feat(ui): cross-screen caches + invitation delta channel + hint recenter on a zoomed board #56

Merged
developer merged 5 commits from feature/lobby-cache-any-screen-invitation-delta into development 2026-06-14 10:57:37 +00:00
2 changed files with 46 additions and 23 deletions
Showing only changes of commit 1cc6c0d56e - Show all commits
+14
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@@ -76,3 +76,17 @@ test('quick game: a foreground resync recovers a join shed while the stream stay
await expect(page.getByText('Robo')).toBeVisible(); await expect(page.getByText('Robo')).toBeVisible();
await expect(page.getByText(/Searching for opponent/)).toHaveCount(0); await expect(page.getByText(/Searching for opponent/)).toHaveCount(0);
}); });
// Regression: an opponent joining must not freeze the screen. The in-game live-event effect tracked
// the `view` it also writes, so opponent_joined re-invalidated itself in a tight loop (opponent_moved
// was spared only by its delta's move-count idempotency). The board must still respond afterwards.
test('quick game: the board stays interactive after the opponent joins', async ({ page }) => {
await enterOpenGame(page);
await page.evaluate(() => (window as unknown as { __mock: { joinOpponent(): void } }).__mock.joinOpponent());
await expect(page.getByText('Robo')).toBeVisible();
// Place a rack tile on the centre star: a frozen screen renders no pending tile.
await page.locator('.rack .tile').first().click();
await page.locator('[data-cell]:not(.filled)').nth(112).click(); // row 7, col 7
await expect(page.locator('[data-cell].pending')).toHaveCount(1);
});
+32 -23
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@@ -1,5 +1,5 @@
<script lang="ts"> <script lang="ts">
import { onDestroy, onMount } from 'svelte'; import { onDestroy, onMount, untrack } from 'svelte';
import Screen from '../components/Screen.svelte'; import Screen from '../components/Screen.svelte';
import TabBar from '../components/TabBar.svelte'; import TabBar from '../components/TabBar.svelte';
import TapConfirm from '../components/TapConfirm.svelte'; import TapConfirm from '../components/TapConfirm.svelte';
@@ -222,29 +222,38 @@
$effect(() => { $effect(() => {
const e = app.lastEvent; const e = app.lastEvent;
if (!e) return; if (!e) return;
if (e.kind === 'opponent_moved' && e.gameId === id) { // Depend only on app.lastEvent: process each event once. The branches below READ and WRITE
// While composing, reload so a draft overlapping the new move is reconciled; otherwise apply // view/moves/placement, so tracking those reads would re-run this effect from its own
// the move as a delta with no fetch. // `view = …` write — with app.lastEvent unchanged it re-enters the same branch, a tight loop.
if (placement.pending.length > 0) void load(); // opponent_moved self-limits via the delta's move-count idempotency, but opponent_joined (and
else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen })); // game_over) do not, so an opponent joining froze the whole game screen. (Tracking placement
} else if (e.kind === 'your_turn' && e.gameId === id) { // likewise re-fired the handler on every tile a player placed.) untrack scopes the body's reads
// The opponent_moved delta carries the new state; your_turn only confirms the turn. Refetch // out of the effect's dependencies.
// only if we missed the move (our cached count trails the event's). untrack(() => {
if (view && e.moveCount > view.game.moveCount) void load(); if (e.kind === 'opponent_moved' && e.gameId === id) {
} else if (e.kind === 'game_over' && e.gameId === id) { // While composing, reload so a draft overlapping the new move is reconciled; otherwise apply
applyDelta(applyGameOver(cacheSnapshot(), e.game)); // the move as a delta with no fetch.
} else if (e.kind === 'opponent_joined' && e.gameId === id && e.state) { if (placement.pending.length > 0) void load();
// The opponent took the empty seat: adopt the new participants and status in place, else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen }));
// leaving the board, rack and any pending placement untouched (no refetch, no flicker). } else if (e.kind === 'your_turn' && e.gameId === id) {
const r = applyOpponentJoined(cacheSnapshot(), e.state); // The opponent_moved delta carries the new state; your_turn only confirms the turn. Refetch
if (r) { // only if we missed the move (our cached count trails the event's).
view = r.view; if (view && e.moveCount > view.game.moveCount) void load();
setCachedGame(id, r.view, r.moves); } else if (e.kind === 'game_over' && e.gameId === id) {
applyDelta(applyGameOver(cacheSnapshot(), e.game));
} else if (e.kind === 'opponent_joined' && e.gameId === id && e.state) {
// The opponent took the empty seat: adopt the new participants and status in place,
// leaving the board, rack and any pending placement untouched (no refetch, no flicker).
const r = applyOpponentJoined(cacheSnapshot(), e.state);
if (r) {
view = r.view;
setCachedGame(id, r.view, r.moves);
}
} else if (e.kind === 'notify' && (e.sub === 'friend_added' || e.sub === 'friend_declined')) {
// A request the player sent was answered: re-derive the in-game "add friend" state.
void loadFriends();
} }
} else if (e.kind === 'notify' && (e.sub === 'friend_added' || e.sub === 'friend_declined')) { });
// A request the player sent was answered: re-derive the in-game "add friend" state.
void loadFriends();
}
}); });
// The live-event hub is best-effort and never replays (see lib/app.svelte.ts): an event dropped // The live-event hub is best-effort and never replays (see lib/app.svelte.ts): an event dropped