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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@@ -574,8 +574,9 @@ verbatim. Auto-match needs no match poll — `Enqueue` returns the game the play
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synchronously, and an opponent later taking the open seat arrives as the in-app **opponent-joined**
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synchronously, and an opponent later taking the open seat arrives as the in-app **opponent-joined**
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event. Unlike a move, that event has no follow-up delta to trigger the move-count gap recovery, so
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event. Unlike a move, that event has no follow-up delta to trigger the move-count gap recovery, so
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the waiting game screen recovers a missed join itself: it **polls `game.state` while the stream is
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the waiting game screen recovers a missed join itself: it **polls `game.state` while the stream is
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down and refetches once on stream reconnect**, so a join missed during an outage or while the app
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down, refetches once on stream reconnect, and resyncs on a foreground regain that did not drop the
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was backgrounded still resolves the open game in place. For the lobby **notification badge** (incoming friend requests + open
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stream** (covering an event shed from a full hub buffer while suspended), so a join missed during an
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outage or while the app was backgrounded still resolves the open game in place. For the lobby **notification badge** (incoming friend requests + open
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invitations) the client re-polls on the `notify` event and on lobby open / focus, covering a push
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invitations) the client re-polls on the `notify` event and on lobby open / focus, covering a push
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missed while the app was hidden. **Out-of-app platform push** is a fallback
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missed while the app was hidden. **Out-of-app platform push** is a fallback
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the **gateway** routes from the same firehose: for an event whose recipient has **no
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the **gateway** routes from the same firehose: for an event whose recipient has **no
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@@ -64,3 +64,15 @@ test('quick game: a stream reconnect recovers a join missed while it was down',
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await expect(page.getByText('Robo')).toBeVisible();
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await expect(page.getByText('Robo')).toBeVisible();
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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});
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});
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test('quick game: a foreground resync recovers a join shed while the stream stayed alive', async ({ page }) => {
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await enterOpenGame(page);
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// The opponent joins but the event is shed with the stream still alive (no reconnect, and the
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// poll only runs while the stream is down): nothing has recovered yet.
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await page.evaluate(() => (window as unknown as { __mock: { joinOpponentSilently(): void } }).__mock.joinOpponentSilently());
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await expect(page.getByText(/Searching for opponent/)).toBeVisible();
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// Returning to the foreground resyncs the open game (pageshow drives goForeground).
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await page.evaluate(() => window.dispatchEvent(new Event('pageshow')));
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await expect(page.getByText('Robo')).toBeVisible();
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await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
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});
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@@ -263,6 +263,17 @@
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return () => clearInterval(timer);
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return () => clearInterval(timer);
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});
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});
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// (C) Returning to the foreground without the stream having dropped (so (A) does not fire) may
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// still have missed an event shed from a full hub buffer while suspended; refetch once per resync.
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let lastResync = app.resync;
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$effect(() => {
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const r = app.resync;
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if (r !== lastResync) {
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lastResync = r;
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void load();
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}
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});
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function isCoarse(): boolean {
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function isCoarse(): boolean {
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return typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
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return typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
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}
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}
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@@ -55,6 +55,10 @@ export const app = $state<{
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notifications: number;
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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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/** 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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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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}>({
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ready: false,
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ready: false,
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streamAlive: 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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localeLocked: false,
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notifications: 0,
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notifications: 0,
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chatUnread: {},
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chatUnread: {},
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resync: 0,
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});
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});
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let unsubscribeStream: (() => void) | null = null;
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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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backgrounded = false;
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foregroundedAt = Date.now();
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foregroundedAt = Date.now();
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if (!app.session) return;
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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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void refreshNotifications();
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}
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}
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@@ -22,7 +22,8 @@ if (isMock && typeof window !== 'undefined') {
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};
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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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// 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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// 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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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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}
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}
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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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return { matched: false, game: structuredClone(g.view) };
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}
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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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// 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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// 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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private fillOpponent(id: string): void {
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const game = this.games.get(id);
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const game = this.seatOpponent(id);
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if (!game || game.view.status !== 'open') return;
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if (game) this.emit({ kind: 'opponent_joined', gameId: id, state: this.stateOf(game) });
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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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}
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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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// 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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if (this.openGameId) this.fillOpponent(this.openGameId);
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}
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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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async lobbyPoll(): Promise<MatchResult> {
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if (this.pendingMatch) {
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if (this.pendingMatch) {
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const g = this.games.get(this.pendingMatch);
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const g = this.games.get(this.pendingMatch);
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