Show backend reachability in the UI, fed by the server-list heartbeat (OPE-439) - #5384
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Included review availability: Your plan provides up to 8 included reviews per hour; 2 remain after this review. WalkthroughThe change adds debounced backend outage detection, throttled manual retries, multiplayer gating on web and desktop, and confirmed-outage status feedback. Tests cover recovery, retry behavior, join handling, and component rendering. ChangesBackend reachability and multiplayer gating
Priority: ➖ Normal Estimated code review effort: 4 (Complex) | ~60 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant Client
participant ServerList
participant GameModeSelector
participant Main
participant DesktopStatusBar
Client->>ServerList: start or retry server-list request
ServerList->>ServerList: count consecutive failures
ServerList->>GameModeSelector: dispatch confirmed outage
ServerList->>Main: expose confirmed outage
ServerList->>DesktopStatusBar: dispatch confirmed outage
GameModeSelector->>GameModeSelector: block multiplayer action
Main->>Main: refuse join and report outage
DesktopStatusBar->>DesktopStatusBar: render offline status
Suggested reviewers: Merge Risk: 🔵 Low · up to Client teardown behavior is covered, but queue removal after disconnect is not validated against a repository-owned server handler. This is bounded test-coverage risk rather than a demonstrated production failure. 🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✨ Finishing Touches 💡 1🛠️ Fix failing CI checks 💡
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Inline comments:
In `@tests/client/MainInitialize.test.ts`:
- Around line 382-386: Update the recovery-path test around handleJoinLobby to
wait for mocks.joinLobby to have been called exactly once, rather than only
asserting the “joining lobby” log. Preserve the existing asynchronous wait and
ensure the assertion verifies the later joinLobby invocation.
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resources/lang/en.jsonsrc/client/GameModeSelector.tssrc/client/Main.tssrc/client/ServerList.tssrc/client/components/DesktopStatusBar.tssrc/client/components/DetailedGameViewModal.tstests/DesktopStatusBar.test.tstests/GameModeSelectorGating.test.tstests/ReachabilityGating.test.tstests/client/MainInitialize.test.tstests/client/ServerList.test.ts
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CodeRabbit on #5384. The recovery-path control waited on the "joining lobby" log, which handleJoinLobby writes BEFORE it awaits userAuth, the username seed, the cosmetics refs and the Turnstile token. A regression anywhere in that tail would have left the assertion passing over a join that never happened -- and the far edge is exactly what the test exists to claim. It now waits for joinLobby to have been called once, and checks it was handed the lobby that was dispatched. That also pairs with the refusal test above, which asserts the same mock was never reached: one is the complement of the other, so "exactly once" here means this join and no other. The log assertion is kept, downgraded from the thing being waited on to an ordinary expectation: it still distinguishes "got past the gate" from "got all the way through", which is worth having when this test fails. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
Review of #5384. The gates read backendReachable(), which flips on ANY failed attempt -- so a single 4s timeout at t=30s dimmed every multiplayer button and refused every join for at least a retry interval, while the cached list carried on serving perfectly well and the next request would very likely have worked. On the web there was not even a Retry to escape it with. That is worse than the blip it was reacting to. ServerList now counts consecutive unanswered attempts and exposes backendUnreachableConfirmed(), true only once two in a row have failed -- a retry interval's worth of evidence. Any answer resets the count, a failed manual retry counts towards it, and it is never true before the first attempt settles. backendReachable() stays as the raw per-attempt signal; the event carries both as { reachable, confirmed } and fires when either changes, because the second failure moves only `confirmed` and that is the transition every gate acts on. All three gates (GameModeSelector, DetailedGameViewModal, Main's join funnel) and the status bar's offline state read the confirmed value. docs/MultiServer.md updated. Also from the same review: - retryServerList() has a 1s floor of its own. Inside it a second press hands back the same promise rather than starting a request, so someone leaning on the button cannot outpace it; past it, fetchOnce() still dedupes against an attempt in flight. The bar disables Retry while its own attempt is out -- a button that keeps accepting clicks and visibly does nothing reads as broken whatever the throttle underneath is doing. - A refused matchmade join now closes the matchmaking modal, through the same close() its Back button uses (it shuts the queue socket and clears the watchdog). Without it the player sat on "waiting for a game" holding a queue slot for a match they had already been refused. Scoped to source === "matchmaking": a deep link refused while someone is legitimately queued must not cancel their queue. - DetailedGameViewModal's reachability wiring has tests of its own now: mount after a confirmed outage with no event dispatched (the seed), the recovery through the event (the subscribe), and the single-failure control. - The web toast key moves from error_modal.backend_unreachable to common.backend_unreachable. It is a toast raised from three different features, not a modal, and common.* is where the other cross-feature toasts live. - DesktopStatusBar's class doc said it renders nothing on a shell too old to expose the update bridge. It renders the session and outage states there, both of which are the client's own signals; only the update half goes quiet. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
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Review findings addressed in a6bc839. 1 [High] One failed heartbeat locked multiplayer out — fixedThe finding is right, and it was the worst thing in the PR:
Tests: one failure → nothing gated (asserted at the pure rule, at the selector, at the lobby browser and in the rendered bar); two → gated; a success → cleared, and the count restarts so a later single failure is a blip again, not a resumption. 2 [Medium] Unthrottled retry, no feedback — fixed
3 [Medium]
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Inline comments:
In `@tests/ReachabilityGating.test.ts`:
- Around line 117-121: Refactor the reachability tests in
ReachabilityGating.test.ts to use setup() from Setup.ts and real simulation
inputs instead of mocked fetch calls or PublicLobbySocket instances. Preserve
the existing scenarios and assertions while exercising the core integration path
through the configured simulation.
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docs/MultiServer.mdresources/lang/en.jsonsrc/client/GameModeSelector.tssrc/client/Main.tssrc/client/ServerList.tssrc/client/components/DesktopStatusBar.tssrc/client/components/DetailedGameViewModal.tstests/DesktopStatusBar.test.tstests/DetailedGameViewModalGatingWiring.test.tstests/GameModeSelectorGating.test.tstests/ReachabilityGating.test.tstests/client/MainInitialize.test.tstests/client/ServerList.test.ts
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Inline comments:
In `@tests/client/MainInitialize.test.ts`:
- Around line 386-387: Update the test around the modal spies to remove the
isOpen and close mocks. Configure the modal’s open state through setup(), then
exercise the core simulation directly and assert that the real close() teardown
removes the player from the queue.
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tests/client/MainInitialize.test.ts
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CodeRabbit on #5384. The recovery-path control waited on the "joining lobby" log, which handleJoinLobby writes BEFORE it awaits userAuth, the username seed, the cosmetics refs and the Turnstile token. A regression anywhere in that tail would have left the assertion passing over a join that never happened -- and the far edge is exactly what the test exists to claim. It now waits for joinLobby to have been called once, and checks it was handed the lobby that was dispatched. That also pairs with the refusal test above, which asserts the same mock was never reached: one is the complement of the other, so "exactly once" here means this join and no other. The log assertion is kept, downgraded from the thing being waited on to an ordinary expectation: it still distinguishes "got past the gate" from "got all the way through", which is worth having when this test fails. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
Review of #5384. The gates read backendReachable(), which flips on ANY failed attempt -- so a single 4s timeout at t=30s dimmed every multiplayer button and refused every join for at least a retry interval, while the cached list carried on serving perfectly well and the next request would very likely have worked. On the web there was not even a Retry to escape it with. That is worse than the blip it was reacting to. ServerList now counts consecutive unanswered attempts and exposes backendUnreachableConfirmed(), true only once two in a row have failed -- a retry interval's worth of evidence. Any answer resets the count, a failed manual retry counts towards it, and it is never true before the first attempt settles. backendReachable() stays as the raw per-attempt signal; the event carries both as { reachable, confirmed } and fires when either changes, because the second failure moves only `confirmed` and that is the transition every gate acts on. All three gates (GameModeSelector, DetailedGameViewModal, Main's join funnel) and the status bar's offline state read the confirmed value. docs/MultiServer.md updated. Also from the same review: - retryServerList() has a 1s floor of its own. Inside it a second press hands back the same promise rather than starting a request, so someone leaning on the button cannot outpace it; past it, fetchOnce() still dedupes against an attempt in flight. The bar disables Retry while its own attempt is out -- a button that keeps accepting clicks and visibly does nothing reads as broken whatever the throttle underneath is doing. - A refused matchmade join now closes the matchmaking modal, through the same close() its Back button uses (it shuts the queue socket and clears the watchdog). Without it the player sat on "waiting for a game" holding a queue slot for a match they had already been refused. Scoped to source === "matchmaking": a deep link refused while someone is legitimately queued must not cancel their queue. - DetailedGameViewModal's reachability wiring has tests of its own now: mount after a confirmed outage with no event dispatched (the seed), the recovery through the event (the subscribe), and the single-failure control. - The web toast key moves from error_modal.backend_unreachable to common.backend_unreachable. It is a toast raised from three different features, not a modal, and common.* is where the other cross-feature toasts live. - DesktopStatusBar's class doc said it renders nothing on a shell too old to expose the update bridge. It renders the session and outage states there, both of which are the client's own signals; only the update half goes quiet. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
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Rebased onto the new base ( One real conflict, in Two follow-ons the base required:
Everything else — the consecutive-failure/confirmed-outage logic, the 1s manual-retry floor, the Verified on the rebased tree: Rebased again onto No conflicts this time — that base commit touches Re-verified on the new base: The full run on this workstation came back with timeouts in 🤖 Generated with Claude Code |
🤖 Claude Code ReviewVerdict: No issues found — this PR is safe to proceed. Findings: 0 critical, 0 high, 0 medium, 0 low. Reviewed the full diff (docs/MultiServer.md, resources/lang/en.json, src/client/GameModeSelector.ts, src/client/Main.ts, src/client/ServerList.ts, src/client/components/DesktopStatusBar.ts, src/client/components/DetailedGameViewModal.ts, and the associated test files) across four independent passes: two for CLAUDE.md compliance and two for bugs/security/logic issues.
No issues found. Checked for bugs and CLAUDE.md compliance. 🤖 Generated with Claude Code |
CodeRabbit on #5384. The recovery-path control waited on the "joining lobby" log, which handleJoinLobby writes BEFORE it awaits userAuth, the username seed, the cosmetics refs and the Turnstile token. A regression anywhere in that tail would have left the assertion passing over a join that never happened -- and the far edge is exactly what the test exists to claim. It now waits for joinLobby to have been called once, and checks it was handed the lobby that was dispatched. That also pairs with the refusal test above, which asserts the same mock was never reached: one is the complement of the other, so "exactly once" here means this join and no other. The log assertion is kept, downgraded from the thing being waited on to an ordinary expectation: it still distinguishes "got past the gate" from "got all the way through", which is worth having when this test fails. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
Review of #5384. The gates read backendReachable(), which flips on ANY failed attempt -- so a single 4s timeout at t=30s dimmed every multiplayer button and refused every join for at least a retry interval, while the cached list carried on serving perfectly well and the next request would very likely have worked. On the web there was not even a Retry to escape it with. That is worse than the blip it was reacting to. ServerList now counts consecutive unanswered attempts and exposes backendUnreachableConfirmed(), true only once two in a row have failed -- a retry interval's worth of evidence. Any answer resets the count, a failed manual retry counts towards it, and it is never true before the first attempt settles. backendReachable() stays as the raw per-attempt signal; the event carries both as { reachable, confirmed } and fires when either changes, because the second failure moves only `confirmed` and that is the transition every gate acts on. All three gates (GameModeSelector, DetailedGameViewModal, Main's join funnel) and the status bar's offline state read the confirmed value. docs/MultiServer.md updated. Also from the same review: - retryServerList() has a 1s floor of its own. Inside it a second press hands back the same promise rather than starting a request, so someone leaning on the button cannot outpace it; past it, fetchOnce() still dedupes against an attempt in flight. The bar disables Retry while its own attempt is out -- a button that keeps accepting clicks and visibly does nothing reads as broken whatever the throttle underneath is doing. - A refused matchmade join now closes the matchmaking modal, through the same close() its Back button uses (it shuts the queue socket and clears the watchdog). Without it the player sat on "waiting for a game" holding a queue slot for a match they had already been refused. Scoped to source === "matchmaking": a deep link refused while someone is legitimately queued must not cancel their queue. - DetailedGameViewModal's reachability wiring has tests of its own now: mount after a confirmed outage with no event dispatched (the seed), the recovery through the event (the subscribe), and the single-failure control. - The web toast key moves from error_modal.backend_unreachable to common.backend_unreachable. It is a toast raised from three different features, not a modal, and common.* is where the other cross-feature toasts live. - DesktopStatusBar's class doc said it renders nothing on a shell too old to expose the update bridge. It renders the session and outage states there, both of which are the client's own signals; only the update half goes quiet. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
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🤖 Claude Code ReviewVerdict: Request changes — one high-confidence correctness bug found. No CLAUDE.md violations found. Findings by severity: 1 High, 0 Medium, 0 Low High1.
Reachable failure path: if the server-list API has two consecutive failed heartbeats (~10s) while game servers stay healthy, and a player reloads a URL for a game they're already in, This also contradicts the PR's own stated scope in More broadly, every web join (public lobby, private code, matchmaking) is now refused during any transient server-list-API blip, a condition Suggested fix: Don't gate joins where the client has already confirmed the target game exists on its own game server (e.g. exempt the 🤖 Generated with Claude Code |
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Fixed in 7547dec — you're right, and I took the broader fix rather than exempting one path: reachability is no longer an input to the join funnel at all. I confirmed all four |
🤖 Claude Code ReviewVerdict: No issues found — 0 findings (0 critical, 0 major, 0 minor). Reviewed the diff for PR #5384 (backend reachability UI + multiplayer gating) across four independent passes: two CLAUDE.md compliance audits and two bug/security-focused scans (Opus). Checks included:
No inline comments to post. |
🤖 Claude Code ReviewVerdict: No issues found — this PR is ready as-is. Findings: 0 critical, 0 major, 0 minor. Reviewed the diff for CLAUDE.md compliance: All new user-visible strings ( Bugs/logic/security: Traced the two-tier reachability state machine ( Two non-blocking observations surfaced during review (not flagged as defects, since both are either unreachable in current usage or explicitly documented/tested as intentional design):
🤖 Generated with Claude Code |
The server-list poll (OPE-430) already knows whether the API answers: backendReachable() is null until the first attempt settles, true when the API answered at all (a 404 included), false on a timeout or network error, and every change is announced on the document as "backend-reachability". Nothing consumed it. This is the half a player can see. - ServerList.retryServerList(): one attempt right now, at the player's request, ignoring the retry interval that exists to stop timer-driven callers hammering a down API. Still deduped through fetchOnce(), so a repeat-clicker costs one request. - DesktopStatusBar: an "Offline" state with that Retry, ranked between the session and the update. Above the update because an update failure while the backend is unreachable is a symptom of it -- "Couldn't download the update -- Retry" points at a button that provably cannot work -- and below the session, which names a more specific remedy. Nothing is shown while reachability is unknown: this bar has no neutral state to hang a "Checking…" on, and adding one would put a permanent strip across the bottom of a healthy game. - The multiplayer entry points (GameModeSelector, DetailedGameViewModal) and the join funnel in Main gate on it, on the WEB as well as on desktop -- which is what separates this from the existing update/session gates. The funnel matters because matchmaking, deep links and the host/join modals dispatch join-lobby without passing a dimmed button. On desktop a refusal wiggles the bar that is already naming the reason; on the web, where there is no bar, it shows a transient message instead. Two rules the tests pin: - null never gates. Every page is in that state for its first few hundred milliseconds, and blocking there would lock every player out of multiplayer on every load over a suspicion we have not even tested. - Single-player is never gated, whatever reachability says. Bot games run entirely in-client, and refusing one would break the desktop build's core offline promise. Transport and the in-game flows are untouched: this only affects starting and joining. Consumers seed from the accessor before subscribing to the event, because the event is one-shot and a component that mounts after the first attempt settles would otherwise gate on null forever -- OPE-396's bug, on a new signal. Covered by a test that mounts only after the attempt has failed. No circuit breaker here: OPE-403 can consume this same signal, but this change only exposes the state and the retry. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
CodeRabbit on #5384. The recovery-path control waited on the "joining lobby" log, which handleJoinLobby writes BEFORE it awaits userAuth, the username seed, the cosmetics refs and the Turnstile token. A regression anywhere in that tail would have left the assertion passing over a join that never happened -- and the far edge is exactly what the test exists to claim. It now waits for joinLobby to have been called once, and checks it was handed the lobby that was dispatched. That also pairs with the refusal test above, which asserts the same mock was never reached: one is the complement of the other, so "exactly once" here means this join and no other. The log assertion is kept, downgraded from the thing being waited on to an ordinary expectation: it still distinguishes "got past the gate" from "got all the way through", which is worth having when this test fails. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
Review of #5384. The gates read backendReachable(), which flips on ANY failed attempt -- so a single 4s timeout at t=30s dimmed every multiplayer button and refused every join for at least a retry interval, while the cached list carried on serving perfectly well and the next request would very likely have worked. On the web there was not even a Retry to escape it with. That is worse than the blip it was reacting to. ServerList now counts consecutive unanswered attempts and exposes backendUnreachableConfirmed(), true only once two in a row have failed -- a retry interval's worth of evidence. Any answer resets the count, a failed manual retry counts towards it, and it is never true before the first attempt settles. backendReachable() stays as the raw per-attempt signal; the event carries both as { reachable, confirmed } and fires when either changes, because the second failure moves only `confirmed` and that is the transition every gate acts on. All three gates (GameModeSelector, DetailedGameViewModal, Main's join funnel) and the status bar's offline state read the confirmed value. docs/MultiServer.md updated. Also from the same review: - retryServerList() has a 1s floor of its own. Inside it a second press hands back the same promise rather than starting a request, so someone leaning on the button cannot outpace it; past it, fetchOnce() still dedupes against an attempt in flight. The bar disables Retry while its own attempt is out -- a button that keeps accepting clicks and visibly does nothing reads as broken whatever the throttle underneath is doing. - A refused matchmade join now closes the matchmaking modal, through the same close() its Back button uses (it shuts the queue socket and clears the watchdog). Without it the player sat on "waiting for a game" holding a queue slot for a match they had already been refused. Scoped to source === "matchmaking": a deep link refused while someone is legitimately queued must not cancel their queue. - DetailedGameViewModal's reachability wiring has tests of its own now: mount after a confirmed outage with no event dispatched (the seed), the recovery through the event (the subscribe), and the single-failure control. - The web toast key moves from error_modal.backend_unreachable to common.backend_unreachable. It is a toast raised from three different features, not a modal, and common.* is where the other cross-feature toasts live. - DesktopStatusBar's class doc said it renders nothing on a shell too old to expose the update bridge. It renders the session and outage states there, both of which are the client's own signals; only the update half goes quiet. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
The blockedJoin branch that closes the matchmaking modal had no test, so a revert of it would have gone unnoticed -- and both halves of it matter: closing it at all (otherwise the player sits on "waiting for a game", holding a queue slot, over a match they were already refused), and NOT closing it for any other source (otherwise a refused deep link cancels a queue someone is legitimately waiting in). Two tests in the boot harness, one per half. The modal is spied rather than opened for real: opening it would open a queue WebSocket, and the claim under test is only which joins reach close(). The negative case waits for the refusal itself to land before asserting close() was not called, so it cannot pass by simply having tested nothing yet. Checked against a revert: deleting the branch fails "takes a refused matchmade join out of the queue" and nothing else. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
The funnel test spies on close() because its claim is WHICH joins reach it, and that spy is only worth something if the real close() genuinely takes the player out of the queue. Nothing asserted that: tests/client/Matchmaking.ts covered the clan-aware joins, the identity gate and the rejection codes, but never the teardown. Two tests against a real modal and its real (fake) socket, in the harness that file already has. The queue is in-memory on the server and keyed to the socket, so "left the queue" IS "the socket is shut" -- and the timers matter just as much, because a watchdog left running after a close reconnects and puts the player straight back in the queue they just left. The second test covers the close frame that a deliberate close itself produces: handled normally that reads as "the service restarted, rejoin", which is the failure intentionalClose exists to prevent. Checked against a revert, both halves: dropping socket.close()/clearWatchdog() fails the first, and dropping intentionalClose as well fails both. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
Rebase onto #5383, which added a pinned-page test earlier in the same file that joins a lobby for real and leaves the call on the shared mock. The funnel tests' "was not joined" and "joined exactly once" claims counted from that call. Cleared once at the describe's start. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
backendUnreachableConfirmed() tracks the SERVER-LIST API, not the game
servers, and by the time a join-lobby event reaches Main's funnel the
client has already reached one. I checked all four dispatch sites:
"private" (JoinLobbyModal.checkActiveLobby) fires only after a 200 +
exists:true from the game's own server; "host" (HostLobbyModal) only
after createLobby() resolved with a server-minted id; "public"
(GameModeSelector.validateAndJoin) only from a lobby card delivered over
a live PublicLobbySocket; "matchmaking" (Matchmaking.checkGame) only
after the queue socket (ClientEnv.jwtIssuer()) matched AND an /exists
probe of the game server came back. None of them depends on the list
API, so a refusal there could only reject a join already under way --
worst case ejecting a player who pressed F5 mid-game during a list-API
blip: checkActiveLobby proves the game is live, the funnel refuses,
closes the join modal, which leaves the lobby and resets the URL. That
also contradicted docs/MultiServer.md ("nothing here touches a game
already in progress").
shouldBlockJoin drops its backendOutage parameter and passes false to
shouldBlockMultiplayerAction; Main.blockedJoin no longer reads the
accessor and reports with reportMultiplayerRefusal(false) (desktop
wiggle only). Everything else keeps the signal: the status bar, the
dimmed buttons in GameModeSelector and DetailedGameViewModal, and the
web toast for a refused button press, so common.backend_unreachable
stays in en.json.
OPE-439
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
A failed attempt was retried on a flat 10s interval, forever. That is the right number for a blip and the wrong one for the long tail: a laptop with its lid closed, or a player in a tunnel, keeps firing a 4s request every 10s for as long as the tab is open, and a backend that is genuinely down takes that from every tab at once. retryDelayMs(consecutiveFailures) is now the schedule, and it is a pure function of the count so it can be read (and tested) without a clock: RETRY_BASE_MS (10s, today's value) after the first unanswered attempt, doubling on each further consecutive one, capped at RETRY_MAX_MS (60s). Any answer at all resets the count and so the schedule -- a 404 included, since that is a reachable backend -- which means a page that recovers and then misses once is retried in 10s rather than inheriting the old outage's wait. retryDue() and scheduleNextPoll() both read it; REFRESH_INTERVAL_MS, the success cadence, is untouched. The confirmation rule is unaffected in both letter and timing: two consecutive failures, and the second one is still due a base interval after the first, because the backoff only starts stretching once there IS an outage to back off from. Manual retries keep the semantics they had -- a failed one counts, a successful one resets -- since they go through the same recordAttempt. Also exposes what the Retry button needs to stop offering a press that could only join an attempt already out: attemptInFlight() plus a "server-list-attempt" document event on start and settle. Deliberately not folded into "backend-reachability", which fires only when reachability CHANGES -- an attempt that fails exactly like the last one announces nothing there, and that is precisely the case the button has to see. Test timings adjusted where the schedule moved: the outage test's third attempt now waits 20s and the recovery 40s (and asserts the attempt actually went out, so the wait is evidence rather than an accident), and the heartbeat test carries on past its first failure to pin 10s -> 20s and the return to the base after an answer. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
The button's only protection was the 1s floor inside retryServerList(), which is a throttle on the MODULE, not on the button: against a stubbed or fast-failing backend an attempt settles in milliseconds, so the button came straight back and a player watching an outage could sit there clicking it, each click a real request. It also stayed live while the heartbeat was already asking, where a press could only ever join the attempt out and so offered something it could not do. Two conditions now disable it, composing into "whichever ends later" without either knowing about the other: - an attempt is in flight, whoever started it -- seeded from attemptInFlight() at mount and kept current by "server-list-attempt", the same accessor-plus-event shape everything else here uses because the event is one-shot (OPE-396); - a 5s cooldown after a press (RETRY_BUTTON_COOLDOWN_MS). Long enough that leaning on it costs nothing, short enough that someone who has just plugged their network back in is not left staring at a dead button. During an automatic attempt the label and title read desktop_status.retrying rather than greying out for no visible reason: a disabled control with no explanation is the complaint this started as. The click handler does NOT set the in-flight flag itself -- retryServerList announces the start synchronously when it actually starts a fetch, so a press the 1s floor swallows (which starts no attempt, and so announces no settle) cannot leave the button stuck on. The floor stays as the last line of defence for any future caller that does not come through a button like this one. New key, en.json only: desktop_status.retrying. OPE-439 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
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🤖 Claude Code ReviewVerdict: Solid, well-tested feature with good separation between the "twitchy" and "confirmed" reachability signals — but two real logic/design inconsistencies should be addressed before merge. Findings: 2 medium, 0 high, 0 low.
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The backend-reachability signal is the health of one thing: the server-list API. It is not an "is the network up" light, and it says nothing about whether any given game server is up. State that rule once, at the top of GameModeSelector.ts, and make every call site follow it. Gated (API-dependent): Create, Ranked and Join-by-code. Each has to resolve a server for something nothing has told the client about, so a dead list API really does mean the click cannot work. Not gated (socket-sourced): every public and hosted lobby card, in the homepage selector and in DetailedGameViewModal alike. The card is in front of the player because a game server sent it over a socket that is still open, which is the only liveness the join needs. Those cards were dimming and refusing on the list API's health while Main's funnel -- by its own docblock -- refused to weigh reachability on the very same join. They now call shouldBlockSocketSourcedAction, the same predicate with the reachability input nailed shut, for both the dimming and the click-through, so the two cannot drift. DetailedGameViewModal no longer tracks the signal at all. Web players also get the escape hatch desktop has. Desktop refuses into a status bar with a Retry button; the web has no bar, so a refused click now IS the retry -- reportMultiplayerRefusal probes before raising the toast, which is what makes "Check your connection and try again" true. Without it the only way out was the heartbeat's next beat, up to RETRY_MAX_MS away. Throttled by ServerList.manualRetryAvailable(): nothing while an attempt is in flight, nothing for MANUAL_RETRY_COOLDOWN_MS after the last player-initiated one. That cooldown moves out of DesktopStatusBar so both shells' affordances share one number and one clock. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z
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Both findings verified and fixed in one pass: 4577bb2. The rule the code now follows, stated once at the top of
Finding 2 (true): Finding 1 (true): Tests: 15 added/rewritten across |
🤖 Claude Code ReviewVerdict: No high-signal issues found. Findings by severity: 0 blocking, 0 major, 0 minor. Reviewed for CLAUDE.md compliance and bugs/security issues across the diff (
No issues found. Checked for bugs and CLAUDE.md compliance. |
Stacked on #5365 (base is its branch); will be rebased onto main once it merges.
OPE-439. The server-list heartbeat from #5365 already knows whether the API answers —
backendReachable()isnulluntil the first attempt settles,truewhen the API answered at all (a 404 included),falseon a timeout or a network error, with every change announced on the document asbackend-reachability. Nothing consumed it. This is the half a player can see.What this adds
retryServerList()insrc/client/ServerList.ts— one attempt right now, at the player's request, deliberately ignoring the retry interval. That interval exists to stop timer-driven callers hammering a down API between heartbeats, and a person pressing a button is not one of those; making them wait up to 10s for anything to happen would make the button look broken in exactly the situation it exists for. Still deduped throughfetchOnce(), so a repeat-clicker — or a click landing on top of a heartbeat beat — costs one request.An offline state on the desktop status bar, with that Retry. The bar's one slot now ranks
session > reachability > update:Nothing is shown while reachability is unknown. The task allowed a "Checking…" only if the bar already had a neutral state to hang it on, and it does not —
barSourcereturnsnoneand the bar renders nothing — so adding one would have meant a permanent strip across the bottom of a perfectly healthy game for the sake of its first few hundred milliseconds. The last-checked time mentioned in the issue is left out for the same reason: it would mean a re-rendering clock on a bar whose whole point is that it disappears.Gating, web and desktop.
shouldBlockMultiplayerActiontakes reachability as a third, required parameter (required rather than optional so an entry point that forgets it is a compile error, not a silent ungating), andshouldBlockDesktopJoinis renamedshouldBlockJoin— the update and session halves are still desktop-only, but an unreachable backend refuses a join on the web too. Consumers:GameModeSelector,DetailedGameViewModal(the lobby browser is the same kind of entry point and its gate already mirrored the selector's), andMain.blockedJoin, which is the funnel every join passes through — matchmaking, deep links and the host/join modals all dispatchjoin-lobbywithout passing a dimmed button.Feedback for a refusal is now one helper. On desktop it wiggles the bar that is already naming the reason; on the web, where there is no bar, it shows a transient
show-message. It keys onisDesktopShell()and not on whether the<desktop-status-bar>element exists, because index.html mounts that element on every build and it simply renders nothing on the web.Two rules the tests pin
nullnever gates. Every page is in that state for its first few hundred milliseconds. Blocking there would lock every player out of multiplayer on every load, over a suspicion we have not even tested yet.Transportand the in-game flows are untouched: this affects starting and joining only, never a game in progress.Consumers seed from
backendReachable()before subscribing to the event, because the event is one-shot: a component mounting after the first attempt settles would otherwise gate onnullforever. That is OPE-396's bug on a new signal, and there is a test that mounts only after the attempt has failed, with no event dispatched anywhere in it.Out of scope, as asked: no circuit breaker. OPE-403 can consume this same signal.
New i18n keys (
resources/lang/en.jsononly)desktop_status.offlinedesktop_status.retryerror_modal.backend_unreachableTests
tests/client/ServerList.test.ts—retryServerList()attempts inside the interval that holdsensureServerListback, joins an attempt already in flight rather than starting a second, applies a list the retry brings back, and never throws.tests/ReachabilityGating.test.ts(new) — the web build: nothing dims before the first attempt settles; every entry point dims and refuses onfalse; the message fires; everything re-enables ontrue; single-player is untouched; and a selector that mounts after a failed attempt still gates, seeded from the accessor alone.tests/DesktopStatusBar.test.ts—barSourceprecedence, plus a rendering test driven through the realServerListmodule: the offline label and Retry appear, Retry attempts immediately, and the bar clears when the API answers.tests/client/MainInitialize.test.ts— ajoin-lobbyon an unreachable backend is refused with the message and never reachesjoinLobby; the same join goes through once the API answers.tests/GameModeSelectorGating.test.ts— the pure rules, includingmultiplayerAllowedForBackend.Verified:
npx tsc --noEmit,npm run lint, prettier, and a fullnpx vitest run.Retry schedule and button
Asked for on review: back the automatic retries off, and stop the manual one being spammable.
Backoff.
retryDelayMs(consecutiveFailures)is the schedule, pure so it can be tested without a clock:RETRY_BASE_MS= 10s after the first unanswered attempt, doubling on each further consecutive one (20s, 40s), capped atRETRY_MAX_MS= 60s. Any answer resets it to the base — a 404 included — so a page that recovers and then misses once waits 10s, not a minute.retryDue()and the heartbeat'sscheduleNextPollboth read it; the 30s success cadence is unchanged, and so is the "confirmed after two consecutive failures" rule, which still lands inside the first 10s because the backoff only stretches once there is an outage to back off from.The button. Retry is now disabled while any server-list attempt is in flight — automatic or manual, via a new
attemptInFlight()accessor plus aserver-list-attemptdocument event fired on start and on settle — and forRETRY_BUTTON_COOLDOWN_MS= 5s after a press, whichever ends later. A separate event frombackend-reachabilitybecause that one fires only on a change, so a failure identical to the last announces nothing, which is exactly the case the button has to see. During an automatic attempt the label andtitlereaddesktop_status.retryingrather than greying out for no visible reason. The 1s floor insideretryServerList()stays as the last line of defence.New i18n key:
desktop_status.retrying— "Retrying…".Tests:
retryDelayMsfor 1/2/3/many failures, the cap and the post-answer reset; the heartbeat's own 10s → 20s → back-to-base progression;attemptInFlightand the event across a joined attempt and a fetch that throws; and, on the bar, click → disabled through the cooldown → enabled, an automatic attempt in flight → disabled with the retrying label, a settle inside the cooldown → still disabled, and a rapid triple click → one attempt.🤖 Generated with Claude Code
https://claude.ai/code/session_01PTKyUrxqfwKvf2QxAovR6Z