The e2e booted the unminified Vite dev server, so production-minification bugs
were invisible to it — exactly how a minifier dropping a bare `void recenter`
reactive read slipped through. Build the app in mock mode and serve the minified
artifact via `vite preview` instead, so the smoke exercises the same bundle the
contour ships. Build to dist-e2e/ (gitignored) so it never clobbers the dist/ the
bundle-size gate measures, and with `--base /` so the SPA-fallback also boots a
subpath like /telegram/ (the production relative base needs the gateway's path
mapping, absent under a plain preview). All 118 specs pass against the build on
both engines, including the hint-recenter spec — confirming the hardened
dependency survives minification.
The recenter effect declared its dependency with a bare `void recenter`, which a
production minifier could drop as a side-effect-free statement (the e2e runs only
the unminified dev server, so it would not catch that). Read the nonce into a
used variable and gate the pan on it actually changing (`recentered`), so the
reactive dependency is robust to minification and the board pans only on an
explicit hint recenter — never on an incidental re-run such as a viewport resize.
The in-game live-event $effect read `view`/`moves`/`placement` (via cacheSnapshot
and direct reads) AND wrote `view` in its branches, so those reads became the
effect's own dependencies: writing `view = …` re-ran the effect, and with
app.lastEvent unchanged it re-entered the same branch and wrote `view` again — a
tight self-invalidating loop that pinned the main thread, freezing the board and
rack. opponent_moved escaped it only because applyMoveDelta is idempotent on the
move count (no cache → no write on the second pass); opponent_joined and game_over
have no such guard, so an opponent joining hung the whole screen. Tracking
`placement` similarly re-fired the handler on every tile the player placed after
an opponent's move (a spurious reload).
Fix: the effect must depend only on app.lastEvent and process each event once.
Wrap the branch body in `untrack`, scoping its view/moves/placement reads out of
the effect's dependency set; the writes inside no longer re-trigger it.
e2e: after the opponent joins, placing a rack tile must render a pending tile —
verified RED (frozen, 0 pending tiles, both engines) before the fix, GREEN after.
The board only scrolled to the hint's word when the hint also toggled zoom (the
zoom-out case): the recenter effect tracked `zoomed` and read `focus` untracked,
so a hint taken while ALREADY zoomed in — no zoom change — never recentred and
the board stayed parked where the player was looking.
Add a `recenter` nonce the hint bumps; the board's scroll effect tracks it and,
when it fires without a zoom toggle, pans straight to `focus` (the board width is
stable, so the width-driven zoom tween has nothing to ride). Placing a 2nd+ tile
or hovering a dragged tile still set `focus` without the nonce, so the board
never jumps on those — the original no-jump intent is preserved.
e2e: zoom into the corner, then hint (the mock plays at the centre) — the board
pans toward the centre. Verified RED without the fix (both engines), GREEN with.
Builds on the cross-screen cache work: the global stream handler now keeps both
caches current no matter which screen is mounted, and invitations become a live
delta channel so the lobby's invitations list is fresh from any screen too.
Client (boundary already started):
- advanceCached now also folds opponent_joined into a not-currently-viewed game's
cache via a new pure reducer applyOpponentJoined (extracted and reused by the
mounted game board), so opening an open game that filled while you were elsewhere
is flash-free.
- patchLobbyInvitation upserts a still-pending invitation and removes a terminal
one (started/declined/cancelled/expired); the global notify handler calls it on
the invitation / invitation_update sub-kinds.
Invitations delta channel (no wire/gateway/connector change — the notification
already carries the full invitation with id/status/game_id end to end):
- notify: a new in-app-only NotifyInvitationUpdate sub + NotificationInvitationUpdate
constructor (shares encoding with NotificationInvitation). The Telegram connector
renders no message for it, so a decline/cancel never becomes an out-of-app push.
- lobby: emit the changed invitation to every participant on respond (accept/decline),
on the final accept's game start, and on cancel — so each participant's lobby patches
its list in place. The authoritative list holds only pending invitations, so the
client's pending-vs-terminal rule matches it exactly.
Tests: applyOpponentJoined + patchLobbyInvitation unit tests (TDD), the
NotificationInvitationUpdate encoding unit test, and integration assertions that
decline/cancel/accept publish invitation_update to every participant. Full local
suite green (backend unit+integration, UI check/unit/build/bundle/e2e). Docs:
ARCHITECTURE §10 (notify catalog + in-app-only note) and UI_DESIGN updated.