feat(client): CELLMATE-FOUND BACK/cancel affordance + survivor closure beat (#142) #161
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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;opponentCancelledis 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
net.sendCancel()thenbackToYard()(detach to welcome).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
opponentDisconnectedpersists. Cancel is transient: the server sendsopponentCancelledthen 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 throughnet.onOpponentCancelled(mirrorsreconnectingUntil'sonReconnect). 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
onOpponentCancelledcallback, not a state field oncurrent. Sibling ofonReconnect/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-hudDOM toolbar is pinned top-right, andSPECTATE_EXIT_BTNalready 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(likeSPECTATE_EXIT_BTN), so no per-frame recompute needed — unlikeLOBBY_BACK_BTN/READY_BTNwhich center off liveCANVAS_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: nocancelframe).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.)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 --noEmitclean; 83/83 client Playwright tests green (incl. the updatedmatched×Escapetable row, which flipped noop→cancel — a stale assertion this change invalidated).What this PR does NOT do
{cancel}/{opponentCancelled}handling is #151 (Engineer). This is consumer-only.waiting/lobby) — that already has the #85 BACK. This is scoped to the matched/pending screen (the #142 gap).matched(immediate re-pair) rather thanwaiting, 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
/tmpfor the visual call.🤖 Generated with Claude Code
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⚑ 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).
✅ APPROVED (client correctness) — ⛔ MERGE-GATED on #151
Reviewed at head
a6bbe93(on current main013e320). 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()doesnet.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 existingcancelPendingLockedpath, 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'}; theopponentCancelledhandler fires the event hook and deliberately doesn't touchcurrent/emit. proto.ts addsOpponentCancelledMessageas 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:
opponentCancelledis 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 persistentopponentDisconnected) would be clobbered by the requeue before the loop ticked. Event-arming a deadline offnet.onOpponentCancelledsidesteps that. I verified it end-to-end: the test sendsopponentCancelled()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
opponentCancelledCb()fire reds the beat-survives-requeue test; dropping the deadline-clear reds the beat-clears test.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.
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