Fix draft state not updating when returning from backgrounded mobile app (#39)

* Fix draft state not updating when returning from backgrounded mobile app

Mobile browsers suspend JavaScript and silently drop WebSocket connections
when the user switches to another app, without firing "offline"/"online"
events. Add a visibilitychange handler so that when the user returns:
- If the socket is disconnected, reconnect immediately (skipping backoff)
- If the socket appears connected but JS was suspended, rejoin the draft
  room and trigger a loader revalidation to catch any missed picks/state

https://claude.ai/code/session_016tCZVFjSeHdQsdKktbDHEt

* Simplify reconnect handlers and fix connect_error overlay flicker

- Merge handleOnline and the shared branch of handleVisibilityChange into a
  single handleReturn function. visibilitychange is now a thin guard that calls
  it only on show. Both events share the same logic: reconnect if socket dropped,
  or restore UI state + rejoin room + revalidate if the socket survived.

- Remove setIsReconnecting(false) from connect_error: reconnect_attempt fires
  immediately after and resets it to true anyway, causing the "Reconnecting"
  overlay to flicker off and back on during every retry cycle.

https://claude.ai/code/session_016tCZVFjSeHdQsdKktbDHEt

* Fix four issues from useDraftSocket code review

- Manager listener leak: add socket.io.off() for reconnect_attempt and
  reconnect_failed in cleanup — socket.disconnect() only tears down the
  socket, not the Manager listeners, causing them to accumulate on re-mounts.

- reconnect_failed dead code: add reconnectionAttempts: 10 to io() config
  so the handler is actually reachable after exhausting retries.

- connectionError flicker: remove setConnectionError from connect_error —
  reconnect_attempt fires immediately after and clears it anyway, causing the
  error overlay to flash on every retry cycle. Error now only appears via
  reconnect_failed once all attempts are exhausted. connect_error instead
  ensures setIsReconnecting(true) so the reconnecting overlay shows instead
  of the initial "Connecting to Draft" spinner.

- Add comment to on/off/emit noting they are no-ops if called before the
  effect runs (socketRef.current === null).

https://claude.ai/code/session_016tCZVFjSeHdQsdKktbDHEt

---------

Co-authored-by: Claude <noreply@anthropic.com>
This commit is contained in:
Chris Parsons 2026-02-25 09:36:52 -08:00 committed by GitHub
parent 64a60a75d8
commit 364b05cd96
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GPG key ID: B5690EEEBB952194

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@ -27,6 +27,7 @@ export function useDraftSocket(seasonId: string, teamId?: string): UseDraftSocke
const socket = io({
path: "/socket.io",
transports: ["websocket", "polling"],
reconnectionAttempts: 10,
});
socketRef.current = socket;
@ -56,8 +57,11 @@ export function useDraftSocket(seasonId: string, teamId?: string): UseDraftSocke
socket.on("connect_error", (error) => {
console.error("Socket.IO connection error:", error);
setConnectionError(error.message || "Failed to connect to draft server");
setIsReconnecting(false);
// Don't set connectionError here — reconnect_attempt fires immediately after
// and would clear it again, causing the error overlay to flicker on every
// retry. Only show a hard error once all attempts are exhausted (reconnect_failed).
// Ensure the "reconnecting" overlay is visible rather than the initial spinner.
setIsReconnecting(true);
});
socket.io.on("reconnect_attempt", () => {
@ -75,36 +79,53 @@ export function useDraftSocket(seasonId: string, teamId?: string): UseDraftSocke
const handleOffline = () => {
// Mark as reconnecting immediately — the OS fires this before Socket.IO's
// heartbeat would detect the drop (~15s later). Note: "offline" can fire
// spuriously on mobile; handleOnline corrects the state if the socket is
// spuriously on mobile; handleReturn corrects the state if the socket is
// still alive when the network returns.
setIsConnected(false);
setIsReconnecting(true);
};
const handleOnline = () => {
if (socketRef.current?.connected) {
// Network blipped but the socket stayed alive (came back within ping timeout window).
// The socket never disconnected so no "connect" event will fire — correct UI directly.
// Unified handler for both "network returned" (online event) and
// "browser tab/app regained focus" (visibilitychange). Two cases:
// - Socket dropped: reconnect immediately, bypassing backoff.
// - Socket alive: restore UI state and rejoin the draft room so the page
// revalidates and picks up any events missed while the client was away.
const handleReturn = () => {
if (!socketRef.current?.connected) {
socketRef.current?.connect();
} else {
setIsConnected(true);
setIsReconnecting(false);
} else {
// Genuinely disconnected — skip backoff and reconnect immediately.
socketRef.current?.connect();
socketRef.current.emit("join-draft", seasonId, teamId);
setReconnectCount((c) => c + 1);
}
};
// visibilitychange fires on both hide and show — only act on show.
const handleVisibilityChange = () => {
if (document.visibilityState === "visible") handleReturn();
};
window.addEventListener("offline", handleOffline);
window.addEventListener("online", handleOnline);
window.addEventListener("online", handleReturn);
document.addEventListener("visibilitychange", handleVisibilityChange);
return () => {
socket.io.off("reconnect_attempt");
socket.io.off("reconnect_failed");
window.removeEventListener("offline", handleOffline);
window.removeEventListener("online", handleOnline);
window.removeEventListener("online", handleReturn);
document.removeEventListener("visibilitychange", handleVisibilityChange);
console.log("Leaving draft room:", seasonId);
socket.emit("leave-draft", seasonId);
socket.disconnect();
};
}, [seasonId, teamId]);
// These read socketRef.current at call time, so calls made before the effect
// has run (socketRef.current === null) are silently no-ops. Consumers should
// only call them inside their own useEffect, not during render or synchronously
// after mount.
const on = useCallback((event: string, callback: (...args: any[]) => void) => {
socketRef.current?.on(event, callback);
}, []);