fix(ui): also resync an open game on a foreground regain without a stream drop
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Closes the residual tail of the previous commit: when the live stream stays alive across a brief suspend (Telegram/iOS can pause the socket without tearing it down), an in-game event shed from a full hub buffer is never recovered by the reconnect refetch (no reconnect) or the open-game poll (it only runs while the stream is down). Mirror the lobby's focus re-poll: bump app.resync on a foreground regain that did not drop the stream, and have Game.svelte refetch the open game once per resync. Also rescues a missed move/game_over after a suspend. Add a silent-join mock seam + an e2e isolating this path; extend the ARCHITECTURE §10 fallback note.
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@@ -55,6 +55,10 @@ export const app = $state<{
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notifications: number;
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/** Unread chat-message count per game id, for the in-game score-bar and 💬 badges. */
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chatUnread: Record<string, number>;
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/** Monotonic counter bumped when the app returns to the foreground without the live stream
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* having dropped. An open game watches it to refetch once, recovering an in-game event shed
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* from a full hub buffer while suspended (the stream-drop case is covered by streamAlive). */
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resync: number;
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}>({
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ready: false,
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streamAlive: false,
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@@ -70,6 +74,7 @@ export const app = $state<{
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localeLocked: false,
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notifications: 0,
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chatUnread: {},
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resync: 0,
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});
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let unsubscribeStream: (() => void) | null = null;
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@@ -104,7 +109,13 @@ function goForeground(): void {
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backgrounded = false;
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foregroundedAt = Date.now();
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if (!app.session) return;
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if (!app.streamAlive) openStream(); // silently re-establish a stream dropped while away
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if (!app.streamAlive) {
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openStream(); // re-establish a stream dropped while away (its reconnect refetch then runs)
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} else {
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// The stream stayed alive across the suspend, so the reconnect refetch will not fire — but an
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// event may have been shed from a full hub buffer while away; nudge an open game to refetch.
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app.resync++;
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}
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void refreshNotifications();
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}
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