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.
This commit is contained in:
Ilia Denisov
2026-06-14 00:14:49 +02:00
parent 16402e64c0
commit 4409253dce
6 changed files with 60 additions and 9 deletions
+2 -1
View File
@@ -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(),
};
}