Below the tabs a visible pending-queue
* list and one prominent "Jump forward" button commit the whole round in a
* single LLM turn. While a jump is in flight the commit is disabled and a hint
* is shown; an empty jump (nothing queued) is allowed and advances time.
* list — each row has a small trash button that removes that item (with a
* confirmation dialog) — and one prominent "Jump forward" button that commits
* the whole round in a single LLM turn. While a jump is in flight the commit
* is disabled (as is queue editing) and a hint is shown; an empty jump
* (nothing queued) is allowed and advances time.
*/
export default function ActionPanel({
game,
@@ -43,6 +62,7 @@ export default function ActionPanel({
advisors,
onAddAction,
onAddDiplomacy,
onRemoveQueueItem,
onAdvisor,
onJump,
inWindow = false,
@@ -52,6 +72,8 @@ export default function ActionPanel({
const [target, setTarget] = useState('');
const [message, setMessage] = useState('');
const [prompt, setPrompt] = useState('');
// Index of the queued item the user is about to remove, or null (dialog closed).
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
const others = Object.entries(game.nations)
.filter(([id]) => id !== game.playerNationId)
@@ -79,6 +101,10 @@ export default function ActionPanel({
};
const pending = game.pending;
// The item the confirmation dialog is about (re-derived from the live list,
// so if the queue changes while the dialog is open it tracks the current
// item at that index — or the dialog closes if the index went out of range).
const removeTarget = confirmRemoveIndex !== null ? pending[confirmRemoveIndex] : undefined;
const queuedLabel = busy
? 'Simulating…'
: `Jump forward${pending.length > 0 ? ` · ${pending.length} queued` : ''}`;
@@ -227,6 +253,18 @@ export default function ActionPanel({
</span>
)}
<span className="min-w-0 flex-1 truncate text-foreground/85">{item.text}</span>
<Button
variant="ghost"
size="icon-sm"
className="shrink-0 text-muted-foreground hover:text-destructive"
onClick={() => setConfirmRemoveIndex(i)}
disabled={busy}
title="Remove from this round"
aria-label="Remove this queued item"
data-testid="remove-queue-item"
>
<Trash2 className="size-3.5" />
</Button>
</li>
))}
</ul>
@@ -234,6 +272,39 @@ export default function ActionPanel({
)}
</div>
{/* Confirmation for removing a queued item (never removes without asking). */}
<Dialog open={removeTarget !== undefined} onOpenChange={(open) => !open && setConfirmRemoveIndex(null)}>
<DialogContent className="max-w-sm" data-testid="remove-confirm-dialog">
<DialogHeader>
<DialogTitle>Remove queued item?</DialogTitle>
<DialogDescription>
{removeTarget ? (
<>
{describeItem(removeTarget, nationName)} will be removed from this round and
won’t be simulated on the next jump.
</>
) : null}
</DialogDescription>
</DialogHeader>
<DialogFooter>
<Button variant="outline" onClick={() => setConfirmRemoveIndex(null)} data-testid="remove-cancel">
Cancel
</Button>
<Button
variant="destructive"
onClick={() => {
if (confirmRemoveIndex !== null) onRemoveQueueItem(confirmRemoveIndex);
setConfirmRemoveIndex(null);
}}
data-testid="remove-confirm"
>
<Trash2 className="size-4" />
Remove
</Button>
</DialogFooter>
</DialogContent>
</Dialog>
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
{queuedLabel}
+157 -35
View File
@@ -6,7 +6,7 @@ import {
type CSSProperties,
type ReactNode,
} from 'react';
import { Minus, Plus } from 'lucide-react';
import { AlignLeft, AlignRight, Maximize2, Minus, Plus } from 'lucide-react';
import { cn } from '@/lib/utils';
/** Edge anchor used to place a window on first run (before the user drags it). */
@@ -19,6 +19,11 @@ export type FloatAnchor =
| 'bottom-center'
| 'bottom-right';
/** A docked column edge: pinned to a screen edge and filling the viewport height. */
export type FloatDock = 'left' | 'right';
/** A dock mode: a docked edge, or `'float'` (free-floating, the default). */
export type FloatDockMode = FloatDock | 'float';
const STORAGE_PREFIX = 'history.floatwin.v1.';
// Module-level z-index bookkeeping so sibling windows stack in click order:
@@ -26,6 +31,9 @@ const STORAGE_PREFIX = 'history.floatwin.v1.';
// raised, the shared counter advances, so the newest on top always wins.
const Z_BASE = 10;
const Z_STEP = 10;
// A pinned window always floats above every docked/floating window, no matter
// how many times those are raised.
const Z_PINNED = 100000;
let zSeq = 0;
let zTopId: string | null = null;
/** Returns the new z-index to use, or -1 if this window is already front-most. */
@@ -118,8 +126,31 @@ function clampPos(x: number, y: number, w: number, h: number): Pos {
export interface FloatingWindowProps {
/** Stable id — used for the localStorage key and as a data-attribute. */
id: string;
/** First-run placement. The last dragged position (persisted) takes over. */
anchor: FloatAnchor;
/** Optional `data-testid` on the window root, for e2e targeting. */
dataTestId?: string;
/**
* First-run placement for a free-floating window; the last dragged position
* (persisted) takes over. Ignored when `pinned` or `dock` is set.
*/
anchor?: FloatAnchor;
/**
* Pin the window to the top-center of the viewport: a fixed, non-movable bar
* a few px from the top that re-centers automatically on resize, always
* floats above docked/floating panels, and never reads/writes a persisted
* position. Used for the slim header.
*/
pinned?: boolean;
/**
* Dock the window into a full-height left or right column: non-movable,
* body scrolls, never reads/writes the persisted free-floating position.
* Absent (`undefined`) = free-floating as before.
*/
dock?: FloatDock;
/**
* When provided, render dock controls (left / right / float) in the title bar
* and report the chosen mode back to the parent, which persists it.
*/
onDockChange?: (mode: FloatDockMode) => void;
/** Fixed window width in px (content is sized to it). Omit to fit content. */
width?: number;
/** Extra px nudged away from the anchor position (e.g. clear the map attribution). */
@@ -128,7 +159,7 @@ export interface FloatingWindowProps {
title?: ReactNode;
/** Optional icon before the title. */
titleIcon?: ReactNode;
/** Right-side title-bar content, rendered before the collapse button. */
/** Right-side title-bar content, rendered before the dock/collapse controls. */
titleExtra?: ReactNode;
/** Render the collapse toggle (default true). */
collapsible?: boolean;
@@ -143,16 +174,27 @@ export interface FloatingWindowProps {
}
/**
* A draggable, collapsible, position-persisted window that floats over the
* full-screen map. Dragging is limited to the title bar (via pointer capture)
* so inputs and buttons in the body keep working; the window is clamped so it
* can never be dragged fully off-screen, its position is remembered in
* localStorage, clicking any part of it raises it above siblings, and the
* collapse toggle shrinks it to just its title bar.
* A window that floats over the full-screen map. Three mutually-exclusive
* modes, set via props (absent = free-floating):
* • **free-floating** (default) — draggable by the title bar (pointer
* capture), clamped on-screen, position persisted in localStorage, raised
* above siblings on click, collapsible.
* • **pinned** — a fixed, non-movable bar centered at the top of the
* viewport a few px down; re-centers on resize; always above other
* windows; no position persisted.
* • **docked** (`left`/`right`) — a non-movable, full-height column pinned
* to a screen edge whose body scrolls; the persisted free-floating
* position is neither read nor written while docked.
* When `onDockChange` is provided, small dock/left/right/float controls render
* in the title bar and report the chosen mode back to the parent.
*/
export default function FloatingWindow({
id,
anchor,
dataTestId,
anchor = 'top-center',
pinned = false,
dock,
onDockChange,
width,
offset,
title,
@@ -165,6 +207,12 @@ export default function FloatingWindow({
bodyClassName,
children,
}: FloatingWindowProps) {
const isPinned = pinned;
const isDocked = dock === 'left' || dock === 'right';
// Free-floating is the only mode that drags, persists a position, and needs
// viewport measurement/clamping. Pinned and docked are CSS-positioned.
const isFloating = !isPinned && !isDocked;
const rootRef = useRef<HTMLDivElement>(null);
const sizeRef = useRef<{ w: number; h: number } | null>(null);
const dragRef = useRef<{ dx: number; dy: number; pointerId: number } | null>(null);
@@ -177,9 +225,11 @@ export default function FloatingWindow({
setPosState(p);
};
// First paint: measure, then place (restored position or anchor) and clamp.
// Runs before paint (useLayoutEffect), so there is no visible flash.
// First paint (free-floating only): measure, then place (restored position
// or anchor) and clamp. Runs before paint (useLayoutEffect), so no flash.
// Re-runs when the mode changes so a window returning from docked re-places.
useLayoutEffect(() => {
if (!isFloating) return;
if (posRef.current) return;
const el = rootRef.current;
if (!el) return;
@@ -195,11 +245,12 @@ export default function FloatingWindow({
);
posRef.current = p;
setPosState(p);
}, [id, anchor]);
}, [id, anchor, offset, isFloating]);
// Re-measure + re-clamp whenever the body toggles hidden (expand can push a
// bottom-anchored window off the bottom edge).
// bottom-anchored window off the bottom edge). Free-floating only.
useLayoutEffect(() => {
if (!isFloating) return;
const el = rootRef.current;
const p = posRef.current;
if (!el || !p) return;
@@ -208,10 +259,11 @@ export default function FloatingWindow({
sizeRef.current = { w: rect.width, h: rect.height };
const c = clampPos(p.x, p.y, rect.width, rect.height);
if (c.x !== p.x || c.y !== p.y) setPos(c);
}, [collapsed]);
}, [collapsed, isFloating]);
// Keep the window on-screen when the viewport shrinks.
// Keep a free-floating window on-screen when the viewport shrinks.
useEffect(() => {
if (!isFloating) return;
const onResize = () => {
const p = posRef.current;
const s = sizeRef.current;
@@ -221,7 +273,7 @@ export default function FloatingWindow({
};
window.addEventListener('resize', onResize);
return () => window.removeEventListener('resize', onResize);
}, []);
}, [isFloating]);
const onHandleDown = (e: React.PointerEvent<HTMLDivElement>) => {
if (e.button !== 0) return;
@@ -258,18 +310,44 @@ export default function FloatingWindow({
if (p) savePos(id, p.x, p.y);
};
const style: CSSProperties = {
zIndex: z,
...(pos ? { left: pos.x, top: pos.y } : {}),
};
// Root placement: pinned → centered top bar; docked → full-height edge
// column; free-floating → last/initial pixel position (hidden until measured).
const rootStyle: CSSProperties = isPinned
? { zIndex: Z_PINNED, top: 8, left: '50%', transform: 'translateX(-50%)' }
: isDocked
? {
zIndex: z,
top: 0,
height: '100vh',
...(dock === 'left' ? { left: 0 } : { right: 0 }),
}
: { zIndex: z, ...(pos ? { left: pos.x, top: pos.y } : {}) };
// The title bar is the drag handle only in free-floating mode.
const titleBarHandlers = isFloating
? {
onPointerDown: onHandleDown,
onPointerMove: onHandleMove,
onPointerUp: endDrag,
onPointerCancel: endDrag,
}
: {};
// Docked: the body fills the remaining column height and scrolls, overriding
// any max-height the caller set for the floating layout.
const bodyClass = isDocked
? cn('min-h-0 flex-1 overflow-y-auto', collapsed && 'hidden')
: cn('min-h-0', collapsed && 'hidden', bodyClassName);
return (
<div
ref={rootRef}
data-float-window={id}
style={style}
className={cn('fixed', !pos && 'pointer-events-none opacity-0')}
data-testid={dataTestId}
style={rootStyle}
className={cn('fixed', isFloating && !pos && 'pointer-events-none opacity-0')}
onPointerDown={() => {
if (isPinned) return;
const nz = nextZ(id);
if (nz > 0) setZ(nz);
}}
@@ -277,21 +355,24 @@ export default function FloatingWindow({
<div
className={cn(
'overflow-hidden rounded-xl border border-border/70 bg-slate-900/80 shadow-2xl shadow-black/50 backdrop-blur-md',
isDocked && 'flex h-full flex-col',
className,
)}
style={
width != null
? { width, maxWidth: '96vw' }
: { width: 'fit-content', maxWidth: '96vw' }
isDocked
? { width: width ?? 'fit-content', maxWidth: '96vw' }
: width != null
? { width, maxWidth: '96vw' }
: { width: 'fit-content', maxWidth: '96vw' }
}
>
{title != null && (
<div
className="flex cursor-grab touch-none select-none items-center gap-2 border-b border-border/60 bg-white/[0.03] px-2.5 py-1.5 active:cursor-grabbing"
onPointerDown={onHandleDown}
onPointerMove={onHandleMove}
onPointerUp={endDrag}
onPointerCancel={endDrag}
className={cn(
'flex shrink-0 touch-none select-none items-center gap-2 border-b border-border/60 bg-white/[0.03] px-2.5 py-1.5',
isFloating && 'cursor-grab active:cursor-grabbing',
)}
{...titleBarHandlers}
>
{titleIcon && (
<span className="shrink-0 text-muted-foreground" aria-hidden>
@@ -302,6 +383,49 @@ export default function FloatingWindow({
{title}
</span>
{titleExtra}
{onDockChange && (
<span className="flex shrink-0 items-center gap-0.5" data-no-drag>
<button
type="button"
data-testid="dock-left"
aria-label="Dock to the left edge"
title="Dock to the left edge"
className={cn(
'rounded-md p-1 text-muted-foreground transition-colors hover:bg-white/10 hover:text-foreground',
dock === 'left' && 'bg-white/10 text-foreground',
)}
onClick={() => onDockChange('left')}
>
<AlignLeft className="size-3.5" />
</button>
<button
type="button"
data-testid="dock-right"
aria-label="Dock to the right edge"
title="Dock to the right edge"
className={cn(
'rounded-md p-1 text-muted-foreground transition-colors hover:bg-white/10 hover:text-foreground',
dock === 'right' && 'bg-white/10 text-foreground',
)}
onClick={() => onDockChange('right')}
>
<AlignRight className="size-3.5" />
</button>
<button
type="button"
data-testid="dock-float"
aria-label="Float the window"
title="Float (undock)"
className={cn(
'rounded-md p-1 text-muted-foreground transition-colors hover:bg-white/10 hover:text-foreground',
!isDocked && 'bg-white/10 text-foreground',
)}
onClick={() => onDockChange('float')}
>
<Maximize2 className="size-3.5" />
</button>
</span>
)}
{collapsibleProp && (
<button
type="button"
@@ -315,9 +439,7 @@ export default function FloatingWindow({
)}
</div>
)}
{children != null && (
<div className={cn('min-h-0', collapsed && 'hidden', bodyClassName)}>{children}</div>
)}
{children != null && <div className={bodyClass}>{children}</div>}
</div>
</div>
);
+2 -29
View File
@@ -170,13 +170,6 @@ function clickHtml(countryName: string, region?: RegionOwner, nation?: Nation):
</div>`;
}
/** Minimal map API exposed to the floating zoom control (and any other UI). */
export interface MapApi {
zoomIn: () => void;
zoomOut: () => void;
reset: () => void;
}
interface Props {
regions: RegionMap;
playerNationId: string;
@@ -187,11 +180,6 @@ interface Props {
className?: string;
/** Called when a region is clicked, so the dossier can focus its owner. */
onFocusNation?: (id: string) => void;
/**
* Called with a minimal zoom/pan API once the map is ready (and with `null`
* on unmount), so the floating zoom control can drive it.
*/
onMapReady?: (api: MapApi | null) => void;
}
/**
@@ -201,8 +189,8 @@ interface Props {
* stable fills (the choropleth is the star), thin borders, a brighter/thicker
* border for the player, hover + click popups with
* owner + stats, a transient flash on territory changes, and a
* per-scenario initial camera. It exposes a tiny zoom/pan API so the floating
* zoom control can drive it (no MapLibre navigation controls are shown).
* per-scenario initial camera. Zoom and pan are driven directly by the user
* (MapLibre wheel/trackpad + drag) — no floating control and no external API.
*/
export default function WorldMap({
regions,
@@ -211,7 +199,6 @@ export default function WorldMap({
presetId,
className,
onFocusNation,
onMapReady,
}: Props) {
const containerRef = useRef<HTMLDivElement>(null);
const mapRef = useRef<maplibregl.Map | null>(null);
@@ -222,13 +209,11 @@ export default function WorldMap({
const playerRef = useRef(playerNationId);
const presetRef = useRef(presetId);
const onFocusNationRef = useRef(onFocusNation);
const onMapReadyRef = useRef(onMapReady);
regionsRef.current = regions;
nationsRef.current = nations;
playerRef.current = playerNationId;
presetRef.current = presetId;
onFocusNationRef.current = onFocusNation;
onMapReadyRef.current = onMapReady;
// Diffing state for the transient territory-change flash (owned by this component
// so a resync with identical data never re-flashes).
@@ -257,17 +242,6 @@ export default function WorldMap({
// Purely for testability; has no effect on rendering or behavior.
(containerRef.current as unknown as { __map?: maplibregl.Map }).__map = map;
// Expose a tiny zoom/pan API to the floating control (null on unmount).
const api: MapApi = {
zoomIn: () => map.zoomIn(),
zoomOut: () => map.zoomOut(),
reset: () => {
const c = cameraForPreset(presetRef.current);
map.easeTo({ center: c.center, zoom: c.zoom, duration: 600 });
},
};
onMapReadyRef.current?.(api);
const hoverPopup = new maplibregl.Popup({ closeButton: false, closeOnClick: false, offset: 10 });
const clickPopup = new maplibregl.Popup({ closeButton: true, closeOnClick: true, offset: 12 });
let lastHoverId: string | null = null;
@@ -482,7 +456,6 @@ export default function WorldMap({
cancelled = true;
cancelAnimationFrame(flashRaf);
flashApiRef.current = null;
onMapReadyRef.current?.(null);
map.remove();
mapRef.current = null;
if (containerRef.current) {
+8
View File
@@ -8,6 +8,7 @@ import type {
AdvisorResponse,
CreateGameResponse,
GameSummary,
RemoveQueueItemResponse,
TurnResponse,
} from '@shared/protocol';
@@ -48,6 +49,13 @@ export const api = {
method: 'POST',
body: JSON.stringify({ to, message }),
}),
// Remove one queued item from the pending round, by its index in `game.pending`.
// Fast, non-LLM — no turn advance. Returns the updated game.
removeQueueItem: (id: string, index: number) =>
req<RemoveQueueItemResponse>(`/api/games/${id}/queue/remove`, {
method: 'POST',
body: JSON.stringify({ index }),
}),
// Commit the whole pending round (or an empty one) in a single LLM turn.
jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, {