Stage 17 #2: Connecting indicator + auto-retry, instead of red toasts
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Connectivity failures become state, not a toast on every attempt. A global online
signal (lib/connection.svelte.ts) flips on a transport unavailable / rate_limited and
on the live stream's drop, driving a pure-CSS header spinner + 'Connecting…' in place
of the title and softly disabling the in-game server actions (commit / exchange / pass
/ hint; local board/rack/reset stay live).

- transport: exec auto-retries with capped exponential backoff — every op on a
  rate-limit (rejected before processing, safe), reads only on unavailable (a mutation
  is never blindly re-sent, to avoid double-applying one whose response was lost; its
  button is disabled while offline so the player re-issues on reconnect). A reachability
  watcher (profile.get probe) and any successful traffic clear the signal.
- the old red error.unavailable toast is gone (handleError suppresses connection codes;
  the indicator replaces it). A server-data screen still opens with the spinner and
  fills on reconnect (global indicator + read auto-retry), so navigation is never dead.
- pure retry policy unit-tested (retry.ts); a mock-only window.__conn hook drives a
  Chromium+WebKit e2e (indicator shows offline, the action disables, both clear on
  reconnect). Full suite + build green.
- docs: ARCHITECTURE transport note, FUNCTIONAL (+ _ru), PLAN tracker (incl. #1 — the
  bot already drains all updates, no change).

Also records #1 as investigated/no-change in PLAN. Other server-action buttons (chat
send, profile save, …) still degrade to a safe no-op offline; visual disable is easy to
extend.
This commit is contained in:
Ilia Denisov
2026-06-09 01:48:20 +02:00
parent 844f26bbae
commit ef61b778fc
16 changed files with 334 additions and 18 deletions
+11 -3
View File
@@ -23,6 +23,8 @@ import {
} from './telegram';
import { parseStartParam } from './deeplink';
import { clearSession, loadPrefs, loadSession, saveSession, savePrefs } from './session';
import { reportOffline, reportOnline, resetConnection } from './connection.svelte';
import { isConnectionCode } from './retry';
import { clearGameCache } from './gamecache';
import { clearLobby } from './lobbycache';
import type { BoardLabelMode } from './boardlabels';
@@ -121,6 +123,9 @@ export function handleError(err: unknown): void {
void logout();
return;
}
// A connectivity failure is shown by the "Connecting…" header indicator (and auto-retried),
// not a red toast on every attempt.
if (isConnectionCode(err.code)) return;
showToast(t(errorKey(err.code)), 'error');
return;
}
@@ -132,6 +137,7 @@ function openStream(): void {
streamAlive = true;
unsubscribeStream = gateway.subscribe(
(e) => {
reportOnline(); // a delivered event proves the gateway is reachable
app.lastEvent = e;
if (e.kind === 'chat_message' && e.message.senderId !== app.session?.userId) {
// While the player is on that game's chat screen, neither toast nor bump the unread.
@@ -155,9 +161,10 @@ function openStream(): void {
},
() => {
streamAlive = false;
// A background suspend drops the single-shot stream. Keep the banner hidden while
// backgrounded or just-resumed (bannerSuppressed); always schedule a retry.
if (!bannerSuppressed()) showToast(t('error.unavailable'), 'error');
// A background suspend drops the single-shot stream. Keep the indicator hidden while
// backgrounded or just-resumed (bannerSuppressed); otherwise show "Connecting…" (the
// reachability watcher and this scheduled retry recover it). Always schedule a retry.
if (!bannerSuppressed()) reportOffline();
scheduleReconnect();
},
);
@@ -399,6 +406,7 @@ export async function loginEmail(email: string, code: string): Promise<void> {
export async function logout(): Promise<void> {
closeStream();
resetConnection();
clearGameCache();
clearLobby();
gateway.setToken(null);