Reconnect the game websocket after connectivity loss

The socket had no recovery path: a mid-game drop left the table showing
stale state with no indication, and plays were silently swallowed by the
dead channel. Surface the server close code from ws::connect and add a
reconnect driver in the game page: transient losses retry with
exponential backoff (capped, then a manual Retry), while deliberate
closes (session expired, game gone) stop retrying. Reconnects are free
resyncs because the server pushes a full state snapshot on connect.

Also gate card clicks while disconnected, show a connection banner, and
drop the ticking interval and pending retries on unmount.
This commit is contained in:
2026-09-18 05:47:35 +00:00
parent c40ebd84d8
commit bbd12ce674
3 changed files with 248 additions and 29 deletions
+207 -18
View File
@@ -1,4 +1,7 @@
//! Live game page: table view over the websocket.
use std::cell::Cell;
use std::rc::Rc;
use sycamore::prelude::*;
use crate::components::card::{card_back, card_img};
@@ -70,6 +73,143 @@ fn move_banner(mv: MoveView) -> View {
}
}
/// Signals shared by the websocket connection and its reconnect attempts.
#[derive(Clone, Copy)]
struct ConnCtx {
socket: Signal<Option<GameSocket>>,
game: Signal<Option<GameView>>,
over: Signal<Option<(Scores, Option<String>)>>,
error: Signal<Option<String>>,
closed: Signal<bool>,
/// Reconnect attempts exhausted; only a manual retry resumes.
gave_up: Signal<bool>,
/// The server closed the connection deliberately (auth or game gone);
/// retrying is pointless.
fatal: Signal<bool>,
attempts: Signal<u32>,
capture_choice: Signal<Option<(String, Vec<Vec<String>>)>>,
selected: Signal<Option<String>>,
}
/// Reconnect attempts: 1s, 2s, 4s, … capped at 30s, at most this many.
const MAX_RECONNECT_ATTEMPTS: u32 = 10;
fn backoff_ms(attempt: u32) -> u32 {
(1000u32 << attempt.min(5)).min(30_000)
}
/// Connect the game websocket, wiring state updates and reconnects.
///
/// The server pushes a full state snapshot on connect, so a reconnect is
/// also a resync: no client-side state merging is needed.
fn start_connect(id: Rc<String>, ctx: ConnCtx, alive: Rc<Cell<bool>>) {
let on_message = {
let alive = alive.clone();
move |msg: ServerMessage| {
if !alive.get() {
// The page is unmounted; its signals are disposed.
return;
}
match msg {
ServerMessage::State { game: g } => {
ctx.capture_choice.set(None);
ctx.selected.set(None);
// A received state proves the (re)connection works.
ctx.attempts.set(0);
ctx.gave_up.set(false);
ctx.closed.set(false);
ctx.game.set(Some(g));
}
ServerMessage::GameOver { scores, winner } => {
ctx.over.set(Some((scores, winner)))
}
ServerMessage::Error { message, .. } => ctx.error.set(Some(message)),
}
}
};
let on_close = {
let id = id.clone();
let alive = alive.clone();
move |code: Option<u16>| {
if !alive.get() {
return;
}
ctx.closed.set(true);
match code {
Some(4401) => {
ctx.fatal.set(true);
ctx.error
.set(Some("Session expired — please log in again.".to_string()));
}
Some(4403) | Some(4404) => {
ctx.fatal.set(true);
ctx.error
.set(Some("This game is no longer available.".to_string()));
}
_ => schedule_retry(id.clone(), ctx, alive.clone()),
}
}
};
match ws::connect(&id, on_message, on_close) {
Some(s) => ctx.socket.set(Some(s)),
// WebSocket::open failed synchronously: treat as a transient loss.
None if alive.get() => {
ctx.closed.set(true);
schedule_retry(id, ctx, alive);
}
None => {}
}
}
/// Retry `start_connect` with exponential backoff, unless we gave up.
fn schedule_retry(id: Rc<String>, ctx: ConnCtx, alive: Rc<Cell<bool>>) {
let attempt = ctx.attempts.get();
if attempt >= MAX_RECONNECT_ATTEMPTS {
ctx.gave_up.set(true);
return;
}
ctx.attempts.set(attempt + 1);
gloo_timers::callback::Timeout::new(backoff_ms(attempt), move || {
if alive.get() {
start_connect(id, ctx, alive);
}
})
.forget();
}
/// Slim banner shown over the table while the socket is down.
fn conn_banner(
closed: bool,
gave_up: bool,
fatal: bool,
has_game: bool,
reconnect: Rc<dyn Fn()>,
) -> View {
if !closed || !has_game {
return view! {};
}
if fatal {
view! {
div(class="conn-banner") {
"Connection closed by the server. "
a(href="/") { "Back to lobby" }
}
}
} else if gave_up {
view! {
div(class="conn-banner") {
"Connection lost."
button(class="button", on:click=move |_| reconnect()) { "Retry now" }
a(href="/") { "Back to lobby" }
}
}
} else {
view! {
div(class="conn-banner") { "Connection lost — reconnecting…" }
}
}
}
#[component(inline_props)]
pub fn GamePage(id: String) -> View {
let game = create_signal(Option::<GameView>::None);
@@ -78,32 +218,51 @@ pub fn GamePage(id: String) -> View {
let selected = create_signal(Option::<String>::None);
let over = create_signal(Option::<(Scores, Option<String>)>::None);
let closed = create_signal(false);
let gave_up = create_signal(false);
let fatal = create_signal(false);
let attempts = create_signal(0u32);
let socket = create_signal(Option::<GameSocket>::None);
// Ticking clock driving the hand-end countdown display.
let now = create_signal(js_sys::Date::now());
gloo_timers::callback::Interval::new(500, move || now.set(js_sys::Date::now())).forget();
let ticker = gloo_timers::callback::Interval::new(500, move || now.set(js_sys::Date::now()));
{
let on_message = move |msg: ServerMessage| match msg {
ServerMessage::State { game: g } => {
capture_choice.set(None);
selected.set(None);
game.set(Some(g));
// Stops the ticker and any pending reconnect once the page unmounts.
let alive = Rc::new(Cell::new(true));
on_cleanup({
let alive = alive.clone();
move || {
alive.set(false);
drop(ticker);
}
ServerMessage::GameOver { scores, winner } => {
over.set(Some((scores, winner)));
}
ServerMessage::Error { message, .. } => error.set(Some(message)),
});
let id = Rc::new(id);
let ctx = ConnCtx {
socket,
game,
over,
error,
closed,
gave_up,
fatal,
attempts,
capture_choice,
selected,
};
let on_close = move || closed.set(true);
match ws::connect(&id, on_message, on_close) {
Some(s) => socket.set(Some(s)),
None => error.set(Some("Could not connect to the game".to_string())),
}
}
start_connect(id.clone(), ctx, alive.clone());
let reconnect: Rc<dyn Fn()> = Rc::new(move || {
ctx.attempts.set(0);
ctx.gave_up.set(false);
ctx.closed.set(false);
start_connect(id.clone(), ctx, alive.clone());
});
// Clicking a card in the player's own hand.
let on_hand_card = move |code: String| {
if closed.get() {
// A dead socket would swallow the play silently.
return;
}
let Some(g) = game.get_clone() else { return };
if g.your_turn != Some(true) {
return;
@@ -122,13 +281,42 @@ pub fn GamePage(id: String) -> View {
}
};
let reconnect_banner = reconnect.clone();
view! {
div(class="game-page") {
(toast(error))
(move || conn_banner(
closed.get(),
gave_up.get(),
fatal.get(),
game.get_clone().is_some(),
reconnect_banner.clone(),
))
(move || match game.get_clone() {
None => {
if fatal.get() {
view! {
div(class="panel status-panel") {
p { "Connection closed." }
p { a(href="/") { "Back to lobby" } }
}
}
} else if gave_up.get() {
let reconnect = reconnect.clone();
view! {
div(class="panel status-panel") {
p { "Connection lost." }
p {
button(class="button primary", on:click=move |_| reconnect()) {
"Retry now"
}
}
p { a(href="/") { "Back to lobby" } }
}
}
} else {
let status = if closed.get() {
"Connection closed."
"Connection lost — reconnecting…"
} else {
"Connecting to the game…"
};
@@ -139,6 +327,7 @@ pub fn GamePage(id: String) -> View {
}
}
}
}
Some(g) if g.phase == "lobby" => lobby_view(g),
Some(g) => table_view(g, on_hand_card, selected, now),
})
+12 -3
View File
@@ -4,7 +4,7 @@ use std::rc::Rc;
use futures::channel::mpsc;
use futures::{SinkExt, StreamExt};
use gloo_net::websocket::{futures::WebSocket, Message};
use gloo_net::websocket::{futures::WebSocket, Message, WebSocketError};
use wasm_bindgen_futures::spawn_local;
use crate::model::ServerMessage;
@@ -53,10 +53,14 @@ impl GameSocket {
/// Open the websocket for `game_id` and forward parsed server messages to
/// `on_message`. Returns the socket handle, or `None` if the connection
/// could not be created.
///
/// `on_close` fires exactly once when the connection ends; it receives the
/// server close code when one was sent (e.g. 4401 unauthenticated, 4403 not
/// seated, 4404 unknown game) or `None` for an abnormal network loss.
pub fn connect(
game_id: &str,
on_message: impl Fn(ServerMessage) + 'static,
on_close: impl Fn() + 'static,
on_close: impl Fn(Option<u16>) + 'static,
) -> Option<GameSocket> {
let ws = WebSocket::open(&ws_url(game_id)).ok()?;
let (mut write, mut read) = ws.split();
@@ -72,6 +76,7 @@ pub fn connect(
});
spawn_local(async move {
let mut close_code = None;
while let Some(msg) = read.next().await {
match msg {
Ok(Message::Text(text)) => {
@@ -80,10 +85,14 @@ pub fn connect(
}
}
Ok(Message::Bytes(_)) => {}
Err(WebSocketError::ConnectionClose(e)) => {
close_code = Some(e.code);
break;
}
Err(_) => break,
}
}
on_close();
on_close(close_code);
});
Some(GameSocket {
+21
View File
@@ -418,6 +418,27 @@ table.matches td.lost {
margin-left: 0.25rem;
}
/* ---------- connection banner ---------- */
.conn-banner {
display: flex;
align-items: center;
justify-content: center;
gap: 0.75rem;
background: rgba(232, 197, 71, 0.15);
border: 1px solid var(--accent);
border-radius: 8px;
color: var(--accent);
padding: 0.4rem 1rem;
margin: 0.5rem auto 0;
width: fit-content;
}
.conn-banner a {
color: var(--accent);
text-decoration: underline;
}
/* ---------- overlays ---------- */
.overlay {