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
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1 changed files with 20 additions and 27 deletions
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@ -57,7 +57,8 @@ 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 clear isReconnecting here — reconnect_attempt fires immediately
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// after and sets it back to true, causing a visible flicker in the overlay.
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});
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socket.io.on("reconnect_attempt", () => {
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@ -75,48 +76,40 @@ 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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}
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};
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const handleVisibilityChange = () => {
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if (document.visibilityState !== "visible") return;
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if (!socketRef.current?.connected) {
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// Mobile browsers kill WebSockets when the app is backgrounded without
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// firing "offline". Reconnect immediately when the user returns.
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socketRef.current?.connect();
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} else {
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// Socket appears connected but may have gone stale while JS was suspended.
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// Rejoin the draft room (idempotent) and bump reconnectCount so the draft
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// page revalidates loader data to catch any picks/state changes missed
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// while the browser was backgrounded.
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socketRef.current?.emit("join-draft", seasonId, teamId);
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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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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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