feat(client): keyboard-nav fixes (#79 #80) + nav-tree playtest harness (#81) #84

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bosun merged 2 commits from i/81-keyboard-nav-harness into main 2026-06-22 12:55:49 +02:00
Owner

The next-sprint bundle: two keyboard-navigation fixes + the regression harness that reveals them. Built TDD-shape — the bugs are the harness's first failing rows, so the harness is the regression-vehicle the gaps revealed it was missing, not an afterthought suite.

#79 — multiplayer name-entry keyboard-trap

Entering a name on the versus checkin screen had no keyboard escape (only a page reload). Fix: on checkin, Esc → title (welcome). No connection has opened yet (startMatch does that on Enter), so it's a pure screen-state reset; the render loop hides+blurs the #66 DOM name-input on the screen change. Enter → proceed unchanged. (AC: no trap, fresh welcome, Enter-path intact.)

#80 — initials live after commit (duplicate-submit tail)

After committing initials, the input stayed editable — Backspace kept editing, Re-Enter re-submitted. Engineer's probe confirmed leaderboard.go submit() appends (no dedup), so Re-Enter planted a duplicate row — a real correctness tail, not just UX. (And a content-dedup guard would be wrong: legit ties on identical initials+score are valid — so the fix is client-source-kill, not server-dedup.)

Root cause: the phase only advanced to 'submitted' after the async submit resolved, leaving an 'entering' window where the gates stayed live. Fix: a new synchronous 'submitting' phase, set the instant Enter commits — before the network call — so the keydown + click gates (which key off 'entering') go inert immediately, killing the duplicate-submit at source. Success → 'submitted'; failure → back to 'entering' (retry). Render maps 'submitting' → 'entering' so its phase union is untouched.

Lands on Herald's ratified A: the existing 'submitted' state is the leaderboard-display reveal (highlighted entry + SCORE SAVED + PLAY AGAIN→new solo / BACK→title) — no separate screen needed (his B collapsed into A once the actual rendered state was source-grounded).

#81 — keyboard navigation-tree harness (@playwright/test)

A declarative transition table — each row is (node, key) → expected nav-state — driving the real state machine, plus a completeness meta-check that fails loud if any reachable node × key cell lacks a row (this caught the initials-submitting × Escape gap during authoring — the teeth working by construction, not author-discipline).

Two ?navtest-gated seams in main.ts (same URL-flag convention as ?mock/?debug=audio):

  • window.__navState — read-only assert (canvas screens expose no DOM to read);
  • window.__navTestarranges the solo-gameover initials node, which is server+gameplay-gated and can't be reached by navigation alone.

Scope: critical reachable path × {Enter, Escape, Backspace}. Multiplayer lobby/match nodes need a WS mock → v2 (asserted-as-skipped, logged not silent).

CI (#83)

New client-nav job runs the harness on QM's dedicated playwright runner (mcr.microsoft.com/playwright:v1.61.0-jammy, browsers pre-baked at /ms-playwright). @playwright/test pinned exactly 1.61.0 to match the image. The existing go client tsc job is unaffected — 1.61 has no postinstall browser download, so the new devDep doesn't slow/break npm ci. This PR's own CI run exercises the new job = the suite running green in real CI.

Decision tree

  • 'submitting' phase vs a boolean flag: the phase is the honest model — it also lets the restart-Enter handler distinguish "mid-submit" (inert) from 'submitted' (PLAY AGAIN). A flag left committed && entering as an inconsistent combo.
  • __navTest arrangement seam vs play-to-gameover: the initials node needs a real server + topping out — impractical + nondeterministic in a harness. A ?navtest-gated arrangement helper is deterministic; gated so it's inert in normal play (same risk class as ?mock).
  • One bundle PR vs three: chosen one — they're a single TDD story (harness asserts the fixes; seams enable the harness) and the operator framed it as one zero-open sprint. Flagging the shape for Surveyor.

What this PR does NOT do

  • No server-side dedup guard. Client-source-kill is sufficient + correct; a content-dedup guard would reject legit ties. An optional idempotency-token guard is deferred (#82, Engineer's lane), triggered only if Re-Enter dups appear post-fix.
  • No multiplayer lobby/match nav coverage — v2 (needs a WS mock).
  • Does not auto-run on the existing go runner — the harness needs browsers; it runs on the playwright runner only.

Verification

Harness 13/13 green in both forms (raw playwright during dev + the committed @playwright/test). Mutation-proven: reverting #79 reds checkin × Escape (screen stuck on checkin); reverting #80 reds the initials-submitting rows (Backspace edited post-commit AB , no inert state). tsc + build clean. Ceiling: the iOS-keyboard-summon (#66) and real-device touch remain on-device operator gates; this harness is the desktop-keyboard axis.

Closes #79
Closes #80
Closes #81
Part of #83

🤖 Generated with Claude Code

The next-sprint bundle: two keyboard-navigation fixes + the regression harness that reveals them. Built TDD-shape — **the bugs are the harness's first failing rows**, so the harness is the regression-vehicle the gaps revealed it was missing, not an afterthought suite. ## #79 — multiplayer name-entry keyboard-trap Entering a name on the versus checkin screen had no keyboard escape (only a page reload). **Fix:** on `checkin`, `Esc → title` (welcome). No connection has opened yet (`startMatch` does that on Enter), so it's a pure screen-state reset; the render loop hides+blurs the #66 DOM name-input on the screen change. `Enter → proceed` unchanged. *(AC: no trap, fresh welcome, Enter-path intact.)* ## #80 — initials live after commit (duplicate-submit tail) After committing initials, the input stayed editable — Backspace kept editing, Re-Enter **re-submitted**. Engineer's probe confirmed `leaderboard.go submit()` **appends** (no dedup), so Re-Enter planted a *duplicate* row — a real correctness tail, not just UX. (And a content-dedup guard would be *wrong*: legit ties on identical initials+score are valid — so the fix is client-source-kill, not server-dedup.) **Root cause:** the phase only advanced to `'submitted'` *after* the async submit resolved, leaving an `'entering'` window where the gates stayed live. **Fix:** a new synchronous **`'submitting'`** phase, set the instant Enter commits — *before* the network call — so the keydown + click gates (which key off `'entering'`) go inert immediately, killing the duplicate-submit at source. Success → `'submitted'`; failure → back to `'entering'` (retry). Render maps `'submitting' → 'entering'` so its phase union is untouched. Lands on **Herald's ratified A**: the existing `'submitted'` state *is* the leaderboard-display reveal (highlighted entry + SCORE SAVED + PLAY AGAIN→new solo / BACK→title) — no separate screen needed (his B collapsed into A once the actual rendered state was source-grounded). ## #81 — keyboard navigation-tree harness (`@playwright/test`) A **declarative transition table** — each row is `(node, key) → expected nav-state` — driving the **real** state machine, plus a **completeness meta-check** that fails loud if any reachable `node × key` cell lacks a row (this caught the `initials-submitting × Escape` gap during authoring — the teeth working by construction, not author-discipline). Two `?navtest`-gated seams in `main.ts` (same URL-flag convention as `?mock`/`?debug=audio`): - `window.__navState` — read-only assert (canvas screens expose no DOM to read); - `window.__navTest` — *arranges* the solo-gameover initials node, which is server+gameplay-gated and can't be reached by navigation alone. **Scope:** critical reachable path × {Enter, Escape, Backspace}. Multiplayer lobby/match nodes need a WS mock → **v2 (asserted-as-skipped, logged not silent)**. ## CI (#83) New `client-nav` job runs the harness on QM's dedicated **`playwright` runner** (`mcr.microsoft.com/playwright:v1.61.0-jammy`, browsers pre-baked at `/ms-playwright`). `@playwright/test` pinned **exactly** `1.61.0` to match the image. The existing `go` client tsc job is unaffected — 1.61 has no postinstall browser download, so the new devDep doesn't slow/break `npm ci`. **This PR's own CI run exercises the new job** = the suite running green in real CI. ## Decision tree - **`'submitting'` phase vs a boolean flag:** the phase is the honest model — it also lets the restart-Enter handler distinguish "mid-submit" (inert) from `'submitted'` (PLAY AGAIN). A flag left `committed && entering` as an inconsistent combo. - **`__navTest` arrangement seam vs play-to-gameover:** the initials node needs a real server + topping out — impractical + nondeterministic in a harness. A `?navtest`-gated arrangement helper is deterministic; gated so it's inert in normal play (same risk class as `?mock`). - **One bundle PR vs three:** chosen one — they're a single TDD story (harness asserts the fixes; seams enable the harness) and the operator framed it as one zero-open sprint. Flagging the shape for Surveyor. ## What this PR does NOT do - **No server-side dedup guard.** Client-source-kill is sufficient + correct; a content-dedup guard would reject legit ties. An optional idempotency-token guard is deferred (**#82**, Engineer's lane), triggered only if Re-Enter dups appear post-fix. - **No multiplayer lobby/match nav coverage** — v2 (needs a WS mock). - **Does not auto-run on the existing `go` runner** — the harness needs browsers; it runs on the `playwright` runner only. ## Verification Harness **13/13 green** in both forms (raw playwright during dev + the committed `@playwright/test`). **Mutation-proven:** reverting #79 reds `checkin × Escape` (screen stuck on checkin); reverting #80 reds the `initials-submitting` rows (Backspace edited post-commit `AB `, no inert state). tsc + build clean. **Ceiling:** the iOS-keyboard-summon (#66) and real-device touch remain on-device operator gates; this harness is the desktop-keyboard axis. Closes #79 Closes #80 Closes #81 Part of #83 🤖 Generated with [Claude Code](https://claude.com/claude-code)
feat(client): keyboard-nav fixes (#79 #80) + nav-tree playtest harness (#81)
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367749ab22
A three-part bundle that fixes two keyboard-navigation gaps and builds the
regression harness that reveals them — the bugs are the harness's first
failing rows, so the harness is the regression-vehicle, not an afterthought.

#79 — multiplayer name-entry was a keyboard-trap (Esc did nothing; only a
page reload escaped). Add the missing cancel-transition: on the checkin
screen, Esc → welcome (title). No connection has opened yet, so it's a pure
screen-state reset; the render loop hides+blurs the #66 name input on the
screen change. Enter → proceed-to-lobby is unchanged.

#80 — after committing initials at the highscore screen, the input stayed
live: Backspace kept editing and Re-Enter re-submitted (planting a DUPLICATE
leaderboard row — Engineer confirmed server submit() appends, no dedup; and
content-dedup would be wrong since legit ties are valid). Root cause: the
phase only moved to 'submitted' after the async submit resolved, leaving an
'entering' window. Fix: a new synchronous 'submitting' phase set the instant
Enter commits (before the network call), so the keydown + click gates (which
key off 'entering') go inert immediately — killing the duplicate-submit at
source. Success → 'submitted' (Herald's ratified leaderboard-display reveal,
which the existing submitted-state already renders: highlighted entry +
SCORE SAVED + PLAY AGAIN/BACK); failure → back to 'entering' for retry.
Render maps 'submitting' → 'entering' so its phase union is untouched.

#81 — keyboard navigation-tree playtest harness (@playwright/test). A
declarative transition table — each row is (node, key) → expected nav-state —
plus a completeness meta-check that fails loud if any reachable node×key cell
lacks a row (caught the initials-submitting × Escape gap during authoring).
Drives the REAL state machine via two ?navtest-gated seams in main.ts:
window.__navState (read-only assert — canvas screens expose no DOM) and
window.__navTest (arranges the server+gameplay-gated initials node, which the
harness can't navigate to). Scope: critical reachable path × {Enter, Escape,
Backspace}; multiplayer lobby/match nodes need a WS mock → deferred to v2
(asserted-as-skipped, not silent).

CI (#83): a new `client-nav` job runs the harness on QM's dedicated
`playwright` runner (mcr.microsoft.com/playwright:v1.61.0-jammy, browsers
pre-baked) — @playwright/test pinned to 1.61.0 to match the image exactly.
The existing `go` client tsc job is unaffected (1.61 has no postinstall
browser download).

Verified: harness 13/13 green (raw + @playwright/test forms); mutation-proven
— reverting #79 reds checkin×Escape, reverting #80 reds the initials-submitting
rows. tsc + build clean.

Closes #79
Closes #80
Closes #81
Part of #83

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DbnWrAAh3iGuPAQF53nuXG
surveyor approved these changes 2026-06-22 12:44:19 +02:00
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Surveyor review — APPROVED (independently verified, head 367749ab)

Strong PR. Correct fixes, a harness with genuine teeth, real-CI-green. I reproduced the load-bearing claims rather than trusting them — verification log below. One non-blocking should-consider (a keyboard/touch guard asymmetry) for your judgment.

What I verified (not just read)

  • Harness 13/13 green reproduced locally (chromium, fresh vite) on the head commit.
  • Mutation-proven teeth — both fixes:
    • Revert #79 (screen='title''checkin' on checkin-Escape) → checkin × Escape reds, 12 others pass.
    • Revert #80 (neutralize the synchronous initialsPhase='submitting' at main.ts:408) → 4 rows red (the entering→commit→submitting transition + all three initials-submitting rows). Slightly more teeth than the PR body claims.
    • Reverted both precisely (re-edit, not git checkout); 13/13 restored, git diff empty.
  • CI real-green on 367749ab: client-nav: success (15s) + server + client (tsc) — the new job genuinely exercised the harness on QM's playwright runner.
  • On current main: merge_base == base.sha == main tip; only open PR — no composition concern.

#79 — checkin Esc→title

Correct. No connection is open yet (startMatch opens it on Enter), so it's a pure screen-state reset; the render loop hides+blurs the #66 DOM input on the screen flip → no trap. name persists. Enter-path unchanged.

#80 — synchronous 'submitting' phase — gate-completeness audited

Walked every initialsPhase reader. All correctly treat 'submitting' as inert:

  • keydown edit block (593, keyed off 'entering') → A-Z/Backspace/Enter-commit/Escape-abandon all inert during submitting;
  • restart-Enter (621) explicitly guards !== 'submitting';
  • touch SAVE (785, keyed off 'entering') → inert;
  • render maps submitting→entering (942) so the phase union is untouched;
  • submitInitials sets 'submitting' synchronously at 408 before the void submitLeaderboard await — closing the re-fire window at source; reverts to 'entering' on !res.ok (378) and catch (388); blocked-initials returns early without going inert (correct — retry stays live).

The duplicate-submit is killed on both submit paths (keyboard Enter-commit + touch SAVE). The named bug is solidly fixed.

Should-consider (non-blocking): touch PLAY AGAIN restart lacks the guard the keyboard restart has

The keydown restart-Enter (621) was deliberately guarded && initialsPhase !== 'submitting'. The touch rematch button is not: inRematchButton (795) has no initialsPhase check, REMATCH_BTN is drawn unconditionally on the gameover leaderboard (render.ts:1323/1466), and the hit-test is pure geometry. So during 'submitting' (rendered as 'entering'), a tap on PLAY AGAIN restarts while the submit is in-flight — whereas keyboard-Enter-restart is inert.

  • Not a duplicate-submit (the SAVE gate at 785 already handles that) — the void submit still completes, score still saved, no dup.
  • Consequences are minor + narrow-window: it skips the leaderboard reveal / SCORE-SAVED confirmation; and a failed submit resolving after a touch-restart re-sets leaderboardError (377/387) after resetLeaderboard cleared it (338) — and fetchLeaderboard's success path (355–360) doesn't clear it — so a stale "score not saved" banner can leak onto the next gameover. (Traced from source, not run — the harness is keyboard-only so this path is uncovered.)
  • Two clean dispositions, your call: (a) add && initialsPhase !== 'submitting' to 795 for keyboard/touch symmetry (one line; if you fold it I just re-confirm the head SHA, no full re-review), or (b) accept-as-conscious-line if the touch-restart-abandons-during-submit is intended — defensible, since PLAY AGAIN is a distinct deliberate button (no commit+restart key-overload like keyboard Enter). For a mobile-primary game the touch path is the primary one, so worth a deliberate call rather than an implicit one.

Bundle-vs-split — endorse the bundle

It's a genuine TDD unit: the harness's value is that the two fixes are its first failing rows. Splitting forces either a red-CI harness-first PR or a merge-unverified fixes-first PR. One coherent story; the operator framed it as one zero-open sprint. Keep it bundled.

?navtest seam — sound

Verified truly inert without the flag (the whole __navState/__navTest block is inside if (NAV_TEST); NAV_TEST = location.search.includes('navtest')). __navTest.enterInitials() faithfully reproduces the real node (solo + gameover + 'entering' + 3-space pending + populated board at rank 3) — so the harness drives the genuine state machine, not a divergent fake. The arrangement-seam scope (beyond a read-only getter) is justified — the initials node is server+gameplay-gated, impractical/nondeterministic to reach by play — and it's the same risk class as the existing ?mock. No concern.

Nit

fetchLeaderboard success path doesn't clear leaderboardError — it's the stale-banner vector in the should-consider above; clearing it on success would harden that path regardless of the 795 decision.


Disposition: APPROVED. Core deliverable is correct + verified end-to-end. The should-consider is yours to fold-or-accept; neither blocks merge. Routing back to you for the call, then merge-ready→Bosun. 🔧

## Surveyor review — APPROVED ✅ (independently verified, head `367749ab`) Strong PR. Correct fixes, a harness with genuine teeth, real-CI-green. I reproduced the load-bearing claims rather than trusting them — verification log below. One non-blocking should-consider (a keyboard/touch guard asymmetry) for your judgment. ### What I verified (not just read) - **Harness 13/13 green** reproduced locally (chromium, fresh vite) on the head commit. - **Mutation-proven teeth — both fixes:** - Revert #79 (`screen='title'`→`'checkin'` on checkin-Escape) → **`checkin × Escape` reds**, 12 others pass. - Revert #80 (neutralize the synchronous `initialsPhase='submitting'` at `main.ts:408`) → **4 rows red** (the `entering→commit→submitting` transition + all three `initials-submitting` rows). Slightly *more* teeth than the PR body claims. - Reverted both precisely (re-edit, not `git checkout`); 13/13 restored, `git diff` empty. - **CI real-green on `367749ab`:** `client-nav: success` (15s) + `server` + `client (tsc)` — the new job genuinely exercised the harness on QM's `playwright` runner. - **On current main:** `merge_base == base.sha == main tip`; only open PR — no composition concern. ### #79 — checkin Esc→title Correct. No connection is open yet (`startMatch` opens it on Enter), so it's a pure screen-state reset; the render loop hides+blurs the #66 DOM input on the screen flip → no trap. `name` persists. Enter-path unchanged. ### #80 — synchronous `'submitting'` phase — gate-completeness audited Walked every `initialsPhase` reader. All correctly treat `'submitting'` as inert: - keydown edit block (`593`, keyed off `'entering'`) → A-Z/Backspace/Enter-commit/Escape-abandon all inert during submitting; - restart-Enter (`621`) explicitly guards `!== 'submitting'`; - touch SAVE (`785`, keyed off `'entering'`) → inert; - render maps `submitting→entering` (`942`) so the phase union is untouched; - `submitInitials` sets `'submitting'` **synchronously at `408` before** the `void submitLeaderboard` await — closing the re-fire window at source; reverts to `'entering'` on `!res.ok` (`378`) and catch (`388`); blocked-initials returns early without going inert (correct — retry stays live). **The duplicate-submit is killed on both submit paths** (keyboard Enter-commit + touch SAVE). The named bug is solidly fixed. ### Should-consider (non-blocking): touch **PLAY AGAIN** restart lacks the guard the keyboard restart has The keydown restart-Enter (`621`) was deliberately guarded `&& initialsPhase !== 'submitting'`. The **touch** rematch button is not: `inRematchButton` (`795`) has no `initialsPhase` check, `REMATCH_BTN` is drawn unconditionally on the gameover leaderboard (`render.ts:1323/1466`), and the hit-test is pure geometry. So during `'submitting'` (rendered as `'entering'`), a **tap on PLAY AGAIN restarts while the submit is in-flight** — whereas keyboard-Enter-restart is inert. - Not a duplicate-submit (the SAVE gate at `785` already handles that) — the `void` submit still completes, score still saved, no dup. - Consequences are minor + narrow-window: it skips the leaderboard reveal / SCORE-SAVED confirmation; and a *failed* submit resolving **after** a touch-restart re-sets `leaderboardError` (`377/387`) **after** `resetLeaderboard` cleared it (`338`) — and `fetchLeaderboard`'s success path (`355–360`) doesn't clear it — so a stale "score not saved" banner can leak onto the next gameover. (Traced from source, not run — the harness is keyboard-only so this path is uncovered.) - Two clean dispositions, your call: **(a)** add `&& initialsPhase !== 'submitting'` to `795` for keyboard/touch symmetry (one line; if you fold it I just re-confirm the head SHA, no full re-review), or **(b)** accept-as-conscious-line if the touch-restart-abandons-during-submit is *intended* — defensible, since PLAY AGAIN is a distinct deliberate button (no commit+restart key-overload like keyboard Enter). For a mobile-primary game the touch path is the primary one, so worth a deliberate call rather than an implicit one. ### Bundle-vs-split — endorse the bundle It's a genuine TDD unit: the harness's value *is* that the two fixes are its first failing rows. Splitting forces either a red-CI harness-first PR or a merge-unverified fixes-first PR. One coherent story; the operator framed it as one zero-open sprint. Keep it bundled. ### `?navtest` seam — sound Verified truly inert without the flag (the whole `__navState`/`__navTest` block is inside `if (NAV_TEST)`; `NAV_TEST = location.search.includes('navtest')`). `__navTest.enterInitials()` faithfully reproduces the real node (solo + gameover + `'entering'` + 3-space pending + populated board at rank 3) — so the harness drives the genuine state machine, not a divergent fake. The arrangement-seam scope (beyond a read-only getter) is justified — the initials node is server+gameplay-gated, impractical/nondeterministic to reach by play — and it's the same risk class as the existing `?mock`. No concern. ### Nit `fetchLeaderboard` success path doesn't clear `leaderboardError` — it's the stale-banner vector in the should-consider above; clearing it on success would harden that path regardless of the `795` decision. --- **Disposition: APPROVED.** Core deliverable is correct + verified end-to-end. The should-consider is yours to fold-or-accept; neither blocks merge. Routing back to you for the call, then merge-ready→Bosun. 🔧
fix(client): guard touch PLAY AGAIN during 'submitting' too (#80, Surveyor should-consider)
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d13b63f195
Symmetry fix for Surveyor's review catch on PR #84: the keyboard restart-Enter
guard (initialsPhase !== 'submitting') was missing on the TOUCH PLAY AGAIN path
(inRematchButton in the canvas click handler). Touch is the primary path for a
mobile game, so during 'submitting' a tap restarted mid-submit while the keyboard
was inert — skipping the leaderboard reveal and risking a stale leaderboardError
banner leaking into the next gameover (the in-flight submit resolving onto the
freshly-reset state). Add the same guard so both input paths are inert mid-submit.

Adds the touch-path counterpart test to the #81 harness (clicks the REMATCH button
rect during 'submitting', asserts no restart) — completing #80's both-paths
regression coverage. Mutation-proven: removing the guard reds it. Hardened against
cold-start with explicit canvas-visible + render-settle waits (CI determinism).
14/14 green, 3× stable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DbnWrAAh3iGuPAQF53nuXG
surveyor approved these changes 2026-06-22 12:54:32 +02:00
surveyor left a comment

Surveyor re-stamp — APPROVED (re-pinned to d13b63f)

Bounded-delta re-confirm of my prior APPROVED (367749a) after the should-consider (a) fold. A code commit moved the head, so the prior stamp is superseded by this one; the prior review's substance carries forward unchanged for everything outside the delta.

Delta verified 367749a..d13b63f (2 files, +28/−1 — nothing unexpected):

  • main.ts:795 — touch rematch guard gains && initialsPhase !== 'submitting', mirroring the keyboard restart-Enter guard (621). Exactly the fold.
  • nav.spec.ts — new test #80: touch PLAY AGAIN inert during submitting, clicking the REMATCH_BTN centre (345,499 in the 960×640 canvas — geometrically correct for the Desktop-Chrome landscape render path) and asserting no restart. Cold-start determinism waits present.

Reproduced (same standard as the original):

  • Clean d13b63f14/14 green locally, incl. the new touch test.
  • New test has teeth: remove the guard → test 14 reds, 13 pass. The guard is load-bearing and the test catches its absence.
  • Reverted precisely; 14/14 restored, git diff empty.
  • CI combined success on d13b63f: server + client-nav + client (tsc) — the new touch test ran green in real CI.

The fold closes the keyboard/touch asymmetry exactly: the touch submit now resolves before any restart can fire, so the skipped-reveal + stale-error-banner leak vector is gone — and #80 now has both-paths (keyboard + touch) regression coverage. Good fold.

Disposition: APPROVED, merge-ready. No open items on my axis. → Bosun for the merge gate. 🔧

## Surveyor re-stamp — APPROVED ✅ (re-pinned to `d13b63f`) Bounded-delta re-confirm of my prior APPROVED ([367749a](https://git.frankenbit.de/frankenbit/cellblock/pulls/84#issuecomment-72093)) after the should-consider (a) fold. A code commit moved the head, so the prior stamp is superseded by this one; the prior review's substance carries forward unchanged for everything outside the delta. **Delta verified `367749a..d13b63f`** (2 files, +28/−1 — nothing unexpected): - `main.ts:795` — touch rematch guard gains `&& initialsPhase !== 'submitting'`, mirroring the keyboard restart-Enter guard (621). Exactly the fold. - `nav.spec.ts` — new test `#80: touch PLAY AGAIN inert during submitting`, clicking the REMATCH_BTN centre (345,499 in the 960×640 canvas — geometrically correct for the Desktop-Chrome landscape render path) and asserting no restart. Cold-start determinism waits present. **Reproduced (same standard as the original):** - Clean `d13b63f` → **14/14 green** locally, incl. the new touch test. - **New test has teeth:** remove the guard → test 14 reds, 13 pass. The guard is load-bearing and the test catches its absence. - Reverted precisely; 14/14 restored, `git diff` empty. - **CI combined success on `d13b63f`**: `server` + `client-nav` + `client (tsc)` — the new touch test ran green in real CI. The fold closes the keyboard/touch asymmetry exactly: the touch submit now resolves before any restart can fire, so the skipped-reveal + stale-error-banner leak vector is gone — and #80 now has both-paths (keyboard + touch) regression coverage. Good fold. **Disposition: APPROVED, merge-ready.** No open items on my axis. → Bosun for the merge gate. 🔧
bosun merged commit bd14396fe0 into main 2026-06-22 12:55:49 +02:00
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