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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@@ -181,14 +181,22 @@ export class MockGateway implements GatewayClient {
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return { matched: false, game: structuredClone(g.view) };
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}
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// seatOpponent seats a robot in an open game's empty seat and returns the game (null once it is no
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// longer open). Shared by the live join (which then pushes opponent_joined) and the silent e2e
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// variant (which omits the push).
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private seatOpponent(id: string): MockGame | null {
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const game = this.games.get(id);
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if (!game || game.view.status !== 'open') return null;
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game.view.status = 'active';
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game.view.seats[1] = { seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false };
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return game;
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}
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// fillOpponent seats a robot in an open game's empty seat and pushes opponent_joined — the
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// mock of a human or robot taking the seat. A no-op once the game is no longer open.
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private fillOpponent(id: string): void {
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const game = this.games.get(id);
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if (!game || game.view.status !== 'open') return;
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game.view.status = 'active';
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game.view.seats[1] = { seat: 1, accountId: 'robot', displayName: 'Robo', score: 0, hintsUsed: 0, isWinner: false };
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this.emit({ kind: 'opponent_joined', gameId: id, state: this.stateOf(game) });
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const game = this.seatOpponent(id);
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if (game) this.emit({ kind: 'opponent_joined', gameId: id, state: this.stateOf(game) });
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}
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// joinPendingOpponent is the e2e hook (exposed as window.__mock.joinOpponent) to attach the
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@@ -198,6 +206,13 @@ export class MockGateway implements GatewayClient {
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if (this.openGameId) this.fillOpponent(this.openGameId);
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}
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// joinPendingOpponentSilently seats the opponent WITHOUT pushing opponent_joined — the mock of an
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// event shed from a full hub buffer while the stream is alive, so the UI recovers only on a
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// foreground resync. e2e hook: window.__mock.joinOpponentSilently.
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joinPendingOpponentSilently(): void {
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if (this.openGameId) this.seatOpponent(this.openGameId);
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}
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async lobbyPoll(): Promise<MatchResult> {
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if (this.pendingMatch) {
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const g = this.games.get(this.pendingMatch);
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