fix: teleport should never show reconnect dialog
This commit is contained in:
parent
32e5e42462
commit
bf3bd3dff5
5 changed files with 153 additions and 20 deletions
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@ -20,6 +20,14 @@ pub struct WsConfig {
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pub ping_interval_secs: u64,
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}
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/// WebSocket close codes (custom range: 4000-4999).
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pub mod close_codes {
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/// Scene change (user navigating to different scene).
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pub const SCENE_CHANGE: u16 = 4000;
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/// Server timeout (no message received within timeout period).
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pub const SERVER_TIMEOUT: u16 = 4001;
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}
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/// Reason for member disconnect.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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#[serde(rename_all = "snake_case")]
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@ -20,14 +20,11 @@ use uuid::Uuid;
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use chattyness_db::{
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models::{AvatarRenderData, ChannelMemberWithAvatar, EmotionState, User},
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queries::{avatars, channel_members, loose_props, realms, scenes},
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ws_messages::{ClientMessage, DisconnectReason, ServerMessage, WsConfig},
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ws_messages::{close_codes, ClientMessage, DisconnectReason, ServerMessage, WsConfig},
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};
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use chattyness_error::AppError;
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use chattyness_shared::WebSocketConfig;
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/// Close code for scene change (custom code).
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const SCENE_CHANGE_CLOSE_CODE: u16 = 4000;
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use crate::auth::AuthUser;
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/// Channel state for broadcasting updates.
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@ -397,8 +394,13 @@ async fn handle_socket(
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// Create recv timeout from config
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let recv_timeout = Duration::from_secs(ws_config.recv_timeout_secs);
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// Channel for sending close frame requests from recv_task to send_task
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let (close_tx, mut close_rx) = mpsc::channel::<(u16, String)>(1);
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// Spawn task to handle incoming messages from client
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let close_tx_for_recv = close_tx.clone();
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let recv_task = tokio::spawn(async move {
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let close_tx = close_tx_for_recv;
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let pool = pool_for_recv;
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let ws_state = ws_state_for_recv;
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let mut disconnect_reason = DisconnectReason::Graceful;
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@ -817,7 +819,7 @@ async fn handle_socket(
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Message::Close(close_frame) => {
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// Check close code for scene change
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if let Some(CloseFrame { code, .. }) = close_frame {
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if code == SCENE_CHANGE_CLOSE_CODE {
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if code == close_codes::SCENE_CHANGE {
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disconnect_reason = DisconnectReason::SceneChange;
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} else {
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disconnect_reason = DisconnectReason::Graceful;
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@ -843,6 +845,12 @@ async fn handle_socket(
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Err(_) => {
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// Timeout elapsed - connection likely lost
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tracing::info!("[WS] Connection timeout for user {}", user_id);
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// Send close frame with timeout code so client can attempt silent reconnection
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let _ = close_tx
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.send((close_codes::SERVER_TIMEOUT, "timeout".to_string()))
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.await;
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// Brief delay to allow close frame to be sent
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tokio::time::sleep(Duration::from_millis(100)).await;
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disconnect_reason = DisconnectReason::Timeout;
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break;
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}
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@ -852,10 +860,21 @@ async fn handle_socket(
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(recv_conn, disconnect_reason)
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});
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// Spawn task to forward broadcasts and direct messages to this client
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// Spawn task to forward broadcasts, direct messages, and close frames to this client
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let send_task = tokio::spawn(async move {
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loop {
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tokio::select! {
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// Handle close frame requests (from timeout)
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Some((code, reason)) = close_rx.recv() => {
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#[cfg(debug_assertions)]
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tracing::debug!("[WS->Client] Sending close frame: code={}, reason={}", code, reason);
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let close_frame = CloseFrame {
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code,
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reason: reason.into(),
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};
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let _ = sender.send(Message::Close(Some(close_frame))).await;
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break;
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}
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// Handle broadcast messages
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Ok(msg) = rx.recv() => {
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if let Ok(json) = serde_json::to_string(&msg) {
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@ -112,6 +112,14 @@ pub fn ReconnectionOverlay(
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}
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set_overlay_state.set(OverlayState::Hidden);
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}
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WsState::SilentReconnecting(_) => {
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// Silent reconnection in progress - keep overlay hidden
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// The ws_client handles the reconnection attempts internally
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if let Some(timer) = timer_handle.borrow_mut().take() {
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drop(timer);
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}
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set_overlay_state.set(OverlayState::Hidden);
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}
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WsState::Disconnected | WsState::Error => {
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// Check current state - only start countdown if we're hidden
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let current = overlay_state.get_untracked();
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@ -9,18 +9,21 @@ use leptos::reactive::owner::LocalStorage;
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#[cfg(feature = "hydrate")]
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use chattyness_db::models::EmotionState;
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use chattyness_db::models::{ChannelMemberWithAvatar, LooseProp};
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use chattyness_db::ws_messages::ClientMessage;
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use chattyness_db::ws_messages::{close_codes, ClientMessage};
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#[cfg(feature = "hydrate")]
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use chattyness_db::ws_messages::{DisconnectReason, ServerMessage};
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use super::chat_types::ChatMessage;
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/// Close code for scene change (must match server constant).
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pub const SCENE_CHANGE_CLOSE_CODE: u16 = 4000;
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/// Duration for fade-out animation in milliseconds.
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pub const FADE_DURATION_MS: i64 = 5000;
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/// Maximum number of silent reconnection attempts before showing overlay.
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pub const MAX_SILENT_RECONNECT_ATTEMPTS: u8 = 3;
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/// Delay between silent reconnection attempts in milliseconds.
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pub const SILENT_RECONNECT_DELAY_MS: u32 = 1000;
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/// A member that is currently fading out after a timeout disconnect.
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#[derive(Clone, Debug)]
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pub struct FadingMember {
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@ -43,6 +46,9 @@ pub enum WsState {
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Disconnected,
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/// Connection error occurred.
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Error,
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/// Silently attempting to reconnect after server timeout.
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/// The u8 is the current attempt number (1-based).
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SilentReconnecting(u8),
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}
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/// Sender function type for WebSocket messages.
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@ -91,7 +97,7 @@ pub struct TeleportInfo {
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pub fn use_channel_websocket(
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realm_slug: Signal<String>,
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channel_id: Signal<Option<uuid::Uuid>>,
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reconnect_trigger: Signal<u32>,
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reconnect_trigger: RwSignal<u32>,
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on_members_update: Callback<Vec<ChannelMemberWithAvatar>>,
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on_chat_message: Callback<ChatMessage>,
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on_loose_props_sync: Callback<Vec<LooseProp>>,
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@ -110,6 +116,11 @@ pub fn use_channel_websocket(
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let (ws_state, set_ws_state) = signal(WsState::Disconnected);
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let ws_ref: Rc<RefCell<Option<WebSocket>>> = Rc::new(RefCell::new(None));
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let members: Rc<RefCell<Vec<ChannelMemberWithAvatar>>> = Rc::new(RefCell::new(Vec::new()));
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// Track current user's ID to ignore self MemberLeft during reconnection
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let current_user_id: Rc<RefCell<Option<uuid::Uuid>>> = Rc::new(RefCell::new(None));
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// Flag to track intentional closes (teleport, scene change) - guarantees local state
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// even if close code doesn't arrive correctly due to browser/server quirks
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let is_intentional_close: Rc<RefCell<bool>> = Rc::new(RefCell::new(false));
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// Create a stored sender function (using new_local for WASM single-threaded environment)
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let ws_ref_for_send = ws_ref.clone();
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@ -129,6 +140,7 @@ pub fn use_channel_websocket(
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// Effect to manage WebSocket lifecycle
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let ws_ref_clone = ws_ref.clone();
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let members_clone = members.clone();
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let is_intentional_close_for_cleanup = is_intentional_close.clone();
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Effect::new(move |_| {
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let slug = realm_slug.get();
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@ -138,7 +150,14 @@ pub fn use_channel_websocket(
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// Cleanup previous connection
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if let Some(old_ws) = ws_ref_clone.borrow_mut().take() {
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let _ = old_ws.close();
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#[cfg(debug_assertions)]
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web_sys::console::log_1(
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&format!("[WS] Closing old connection, readyState={}", old_ws.ready_state()).into(),
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);
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// Set flag BEFORE closing - guarantees local state even if close code doesn't arrive
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*is_intentional_close_for_cleanup.borrow_mut() = true;
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// Close with SCENE_CHANGE code so onclose handler knows this was intentional
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let _ = old_ws.close_with_code_and_reason(close_codes::SCENE_CHANGE, "scene change");
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}
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let Some(ch_id) = ch_id else {
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@ -205,6 +224,8 @@ pub fn use_channel_websocket(
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let ws_ref_for_heartbeat = ws_ref.clone();
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let heartbeat_started: Rc<RefCell<bool>> = Rc::new(RefCell::new(false));
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let heartbeat_started_clone = heartbeat_started.clone();
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// For tracking current user ID to ignore self MemberLeft during reconnection
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let current_user_id_for_msg = current_user_id.clone();
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let onmessage = Closure::wrap(Box::new(move |e: MessageEvent| {
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if let Ok(text) = e.data().dyn_into::<js_sys::JsString>() {
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let text: String = text.into();
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@ -219,6 +240,9 @@ pub fn use_channel_websocket(
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..
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} = msg
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{
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// Track current user ID for MemberLeft filtering
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*current_user_id_for_msg.borrow_mut() = member.user_id;
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if !*heartbeat_started_clone.borrow() {
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*heartbeat_started_clone.borrow_mut() = true;
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let ping_interval_ms = config.ping_interval_secs * 1000;
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@ -269,6 +293,7 @@ pub fn use_channel_websocket(
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&on_member_fading_clone,
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&on_error_clone,
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&on_teleport_approved_clone,
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¤t_user_id_for_msg,
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);
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}
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}
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@ -278,22 +303,82 @@ pub fn use_channel_websocket(
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// onerror
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let set_ws_state_err = set_ws_state;
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let ws_state_for_err = ws_state;
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let reconnect_trigger_for_error = reconnect_trigger;
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let onerror = Closure::wrap(Box::new(move |e: ErrorEvent| {
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#[cfg(debug_assertions)]
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web_sys::console::error_1(&format!("[WS] Error: {:?}", e.message()).into());
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set_ws_state_err.set(WsState::Error);
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// Check if we're in silent reconnection mode
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let current_state = ws_state_for_err.get_untracked();
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if let WsState::SilentReconnecting(attempt) = current_state {
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if attempt < MAX_SILENT_RECONNECT_ATTEMPTS {
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// Try another silent reconnection
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let next_attempt = attempt + 1;
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#[cfg(debug_assertions)]
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web_sys::console::log_1(
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&format!(
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"[WS] Silent reconnection attempt {} failed, trying attempt {}",
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attempt, next_attempt
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)
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.into(),
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);
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set_ws_state_err.set(WsState::SilentReconnecting(next_attempt));
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// Schedule next reconnection attempt
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let reconnect_trigger = reconnect_trigger_for_error;
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gloo_timers::callback::Timeout::new(SILENT_RECONNECT_DELAY_MS, move || {
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reconnect_trigger.update(|v| *v = v.wrapping_add(1));
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})
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.forget();
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} else {
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// Max attempts reached, fall back to showing overlay
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#[cfg(debug_assertions)]
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web_sys::console::log_1(
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&"[WS] Silent reconnection failed, showing reconnection overlay".into(),
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);
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set_ws_state_err.set(WsState::Error);
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}
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} else {
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set_ws_state_err.set(WsState::Error);
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}
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}) as Box<dyn FnMut(ErrorEvent)>);
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ws.set_onerror(Some(onerror.as_ref().unchecked_ref()));
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onerror.forget();
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// onclose
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let set_ws_state_close = set_ws_state;
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let reconnect_trigger_for_close = reconnect_trigger;
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let is_intentional_close_for_onclose = is_intentional_close.clone();
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let onclose = Closure::wrap(Box::new(move |e: CloseEvent| {
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let code = e.code();
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#[cfg(debug_assertions)]
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web_sys::console::log_1(
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&format!("[WS] Closed: code={}, reason={}", e.code(), e.reason()).into(),
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&format!("[WS] Closed: code={}, reason={}", code, e.reason()).into(),
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);
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set_ws_state_close.set(WsState::Disconnected);
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// Handle based on close code with defense-in-depth using flag
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if code == close_codes::SERVER_TIMEOUT {
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// Server timeout - attempt silent reconnection (highest priority)
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#[cfg(debug_assertions)]
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web_sys::console::log_1(&"[WS] Server timeout, attempting silent reconnection".into());
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set_ws_state_close.set(WsState::SilentReconnecting(1));
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// Schedule reconnection after delay
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let reconnect_trigger = reconnect_trigger_for_close;
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gloo_timers::callback::Timeout::new(SILENT_RECONNECT_DELAY_MS, move || {
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reconnect_trigger.update(|v| *v = v.wrapping_add(1));
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})
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.forget();
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} else if code == close_codes::SCENE_CHANGE || *is_intentional_close_for_onclose.borrow() {
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// Intentional close (scene change/teleport) - don't show disconnection
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// Check both code AND flag for defense-in-depth (flag is guaranteed local state)
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#[cfg(debug_assertions)]
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web_sys::console::log_1(&"[WS] Intentional close, not setting Disconnected".into());
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// Reset the flag for future connections
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*is_intentional_close_for_onclose.borrow_mut() = false;
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} else {
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// Other close codes - treat as disconnection
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set_ws_state_close.set(WsState::Disconnected);
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}
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}) as Box<dyn FnMut(CloseEvent)>);
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ws.set_onclose(Some(onclose.as_ref().unchecked_ref()));
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onclose.forget();
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@ -317,6 +402,7 @@ fn handle_server_message(
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on_member_fading: &Callback<FadingMember>,
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on_error: &Option<Callback<WsError>>,
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on_teleport_approved: &Option<Callback<TeleportInfo>>,
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current_user_id: &std::rc::Rc<std::cell::RefCell<Option<uuid::Uuid>>>,
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) {
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let mut members_vec = members.borrow_mut();
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@ -343,6 +429,18 @@ fn handle_server_message(
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guest_session_id,
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reason,
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} => {
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// Check if this is our own MemberLeft due to timeout - ignore it during reconnection
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// so we don't see our own avatar fade out
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let own_user_id = *current_user_id.borrow();
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let is_self = own_user_id.is_some() && user_id == own_user_id;
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if is_self && reason == DisconnectReason::Timeout {
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#[cfg(debug_assertions)]
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web_sys::console::log_1(
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&"[WS] Ignoring self MemberLeft during reconnection".into(),
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);
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return;
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}
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// Find the member before removing
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let leaving_member = members_vec
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.iter()
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@ -488,7 +586,7 @@ fn handle_server_message(
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pub fn use_channel_websocket(
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_realm_slug: Signal<String>,
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_channel_id: Signal<Option<uuid::Uuid>>,
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_reconnect_trigger: Signal<u32>,
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_reconnect_trigger: RwSignal<u32>,
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_on_members_update: Callback<Vec<ChannelMemberWithAvatar>>,
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_on_chat_message: Callback<ChatMessage>,
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_on_loose_props_sync: Callback<Vec<LooseProp>>,
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@ -121,7 +121,7 @@ pub fn RealmPage() -> impl IntoView {
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let (error_message, set_error_message) = signal(Option::<String>::None);
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// Reconnection trigger - increment to force WebSocket reconnection
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let (reconnect_trigger, set_reconnect_trigger) = signal(0u32);
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let reconnect_trigger = RwSignal::new(0u32);
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// Current scene (changes when teleporting)
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let (current_scene, set_current_scene) = signal(Option::<Scene>::None);
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@ -383,7 +383,7 @@ pub fn RealmPage() -> impl IntoView {
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set_members.set(Vec::new());
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// Trigger a reconnect to ensure fresh connection
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set_reconnect_trigger.update(|t| *t += 1);
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reconnect_trigger.update(|t| *t += 1);
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});
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});
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@ -391,7 +391,7 @@ pub fn RealmPage() -> impl IntoView {
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let (ws_state, ws_sender) = use_channel_websocket(
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slug,
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Signal::derive(move || channel_id.get()),
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Signal::derive(move || reconnect_trigger.get()),
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reconnect_trigger,
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on_members_update,
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on_chat_message,
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on_loose_props_sync,
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@ -1087,7 +1087,7 @@ pub fn RealmPage() -> impl IntoView {
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<ReconnectionOverlay
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ws_state=ws_state_for_overlay
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on_reconnect=Callback::new(move |_: ()| {
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set_reconnect_trigger.update(|t| *t += 1);
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reconnect_trigger.update(|t| *t += 1);
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})
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/>
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}
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