fix(call-to-play): explain peer startup state
Treat an unavailable actor ID or an explicit not-ready result as normal peer startup and tell the user that LAN connection is still in progress. Clear that message when snapshot registration succeeds. Map obsolete, missing-history, and active-history-limit store failures to distinct guidance without marking a healthy transport unavailable. Preserve a generic message for unexpected publish failures. Test Plan: - just frontend-test - just build - git diff --cached --check
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@@ -3,7 +3,9 @@ import { invoke } from '@tauri-apps/api/core';
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import { listen, UnlistenFn } from '@tauri-apps/api/event';
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import {
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CALL_TO_PLAY_CONNECTING_MESSAGE,
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callToPlayEvent,
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callToPlayPublishErrorMessage,
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extendDeadline,
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pruneCallToPlayEvents,
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reduceCallToPlayEvents,
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@@ -75,6 +77,11 @@ export const useCallToPlay = (username: string): UseCallToPlay => {
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const ready = peerId !== null;
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setActorId(peerId);
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setTransportReady(ready);
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if (ready) {
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setError(current =>
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current === CALL_TO_PLAY_CONNECTING_MESSAGE ? null : current
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);
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}
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if (ready && retry !== undefined) {
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window.clearInterval(retry);
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retry = undefined;
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@@ -104,7 +111,10 @@ export const useCallToPlay = (username: string): UseCallToPlay => {
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}
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} catch (err) {
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console.error('Failed to register Call to Play listener:', err);
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if (!cancelled) setError('Call to Play networking is unavailable.');
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if (!cancelled) {
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setTransportReady(false);
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setError('Call to Play networking is unavailable.');
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}
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}
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};
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@@ -122,7 +132,7 @@ export const useCallToPlay = (username: string): UseCallToPlay => {
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): Promise<boolean> => {
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if (actorId === null) {
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setTransportReady(false);
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setError('Call to Play needs an active LAN peer. Choose a game folder first.');
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setError(CALL_TO_PLAY_CONNECTING_MESSAGE);
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return false;
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}
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const event = callToPlayEvent(callId, actorId, actor, action);
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@@ -130,7 +140,7 @@ export const useCallToPlay = (username: string): UseCallToPlay => {
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const accepted = await invoke<boolean>('publish_call_to_play', { event });
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if (!accepted) {
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setTransportReady(false);
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setError('Call to Play needs an active LAN peer. Choose a game folder first.');
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setError(CALL_TO_PLAY_CONNECTING_MESSAGE);
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return false;
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}
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setTransportReady(true);
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@@ -138,7 +148,7 @@ export const useCallToPlay = (username: string): UseCallToPlay => {
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return true;
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} catch (err) {
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console.error('publish_call_to_play failed:', err);
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setError('Could not send this Call to Play update.');
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setError(callToPlayPublishErrorMessage(err));
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return false;
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}
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}, [actor, actorId]);
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@@ -8,6 +8,21 @@ import {
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export const CHECKIN_LEAD_MS = 15 * 60_000;
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export const EXPIRED_RETENTION_MS = 5 * 60_000;
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export const TERMINAL_RETENTION_MS = 15 * 60_000;
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export const CALL_TO_PLAY_CONNECTING_MESSAGE =
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'Call to Play is still connecting to the LAN. Try again in a moment.';
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export const callToPlayPublishErrorMessage = (error: unknown): string => {
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const detail = error instanceof Error ? error.message : String(error);
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if (detail.includes('Call to Play event is obsolete')
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|| detail.includes('Call to Play history is missing')
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) {
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return 'This Call to Play has expired or already finished.';
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}
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if (detail.includes('Call to Play event history is full')) {
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return 'Call to Play has reached its active update limit. Start or cancel an active call, then try again.';
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}
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return 'Could not send this Call to Play update.';
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};
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export const extendDeadline = (
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now: number,
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@@ -1,8 +1,10 @@
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import {
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CALL_TO_PLAY_CONNECTING_MESSAGE,
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CHECKIN_LEAD_MS,
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EXPIRED_RETENTION_MS,
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TERMINAL_RETENTION_MS,
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activeCallCount,
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callToPlayPublishErrorMessage,
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extendDeadline,
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phaseOf,
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bumpTime,
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@@ -178,6 +180,34 @@ Deno.test('adding time extends from the current deadline or the current time', (
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);
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});
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Deno.test('publish failures distinguish startup and store outcomes', () => {
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assertEquals(
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CALL_TO_PLAY_CONNECTING_MESSAGE,
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'Call to Play is still connecting to the LAN. Try again in a moment.',
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'peer startup message',
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);
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assertEquals(
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callToPlayPublishErrorMessage('Call to Play event is obsolete'),
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'This Call to Play has expired or already finished.',
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'obsolete call message',
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);
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assertEquals(
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callToPlayPublishErrorMessage('Call to Play history is missing'),
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'This Call to Play has expired or already finished.',
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'missing expired history message',
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);
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assertEquals(
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callToPlayPublishErrorMessage(new Error('Call to Play event history is full')),
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'Call to Play has reached its active update limit. Start or cancel an active call, then try again.',
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'active history limit message',
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);
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assertEquals(
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callToPlayPublishErrorMessage('channel closed'),
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'Could not send this Call to Play update.',
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'unexpected failure message',
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);
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});
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Deno.test('reduction is order-independent and deduplicates events and messages', () => {
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const message = event('message-event', 'Bob', {
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SendMessage: { message_id: 'message-1', text: 'Ready?' },
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