feat(spa): keep player in sync across next-round and document issue-180 flow
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This commit is contained in:
2026-03-01 16:52:11 +00:00
parent c4850f2e0e
commit ec73ef3030
3 changed files with 130 additions and 0 deletions

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@@ -0,0 +1,28 @@
# Issue #180 SPA gameplay flow evidence
## Flow log (host + player, no page reload)
1. Host opens SPA host shell and loads scoreboard (`GET /lobby/sessions/{code}/scoreboard`).
2. Host starts next round (`POST /lobby/sessions/{code}/rounds/next`).
3. Host shell refreshes session state in-place (`GET /lobby/sessions/{code}`) and clears old scoreboard/final leaderboard payloads.
4. Player shell performs periodic session refresh while online (3s cadence) and transitions from `scoreboard` to `lobby` without page reload.
5. Host finishes game (`POST /lobby/sessions/{code}/finish`) and renders final leaderboard directly in SPA shell.
6. Player shell reads `finished` state and renders final leaderboard in SPA (sorted by score).
7. Error/retry paths available:
- Host: next-round and finish-game retry buttons with explicit error feedback.
- Player: reconnect + submit retry feedback.
## Test output snapshot
Command:
```bash
cd frontend/angular
npm test -- --run src/app/features/host/host-shell.component.spec.ts src/app/features/player/player-shell.component.spec.ts
```
Result:
- `host-shell.component.spec.ts`: 6 passed
- `player-shell.component.spec.ts`: 7 passed
- Total: 13 passed, 0 failed

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@@ -198,6 +198,30 @@ describe('PlayerShellComponent gameplay wiring', () => {
expect(fetchMock).toHaveBeenCalledTimes(3);
});
it('auto-refreshes player session to avoid host/player state desync between rounds', async () => {
vi.useFakeTimers();
const fetchMock: FetchMock = vi
.fn()
.mockResolvedValueOnce(jsonResponse(200, sessionDetailPayload('scoreboard', { roundQuestionId: null })))
.mockResolvedValueOnce(jsonResponse(200, sessionDetailPayload('lobby', { roundQuestionId: null })));
vi.stubGlobal('fetch', fetchMock);
const component = new PlayerShellComponent();
component.sessionCode = 'ABCD12';
await component.refreshSession();
expect(component.session?.session.status).toBe('scoreboard');
await vi.advanceTimersByTimeAsync(3100);
expect(fetchMock).toHaveBeenCalledTimes(2);
expect(component.session?.session.status).toBe('lobby');
component.ngOnDestroy();
});
it('enters reconnecting state when network request fails while online', async () => {
vi.stubGlobal('navigator', { onLine: true });

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@@ -13,6 +13,7 @@ interface SessionDetail {
}
type ConnectionState = 'online' | 'reconnecting' | 'offline';
type LoadingTransition = 'refresh' | 'join' | 'submit-lie' | 'submit-guess' | null;
@Component({
selector: 'app-player-shell',
@@ -31,12 +32,16 @@ type ConnectionState = 'online' | 'reconnecting' | 'offline';
<p *ngIf="connectionState === 'reconnecting'" class="error">
Reconnecting… trying to refresh session state.
<button type="button" (click)="retryReconnect()" [disabled]="loading">Retry now</button>
<button type="button" (click)="returnToJoin()" [disabled]="loading">Back to join</button>
</p>
<p *ngIf="connectionState === 'offline'" class="error">
You are offline. Reconnect to continue gameplay.
<button type="button" (click)="retryReconnect()" [disabled]="loading">Retry now</button>
<button type="button" (click)="returnToJoin()" [disabled]="loading">Back to join</button>
</p>
<p *ngIf="loading" class="hint">{{ loadingMessage }}</p>
<div class="panel" *ngIf="session">
<p><strong>Status:</strong> {{ session.session.status }}</p>
<p *ngIf="session.round_question"><strong>Prompt:</strong> {{ session.round_question.prompt }}</p>
@@ -70,6 +75,11 @@ type ConnectionState = 'online' | 'reconnecting' | 'offline';
<p *ngIf="error" class="error">{{ error }}</p>
<p *ngIf="submitError" class="error">{{ submitError.message }}</p>
<div class="panel" *ngIf="error || submitError">
<button type="button" (click)="retryReconnect()" [disabled]="loading">Retry</button>
<button type="button" (click)="returnToJoin()" [disabled]="loading">Back to join</button>
</div>
`,
})
export class PlayerShellComponent implements OnInit, OnDestroy {
@@ -85,10 +95,12 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
session: SessionDetail | null = null;
finalLeaderboard: Array<{ id: number; nickname: string; score: number }> = [];
connectionState: ConnectionState = 'online';
loadingTransition: LoadingTransition = null;
private readonly sessionContextStore = createSessionContextStore();
private readonly controller = createVerticalSliceController(createApiClient(), this.sessionContextStore);
private reconnectTimer: ReturnType<typeof setTimeout> | null = null;
private stateSyncTimer: ReturnType<typeof setTimeout> | null = null;
constructor() {
if (typeof navigator !== 'undefined' && !navigator.onLine) {
@@ -127,6 +139,7 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
window.removeEventListener('offline', this.handleOffline);
}
this.clearReconnectTimer();
this.clearStateSyncTimer();
}
private readonly handleOnline = (): void => {
@@ -137,6 +150,7 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
private readonly handleOffline = (): void => {
this.connectionState = 'offline';
this.clearReconnectTimer();
this.clearStateSyncTimer();
};
private clearReconnectTimer(): void {
@@ -146,6 +160,48 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
}
}
private clearStateSyncTimer(): void {
if (this.stateSyncTimer) {
clearTimeout(this.stateSyncTimer);
this.stateSyncTimer = null;
}
}
private scheduleStateSync(): void {
this.clearStateSyncTimer();
if (!this.sessionCode.trim() || this.connectionState !== 'online' || !this.session) {
return;
}
if (this.session.session.status === 'finished') {
return;
}
this.stateSyncTimer = setTimeout(() => {
this.stateSyncTimer = null;
if (this.loading || this.connectionState !== 'online') {
this.scheduleStateSync();
return;
}
void this.refreshSession();
}, 3000);
}
get loadingMessage(): string {
switch (this.loadingTransition) {
case 'join':
return 'Joining session… restoring your player state.';
case 'submit-lie':
return 'Submitting lie… waiting for guess phase.';
case 'submit-guess':
return 'Submitting guess… waiting for reveal.';
case 'refresh':
default:
return 'Loading latest session state…';
}
}
private normalizeCode(value: string): string {
return value.trim().toUpperCase();
}
@@ -160,9 +216,12 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
private markOnline(): void {
this.connectionState = 'online';
this.clearReconnectTimer();
this.scheduleStateSync();
}
private markConnectionIssue(error: unknown): void {
this.clearStateSyncTimer();
if (typeof navigator !== 'undefined' && !navigator.onLine) {
this.connectionState = 'offline';
return;
@@ -200,6 +259,21 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
await this.refreshSession();
}
returnToJoin(): void {
this.loadingTransition = null;
this.clearReconnectTimer();
this.connectionState = typeof navigator !== 'undefined' && !navigator.onLine ? 'offline' : 'online';
this.session = null;
this.finalLeaderboard = [];
this.selectedGuess = '';
this.lieText = '';
this.submitError = null;
this.error = '';
this.playerId = 0;
this.sessionToken = '';
this.sessionContextStore.clear();
}
private syncFinalLeaderboard(): void {
if (!this.session || this.session.session.status !== 'finished') {
this.finalLeaderboard = [];
@@ -235,6 +309,7 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
async refreshSession(): Promise<void> {
this.loading = true;
this.loadingTransition = 'refresh';
this.error = '';
try {
const state = await this.controller.hydrateLobby(this.sessionCode);
@@ -253,11 +328,13 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
this.markConnectionIssue(error);
} finally {
this.loading = false;
this.loadingTransition = null;
}
}
async joinSession(): Promise<void> {
this.loading = true;
this.loadingTransition = 'join';
this.error = '';
try {
const state = await this.controller.joinLobby(this.sessionCode, this.nickname);
@@ -280,6 +357,7 @@ export class PlayerShellComponent implements OnInit, OnDestroy {
this.markConnectionIssue(error);
} finally {
this.loading = false;
this.loadingTransition = null;
}
}