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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@@ -22,7 +22,8 @@ if (isMock && typeof window !== 'undefined') {
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};
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// Drive the auto-match opponent join deterministically from the e2e (the mock otherwise
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// attaches a robot on a timer).
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(window as unknown as { __mock?: { joinOpponent(): void } }).__mock = {
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(window as unknown as { __mock?: { joinOpponent(): void; joinOpponentSilently(): void } }).__mock = {
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joinOpponent: () => (gateway as MockGateway).joinPendingOpponent(),
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joinOpponentSilently: () => (gateway as MockGateway).joinPendingOpponentSilently(),
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};
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}
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