Files
scrabble-game/ui/src/lib/retry.ts
T
Ilia Denisov 84ecc85f51 Stage 17 #2 fix: connection failures show only the spinner, never a toast
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.
2026-06-09 07:42:47 +02:00

86 lines
3.5 KiB
TypeScript

// Retry policy + error classification for the gateway transport (Stage 17). When a unary call
// fails at the transport level the app retries it with capped exponential backoff while showing
// the "Connecting…" indicator, instead of flashing a red toast each time.
//
// Idempotency: a rate-limit rejection (ResourceExhausted) never reached the backend, so any op is
// safe to retry. A transport 'unavailable' is ambiguous for a mutation (its response could have
// been lost after the backend applied it), so only **read-only** ops are auto-retried on
// 'unavailable'; a mutation is surfaced instead (its button is disabled while offline and
// re-enables on reconnect, so the player re-issues it deliberately).
import { Code, ConnectError } from '@connectrpc/connect';
import { GatewayError } from './client';
/**
* toGatewayError normalises a thrown Connect/transport error to a GatewayError with a stable code.
* Connection-level failures — the server is unreachable, the request timed out, was reset or
* cancelled, or a raw network error — all collapse to **'unavailable'**, so they are handled as
* connectivity (the indicator + retry), never as a red error toast. A genuine server-side
* 'internal' or a domain code is preserved.
*/
export function toGatewayError(e: unknown): GatewayError {
if (e instanceof ConnectError) {
switch (e.code) {
case Code.Unauthenticated:
return new GatewayError('session_invalid', e.message);
case Code.ResourceExhausted:
return new GatewayError('rate_limited', e.message);
case Code.Unavailable:
case Code.DeadlineExceeded:
case Code.Canceled:
case Code.Aborted:
case Code.Unknown:
return new GatewayError('unavailable', e.message);
case Code.NotFound:
return new GatewayError('not_found', e.message);
default:
return new GatewayError('internal', e.message);
}
}
return new GatewayError('unavailable', String(e));
}
/** READ_OPS is the set of side-effect-free message types (safe to auto-retry on any failure). */
export const READ_OPS: ReadonlySet<string> = new Set([
'profile.get',
'games.list',
'game.state',
'game.history',
'game.gcg',
'game.evaluate',
'game.check_word',
'stats.get',
'lobby.poll',
'chat.list',
'draft.get',
'friends.list',
'friends.incoming',
'friends.outgoing',
'blocks.list',
'invitation.list',
]);
/**
* retryable reports whether a failed op should be auto-retried. A rate-limit rejection is always
* safe (the gateway rejected it before processing); a transport 'unavailable' is retried only for
* read-only ops, never a mutation; every other code (a domain rejection, not-found, …) is final.
*/
export function retryable(code: string, op: string): boolean {
if (code === 'rate_limited') return true;
if (code === 'unavailable') return READ_OPS.has(op);
return false;
}
/** isConnectionCode reports whether a code is a transport/connectivity failure the Connecting
* indicator covers (so the UI suppresses its red toast). */
export function isConnectionCode(code: string): boolean {
return code === 'unavailable' || code === 'rate_limited';
}
/** backoffMs is the delay before retry attempt n (1-based): capped exponential growth plus a
* little jitter, so a fleet of clients does not retry in lockstep after an outage. */
export function backoffMs(attempt: number): number {
const base = Math.min(8000, 500 * 2 ** Math.max(0, attempt - 1));
return base + Math.floor(Math.random() * 250);
}