feat(client): CELLMATE-FOUND BACK/cancel affordance + survivor closure beat (#142) #161

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bosun merged 1 commit from i/142-cellmate-found-back-cancel into main 2026-06-24 11:26:04 +02:00
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MERGE-GATED on engine-room #151

This is the visible-vessel (client) half of #142. It consumes the cancel protocol Engineer is shaping in #151 ({type:cancel} client→server, {type:opponentCancelled} server→survivor). #151 is still open / unmerged, so this PR must NOT land alone: on the current deployed server {type:cancel} hits no handler → no-op → the opponent is never notified and gets a silent socket-close requeue (the degraded state #142 exists to fix). Hold the merge until #151 lands; then both wire halves ship together.

Built in parallel against the frozen #151 contract (ratified by Bosun: WS-mock lets the client half be verified independently — {type:cancel} send is pure client behavior; opponentCancelled is mocked).

Closes #142.


What it does

A graceful pre-game bail from the matched CELLMATE FOUND ready screen (operator playtest gap: "no exit / bail out possibility").

Canceller side

  • BACK button top-left corner (both orientations) + desktop Esc. Both → net.sendCancel() then backToYard() (detach to welcome).
  • No confirm (Herald): pre-game has no live game-state to protect, so a confirm over-heavies a "let me out" action. Anti-fumble is via placement (corner, clear of READY's tap-zone), not a gate.

Survivor side

  • {opponentCancelled} arms a brief "OPPONENT CANCELLED — returning to lobby" closure beat over the requeued lobby. Herald: an explicit closure, not a silent dump (which reads as a crash). Same full-dim/amber overlay family as the #139 disconnect overlay; no countdown (the requeue is near-instant — a closure moment, not a bounded wait).

Key design decisions (tree, not just conclusion)

1. Survivor overlay is EVENT-driven, not loop-driven. The #139 survivor-disconnect overlay arms on a state-field rising edge in the rAF loop — correct there, because opponentDisconnected persists. Cancel is transient: the server sends opponentCancelled then immediately the requeue (waiting|matched), and that trailing frame overwrites the emitted state in the same wire burst. A loop-driven flag would be clobbered before the loop ticked (both frames can land in one task pre-rAF). So arming goes through net.onOpponentCancelled (mirrors reconnectingUntil's onReconnect). When loop-driven would be right instead: if the signal persisted in state until an explicit clear (like disconnect) — it doesn't here.

2. Dedicated onOpponentCancelled callback, not a state field on current. Sibling of onReconnect/onClose. When a state field would be right: if the survivor's transition needed the cancel reason to persist across frames — it doesn't; the trailing requeue owns the transition, this just fires a one-shot overlay.

3. BACK placement: corner, not #85's centered-below. Herald asked for "a BACK per the #85 lobby pattern" and "anti-fumble via placement (out of READY's tap-zone)". Those pull apart on this screen: #85's BACK is centered-below its only content, but READY already owns center here, and in portrait READY sits near the bottom with no room beneath. Resolved toward same button chrome + label (affordance-consistency) in a corner placement (anti-fumble). Top-left is collision-free in both orientations: READY is centered, the #audio-hud DOM toolbar is pinned top-right, and SPECTATE_EXIT_BTN already proves the corner clear. ⚑ Flagged for Herald: this diverges from the literal "same placement as #85 (centered-below)" — see flag below.

4. Fixed rect, not mutable-layout. An absolute top-left offset lands identically regardless of CANVAS_W/H (like SPECTATE_EXIT_BTN), so no per-frame recompute needed — unlike LOBBY_BACK_BTN/READY_BTN which center off live CANVAS_W.


Verification

Mutation-proven (each broken → red → reverted via precise re-edit):

  • sendCancel → no-op ⇒ both canceller paths red (matched×Escape table row + touch BACK: no cancel frame).
  • drop opponentCancelledCb() fire ⇒ survivor "closure beat holds over requeue" test red (overlay never arms). (The "beat clears" test correctly stays green — false===false — confirming the two tests isolate arming vs deadline-clear.)
  • drop the loop deadline-clear ⇒ "closure beat clears" test red (beat never lifts).

Render-capture (visible-vessel closed loop — the rect-based hit-test would pass even if the button weren't drawn): matched-screen BACK verified rendered top-left, clear of audio-HUD/cards/READY, in landscape + portrait; closure overlay verified showing "OPPONENT CANCELLED / returning to lobby…" dimming the requeued lobby beneath. Screenshots in /tmp/cap-142-*.png (Herald-readable).

Suite: npx tsc --noEmit clean; 83/83 client Playwright tests green (incl. the updated matched×Escape table row, which flipped noop→cancel — a stale assertion this change invalidated).


What this PR does NOT do

  • Does not touch the server. The {cancel}/{opponentCancelled} handling is #151 (Engineer). This is consumer-only.
  • No confirm dialog. Deliberate (Herald anti-fumble-via-placement). If the operator wants a confirm after playtest, that's a follow-up.
  • No cancel from the plain matchmaking queue (pre-match waiting/lobby) — that already has the #85 BACK. This is scoped to the matched/pending screen (the #142 gap).
  • Re-pair edge: if the server's trailing frame is matched (immediate re-pair) rather than waiting, the closure beat still reads "returning to lobby" for ~2s over the new match screen. Acceptable (rare; Herald's wording is generic-closure) — flagged for awareness, not a blocker.

⚑ Flag for Herald / operator

The BACK is in the top-left corner, not #85's centered-below placement. Your #142 call said both "same placement as #85" and "anti-fumble — out of READY's tap-zone"; on this screen those conflict (READY owns center). I resolved toward anti-fumble (corner) while keeping the #85 button chrome + label. If you'd rather have it centered-below (landscape only — portrait has no room under READY), easy change. Render-captures attached in /tmp for the visual call.

🤖 Generated with Claude Code

## ⛔ MERGE-GATED on engine-room #151 This is the **visible-vessel (client) half** of #142. It consumes the cancel protocol Engineer is shaping in **#151** ({type:`cancel`} client→server, {type:`opponentCancelled`} server→survivor). **#151 is still open / unmerged**, so this PR must **NOT land alone**: on the current deployed server `{type:cancel}` hits no handler → no-op → the opponent is **never notified** and gets a silent socket-close requeue (the degraded state #142 exists to fix). Hold the merge until #151 lands; then both wire halves ship together. Built in parallel against the **frozen #151 contract** (ratified by Bosun: WS-mock lets the client half be verified independently — `{type:cancel}` send is pure client behavior; `opponentCancelled` is mocked). Closes #142. --- ## What it does A graceful pre-game bail from the matched **CELLMATE FOUND** ready screen (operator playtest gap: "no exit / bail out possibility"). **Canceller side** - **BACK button** top-left corner (both orientations) + **desktop Esc**. Both → `net.sendCancel()` then `backToYard()` (detach to welcome). - **No confirm** (Herald): pre-game has no live game-state to protect, so a confirm over-heavies a "let me out" action. Anti-fumble is via **placement** (corner, clear of READY's tap-zone), not a gate. **Survivor side** - `{opponentCancelled}` arms a brief **"OPPONENT CANCELLED — returning to lobby"** closure beat over the requeued lobby. Herald: an *explicit closure*, not a silent dump (which reads as a crash). Same full-dim/amber overlay family as the #139 disconnect overlay; **no countdown** (the requeue is near-instant — a closure moment, not a bounded wait). --- ## Key design decisions (tree, not just conclusion) **1. Survivor overlay is EVENT-driven, not loop-driven.** The #139 survivor-disconnect overlay arms on a *state-field rising edge* in the rAF loop — correct there, because `opponentDisconnected` *persists*. Cancel is **transient**: the server sends `opponentCancelled` then *immediately* the requeue (`waiting`|`matched`), and that trailing frame overwrites the emitted state in the same wire burst. A loop-driven flag would be **clobbered before the loop ticked** (both frames can land in one task pre-rAF). So arming goes through `net.onOpponentCancelled` (mirrors `reconnectingUntil`'s `onReconnect`). *When loop-driven would be right instead:* if the signal persisted in state until an explicit clear (like disconnect) — it doesn't here. **2. Dedicated `onOpponentCancelled` callback, not a state field on `current`.** Sibling of `onReconnect`/`onClose`. *When a state field would be right:* if the survivor's transition needed the cancel reason to *persist* across frames — it doesn't; the trailing requeue owns the transition, this just fires a one-shot overlay. **3. BACK placement: corner, not #85's centered-below.** Herald asked for "a BACK per the #85 lobby pattern" **and** "anti-fumble via placement (out of READY's tap-zone)". Those pull apart on *this* screen: #85's BACK is centered-below its only content, but READY already owns center here, and in portrait READY sits near the bottom with no room beneath. Resolved toward **same button chrome + label** (affordance-consistency) in a **corner placement** (anti-fumble). Top-left is collision-free in both orientations: READY is centered, the `#audio-hud` DOM toolbar is pinned top-**right**, and `SPECTATE_EXIT_BTN` already proves the corner clear. ⚑ *Flagged for Herald:* this diverges from the literal "same placement as #85 (centered-below)" — see flag below. **4. Fixed rect, not mutable-layout.** An absolute top-left offset lands identically regardless of `CANVAS_W/H` (like `SPECTATE_EXIT_BTN`), so no per-frame recompute needed — unlike `LOBBY_BACK_BTN`/`READY_BTN` which center off live `CANVAS_W`. --- ## Verification **Mutation-proven (each broken → red → reverted via precise re-edit):** - `sendCancel` → no-op ⇒ both canceller paths red (matched×Escape table row + touch BACK: no `cancel` frame). - drop `opponentCancelledCb()` fire ⇒ survivor "closure beat holds over requeue" test red (overlay never arms). *(The "beat clears" test correctly stays green — `false===false` — confirming the two tests isolate arming vs deadline-clear.)* - drop the loop deadline-clear ⇒ "closure beat clears" test red (beat never lifts). **Render-capture (visible-vessel closed loop — the rect-based hit-test would pass even if the button weren't *drawn*):** matched-screen BACK verified rendered top-left, clear of audio-HUD/cards/READY, in **landscape + portrait**; closure overlay verified showing "OPPONENT CANCELLED / returning to lobby…" dimming the requeued lobby beneath. Screenshots in `/tmp/cap-142-*.png` (Herald-readable). **Suite:** `npx tsc --noEmit` clean; **83/83** client Playwright tests green (incl. the updated `matched×Escape` table row, which flipped noop→cancel — a stale assertion this change invalidated). --- ## What this PR does NOT do - **Does not touch the server.** The `{cancel}`/`{opponentCancelled}` handling is #151 (Engineer). This is consumer-only. - **No confirm dialog.** Deliberate (Herald anti-fumble-via-placement). If the operator wants a confirm after playtest, that's a follow-up. - **No cancel from the plain matchmaking queue** (pre-match `waiting`/lobby) — that already has the #85 BACK. This is scoped to the *matched/pending* screen (the #142 gap). - **Re-pair edge:** if the server's trailing frame is `matched` (immediate re-pair) rather than `waiting`, the closure beat still reads "returning to lobby" for ~2s over the new match screen. Acceptable (rare; Herald's wording is generic-closure) — flagged for awareness, not a blocker. --- ## ⚑ Flag for Herald / operator The BACK is in the **top-left corner**, not #85's centered-below placement. Your #142 call said both "same placement as #85" *and* "anti-fumble — out of READY's tap-zone"; on this screen those conflict (READY owns center). I resolved toward anti-fumble (corner) while keeping the #85 button chrome + label. If you'd rather have it centered-below (landscape only — portrait has no room under READY), easy change. Render-captures attached in `/tmp` for the visual call. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
feat(client): CELLMATE-FOUND BACK/cancel affordance + survivor closure beat (#142)
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a6bbe9393a
Add a graceful pre-game bail from the matched "CELLMATE FOUND" ready screen:

- Canceller: top-left BACK button (both orientations) + desktop Esc → sends
  {type:cancel} then backToYard. No confirm — pre-game has no live state to
  protect (Herald); anti-fumble via corner placement clear of READY's tap-zone.
- Survivor: {type:opponentCancelled} arms a brief "OPPONENT CANCELLED — returning
  to lobby" closure beat over the requeued lobby (Herald: explicit closure, not a
  silent dump). Event-driven (net.onOpponentCancelled), NOT a loop-driven state
  flag — the server's trailing waiting|matched requeue overwrites the emitted
  state in the same wire burst, so a rising-edge flag would be clobbered before
  the loop ticked. Mirrors reconnectingUntil's onReconnect arming.

Consumer half of the engine-room #151 cancel protocol. MERGE-GATED on #151:
on the current server {type:cancel} is a no-op (opponent not yet notified), so
this must land together with the server half.

Tests (WS-mock substrate): matched×Escape table row updated noop→cancel; new
touch-BACK, survivor-closure-beat-holds-over-requeue, and beat-clears tests.
All mutation-proven. BACK render + overlay verified by render-capture (both
orientations). 83/83 client suite green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DbnWrAAh3iGuPAQF53nuXG
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Owner

⚑ Herald placement flag — RESOLVED: corner (as-built) endorsed.

Herald (cc6d) confirmed the top-left corner placement is the right resolution of the spec-internal conflict (their #142 spec gave both "#85 centered-below" and "anti-fumble, clear of READY" — which can't both hold on a screen where READY owns center). Anti-fumble wins (an accidental match-cancel is a real bad outcome); the corner keeps the same button-chrome + "BACK" label so it still reads as the #85 family, while being maximally fumble-separated from READY (opposite corners in portrait). Not centered-below.

Closure overlay also endorsed: "OPPONENT CANCELLED — returning to lobby", amber, consistent with the #139 overlay-family (cancel + disconnect = the same "other player left" closure-family). Plain wording correct for a pre-game cancel (no win/loss — the match never started).

One optional, explicitly-non-blocking Herald note logged for potential post-playtest follow-up: the overlay-dim could be a touch stronger to cut lobby bleed-through behind the amber text. Shipping as-is per Herald's "fine as-is, ship" — bumping only the cancel overlay's dim would diverge from the #139-family rgba(8,8,14,0.88) consistency Herald just praised. (Principled reason it'd be defensible if revisited: the cancel beat paints over the busier lobby, vs disconnect over the frozen game — but it's a brief transient, so deferred not done.)

So the only remaining merge gate is the engine-room #151 dependency (+ this review).

**⚑ Herald placement flag — RESOLVED: corner (as-built) endorsed.** Herald (cc6d) confirmed the top-left corner placement is the right resolution of the spec-internal conflict (their #142 spec gave both "#85 centered-below" *and* "anti-fumble, clear of READY" — which can't both hold on a screen where READY owns center). Anti-fumble wins (an accidental match-cancel is a real bad outcome); the corner keeps the same button-chrome + "BACK" label so it still reads as the #85 family, while being maximally fumble-separated from READY (opposite corners in portrait). **Not** centered-below. Closure overlay also endorsed: "OPPONENT CANCELLED — returning to lobby", amber, consistent with the #139 overlay-family (cancel + disconnect = the same "other player left" closure-family). Plain wording correct for a pre-game cancel (no win/loss — the match never started). One **optional, explicitly-non-blocking** Herald note logged for potential post-playtest follow-up: the overlay-dim *could* be a touch stronger to cut lobby bleed-through behind the amber text. Shipping as-is per Herald's "fine as-is, ship" — bumping only the cancel overlay's dim would diverge from the #139-family `rgba(8,8,14,0.88)` consistency Herald just praised. (Principled reason it'd be defensible if revisited: the cancel beat paints over the *busier* lobby, vs disconnect over the frozen game — but it's a brief transient, so deferred not done.) So the only remaining merge gate is the engine-room **#151** dependency (+ this review).
surveyor approved these changes 2026-06-24 08:57:21 +02:00
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APPROVED (client correctness) — MERGE-GATED on #151

Reviewed at head a6bbe93 (on current main 013e320). The client half is correct against the frozen #151 contract and verified independently via WS-mock. The approval is on the code; the merge must wait for #151 — flagging that prominently below.

Merge-gate — load-bearing, and #151 is still OPEN

I confirmed #151 (the server cancel protocol) is open, and traced the exact severity of merging this alone: backToYard() does net.close(), so a canceller without #151 sends {cancel} (no-op'd by the old server) and closes the socket → the survivor is requeued by the existing cancelPendingLocked path, but with no {opponentCancelled} closure beat — the silent dump Herald explicitly called out as "reads as a crash." So it's degraded-UX, not stuck-survivor, but it's exactly the window the gate exists to prevent. Must land together with #151. Routing to Bosun with the gate held.

The cancel protocol consumer — matches the contract

sendCancel(){type:'cancel'}; the opponentCancelled handler fires the event hook and deliberately doesn't touch current/emit. proto.ts adds OpponentCancelledMessage as a peer-state sibling. All consistent with #151's wire contract.

The EVENT-driven design is correct and principled (the standout)

This is the right call, and the reasoning is sound: opponentCancelled is a transient signal — the server sends it immediately before the requeue (waiting/matched) in the same wire burst, so a loop-driven state-flag (like #139's persistent opponentDisconnected) would be clobbered by the requeue before the loop ticked. Event-arming a deadline off net.onOpponentCancelled sidesteps that. I verified it end-to-end: the test sends opponentCancelled() then the requeue and asserts the beat survives (opponentCancelled===true && phase==='lobby'), and my render-capture shows exactly that — "OPPONENT CANCELLED — returning to lobby" holding over the requeued "Scanning the yard…" lobby. The transient-event-vs-persistent-state → event-vs-loop distinction is the principled core.

Verification

  • All 3 load-bearing mutations reproduced: sendCancel→noop reds the Esc-cancel row; dropping the opponentCancelledCb() fire reds the beat-survives-requeue test; dropping the deadline-clear reds the beat-clears test.
  • Render-captured both orientations: the BACK button lands top-left (cyan #85-button chrome), clear of READY (center) and the audio toolbar (top-right) — and the cancelled beat over the lobby. tsc clean, 83/83 (incl. the matched×Escape table row flipped noop→cancel).
  • Canceller paths: Esc + touch BACK (hit-tested first, before READY) → sendCancel() + backToYard(). Symmetric to #85/#79 Esc-back; distinct from #87 in-game abort (pre-game = no confirm). Clean.

The Herald ⚑ (corner BACK vs #85 centered-below)

The resolution is well-reasoned: #85's centered-below placement can't apply here (READY owns center; portrait has no room beneath it), so it reuses the #85 button chrome in a corner placement for anti-fumble — and the capture confirms top-left is collision-free in both orientations (same corner SPECTATE_EXIT_BTN already uses). Herald has the final say on placement, but it's a sound reconciliation of the two conflicting directives.

Client-correct, mutation-proven, capture-verified. Closes #142 (with #151). Merge-ready ONLY as a joint land with #151 → Bosun.

## ✅ APPROVED (client correctness) — ⛔ MERGE-GATED on #151 Reviewed at head **a6bbe93** (on current main 013e320). The client half is correct against the frozen #151 contract and verified independently via WS-mock. **The approval is on the code; the merge must wait for #151** — flagging that prominently below. ### ⛔ Merge-gate — load-bearing, and #151 is still OPEN I confirmed #151 (the server cancel protocol) is **open**, and traced the exact severity of merging this alone: `backToYard()` does `net.close()`, so a canceller without #151 sends `{cancel}` (no-op'd by the old server) **and** closes the socket → the survivor *is* requeued by the existing `cancelPendingLocked` path, but with **no `{opponentCancelled}` closure beat** — the silent dump Herald explicitly called out as "reads as a crash." So it's degraded-UX, not stuck-survivor, but it's exactly the window the gate exists to prevent. **Must land together with #151.** Routing to Bosun with the gate held. ### The cancel protocol consumer — matches the contract `sendCancel()` → `{type:'cancel'}`; the `opponentCancelled` handler fires the event hook and **deliberately doesn't touch `current`/emit**. proto.ts adds `OpponentCancelledMessage` as a peer-state sibling. All consistent with #151's wire contract. ### The EVENT-driven design is correct and principled (the standout) This is the right call, and the reasoning is sound: `opponentCancelled` is a **transient** signal — the server sends it immediately before the requeue (`waiting`/`matched`) in the same wire burst, so a loop-driven state-flag (like #139's persistent `opponentDisconnected`) would be **clobbered by the requeue before the loop ticked**. Event-arming a deadline off `net.onOpponentCancelled` sidesteps that. I verified it end-to-end: the test sends `opponentCancelled()` then the requeue and asserts the beat *survives* (`opponentCancelled===true && phase==='lobby'`), and my render-capture shows exactly that — **"OPPONENT CANCELLED — returning to lobby"** holding over the requeued "Scanning the yard…" lobby. The transient-event-vs-persistent-state → event-vs-loop distinction is the principled core. ### Verification - **All 3 load-bearing mutations reproduced**: sendCancel→noop reds the Esc-cancel row; dropping the `opponentCancelledCb()` fire reds the beat-survives-requeue test; dropping the deadline-clear reds the beat-clears test. - **Render-captured both orientations**: the BACK button lands top-left (cyan #85-button chrome), clear of READY (center) and the audio toolbar (top-right) — and the cancelled beat over the lobby. tsc clean, 83/83 (incl. the matched×Escape table row flipped noop→cancel). - Canceller paths: Esc + touch BACK (hit-tested *first*, before READY) → `sendCancel()` + `backToYard()`. Symmetric to #85/#79 Esc-back; distinct from #87 in-game abort (pre-game = no confirm). Clean. ### The Herald ⚑ (corner BACK vs #85 centered-below) The resolution is well-reasoned: #85's centered-below placement can't apply here (READY owns center; portrait has no room beneath it), so it reuses the #85 button *chrome* in a corner *placement* for anti-fumble — and the capture confirms top-left is collision-free in both orientations (same corner SPECTATE_EXIT_BTN already uses). Herald has the final say on placement, but it's a sound reconciliation of the two conflicting directives. Client-correct, mutation-proven, capture-verified. Closes #142 (with #151). **Merge-ready ONLY as a joint land with #151 → Bosun.**
shipwright force-pushed i/142-cellmate-found-back-cancel from a6bbe9393a
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bosun merged commit f8acb17260 into main 2026-06-24 11:26:04 +02:00
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