Feature 13 integration fix: deck error surfacing, active-batch tracking, modal key scope, three-card deck (#111)
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Co-authored-by: orchestrator-agent <20+orchestrator-agent@code.cubecraftcreations.com>
This commit was merged in pull request #111.
This commit is contained in:
2026-10-07 05:20:10 -04:00
committed by approver_agent
parent 4d9d8afd8d
commit a05d57cb2e
10 changed files with 484 additions and 109 deletions
+47 -19
View File
@@ -91,13 +91,24 @@ export function DiscoverPage() {
// The deck shown: the deck's newest read, less the Side quests being
// decided, which a read landing mid-decision may still have pending.
const inFlight = useDeciding()
const cards = deck.data?.filter((quest) => !inFlight.has(quest.id))
const cards = deck.data?.suggestions.filter((quest) => !inFlight.has(quest.id))
const questLog = useQuestLog()
const decision = useDecide()
const startBatch = useStartBatch()
// The job of the batch last known to be finding Side quests: the one Get
// more now started or joined, or the replenish a decision started.
// more now started or joined, the replenish a decision started or joined,
// or the deck's active batch, which may have been started elsewhere or
// before the page opened.
const [batchJobId, setBatchJobId] = useState<string | null>(null)
// A read of the deck reporting a new active batch follows its job from
// that render on; one reporting none leaves the last job followed, so its
// end and any failure stay shown.
const activeJobId = deck.data?.activeBatch?.job_id ?? null
const [seenActiveJobId, setSeenActiveJobId] = useState<string | null>(null)
if (activeJobId !== seenActiveJobId) {
setSeenActiveJobId(activeJobId)
if (activeJobId !== null) setBatchJobId(activeJobId)
}
const job = useJob<unknown>(BATCH_JOB_KIND, batchJobId)
const top = cards?.[0]
@@ -146,8 +157,8 @@ export function DiscoverPage() {
return true
}, [])
// send records a decision. A failed one stops the card's exit, so a card
// useDecide put back on the deck is at rest; a saved one that started a
// replenish batch follows its job.
// useDecide put back on the deck is at rest; a saved one that started or
// joined a replenish batch follows its job.
const send = useCallback(
(variables: { quest: SideQuest; choice: Choice }) => {
leaving.current = variables.quest.id
@@ -293,6 +304,9 @@ export function DiscoverPage() {
function onKeyDown(event: KeyboardEvent) {
if (event.defaultPrevented || event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) return
if (isEditable(event.target)) return
// A modal over the page (the Quest log sheet or its confirmation) makes
// the deck inert: its keys are the modal's, not the deck's.
if (deckRef.current === null || deckRef.current.closest('[inert]') !== null) return
if (event.key === 'ArrowLeft') decide('pass')
else if (event.key === 'ArrowRight') decide('try')
else return
@@ -320,6 +334,17 @@ export function DiscoverPage() {
const pending = decision.isError ? stillPending(deck, decision.variables.quest.id) : undefined
const retryable = pending !== undefined && pending !== null
// What went wrong asking for or finding more Side quests, shown whatever
// the deck has: a replenish can fail while cards remain. While Get more now
// is asking again, the last batch's failure is not the news.
const batchFailure = startBatch.isPending ? null : startBatch.isError ? (
<ErrorBanner onRetry={getMore}>Couldn't ask for more side quests. {startBatch.error.message}</ErrorBanner>
) : batchError === null ? null : jobRunning ? (
<ErrorBanner onRetry={job.poll}>Couldn't check on new side quests. {batchError.message}</ErrorBanner>
) : (
<ErrorBanner onRetry={getMore}>Couldn't find new side quests. {batchError.message}</ErrorBanner>
)
let body
if (deck.isError) {
body = <ErrorBanner onRetry={() => void deck.refetch()}>Couldn't load your side quests. {deck.error.message}</ErrorBanner>
@@ -334,32 +359,33 @@ export function DiscoverPage() {
))}
</div>
{finding && <p className={styles.finding}>Finding new side quests…</p>}
{jobRunning && batchError !== null && (
<ErrorBanner onRetry={job.poll}>Couldn't check on new side quests. {batchError.message}</ErrorBanner>
)}
</section>
)
} else if (top === undefined) {
body = (
<>
{startBatch.isError && (
<ErrorBanner onRetry={getMore}>Couldn't ask for more side quests. {startBatch.error.message}</ErrorBanner>
)}
{batchError !== null && (
<ErrorBanner onRetry={getMore}>Couldn't find new side quests. {batchError.message}</ErrorBanner>
)}
<EmptyState title="All caught up" action={{ label: 'Get more now', onClick: getMore }}>
New side quests arrive Sunday.
</EmptyState>
</>
<EmptyState title="All caught up" action={{ label: 'Get more now', onClick: getMore }}>
New side quests arrive Sunday.
</EmptyState>
)
} else {
const shown = cards!.slice(0, DECK_DEPTH.length)
body = (
<>
{/* The deck keeps all three depths: a short deck fills those it has
no card for with skeleton cards while a batch finds more Side
quests, and with blank cards, the stack's edge, while none is
coming. */}
<div ref={deckRef} className={styles.deck}>
{cards!.slice(0, DECK_DEPTH.length).map((quest, depth) => (
{shown.map((quest, depth) => (
<DeckCard key={quest.id} quest={quest} depth={depth} swipe={depth === 0 ? swipe : undefined} />
))}
{DECK_DEPTH.slice(shown.length).map((depth) =>
finding ? (
<Skeleton key={depth} data-testid="skeleton-card" className={`${styles.skeletonCard} ${styles[`depth${depth}`]}`} />
) : (
<div key={depth} data-testid="blank-card" aria-hidden="true" className={`${styles.blankCard} ${styles[`depth${depth}`]}`} />
),
)}
</div>
<div className={styles.actions}>
<IconButton ref={passRef} label="Pass" size={62} tone="neutral" showLabel disabled={busy} onClick={() => decide('pass')}>
@@ -369,6 +395,7 @@ export function DiscoverPage() {
<Icon icon={Heart} size="nav" />
</IconButton>
</div>
{finding && <p className={styles.finding}>Finding new side quests…</p>}
</>
)
}
@@ -386,6 +413,7 @@ export function DiscoverPage() {
<ErrorBanner onRetry={() => void questLog.refetch()}>Couldn't load the Quest log. {questLog.error.message}</ErrorBanner>
)}
{body}
{batchFailure}
{/* A failed decision is shown whatever the deck has come to since. */}
{decision.isError &&
(retryable ? (