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Author SHA1 Message Date
kamilkrzywda e6c88b10c2 Merge pull request 'v0.9.6 — keep active tab between page refresh (#27)' (#29) from keep-active-tab into master
CI / build + unit + e2e (push) Successful in 2m46s
2026-09-29 11:43:21 +02:00
kamilkrzywda f4690bc1a2 feat(ui): keep the active operations tab across page refreshes (#27)
CI / build + unit + e2e (pull_request) Successful in 2m15s
Persist the selected tab ID to localStorage (sw-active-tab) on every change
and restore it on mount when it matches one of the seven valid tab IDs. The
Radix Tabs become controlled for this; SSR and first client render still agree
on the default, so there is no hydration mismatch.
2026-09-29 09:42:18 +00:00
kamilkrzywda 4b030716f7 Merge pull request 'v0.9.5 — fix infinite loop on name-pool exhaustion (server freeze) (#21)' (#26) from ui-layout-fix into master
CI / build + unit + e2e (push) Successful in 2m54s
2026-09-29 11:22:07 +02:00
kamilkrzywda 06f8a28e96 fix(game): numbered name fallback when pool exhausted — server no longer freezes past 128 systems
CI / build + unit + e2e (pull_request) Successful in 2m38s
Production freeze reported after the v0.9.3 (#21) deploy: every API route
hung and all panels stayed at LOADING. Root cause was not the #21 layout
(verified healthy across all 7 tabs/viewports) but makeName's unbounded
rejection loop over a finite 16x8=128 system-name pool — once a save grew
past ~128 systems, any jump into an undiscovered system spun forever on
Node's single thread (sql.js is synchronous), blocking the whole process.

makeName and makeCrewName now fall back to numbered variants ('Kepler Drift 2')
once their pools are exhausted, so they always terminate.
2026-09-29 09:18:00 +00:00
kamilkrzywda 36ff412f0b Merge pull request 'v0.9.4 — top bar shows app version instead of ◄ SHIP (#23)' (#25) from topbar-version into master
CI / build + unit + e2e (push) Successful in 3m12s
2026-09-29 10:33:19 +02:00
kamilkrzywda c35edc60d0 feat(ui): top bar shows app version instead of ◄ SHIP label (#23)
CI / build + unit + e2e (pull_request) Successful in 2m44s
2026-09-29 08:30:35 +00:00
8 changed files with 107 additions and 13 deletions
+13
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@@ -1,5 +1,18 @@
# Changelog
## v0.9.6 — 2026-09-29 09:41
- The active operations tab now survives a page refresh (#27): the selected tab ID is persisted to `localStorage` (`sw-active-tab`) on every change and restored on mount when it matches one of the seven valid tab IDs (unknown/stale values fall back to WORLD MAP). The Radix Tabs are controlled for this; SSR and first client render still agree on the default, so there is no hydration mismatch.
- e2e: new smoke spec — click CREW, reload, assert `aria-selected=true` again (fresh context per run/retry, no API state touched, idempotent).
## v0.9.5 — 2026-09-29 09:13
- Fixed the production freeze reported after the v0.9.3 (#21) deploy ("entire UI system is now fucked"). Root cause was NOT the #21 layout change (verified healthy across all 7 tabs and multiple viewports — no clipping, middle pane scrolls internally, side panes fixed): it was world name generation. `makeName` draws from a finite pool of 16×8=128 system names with an unbounded rejection loop, so once a save grew past ~128 systems (turns of play / e2e jump loops), any jump into an undiscovered system spun forever on Node's single thread — sql.js runs synchronously, so the whole process blocked and EVERY API route hung, leaving all panels stuck at LOADING.
- `makeName` (lib/game/world.ts) now falls back to numbered variants (`Kepler Drift 2`) once the pool is exhausted, so it always terminates; `makeCrewName` (lib/game/crew.ts) gets the same guard — the roster has no cap and its 16×22=352 pool would eventually exhaust too.
- Tests: unit — both name generators terminate with unique numbered names after full pool exhaustion (80 tests green, was 78); e2e unchanged — no spec depends on the old behavior and a fresh CI stack never approaches 128 systems.
## v0.9.4 — 2026-09-29 08:29
- Top bar (#23): the `◄ SHIP` label in the mission control header is replaced with the app version number (e.g. `v0.9.4`). The header reads it from `package.json` via the same `@/package.json` import that `/api/version` and the OpenAPI spec use, so there is a single source of truth — no second hardcoded copy.
- e2e: no spec changes needed — no spec asserted on the old `◄ SHIP` label (the landing-page test only checks the SpaceWanderer heading). All 15 specs compile unchanged.
## v0.9.3 — 2026-09-29 08:20
- Layout (#21): only the middle column scrolls now — the app is pinned to the viewport (`height: 100vh` + `overflow: hidden` on the root in wide mode) so body-level scrolling no longer moves the side panes. Left/right columns keep their existing `overflow-y: auto`, so any overflowing content (e.g. a long planet list) scrolls inside its own track instead.
- Added `min-height: 0` to the BODY wrapper and the 3-column grid — flex/grid items default to a content-based minimum size, which is what let the page grow past the viewport before.
+23 -2
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@@ -18,6 +18,7 @@ import { CREW_CAPACITY } from '@/lib/game/ship-costs'
import type { CrewDto, SystemState } from '@/lib/game/save'
import type { ShipState } from '@/lib/game/ship'
import type { TechDto } from '@/lib/game/tech'
import pkg from '@/package.json'
// Interface base: layout + visual treatment rebuilt from the scificn-ui Mission Control
// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). All seven
@@ -37,6 +38,11 @@ function useNarrow(threshold = 900): boolean {
return narrow
}
// Must match the TabsTrigger values in the render below — used to validate the tab persisted for
// #27 (an unknown stored value falls back to the default).
const TAB_IDS = ['world-map', 'local-system', 'crew', 'ship-systems', 'skill-tree', 'missions', 'event-log']
const ACTIVE_TAB_KEY = 'sw-active-tab'
export function MissionControl() {
const narrow = useNarrow()
const [tick, setTick] = useState(0)
@@ -48,6 +54,9 @@ export function MissionControl() {
const [system, setSystem] = useState<SystemState | null>(null)
const [techs, setTechs] = useState<TechDto[] | null>(null)
const [crewCount, setCrewCount] = useState<number | null>(null)
// #27 — the active tab survives a page refresh. Restored from localStorage on mount; null until
// then so SSR and the first client render agree on the default tab (no hydration mismatch).
const [activeTab, setActiveTab] = useState<string | null>(null)
useEffect(() => {
let cancelled = false
@@ -97,6 +106,12 @@ export function MissionControl() {
return () => clearInterval(id)
}, [])
// #27 — restore the persisted tab once on mount (validated against TAB_IDS).
useEffect(() => {
const stored = window.localStorage.getItem(ACTIVE_TAB_KEY)
if (stored && TAB_IDS.includes(stored)) setActiveTab(stored)
}, [])
const timeStr = new Date().toLocaleTimeString('en-GB', { hour12: false })
// Slugs of the researched techs — drives the effective caps + build gates in the SHIP SYSTEMS
@@ -141,7 +156,7 @@ export function MissionControl() {
flexShrink: 0,
}}
>
◄ SHIP
v{pkg.version}
</span>
<span style={{ color: 'var(--border)', flexShrink: 0 }}>│</span>
@@ -355,7 +370,13 @@ export function MissionControl() {
</PanelHeader>
<PanelContent style={{ padding: 0, flex: 1, minHeight: 0, overflowY: 'auto' }}>
<Tabs defaultValue="world-map">
<Tabs
value={activeTab ?? 'world-map'}
onValueChange={(v) => {
setActiveTab(v)
window.localStorage.setItem(ACTIVE_TAB_KEY, v) // #27 — keep the tab across refreshes
}}
>
<TabsList
style={{
padding: '0 1rem',
+12
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@@ -70,6 +70,18 @@ test('tabs switch panels client-side (event log terminal)', async ({ page }) =>
await expect(page.getByText(/T\d+ \/\/ /).first()).toBeVisible();
});
test('active tab survives a page reload (#27)', async ({ page }) => {
await page.goto('/');
// Fresh context → nothing stored yet, so CREW starts unselected (the default is WORLD MAP).
await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'false');
await page.getByRole('tab', { name: 'CREW' }).click();
await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
await page.reload();
// The tab is restored from localStorage on mount — no API state involved, so this holds across retries.
await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
});
test('world map shows the generated starting system and its neighbours', async ({ page }) => {
const world = (await (await page.request.get('/api/world')).json()) as WorldState;
+13
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@@ -71,4 +71,17 @@ describe('makeCrewName', () => {
for (let i = 0; i < 40; i++) makeCrewName(rng, taken)
expect(taken.size).toBe(40)
})
it('terminates with numbered variants once all 352 base names are taken', () => {
const rng = startingCrewRng('7')
const taken = new Set<string>()
for (let i = 0; i < 352; i++) makeCrewName(rng, taken) // exhaust the whole pool
expect(taken.size).toBe(352)
const a = makeCrewName(rng, taken) // must return instead of spinning forever
const b = makeCrewName(rng, taken)
expect(a).not.toBe(b)
expect(taken.has(a)).toBe(true)
expect(taken.has(b)).toBe(true)
})
})
+15 -5
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@@ -49,13 +49,23 @@ function pick<T>(rng: () => number, arr: T[]): T {
}
// A name unique against `taken` (the current roster), claimed into the set on success.
// 16×22 = 352 combinations — a roster realistically never approaches that size.
// The pool is finite (16×22=352) and the roster has no cap, so — like makeName — fall back to
// numbered variants once every base is taken instead of spinning forever.
export function makeCrewName(rng: () => number, taken: Set<string>): string {
for (;;) {
const name = `${title(pick(rng, FIRST_NAMES))} ${pick(rng, LAST_NAMES)}`
if (!taken.has(name)) {
taken.add(name)
return name
const base = `${title(pick(rng, FIRST_NAMES))} ${pick(rng, LAST_NAMES)}`
if (!taken.has(base)) {
taken.add(base)
return base
}
if (taken.size >= FIRST_NAMES.length * LAST_NAMES.length) {
for (let n = 2; ; n++) {
const name = `${base} ${n}`
if (!taken.has(name)) {
taken.add(name)
return name
}
}
}
}
}
+13
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@@ -76,6 +76,19 @@ describe('generateRing (expansion)', () => {
for (let i = 0; i < 40; i++) makeName(rng, taken)
expect(taken.size).toBe(40)
})
it('terminates with numbered variants once all 128 base names are taken', () => {
const rng = mulberry32(9)
const taken = new Set<string>()
for (let i = 0; i < 128; i++) makeName(rng, taken) // exhaust the whole pool
expect(taken.size).toBe(128)
const a = makeName(rng, taken) // must return instead of spinning forever
const b = makeName(rng, taken)
expect(a).not.toBe(b)
expect(taken.has(a)).toBe(true)
expect(taken.has(b)).toBe(true)
})
})
describe('generatePlanets', () => {
+17 -5
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@@ -36,13 +36,25 @@ function title(word: string): string {
return word.charAt(0) + word.slice(1).toLowerCase()
}
// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one.
// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one. The base
// pool is finite (16×8=128), so once every base is taken the loop would spin forever — which
// froze the whole server on a save that had grown past 128 systems (synchronous sql.js runs on
// Node's single thread). Numbered variants keep names unique and terminate.
export function makeName(rng: () => number, taken: Set<string>): string {
for (;;) {
const name = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
if (!taken.has(name)) {
taken.add(name)
return name
const base = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
if (!taken.has(base)) {
taken.add(base)
return base
}
if (taken.size >= FIRST.length * SECOND.length) {
for (let n = 2; ; n++) {
const name = `${base} ${n}`
if (!taken.has(name)) {
taken.add(name)
return name
}
}
}
}
}
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "space-wanderer",
"version": "0.9.3",
"version": "0.9.6",
"private": true,
"scripts": {
"dev": "next dev -p 3000",