display_name validation gains a rule: at most 5 special characters — the '.' / '_'
punctuation (spaces, which separate words, don't count) — so a still-well-formed name
can't be mostly punctuation. Mirrored in the Go ValidateDisplayName and the UI
validDisplayName; both unit-tested (5 ok, 6 rejected, 'J. R. R. Tolkien' ok). Docs:
FUNCTIONAL (+ _ru).
A dropped/reset/timed-out connection can surface as a Connect code other than
Unavailable (Canceled/DeadlineExceeded/Unknown/…) which fell through to the generic
'internal' -> a red 'something went wrong' toast appeared alongside the Connecting
spinner. Now toGatewayError (moved to the pure retry.ts, unit-tested) collapses every
transport-level code to 'unavailable' so it is retried + flips offline; and handleError
suppresses the toast for any connection code AND whenever the app is mid-reconnect
(!connection.online), covering the race where a unary error lands before the stream
reports the drop. Genuine server-internal / domain errors still toast while online.
Following the in-game bar, the Connecting indicator now also visually disables the
other proactive (server-sending) controls while offline: chat send + nudge, profile
save / link email|telegram / merge-confirm, friends (redeem, get-code, accept/decline,
unfriend, block, unblock), New Game (auto-match variant + send-invitation) and the
lobby hide ❌. Purely local controls (board/rack/reset, menus, navigation, settings,
copy-code) stay live. Each reads the global connection.online signal; full e2e + check
green.
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.