updated the dungeon loading so it doesnt fail first try
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@@ -0,0 +1,55 @@
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import type { ErrorInfo } from "react";
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import { afterEach, describe, expect, it, vi } from "vitest";
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import { restartActiveDungeonSession } from "../game/dungeonSession";
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import { SceneErrorBoundary } from "./SceneErrorBoundary";
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vi.mock("../game/dungeonSession", () => ({
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restartActiveDungeonSession: vi.fn(() => true),
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}));
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describe("scene error recovery", () => {
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afterEach(() => {
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vi.useRealTimers();
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vi.unstubAllGlobals();
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vi.restoreAllMocks();
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});
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it("automatically rebuilds the active dungeon without reloading the page", () => {
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vi.useFakeTimers();
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vi.stubGlobal("window", {
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setTimeout,
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clearTimeout,
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location: { reload: vi.fn() },
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});
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vi.spyOn(console, "error").mockImplementation(() => undefined);
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const boundary = new SceneErrorBoundary({ children: null });
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boundary.state = {
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error: new Error("transient GLB failure"),
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retryCount: 0,
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retryScheduled: false,
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};
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boundary.setState = vi.fn((patch) => {
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const next = typeof patch === "function"
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? patch(boundary.state, boundary.props)
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: patch;
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if (next) boundary.state = { ...boundary.state, ...next };
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}) as typeof boundary.setState;
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boundary.componentDidCatch(
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boundary.state.error!,
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{ componentStack: "\n at DungeonEnvironment" } as ErrorInfo,
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);
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expect(boundary.state.retryScheduled).toBe(true);
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vi.advanceTimersByTime(500);
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expect(restartActiveDungeonSession).toHaveBeenCalledOnce();
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expect(window.location.reload).not.toHaveBeenCalled();
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expect(boundary.state).toMatchObject({
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error: null,
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retryCount: 1,
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retryScheduled: false,
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});
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boundary.componentWillUnmount();
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});
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});
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