fix(ui): no-op when re-selecting the turn already on screen
Clicking the current-turn row in the header turn navigator while already viewing it routed through returnToCurrent() → viewTurn(currentTurn), which re-fetches the live report and flips the view through `loading`. At turn 0 the only row is the live turn, so the dropdown always fired a pointless backend round-trip and redraw. Guard goToTurn() against re-selecting the on-screen turn (turn === viewedTurn): just close the popover and stop. Leaving history is unaffected — there the viewed turn differs from the target. Closes #45 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -12,7 +12,10 @@ drawer below the 768 px breakpoint, mirroring `view-menu.svelte`.
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Selecting a row calls `gameState.viewTurn(N)`; the row that matches
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`currentTurn` delegates to `gameState.returnToCurrent()` so the
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"leave history" path always flows through one method.
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"leave history" path always flows through one method. Selecting the
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row already on screen (`viewedTurn`) is a pure no-op — most visibly
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at turn 0, where the sole row is the live turn — so the navigator
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never re-fetches the report just to redraw the same snapshot.
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-->
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<script lang="ts">
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import { getContext, onMount } from "svelte";
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@@ -64,6 +67,13 @@ Selecting a row calls `gameState.viewTurn(N)`; the row that matches
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async function goToTurn(turn: number): Promise<void> {
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open = false;
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if (gameState === undefined) return;
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// Re-selecting the turn already on screen changes nothing, so just
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// close the popover. Without this guard the current-turn row routes
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// through `returnToCurrent()` → `viewTurn(currentTurn)`, which
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// re-fetches the live report and flips the view through `loading` —
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// most visibly at turn 0, where the only row is the live turn.
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// Leaving history still works: there the viewed turn differs.
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if (turn === gameState.viewedTurn) return;
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if (turn === gameState.currentTurn) {
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await gameState.returnToCurrent();
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return;
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