fix(useGameState): re-arm SSE silence check on every message — a stream that goes silent after the first event must fall back to polling again (run-178 root cause); unit: pin NZAA→NFTF full-pipeline marker lons on stored dataset coords
CI / build + unit + e2e (pull_request) Failing after 19m22s
CI / build + unit + e2e (pull_request) Failing after 19m22s
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@@ -106,7 +106,8 @@ export function useGameState(intervalMs = 1000): GameStateResult {
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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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if (silenceTimer !== null) clearTimeout(silenceTimer);
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silenceTimer = setTimeout(startPolling, SSE_SILENCE_MS); // re-arm on EVERY message: a stream that goes silent after the first event (half-open connection — no onerror fires) must fall back to polling again, or state freezes until reload
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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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