release: offline mode + local pass-and-play (hotseat) — proposed v1.12.0 #212

Merged
developer merged 79 commits from development into master 2026-07-07 14:40:43 +00:00
4 changed files with 42 additions and 6 deletions
Showing only changes of commit e0d28733ff - Show all commits
+25
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@@ -577,6 +577,29 @@ function promptOfflineChoice(): Promise<boolean> {
});
}
/**
* initNetworkReactivity reacts to mid-session network changes (e.g. the player toggling flight mode):
* losing the network interface enters offline mode automatically (session-only); regaining it
* verifies the gateway is really reachable (an interface being up does not guarantee it) and returns
* to online — but only if the offline was auto. A deliberate offline (the Settings toggle or the
* cold-start dialog) is left as the player's choice. These are passive OS events — no polling, no
* battery cost. Web-only and skipped in the mock (the e2e drives connectivity directly).
*/
export function initNetworkReactivity(): void {
if (typeof window === 'undefined' || import.meta.env.MODE === 'mock') return;
window.addEventListener('offline', () => {
if (!offlineMode.active) setOfflineMode(true, false); // auto (session) — self-heals below
});
window.addEventListener('online', () => {
if (offlineMode.active && offlineMode.auto) {
void checkReachable(BOOT_REACHABILITY_TIMEOUT_MS).then((reachable) => {
// Re-read the flags — the player may have chosen offline meanwhile — before returning online.
if (reachable && offlineMode.active && offlineMode.auto) setOfflineMode(false);
});
}
});
}
/**
* applyLinkResult applies a completed account link or merge: it adopts a
* switched session (a guest initiator whose durable counterpart won, so the active
@@ -826,6 +849,8 @@ export async function bootstrap(): Promise<void> {
// worker so the app is installable — Chromium needs a registered SW, notably on Android. Web-only
// and skipped in the mock build; see lib/pwa.svelte.
registerServiceWorker();
// React to mid-session network changes (e.g. flight mode) for the rest of the session.
initNetworkReactivity();
// Deliberate offline mode carried over from a prior session: with no network the session adoption
// + profile fetch below would hang the splash, so skip them and launch straight from the cached
+4 -3
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@@ -9,6 +9,7 @@
// other traffic is in flight.
import { backoffMs } from './retry';
import { offlineMode } from './offline.svelte';
let online = $state(true);
let watchTimer: ReturnType<typeof setTimeout> | null = null;
@@ -39,10 +40,8 @@ export async function checkReachable(timeoutMs: number): Promise<boolean> {
probe(),
new Promise<never>((_, reject) => setTimeout(() => reject(new Error('reachability timeout')), timeoutMs)),
]);
reportOnline();
return true;
} catch {
reportOffline();
return false;
}
}
@@ -71,7 +70,9 @@ function scheduleProbe(attempt: number): void {
watchTimer = setTimeout(
() => {
watchTimer = null;
if (online || !probe) return;
// Never probe the network in offline mode (the kill switch); the online/offline events drive
// recovery there instead.
if (online || !probe || offlineMode.active) return;
probe().then(reportOnline, () => scheduleProbe(Math.min(attempt + 1, 6)));
},
backoffMs(attempt),
+10 -2
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@@ -11,13 +11,21 @@ import type { Profile } from './model';
// Not named `state` (a svelte-check hazard: `$state` would then read as a store subscription).
let active = $state(loadOfflinePref());
// True while the current offline state was entered automatically (no network detected), not chosen
// by the player. An auto offline self-heals to online when the network returns; a deliberate one is
// left as the player's choice.
let auto = $state(false);
/** offlineMode exposes the reactive deliberate-offline flag; read it in markup / $derived. */
/** offlineMode exposes the reactive offline flags; read them in markup / $derived. */
export const offlineMode = {
/** active is true while the app is in deliberate offline mode. */
/** active is true while the app is in offline mode (deliberate or auto-detected). */
get active(): boolean {
return active;
},
/** auto is true while offline was entered automatically (no network), not by the player. */
get auto(): boolean {
return auto;
},
};
/**
+3 -1
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@@ -40,7 +40,9 @@ export function createTransport(baseUrl: string): GatewayClient {
// (it must reject when there is no session, so the watcher keeps waiting rather than reporting up).
const reachabilityProbe = async (): Promise<void> => {
if (!token) throw new Error('no session');
assertOnline();
// Exempt from the offline kill switch: the probe IS the reachability check that decides whether to
// return online, and it fires only deliberately — the connection watcher is guarded off in offline
// mode, and checkReachable runs it on an online event — so it must reach the gateway while offline.
await client.execute({ messageType: 'profile.get', payload: codec.empty(), requestId: '' }, { headers: headers() });
};
registerProbe(reachabilityProbe);