updated the dungeon loading so it doesnt fail first try

This commit is contained in:
phenom committed 2026-08-17 13:51:12 -04:00
1 parent e39aebf3a1
commit 7e60864e70
11 files changed
+383 -69

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+1 -6
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@@ -29,12 +29,7 @@ function LoadingOverlay() {
const encounter = useManastormStore((state) => state.currentEncounter);
const dungeon = requireDungeonDefinition(activeDungeonId);
const assetStatus = useGameStore((state) => state.assetStatus);
const setAssetStatus = useGameStore((state) => state.setAssetStatus);
const { active, progress, item, errors } = useProgress();
useEffect(() => {
if (errors.length) setAssetStatus("error", `Could not load ${errors[0]}`);
}, [errors, setAssetStatus]);
const { active, progress, item } = useProgress();
if (assetStatus !== "checking" && assetStatus !== "loading") return null;
const networkComplete = !active && progress >= 100;
+55
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@@ -0,0 +1,55 @@
import type { ErrorInfo } from "react";
import { afterEach, describe, expect, it, vi } from "vitest";
import { restartActiveDungeonSession } from "../game/dungeonSession";
import { SceneErrorBoundary } from "./SceneErrorBoundary";
vi.mock("../game/dungeonSession", () => ({
restartActiveDungeonSession: vi.fn(() => true),
}));
describe("scene error recovery", () => {
afterEach(() => {
vi.useRealTimers();
vi.unstubAllGlobals();
vi.restoreAllMocks();
});
it("automatically rebuilds the active dungeon without reloading the page", () => {
vi.useFakeTimers();
vi.stubGlobal("window", {
setTimeout,
clearTimeout,
location: { reload: vi.fn() },
});
vi.spyOn(console, "error").mockImplementation(() => undefined);
const boundary = new SceneErrorBoundary({ children: null });
boundary.state = {
error: new Error("transient GLB failure"),
retryCount: 0,
retryScheduled: false,
};
boundary.setState = vi.fn((patch) => {
const next = typeof patch === "function"
? patch(boundary.state, boundary.props)
: patch;
if (next) boundary.state = { ...boundary.state, ...next };
}) as typeof boundary.setState;
boundary.componentDidCatch(
boundary.state.error!,
{ componentStack: "\n at DungeonEnvironment" } as ErrorInfo,
);
expect(boundary.state.retryScheduled).toBe(true);
vi.advanceTimersByTime(500);
expect(restartActiveDungeonSession).toHaveBeenCalledOnce();
expect(window.location.reload).not.toHaveBeenCalled();
expect(boundary.state).toMatchObject({
error: null,
retryCount: 1,
retryScheduled: false,
});
boundary.componentWillUnmount();
});
});
+64 -6
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@@ -1,19 +1,69 @@
import { Component, type ErrorInfo, type ReactNode } from "react";
import { restartActiveDungeonSession } from "../game/dungeonSession";
import { useGameStore } from "../game/store";
interface Props { children: ReactNode }
interface State { error: Error | null }
interface State {
error: Error | null;
retryCount: number;
retryScheduled: boolean;
}
const MAX_AUTOMATIC_RETRIES = 1;
const AUTOMATIC_RETRY_DELAY_MS = 500;
const RETRY_BUDGET_RESET_MS = 60_000;
export class SceneErrorBoundary extends Component<Props, State> {
state: State = { error: null };
state: State = { error: null, retryCount: 0, retryScheduled: false };
private retryTimer: number | null = null;
private retryBudgetTimer: number | null = null;
static getDerivedStateFromError(error: Error): State {
static getDerivedStateFromError(error: Error): Partial<State> {
return { error };
}
componentDidCatch(error: Error, info: ErrorInfo) {
console.error("Healer Man scene failed", error, info.componentStack);
useGameStore.getState().setAssetStatus("error", error.message);
if (this.retryBudgetTimer !== null) {
window.clearTimeout(this.retryBudgetTimer);
this.retryBudgetTimer = null;
}
if (this.state.retryCount < MAX_AUTOMATIC_RETRIES) this.scheduleRetry();
}
componentWillUnmount(): void {
if (this.retryTimer !== null) window.clearTimeout(this.retryTimer);
if (this.retryBudgetTimer !== null) window.clearTimeout(this.retryBudgetTimer);
}
private scheduleRetry(): void {
if (this.retryTimer !== null) return;
this.setState({ retryScheduled: true });
this.retryTimer = window.setTimeout(() => {
this.retryTimer = null;
this.retryScene();
}, AUTOMATIC_RETRY_DELAY_MS);
}
private retryScene = (): void => {
const retryCount = this.state.retryCount + 1;
try {
if (!restartActiveDungeonSession()) {
this.setState({ retryScheduled: false });
return;
}
this.setState({ error: null, retryCount, retryScheduled: false });
this.retryBudgetTimer = window.setTimeout(() => {
this.retryBudgetTimer = null;
if (!this.state.error) this.setState({ retryCount: 0 });
}, RETRY_BUDGET_RESET_MS);
} catch (error) {
const nextError = error instanceof Error ? error : new Error("The dungeon retry failed.");
console.error("Healer Man scene retry failed", nextError);
useGameStore.getState().setAssetStatus("error", nextError.message);
this.setState({ error: nextError, retryCount, retryScheduled: false });
}
}
render() {
@@ -21,9 +71,17 @@ export class SceneErrorBoundary extends Component<Props, State> {
return (
<div className="scene-error" role="alert">
<p className="eyebrow">Dungeon load interrupted</p>
<h1>The cavern could not be assembled.</h1>
<p>{this.state.error.message}</p>
<button type="button" className="button button--primary" onClick={() => window.location.reload()}>Retry loading</button>
<h1>{this.state.retryScheduled ? "Recovering the expedition..." : "The cavern could not be assembled."}</h1>
<p>
{this.state.retryScheduled
? "Clearing the failed asset cache and rebuilding the dungeon in smaller batches."
: this.state.error.message}
</p>
{!this.state.retryScheduled && (
<button type="button" className="button button--primary" onClick={this.retryScene}>
Retry dungeon
</button>
)}
</div>
);
}