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>
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1 changed files with 33 additions and 12 deletions
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@ -27,6 +27,7 @@ export function useDraftSocket(seasonId: string, teamId?: string): UseDraftSocke
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const socket = io({
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path: "/socket.io",
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transports: ["websocket", "polling"],
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reconnectionAttempts: 10,
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});
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socketRef.current = socket;
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@ -56,8 +57,11 @@ export function useDraftSocket(seasonId: string, teamId?: string): UseDraftSocke
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socket.on("connect_error", (error) => {
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console.error("Socket.IO connection error:", error);
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setConnectionError(error.message || "Failed to connect to draft server");
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setIsReconnecting(false);
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// Don't set connectionError here — reconnect_attempt fires immediately after
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// and would clear it again, causing the error overlay to flicker on every
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// retry. Only show a hard error once all attempts are exhausted (reconnect_failed).
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// Ensure the "reconnecting" overlay is visible rather than the initial spinner.
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setIsReconnecting(true);
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});
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socket.io.on("reconnect_attempt", () => {
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@ -75,36 +79,53 @@ export function useDraftSocket(seasonId: string, teamId?: string): UseDraftSocke
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const handleOffline = () => {
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// Mark as reconnecting immediately — the OS fires this before Socket.IO's
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// heartbeat would detect the drop (~15s later). Note: "offline" can fire
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// spuriously on mobile; handleOnline corrects the state if the socket is
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// spuriously on mobile; handleReturn corrects the state if the socket is
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// still alive when the network returns.
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setIsConnected(false);
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setIsReconnecting(true);
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};
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const handleOnline = () => {
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if (socketRef.current?.connected) {
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// Network blipped but the socket stayed alive (came back within ping timeout window).
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// The socket never disconnected so no "connect" event will fire — correct UI directly.
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// Unified handler for both "network returned" (online event) and
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// "browser tab/app regained focus" (visibilitychange). Two cases:
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// - Socket dropped: reconnect immediately, bypassing backoff.
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// - Socket alive: restore UI state and rejoin the draft room so the page
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// revalidates and picks up any events missed while the client was away.
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const handleReturn = () => {
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if (!socketRef.current?.connected) {
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socketRef.current?.connect();
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} else {
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setIsConnected(true);
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setIsReconnecting(false);
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} else {
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// Genuinely disconnected — skip backoff and reconnect immediately.
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socketRef.current?.connect();
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socketRef.current.emit("join-draft", seasonId, teamId);
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setReconnectCount((c) => c + 1);
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}
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};
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// visibilitychange fires on both hide and show — only act on show.
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const handleVisibilityChange = () => {
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if (document.visibilityState === "visible") handleReturn();
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};
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window.addEventListener("offline", handleOffline);
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window.addEventListener("online", handleOnline);
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window.addEventListener("online", handleReturn);
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document.addEventListener("visibilitychange", handleVisibilityChange);
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return () => {
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socket.io.off("reconnect_attempt");
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socket.io.off("reconnect_failed");
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window.removeEventListener("offline", handleOffline);
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window.removeEventListener("online", handleOnline);
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window.removeEventListener("online", handleReturn);
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document.removeEventListener("visibilitychange", handleVisibilityChange);
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console.log("Leaving draft room:", seasonId);
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socket.emit("leave-draft", seasonId);
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socket.disconnect();
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};
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}, [seasonId, teamId]);
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// These read socketRef.current at call time, so calls made before the effect
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// has run (socketRef.current === null) are silently no-ops. Consumers should
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// only call them inside their own useEffect, not during render or synchronously
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// after mount.
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const on = useCallback((event: string, callback: (...args: any[]) => void) => {
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socketRef.current?.on(event, callback);
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}, []);
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