push updated state to clients over SSE (ISS-129)
CI / build + unit + e2e (pull_request) Successful in 11m7s
CI / build + unit + e2e (pull_request) Successful in 11m7s
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+55
-6
@@ -35,8 +35,14 @@ export async function fetchState(): Promise<StateSnapshot> {
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return snapshot;
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}
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// The shell's single polling source (v0.9.0): one GET /api/state loop for the whole page,
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// so every pane renders from the same snapshot instead of running its own poll loops.
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// The shell's single state source (v0.9.0): one snapshot feed for the whole page, so every pane
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// renders from the same snapshot instead of running its own poll loops. ISS-129 (v0.57.0): primary
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// transport is SSE — /api/events pushes a full snapshot after every sim tick; polling stays as an
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// automatic fallback (no event within 5 s of connect, or on stream error) and stops again when fresh
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// events flow. EventSource reconnects natively, so there is no custom reconnect logic here.
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const SSE_URL = '/api/events';
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const SSE_SILENCE_MS = 5_000;
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export function useGameState(intervalMs = 1000): GameStateResult {
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const [state, setState] = useState<StateSnapshot | null>(null);
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const [loading, setLoading] = useState(true);
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@@ -70,10 +76,53 @@ export function useGameState(intervalMs = 1000): GameStateResult {
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}, []);
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useEffect(() => {
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refresh(); // fetch immediately on mount, don't wait for the first interval tick
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const id = setInterval(refresh, intervalMs);
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return () => clearInterval(id);
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}, [intervalMs, refresh]);
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let pollId: ReturnType<typeof setInterval> | null = null;
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let silenceTimer: ReturnType<typeof setTimeout> | null = null;
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let closed = false;
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const stopPolling = () => {
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if (pollId !== null) clearInterval(pollId);
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pollId = null;
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};
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// Fallback loop: immediate catch-up fetch, then the old interval.
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const startPolling = () => {
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if (closed || pollId !== null) return;
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refresh();
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pollId = setInterval(refresh, intervalMs);
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};
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let source: EventSource | null = null;
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try {
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source = new EventSource(SSE_URL);
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} catch {
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source = null; // no EventSource support — pure polling below
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}
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if (source !== null) {
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source.onmessage = (event) => {
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try {
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applySnapshot(JSON.parse(event.data));
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} catch {
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// malformed event — the next one overwrites it anyway
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}
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stopPolling(); // fresh push flow → polling no longer needed
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if (silenceTimer !== null) clearTimeout(silenceTimer); // connect check served its purpose
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};
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source.onerror = () => startPolling(); // stream trouble → poll until pushes resume
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silenceTimer = setTimeout(startPolling, SSE_SILENCE_MS); // connected but silent for 5 s → poll
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} else {
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startPolling();
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}
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refresh(); // mount: same immediate fetch as before (fast first paint + __flightLastSnapshot)
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return () => {
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closed = true;
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source?.close();
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stopPolling();
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if (silenceTimer !== null) clearTimeout(silenceTimer);
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};
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}, [intervalMs, refresh, applySnapshot]);
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return { state, loading, error, refresh, applySnapshot };
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}
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