feat(spa): keep player in sync across next-round and document issue-180 flow
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@@ -198,6 +198,30 @@ describe('PlayerShellComponent gameplay wiring', () => {
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expect(fetchMock).toHaveBeenCalledTimes(3);
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});
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it('auto-refreshes player session to avoid host/player state desync between rounds', async () => {
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vi.useFakeTimers();
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const fetchMock: FetchMock = vi
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.fn()
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.mockResolvedValueOnce(jsonResponse(200, sessionDetailPayload('scoreboard', { roundQuestionId: null })))
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.mockResolvedValueOnce(jsonResponse(200, sessionDetailPayload('lobby', { roundQuestionId: null })));
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vi.stubGlobal('fetch', fetchMock);
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const component = new PlayerShellComponent();
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component.sessionCode = 'ABCD12';
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await component.refreshSession();
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expect(component.session?.session.status).toBe('scoreboard');
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await vi.advanceTimersByTimeAsync(3100);
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expect(fetchMock).toHaveBeenCalledTimes(2);
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expect(component.session?.session.status).toBe('lobby');
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component.ngOnDestroy();
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});
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it('enters reconnecting state when network request fails while online', async () => {
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vi.stubGlobal('navigator', { onLine: true });
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