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2026-08-09 16:16:45 +02:00
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commit 18dd3b7e07
21 changed files with 1630 additions and 893 deletions
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@@ -28,8 +28,8 @@ I would:
- Add store and handshake tests for this sequence.
This restores the intended "tombstone prevents resurrection for the rest of the
session" invariant. I would fix the semantics, not merely downgrade the
repeated warning.
session" invariant. I would fix the semantics, not merely downgrade the repeated
warning.
### 2. Distinguish missing game directory from peer startup
@@ -39,22 +39,21 @@ becomes true.
I would:
- Model directory readiness as `checking | missing | ready`, rather than
passing only a boolean that conflates hydration with a known missing
directory.
- Model directory readiness as `checking | missing | ready`, rather than passing
only a boolean that conflates hydration with a known missing directory.
- Pass that prerequisite state into `useCallToPlay`.
- Show folder guidance only for the confirmed `missing` state.
- Preserve the current connecting message for `checking` or
`ready-but-peer-starting`.
- Test both states and the transition after a valid directory is selected.
That finishes the original finding's full intent without returning to
misleading folder advice during normal startup.
That finishes the original finding's full intent without returning to misleading
folder advice during normal startup.
### 3. Add a local Launch action to Running receipts
Fable's UX point is persuasive. Participants currently reach the key moment
and see only that the game is running.
Fable's UX point is persuasive. Participants currently reach the key moment and
see only that the game is running.
I would add a local-only Launch button when:
@@ -63,9 +62,9 @@ I would add a local-only Launch button when:
- No conflicting operation prevents launch.
This would not violate the read-only terminal invariant: launching the local
game does not mutate the replicated call. I would use a dedicated play
callback rather than the generic primary action, so a button labelled "Launch"
cannot unexpectedly initiate an install or update.
game does not mutate the replicated call. I would use a dedicated play callback
rather than the generic primary action, so a button labelled "Launch" cannot
unexpectedly initiate an install or update.
### 4. Make terminal receipts visually static and correct the spec
@@ -79,8 +78,8 @@ The terminal receipt details are small but real:
I would:
- Freeze participant readiness at `terminalAt`, or render terminal
participants without countdown tags.
- Freeze participant readiness at `terminalAt`, or render terminal participants
without countdown tags.
- Suppress empty roster slots on terminal cards.
- Change Ready ticker text to name the creator.
- Update the ticker specification to match the actual visible-call and ranking
@@ -106,8 +105,8 @@ React test stack or waiting five real minutes:
fixtures could be a later improvement.
- **Full-store cloning per merge:** acceptable under the 4,096 unresolved-event
cap.
- **Substring-matched frontend errors:** brittle, but currently pinned by
tests; a proper fix requires a typed peer-to-Tauri error contract and is
- **Substring-matched frontend errors:** brittle, but currently pinned by tests;
a proper fix requires a typed peer-to-Tauri error contract and is
disproportionate for finishing this branch.
- **Missing component-test infrastructure:** inspection plus pure reducer tests
is adequate here; I would not add a UI test framework solely for these
@@ -126,4 +125,3 @@ The recommended finish scope is:
3. A Running-card Launch action.
4. Terminal-receipt polish and specification corrections.
5. Targeted replication tests.