Merge pull request 'fix(ui): poll/refetch fallback for a missed opponent_joined in the open-game wait' (#54) from feature/open-game-wait-poll-fallback into development
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This commit was merged in pull request #54.
This commit is contained in:
2026-06-13 22:21:03 +00:00
6 changed files with 136 additions and 9 deletions
+5 -1
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@@ -572,7 +572,11 @@ renders the next turn without a self-refetch. The `notify` package owns the Flat
(fed wire-agnostic input structs by the domain services) and the gateway forwards every payload
verbatim. Auto-match needs no match poll — `Enqueue` returns the game the player enters
synchronously, and an opponent later taking the open seat arrives as the in-app **opponent-joined**
event; for the lobby **notification badge** (incoming friend requests + open
event. Unlike a move, that event has no follow-up delta to trigger the move-count gap recovery, so
the waiting game screen recovers a missed join itself: it **polls `game.state` while the stream is
down, refetches once on stream reconnect, and resyncs on a foreground regain that did not drop the
stream** (covering an event shed from a full hub buffer while suspended), so a join missed during an
outage or while the app was backgrounded still resolves the open game in place. For the lobby **notification badge** (incoming friend requests + open
invitations) the client re-polls on the `notify` event and on lobby open / focus, covering a push
missed while the app was hidden. **Out-of-app platform push** is a fallback
the **gateway** routes from the same firehose: for an event whose recipient has **no
+47
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@@ -29,3 +29,50 @@ test('quick game: enter immediately, wait for an opponent, then it joins', async
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
await expect(page.getByRole('button', { name: 'Drop game' })).toBeEnabled();
});
// The opponent_joined push is best-effort and never replayed, so a join that lands while the live
// stream is down is lost. The waiting game screen recovers it without a push: a poll while the
// stream is down, and a refetch on stream reconnect. The __stream hook (lib/app.svelte.ts) drops /
// restores the stream; while it is dropped the mock has no subscriber, so joinOpponent emits to
// no one — exactly the missed-event case.
async function enterOpenGame(page: import('@playwright/test').Page): Promise<void> {
await page.goto('/');
await page.getByRole('button', { name: /guest/i }).click();
await page.getByRole('button', { name: /New/ }).click();
await page.locator('.variant').first().click();
await page.getByRole('button', { name: /Start game/i }).click();
await expect(page.getByText(/Searching for opponent/)).toBeVisible();
}
test('quick game: a poll recovers a join missed while the live stream is down', async ({ page }) => {
await enterOpenGame(page);
// Drop the stream (no auto-reconnect), then let the opponent join: the push reaches no one, so
// only the poll fallback can restore the UI.
await page.evaluate(() => (window as unknown as { __stream: { drop(): void } }).__stream.drop());
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
});
test('quick game: a stream reconnect recovers a join missed while it was down', async ({ page }) => {
await enterOpenGame(page);
// The opponent joins while the stream is down (the push is lost), then it reconnects before the
// poll could tick — the reconnect refetch is what catches up.
await page.evaluate(() => (window as unknown as { __stream: { drop(): void } }).__stream.drop());
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await page.evaluate(() => (window as unknown as { __stream: { restore(): void } }).__stream.restore());
await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
});
test('quick game: a foreground resync recovers a join shed while the stream stayed alive', async ({ page }) => {
await enterOpenGame(page);
// The opponent joins but the event is shed with the stream still alive (no reconnect, and the
// poll only runs while the stream is down): nothing has recovered yet.
await page.evaluate(() => (window as unknown as { __mock: { joinOpponentSilently(): void } }).__mock.joinOpponentSilently());
await expect(page.getByText(/Searching for opponent/)).toBeVisible();
// Returning to the foreground resyncs the open game (pageshow drives goForeground).
await page.evaluate(() => window.dispatchEvent(new Event('pageshow')));
await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
});
+36
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@@ -238,6 +238,42 @@
}
});
// The live-event hub is best-effort and never replays (see lib/app.svelte.ts): an event dropped
// while the stream is down — or shed from a full subscriber buffer — is gone for good.
// opponent_moved and game_over self-heal via the next event's move-count gap check, but
// opponent_joined has no follow-up event, so the open-game wait needs its own recovery. Two
// fallbacks, mirroring the matchmaking poll PR #51 moved in here from the lobby:
// (A) On a stream reconnect (alive false -> true) refetch once to catch up on anything missed
// while it was down. The common case is a mobile suspend that drops the stream, the opponent
// joining during it, then a silent resume; this also rescues a missed opponent_moved/game_over.
let wasStreamAlive = app.streamAlive;
$effect(() => {
const alive = app.streamAlive;
if (alive && !wasStreamAlive) void load();
wasStreamAlive = alive;
});
// (B) While still waiting for an opponent with the stream down, the opponent_joined push cannot
// reach us at all; poll the game state until the seat fills (then waitingForOpponent flips and
// the timer is torn down) or the stream returns and (A) takes over.
$effect(() => {
if (!waitingForOpponent || app.streamAlive) return;
const timer = setInterval(() => void load(), 2500);
return () => clearInterval(timer);
});
// (C) Returning to the foreground without the stream having dropped (so (A) does not fire) may
// still have missed an event shed from a full hub buffer while suspended; refetch once per resync.
let lastResync = app.resync;
$effect(() => {
const r = app.resync;
if (r !== lastResync) {
lastResync = r;
void load();
}
});
function isCoarse(): boolean {
return typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
}
+26 -2
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@@ -36,7 +36,9 @@ export interface Toast {
export const app = $state<{
ready: boolean;
/** Whether the live-event stream is connected; drives the matchmaking poll fallback. */
/** Whether the live-event stream is connected. The event hub is best-effort and never replays a
* missed event, so an open game waiting for an opponent uses this to recover: it polls the game
* state while the stream is down and refetches once on reconnect (see game/Game.svelte). */
streamAlive: boolean;
session: Session | null;
profile: Profile | null;
@@ -53,6 +55,10 @@ export const app = $state<{
notifications: number;
/** Unread chat-message count per game id, for the in-game score-bar and 💬 badges. */
chatUnread: Record<string, number>;
/** Monotonic counter bumped when the app returns to the foreground without the live stream
* having dropped. An open game watches it to refetch once, recovering an in-game event shed
* from a full hub buffer while suspended (the stream-drop case is covered by streamAlive). */
resync: number;
}>({
ready: false,
streamAlive: false,
@@ -68,6 +74,7 @@ export const app = $state<{
localeLocked: false,
notifications: 0,
chatUnread: {},
resync: 0,
});
let unsubscribeStream: (() => void) | null = null;
@@ -102,7 +109,13 @@ function goForeground(): void {
backgrounded = false;
foregroundedAt = Date.now();
if (!app.session) return;
if (!app.streamAlive) openStream(); // silently re-establish a stream dropped while away
if (!app.streamAlive) {
openStream(); // re-establish a stream dropped while away (its reconnect refetch then runs)
} else {
// The stream stayed alive across the suspend, so the reconnect refetch will not fire — but an
// event may have been shed from a full hub buffer while away; nudge an open game to refetch.
app.resync++;
}
void refreshNotifications();
}
@@ -500,3 +513,14 @@ if (typeof window !== 'undefined') {
}
telegramOnEvent('activated', goForeground);
telegramOnEvent('deactivated', goBackground);
// Mock-mode e2e seam (tree-shaken from a production build): drive the live-stream lifecycle so the
// e2e can exercise the open-game fallbacks for a missed opponent_joined. `drop` tears the stream
// down without scheduling a reconnect — so only the in-game poll can then recover — and `restore`
// reopens it (the reconnect catch-up path). Never wired outside mock mode.
if (import.meta.env.MODE === 'mock' && typeof window !== 'undefined') {
(window as unknown as { __stream?: { drop(): void; restore(): void } }).__stream = {
drop: closeStream,
restore: openStream,
};
}
+2 -1
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@@ -22,7 +22,8 @@ if (isMock && typeof window !== 'undefined') {
};
// Drive the auto-match opponent join deterministically from the e2e (the mock otherwise
// attaches a robot on a timer).
(window as unknown as { __mock?: { joinOpponent(): void } }).__mock = {
(window as unknown as { __mock?: { joinOpponent(): void; joinOpponentSilently(): void } }).__mock = {
joinOpponent: () => (gateway as MockGateway).joinPendingOpponent(),
joinOpponentSilently: () => (gateway as MockGateway).joinPendingOpponentSilently(),
};
}
+20 -5
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@@ -181,14 +181,22 @@ export class MockGateway implements GatewayClient {
return { matched: false, game: structuredClone(g.view) };
}
// seatOpponent seats a robot in an open game's empty seat and returns the game (null once it is no
// longer open). Shared by the live join (which then pushes opponent_joined) and the silent e2e
// variant (which omits the push).
private seatOpponent(id: string): MockGame | null {
const game = this.games.get(id);
if (!game || game.view.status !== 'open') return null;
game.view.status = 'active';
game.view.seats[1] = { seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false };
return game;
}
// fillOpponent seats a robot in an open game's empty seat and pushes opponent_joined — the
// mock of a human or robot taking the seat. A no-op once the game is no longer open.
private fillOpponent(id: string): void {
const game = this.games.get(id);
if (!game || game.view.status !== 'open') return;
game.view.status = 'active';
game.view.seats[1] = { seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false };
this.emit({ kind: 'opponent_joined', gameId: id, state: this.stateOf(game) });
const game = this.seatOpponent(id);
if (game) this.emit({ kind: 'opponent_joined', gameId: id, state: this.stateOf(game) });
}
// joinPendingOpponent is the e2e hook (exposed as window.__mock.joinOpponent) to attach the
@@ -198,6 +206,13 @@ export class MockGateway implements GatewayClient {
if (this.openGameId) this.fillOpponent(this.openGameId);
}
// joinPendingOpponentSilently seats the opponent WITHOUT pushing opponent_joined — the mock of an
// event shed from a full hub buffer while the stream is alive, so the UI recovers only on a
// foreground resync. e2e hook: window.__mock.joinOpponentSilently.
joinPendingOpponentSilently(): void {
if (this.openGameId) this.seatOpponent(this.openGameId);
}
async lobbyPoll(): Promise<MatchResult> {
if (this.pendingMatch) {
const g = this.games.get(this.pendingMatch);