v0.57.0 — push updated state to clients over SSE (#129) #131

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kamilkrzywda merged 1 commits from feat/sse-state-push into master 2026-09-22 22:55:42 +02:00
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# Changelog # Changelog
## v0.57.0 — 2026-09-22 19:19
- **Push updated state to clients over SSE (ISS-129).** Clients no longer rely on pure polling for live updates: new `GET /api/events` streams full game-state snapshots as Server-Sent Events — the current snapshot immediately on connect, then one after every sim tick (~1 s), so the UI updates push-driven even while idle. New module `lib/sse.ts` is a tiny in-process fan-out registry (`subscribe(fn)` → unsubscribe, `broadcast(text)` with per-subscriber try/catch) — the three process-wide singletons (this subscriber set, the sql.js DB promise (`getGameDb`), and the tick lock (`withLock`)) live on `globalThis`: Next.js can load a module more than once per process (instrumentation.ts and route handlers get separate module instances), so plain module-level state would give each layer its own registry/DB/lock, and background-tick pushes would never reach route-handler subscribers. The broadcast hook lives in `tickNow()` in `lib/sim/engine.ts`: after each locked tick on the singleton path it serializes via the SAME `getStateSnapshot()` that `GET /api/state` returns (no duplicated serialization) and pushes to all subscribers; failures are logged, never fatal. Action mutations reach other clients within one background tick (~1 s); the acting client still gets its immediate post-action snapshot from the POST response as before. The SSE route (`app/api/events/route.ts`) sends `Content-Type: text/event-stream`, `Cache-Control: no-cache`, `Connection: keep-alive` and `X-Accel-Buffering: no` (prod sits behind Traefik), plus a `: ping` heartbeat comment every 15 s so idle proxies don't drop the connection; snapshot-first-then-subscribe ordering guarantees events are strictly ordered by sim clock, and stream cancel unsubscribes + clears the heartbeat; broadcast pushes are wrapped in `data: <json>\n\n` SSE frames at the route (matching the initial snapshot). Client (`lib/useGameState.ts`): one `EventSource('/api/events')` per page — onmessage parses the full snapshot into the shared state (same shape as today); polling stays as an automatic fallback: if no event arrives within 5 s of connect, or on a stream error, the old poll loop starts (immediate catch-up fetch + interval), and it stops again when fresh events flow. EventSource's native reconnect is relied on — no custom reconnect framework. `/api/state` behavior is unchanged (still ticks-then-snapshots; polling remains fully functional).
- **API.** OpenAPI spec gains `GET /api/events` (200 → `text/event-stream`) in `lib/openapi.ts`, so the machine-readable spec at `/api/openapi` stays accurate.
- **Tests.** Unit: new `lib/sse.test.ts` — subscribe/broadcast/unsubscribe semantics, a throwing subscriber doesn't break others, idempotent unsubscribe; new `app/api/events/route.test.ts` (throwaway-DB pattern from the state route test) — SSE headers + first chunk parses as a snapshot with `simState.clockMs`. E2E: new `e2e/events.spec.ts` (+1) — node-side fetch of `/api/events` against the app under test asserts content-type `text/event-stream`, the first event parses as a valid snapshot (`simState.clockMs`), and within ~5 s at least one MORE event arrives with an advanced clock (background tick pushes while idle since v0.56.0 — no scale hook); stream closed in `finally`. The exact-endpoint-list assertions in `lib/openapi.test.ts` and `e2e/api.spec.ts` move twelve → thirteen endpoints (`/api/events` added).
## v0.56.0 — 2026-09-22 18:28 ## v0.56.0 — 2026-09-22 18:28
- **Idle fleet slows the world to real time instead of freezing it (ISS-128).** A fully grounded fleet no longer freezes the sim clock — `tickOnce` in `lib/sim/engine.ts` now advances by `min(elapsed, MAX_TICK_ELAPSED_MS) × IDLE_WORLD_TIME_SCALE` when nothing is flying or in repair, where new constant `IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24` (= exactly 1, i.e. real time) lives next to `WORLD_TIME_SCALE` in `lib/worldClock.ts`. Packages keep spawning/expiring and the market stays fresh while idle; an active fleet keeps its full scale including any FLIGHT_TEST_HOOKS override (grounded + hook scale 1000 → advances at ×1, not ×1000), and `lastRealTickMs` still always tracks real time so resuming activity never fast-forwards the idle duration. The client mirror (`advanceSimClock` in `lib/useSimClock.ts`) extrapolates at the same idle rate instead of freezing, so polls re-anchor without a visible jump. - **Idle fleet slows the world to real time instead of freezing it (ISS-128).** A fully grounded fleet no longer freezes the sim clock — `tickOnce` in `lib/sim/engine.ts` now advances by `min(elapsed, MAX_TICK_ELAPSED_MS) × IDLE_WORLD_TIME_SCALE` when nothing is flying or in repair, where new constant `IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24` (= exactly 1, i.e. real time) lives next to `WORLD_TIME_SCALE` in `lib/worldClock.ts`. Packages keep spawning/expiring and the market stays fresh while idle; an active fleet keeps its full scale including any FLIGHT_TEST_HOOKS override (grounded + hook scale 1000 → advances at ×1, not ×1000), and `lastRealTickMs` still always tracks real time so resuming activity never fast-forwards the idle duration. The client mirror (`advanceSimClock` in `lib/useSimClock.ts`) extrapolates at the same idle rate instead of freezing, so polls re-anchor without a visible jump.
- **Tests.** Unit: `lib/sim/engine.test.ts` — the grounded-fleet tests now pin real-time advance clamped to one idle-rate tick (no freeze, no fast-forward), resume-without-catch-up after takeoff, and that a raised timeScale is ignored while grounded; new describe "idle slowdown" pins `IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24 = 1`. `lib/useSimClock.test.ts` — the frozen-while-idle test now asserts real-time advance at the idle rate. E2E: `e2e/sim.spec.ts`'s freeze test becomes a bounded real-time delta (advances > 0, ≥ half the wall span clamped to one tick, ≤ wall span + one clamp, clearly below ×24); `e2e/state.spec.ts`'s restart test replaces byte-identical clock equality with derived bounds — never backwards (not re-seeded) and ≤ `MAX_TICK_ELAPSED_MS` of clamped downtime + the live wall span; `e2e/right-pane.spec.ts`'s penalty preview no longer races a frozen clock — it verifies the idle rate, then allows the formula's slope over one UI poll interval (~1 s at ×1) instead of an exact string match. The `activateWorld`/repair wrappers in actions/panes/sim specs are unchanged (a repairing plane still means full scale); only their "freezes" comments were updated. - **Tests.** Unit: `lib/sim/engine.test.ts` — the grounded-fleet tests now pin real-time advance clamped to one idle-rate tick (no freeze, no fast-forward), resume-without-catch-up after takeoff, and that a raised timeScale is ignored while grounded; new describe "idle slowdown" pins `IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24 = 1`. `lib/useSimClock.test.ts` — the frozen-while-idle test now asserts real-time advance at the idle rate. E2E: `e2e/sim.spec.ts`'s freeze test becomes a bounded real-time delta (advances > 0, ≥ half the wall span clamped to one tick, ≤ wall span + one clamp, clearly below ×24); `e2e/state.spec.ts`'s restart test replaces byte-identical clock equality with derived bounds — never backwards (not re-seeded) and ≤ `MAX_TICK_ELAPSED_MS` of clamped downtime + the live wall span; `e2e/right-pane.spec.ts`'s penalty preview no longer races a frozen clock — it verifies the idle rate, then allows the formula's slope over one UI poll interval (~1 s at ×1) instead of an exact string match. The `activateWorld`/repair wrappers in actions/panes/sim specs are unchanged (a repairing plane still means full scale); only their "freezes" comments were updated.
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import fs from 'node:fs/promises';
import os from 'node:os';
import path from 'node:path';
import { afterAll, beforeAll, describe, expect, it } from 'vitest';
import { GET } from './route';
let dir: string;
beforeAll(async () => {
// Same pattern as app/api/state/route.test.ts: point the DB singleton at a throwaway file so
// this test never touches ./db/flight.db. getGameDb() reads the env var on first call, and
// vitest gives each test file its own module registry (fresh singleton).
dir = await fs.mkdtemp(path.join(os.tmpdir(), 'flight-events-'));
process.env.FLIGHT_DB_PATH = path.join(dir, 'events.db');
});
afterAll(async () => {
delete process.env.FLIGHT_DB_PATH;
await fs.rm(dir, { recursive: true, force: true });
});
describe('GET /api/events', () => {
it('streams SSE with the current snapshot as the first event', async () => {
const res = await GET();
expect(res.status).toBe(200);
expect(res.headers.get('content-type')).toContain('text/event-stream');
expect(res.headers.get('cache-control')).toBe('no-cache');
expect(res.headers.get('x-accel-buffering')).toBe('no');
const reader = (res.body as ReadableStream<Uint8Array>).getReader();
try {
const { value } = await reader.read(); // first chunk: the initial snapshot event
const text = new TextDecoder().decode(value);
expect(text.startsWith('data: ')).toBe(true);
const snap = JSON.parse(text.slice('data: '.length)) as Record<string, unknown>;
expect(typeof (snap.simState as { clockMs: number }).clockMs).toBe('number');
} finally {
await reader.cancel(); // → stream cancel → unsubscribe from the registry
}
});
});
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import { getStateSnapshot } from '@/lib/game/state';
import { subscribe } from '@/lib/sse';
// ISS-129 (v0.57.0): Server-Sent Events feed of full state snapshots — the current snapshot on
// connect, then one after every sim tick (broadcast from lib/sim/engine.ts). One-way push; player
// actions stay REST POSTs. Heartbeats keep idle proxies from dropping the connection.
const encoder = new TextEncoder();
const HEARTBEAT_MS = 15_000;
export async function GET() {
let heartbeat: ReturnType<typeof setInterval> | null = null;
let unsubscribe: (() => void) | null = null;
const cleanup = () => {
if (heartbeat !== null) clearInterval(heartbeat);
if (unsubscribe !== null) unsubscribe();
};
const stream = new ReadableStream<Uint8Array>({
start(controller) {
// Snapshot FIRST, then subscribe — a broadcast can never land before the initial event, so
// events are strictly ordered by sim clock. A tick in the gap just means the client waits ≤1 s
// for the next push instead of seeing an out-of-order frame.
getStateSnapshot()
.then((snapshot) => {
unsubscribe = subscribe((text) => {
try {
// broadcast carries the bare snapshot JSON — wrap it in an SSE frame here (the route owns
// wire framing, matching the initial snapshot + heartbeat above; lib/sse stays generic).
controller.enqueue(encoder.encode(`data: ${text}\n\n`));
} catch {
// stream already closed — cleanup runs on cancel
}
});
heartbeat = setInterval(() => {
try {
controller.enqueue(encoder.encode(': ping\n\n'));
} catch {
// same as above
}
}, HEARTBEAT_MS);
controller.enqueue(encoder.encode(`data: ${JSON.stringify(snapshot)}\n\n`));
})
.catch(() => {
cleanup();
try {
controller.close();
} catch {
// already closed
}
});
},
cancel() {
cleanup(); // client went away — drop the subscription + heartbeat
},
});
return new Response(stream, {
headers: {
'Content-Type': 'text/event-stream',
'Cache-Control': 'no-cache',
Connection: 'keep-alive',
'X-Accel-Buffering': 'no', // prod sits behind Traefik — don't buffer the stream
},
});
}
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@@ -13,7 +13,7 @@ test('GET /api/version returns the app version from package.json', async ({ page
expect(body.version).toBe(pkg.version); expect(body.version).toBe(pkg.version);
}); });
test('GET /api/openapi serves the spec with all twelve endpoints and the package.json version', async ({ page }) => { test('GET /api/openapi serves the spec with all thirteen endpoints and the package.json version', async ({ page }) => {
const res = await page.request.get('/api/openapi'); const res = await page.request.get('/api/openapi');
expect(res.status()).toBe(200); expect(res.status()).toBe(200);
expect(res.headers()['content-type']).toContain('application/json'); expect(res.headers()['content-type']).toContain('application/json');
@@ -23,6 +23,7 @@ test('GET /api/openapi serves the spec with all twelve endpoints and the package
// v0.12.0 swaps the contract accept/dispatch pair for package load/abandon + plane fly. // v0.12.0 swaps the contract accept/dispatch pair for package load/abandon + plane fly.
expect(Object.keys(spec.paths).sort()).toEqual([ expect(Object.keys(spec.paths).sort()).toEqual([
'/api/airports', '/api/airports',
'/api/events', // v0.57.0 (ISS-129) — SSE state stream
'/api/market/buy-plane', '/api/market/buy-plane',
'/api/market/sell-plane', '/api/market/sell-plane',
'/api/packages/{id}/abandon', '/api/packages/{id}/abandon',
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import { test, expect } from '@playwright/test';
// ISS-129 (v0.57.0): /api/events pushes full state snapshots over SSE — the current snapshot on
// connect, then one after every sim tick (~1 s; the background tick runs even while idle since
// v0.56.0, so no scale hook is needed). Reached via the same base URL as playwright.config.ts
// (E2E_BASE_URL, defaulting to the live instance) — node-side fetch, no browser involved.
const baseUrl = process.env.E2E_BASE_URL ?? 'https://flight.dev.kkhost.pl';
interface StateBody {
simState: { clockMs: number };
}
test('GET /api/events streams state snapshots over SSE', async () => {
const res = await fetch(`${baseUrl}/api/events`, { headers: { Accept: 'text/event-stream' } });
expect(res.status).toBe(200);
expect(res.headers.get('content-type')).toContain('text/event-stream');
expect(res.body).not.toBeNull();
const reader = res.body!.getReader();
const decoder = new TextDecoder();
let buffer = '';
const clocks: number[] = []; // simState.clockMs of each parsed snapshot event
try {
// Collect two snapshot events: the initial one, then at least one pushed by a background tick.
const deadline = Date.now() + 15_000;
while (clocks.length < 2 && Date.now() < deadline) {
let chunk: ReadableStreamReadResult<Uint8Array>;
try {
chunk = await Promise.race([
reader.read(),
new Promise<never>((_, reject) =>
setTimeout(() => reject(new Error('SSE stream stalled')), Math.max(1, deadline - Date.now())),
),
]);
} catch {
break; // stalled or past the deadline — let the length assertion report it
}
if (chunk.done) break; // stream ended early — same
buffer += decoder.decode(chunk.value, { stream: true });
let sep: number;
while ((sep = buffer.indexOf('\n\n')) >= 0) {
const frame = buffer.slice(0, sep);
buffer = buffer.slice(sep + 2);
for (const line of frame.split('\n')) {
if (!line.startsWith('data: ')) continue; // heartbeats are comment lines (" : ping")
const snap = JSON.parse(line.slice('data: '.length)) as StateBody;
clocks.push(snap.simState.clockMs);
}
}
}
} finally {
await reader.cancel(); // close the stream → server unsubscribes
}
// The initial snapshot arrives on connect; the second comes from a background tick within ~1 s.
expect(clocks.length).toBeGreaterThanOrEqual(2);
expect(clocks[1]).toBeGreaterThan(clocks[0]); // clock advanced between pushes — real updates, not replays
});
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@@ -211,12 +211,14 @@ export async function persist(instance: GameDb): Promise<void> {
await fs.rename(tmp, instance.file); await fs.rename(tmp, instance.file);
} }
// Singleton for the app process; openGameDb() is the uncached variant (tests). // Singleton for the app process; openGameDb() is the uncached variant (tests). ISS-129 (v0.57.0):
let ready: Promise<GameDb> | null = null; // lives on globalThis because Next.js can load this module more than once per process —
// instrumentation.ts and route handlers get separate module instances, so a plain `let` would give
// each its own in-memory sql.js DB (both persisting to the same file). One world per process.
const g = globalThis as unknown as { __flightGameDb?: Promise<GameDb> };
export function getGameDb(): Promise<GameDb> { export function getGameDb(): Promise<GameDb> {
if (!ready) ready = open(defaultDbPath()); return (g.__flightGameDb ??= open(defaultDbPath()));
return ready;
} }
export async function openGameDb(file: string): Promise<GameDb> { export async function openGameDb(file: string): Promise<GameDb> {
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@@ -3,9 +3,10 @@ import { describe, expect, it } from 'vitest';
import { openApiSpec } from './openapi'; import { openApiSpec } from './openapi';
describe('OpenAPI spec', () => { describe('OpenAPI spec', () => {
it('documents exactly the twelve public endpoints (3 read + 9 player actions)', () => { it('documents exactly the thirteen public endpoints (4 read + 9 player actions)', () => {
expect(Object.keys(openApiSpec.paths).sort()).toEqual([ expect(Object.keys(openApiSpec.paths).sort()).toEqual([
'/api/airports', '/api/airports',
'/api/events', // v0.57.0 (ISS-129) — SSE state stream
'/api/market/buy-plane', '/api/market/buy-plane',
'/api/market/sell-plane', '/api/market/sell-plane',
'/api/packages/{id}/abandon', '/api/packages/{id}/abandon',
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@@ -51,6 +51,22 @@ export const openApiSpec = {
}, },
}, },
}, },
'/api/events': {
get: {
summary: 'Live state stream (SSE)',
description:
'Server-Sent Events feed of full game-state snapshots (v0.57.0, ISS-129) — the current snapshot is sent immediately on connect and a fresh one after every sim tick (~1 s), so clients can subscribe instead of polling /api/state. Each event\'s data payload is JSON with exactly the StateSnapshot shape; comment lines starting with ":" are heartbeats.',
operationId: 'subscribeToEvents',
responses: {
200: {
description: 'SSE stream of state snapshots (text/event-stream)',
content: {
'text/event-stream': { schema: { type: 'string' } },
},
},
},
},
},
'/api/version': { '/api/version': {
get: { get: {
summary: 'App version', summary: 'App version',
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@@ -7,7 +7,8 @@ import { haversineKm, initialBearingDeg } from '@/lib/geo';
import { weatherFor } from '@/lib/weather'; import { weatherFor } from '@/lib/weather';
import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES, REPAIR_DURATION_MS, repRate, WEAR_PER_KM } from '@/lib/game/catalog'; import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES, REPAIR_DURATION_MS, repRate, WEAR_PER_KM } from '@/lib/game/catalog';
import { SPECIALS } from '@/lib/game/specials'; import { SPECIALS } from '@/lib/game/specials';
import { parseIcaoQueue } from '@/lib/game/state'; import { getStateSnapshot, parseIcaoQueue } from '@/lib/game/state';
import { broadcast } from '@/lib/sse';
import { IDLE_WORLD_TIME_SCALE } from '@/lib/worldClock'; import { IDLE_WORLD_TIME_SCALE } from '@/lib/worldClock';
import { import {
generatePackage, generatePackage,
@@ -46,13 +47,15 @@ export function reputationGainFor(km: number): number {
return Math.round((REP_BASE + REP_PER_KM * km) * 100) / 100; return Math.round((REP_BASE + REP_PER_KM * km) * 100) / 100;
} }
// Serialize ticks across concurrent requests (Next.js route handlers run in the // Serialize ticks across concurrent requests (Next.js route handlers run in the same process): each
// same process): each tick re-reads sim_state after the previous one wrote it, so // tick re-reads sim_state after the previous one wrote it, so no advance is ever applied twice.
// no advance is ever applied twice. // ISS-129 (v0.57.0): the chain lives on globalThis — instrumentation.ts and route handlers get
let chain: Promise<unknown> = Promise.resolve(); // separate module instances from Next.js, so a plain `let` would give each layer its own lock and let
// their ticks interleave against the shared DB below.
const g = globalThis as unknown as { __flightTickChain?: Promise<unknown> };
function withLock<T>(fn: () => Promise<T>): Promise<T> { function withLock<T>(fn: () => Promise<T>): Promise<T> {
const run = chain.then(fn); const run = (g.__flightTickChain ??= Promise.resolve()).then(fn);
chain = run.then( g.__flightTickChain = run.then(
() => undefined, () => undefined,
() => undefined, () => undefined,
); );
@@ -416,8 +419,24 @@ export async function spawnCoveragePackages(
// --- Public API (singleton DB + lock) — call from every read/action endpoint --- // --- Public API (singleton DB + lock) — call from every read/action endpoint ---
// ISS-129 (v0.57.0): after each tick on the singleton path, push a fresh snapshot to all SSE
// subscribers (/api/events) — the exact same body GET /api/state returns (getStateSnapshot), so
// pushed and polled states can never diverge in shape. Failures are logged, not fatal: polling
// still works either way. Background ticks (~1 s) cover action mutations for other clients too.
async function broadcastState(): Promise<void> {
try {
broadcast(JSON.stringify(await getStateSnapshot()));
} catch (err) {
console.error('flight: state broadcast failed', err);
}
}
export function tickNow(): Promise<schema.SimStateRow> { export function tickNow(): Promise<schema.SimStateRow> {
return withLock(async () => tickOnce(await getGameDb())); return withLock(async () => {
const row = await tickOnce(await getGameDb());
await broadcastState();
return row;
});
} }
// ISS-117: the world clock runs even with nobody polling — a ~1 s interval drives the same locked // ISS-117: the world clock runs even with nobody polling — a ~1 s interval drives the same locked
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import { describe, expect, it } from 'vitest';
import { broadcast, subscribe } from './sse';
// ISS-129 (v0.57.0): the fan-out registry behind /api/events — plain Set semantics, so no DB or
// server needed. Subscribers leak across tests in this file (module-level state), which is fine:
// each test only asserts on its own arrays.
describe('lib/sse', () => {
it('delivers broadcasts to subscribers and stops after unsubscribe', () => {
const a: string[] = [];
const b: string[] = [];
const unsubA = subscribe((t) => a.push(t));
const unsubB = subscribe((t) => b.push(t));
broadcast('x');
expect(a).toEqual(['x']);
expect(b).toEqual(['x']);
unsubA();
broadcast('y');
expect(a).toEqual(['x']); // unsubscribed — no more events
expect(b).toEqual(['x', 'y']);
unsubB();
});
it('a throwing subscriber does not break the others', () => {
const got: string[] = [];
subscribe(() => {
throw new Error('boom');
});
const unsub = subscribe((t) => got.push(t));
broadcast('z');
expect(got).toEqual(['z']);
unsub();
});
it('unsubscribe is idempotent', () => {
const got: string[] = [];
const unsub = subscribe((t) => got.push(t));
unsub();
unsub(); // second call must not throw
broadcast('w');
expect(got).toEqual([]);
});
});
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// ISS-129 (v0.57.0): in-process fan-out registry for the SSE state stream (/api/events). The app
// runs as one long-lived server process (`next start`; instrumentation.ts already keeps background
// sim state alive) — no new dependencies, no WS upgrade needed. The Set lives on globalThis because
// Next.js gives instrumentation.ts (where broadcast() fires from the background tick) and route
// handlers (where subscribe() happens in /api/events) separate module instances; a plain `let` would
// give each its own empty set and no push would ever be delivered.
type Push = (text: string) => void;
const g = globalThis as unknown as { __flightSseSubscribers?: Set<Push> };
const subscribers: Set<Push> = (g.__flightSseSubscribers ??= new Set());
export function subscribe(fn: Push): () => void {
subscribers.add(fn);
return () => {
subscribers.delete(fn);
};
}
// Call each subscriber safely — one dead stream must not take the others down.
export function broadcast(text: string): void {
for (const fn of [...subscribers]) {
try {
fn(text);
} catch {
// subscriber's stream is gone; its own cleanup unsubscribes it
}
}
}
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@@ -35,8 +35,14 @@ export async function fetchState(): Promise<StateSnapshot> {
return snapshot; return snapshot;
} }
// The shell's single polling source (v0.9.0): one GET /api/state loop for the whole page, // The shell's single state source (v0.9.0): one snapshot feed for the whole page, so every pane
// so every pane renders from the same snapshot instead of running its own poll loops. // renders from the same snapshot instead of running its own poll loops. ISS-129 (v0.57.0): primary
// transport is SSE — /api/events pushes a full snapshot after every sim tick; polling stays as an
// automatic fallback (no event within 5 s of connect, or on stream error) and stops again when fresh
// events flow. EventSource reconnects natively, so there is no custom reconnect logic here.
const SSE_URL = '/api/events';
const SSE_SILENCE_MS = 5_000;
export function useGameState(intervalMs = 1000): GameStateResult { export function useGameState(intervalMs = 1000): GameStateResult {
const [state, setState] = useState<StateSnapshot | null>(null); const [state, setState] = useState<StateSnapshot | null>(null);
const [loading, setLoading] = useState(true); const [loading, setLoading] = useState(true);
@@ -70,10 +76,53 @@ export function useGameState(intervalMs = 1000): GameStateResult {
}, []); }, []);
useEffect(() => { useEffect(() => {
refresh(); // fetch immediately on mount, don't wait for the first interval tick let pollId: ReturnType<typeof setInterval> | null = null;
const id = setInterval(refresh, intervalMs); let silenceTimer: ReturnType<typeof setTimeout> | null = null;
return () => clearInterval(id); let closed = false;
}, [intervalMs, refresh]);
const stopPolling = () => {
if (pollId !== null) clearInterval(pollId);
pollId = null;
};
// Fallback loop: immediate catch-up fetch, then the old interval.
const startPolling = () => {
if (closed || pollId !== null) return;
refresh();
pollId = setInterval(refresh, intervalMs);
};
let source: EventSource | null = null;
try {
source = new EventSource(SSE_URL);
} catch {
source = null; // no EventSource support — pure polling below
}
if (source !== null) {
source.onmessage = (event) => {
try {
applySnapshot(JSON.parse(event.data));
} catch {
// malformed event — the next one overwrites it anyway
}
stopPolling(); // fresh push flow → polling no longer needed
if (silenceTimer !== null) clearTimeout(silenceTimer); // connect check served its purpose
};
source.onerror = () => startPolling(); // stream trouble → poll until pushes resume
silenceTimer = setTimeout(startPolling, SSE_SILENCE_MS); // connected but silent for 5 s → poll
} else {
startPolling();
}
refresh(); // mount: same immediate fetch as before (fast first paint + __flightLastSnapshot)
return () => {
closed = true;
source?.close();
stopPolling();
if (silenceTimer !== null) clearTimeout(silenceTimer);
};
}, [intervalMs, refresh, applySnapshot]);
return { state, loading, error, refresh, applySnapshot }; return { state, loading, error, refresh, applySnapshot };
} }
+1 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "flight-ops", "name": "flight-ops",
"version": "0.56.0", "version": "0.57.0",
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "next dev -p 3000", "dev": "next dev -p 3000",