Merge pull request 'fix: hydration-safe banner clock (#44, v0.10.1)' (#47) from fix/hydration-jump-dispatch into master
CI / build + unit + e2e (push) Successful in 3m32s

This commit was merged in pull request #47.
This commit is contained in:
2026-10-04 01:52:28 +02:00
5 changed files with 30 additions and 4 deletions
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@@ -19,3 +19,13 @@
## Other ## Other
1. For longer terminal tasks you should use pty_* tools. 1. For longer terminal tasks you should use pty_* tools.
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# Changelog # Changelog
## v0.10.1 — 2026-10-03 18:36
- Fix React 19 hydration mismatch on every production load — the banner's live clock was prerendered at build time in the static page and desynced at hydration (CI-verified: no hydration errors in the job logs). A real fix, but NOT the cause of the red e2e jump specs.
- Fix the world-map jump dispatch — the actual cause of the three deterministically red e2e jump specs: TeamBuilder's `blocked` term was `undefined`, not `null`, whenever no jump was queued (`Array.find` returns `undefined`), so the roster rendered (truthiness check) while the DISPATCH button's `blocked !== null` guard read it as blocked and stayed disabled — the JUMP panel's dispatch was permanently dead on an empty queue (the 300 s `waitForResponse` timeout; present since the builder shipped in v0.10.0, so the UI-jump specs were red on every run since, on a fresh DB; non-JUMP panels were unaffected, their branch yielding `null`).
## v0.10.0 — 2026-10-03 00:57 ## v0.10.0 — 2026-10-03 00:57
- Queue-based actions (#44): every game action (jump, explore, ship upgrade/expand/build, research) is now a queued task with an assigned team — a lead + optional helpers. Validation and cost deduction happen at queue time (unknown crew → 404, busy/committed crew → 409, in-transit or second jump → 409); effects apply when the task completes, mission accept is instant and free, and mission-completion checks run when the satisfying task resolves. - Queue-based actions (#44): every game action (jump, explore, ship upgrade/expand/build, research) is now a queued task with an assigned team — a lead + optional helpers. Validation and cost deduction happen at queue time (unknown crew → 404, busy/committed crew → 409, in-transit or second jump → 409); effects apply when the task completes, mission accept is instant and free, and mission-completion checks run when the satisfying task resolves.
- Manual time: new `POST /api/turn` advances exactly one turn — each active task ticks down, completions resolve via per-type resolvers (reusing the existing jump/explore/ship/research logic), FIFO successors auto-start; an empty queue is a free skip. `save.turn` now only increments here, and the UI gets the NEXT TURN button (bottom-right) with the turn counter. - Manual time: new `POST /api/turn` advances exactly one turn — each active task ticks down, completions resolve via per-type resolvers (reusing the existing jump/explore/ship/research logic), FIFO successors auto-start; an empty queue is a free skip. `save.turn` now only increments here, and the UI gets the NEXT TURN button (bottom-right) with the turn counter.
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@@ -63,6 +63,9 @@ export function MissionControl() {
const [activeTab, setActiveTab] = useState<string | null>(null) const [activeTab, setActiveTab] = useState<string | null>(null)
// #38 — admin DB CRUD overlay, opened from the header. // #38 — admin DB CRUD overlay, opened from the header.
const [adminOpen, setAdminOpen] = useState(false) const [adminOpen, setAdminOpen] = useState(false)
// #44 (v0.10.1) — true only after hydration: the banner clock must render '' in both SSR and the
// first client render, otherwise the prerendered (build-time) string desyncs at hydration.
const [hydrated, setHydrated] = useState(false)
// #44 — the four mount fetches, extracted into a callback so the NEXT TURN button (5b) can // #44 — the four mount fetches, extracted into a callback so the NEXT TURN button (5b) can
// re-run them after /api/turn: a tick can change all four snapshots (the turn always; inventory // re-run them after /api/turn: a tick can change all four snapshots (the turn always; inventory
@@ -120,6 +123,9 @@ export function MissionControl() {
return () => clearInterval(id) return () => clearInterval(id)
}, []) }, [])
// #44 (v0.10.1) — flip after hydration so the banner clock can start (SSR/first render both '').
useEffect(() => setHydrated(true), [])
// #27 — restore the persisted tab once on mount (validated against TAB_IDS). // #27 — restore the persisted tab once on mount (validated against TAB_IDS).
useEffect(() => { useEffect(() => {
const stored = window.localStorage.getItem(ACTIVE_TAB_KEY) const stored = window.localStorage.getItem(ACTIVE_TAB_KEY)
@@ -139,7 +145,9 @@ export function MissionControl() {
.catch(() => {}) .catch(() => {})
}, []) }, [])
const timeStr = new Date().toLocaleTimeString('en-GB', { hour12: false }) // #44 (v0.10.1) — hydration-safe: '' until hydrated (SSR and first client render agree), then the
// live time on the 1s tick — no more build-time clock baked into the prerendered HTML.
const timeStr = hydrated ? new Date().toLocaleTimeString('en-GB', { hour12: false }) : ''
// Slugs of the researched techs — drives the effective caps + build gates in the SHIP SYSTEMS // Slugs of the researched techs — drives the effective caps + build gates in the SHIP SYSTEMS
// tab via the same pure helpers the API enforces (lib/game/tech.ts). // tab via the same pure helpers the API enforces (lib/game/tech.ts).
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@@ -23,9 +23,13 @@ export function TeamBuilder({ type, hopCount, roster, tasks, onQueue }: {
const [helperIds, setHelperIds] = useState<number[]>([]) const [helperIds, setHelperIds] = useState<number[]>([])
// Whole-builder blocks: an ACTIVE jump is in transit (all types); in the jump panel any // Whole-builder blocks: an ACTIVE jump is in transit (all types); in the jump panel any
// queued jump is — the second-jump 409 (JC-12). // queued jump is — the second-jump 409 (JC-12). The JUMP branch coalesces find()'s
// undefined to null so blocked is strictly QueueDto | null: the roster ternary below tests
// truthiness, but the button guard compares to null — undefined slipped past it and
// disabled every empty-queue JUMP dispatch (v0.10.1 e2e jump regression).
const inTransit = tasks.find((t) => t.type === 'JUMP' && t.status === 'ACTIVE') const inTransit = tasks.find((t) => t.type === 'JUMP' && t.status === 'ACTIVE')
const blocked = inTransit ?? (type === 'JUMP' ? tasks.find((t) => t.type === 'JUMP') : null) const queuedJump = type === 'JUMP' ? (tasks.find((t) => t.type === 'JUMP') ?? null) : null
const blocked = inTransit ?? queuedJump
const lead = roster.find((c) => c.id === leadId) ?? null const lead = roster.find((c) => c.id === leadId) ?? null
const helpers = roster.filter((c) => helperIds.includes(c.id)) const helpers = roster.filter((c) => helperIds.includes(c.id))
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@@ -1,6 +1,6 @@
{ {
"name": "space-wanderer", "name": "space-wanderer",
"version": "0.10.0", "version": "0.10.1",
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "next dev -p 3000", "dev": "next dev -p 3000",