fix(web client): show jans arrows

This commit is contained in:
Henri Bourcereau 2026-05-02 12:10:02 +02:00
parent e61448b627
commit 5328b8e5aa
2 changed files with 40 additions and 4 deletions

View file

@ -176,7 +176,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let last_moves = state.last_moves; let last_moves = state.last_moves;
// §6e — fields where a battue (hit) was scored; ripple animation shown there. // fields where a battue (hit) was scored; ripple animation shown there.
let hit_fields: Vec<u8> = { let hit_fields: Vec<u8> = {
let is_hit_jan = |jan: &Jan| { let is_hit_jan = |jan: &Jan| {
matches!( matches!(
@ -337,7 +337,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
hit_fields=hit_fields hit_fields=hit_fields
/> />
// ── Status, hints, and actions — cream strip below board (§10b/c) // ── Status, hints, and actions — cream strip below board
<div class="game-bottom-strip"> <div class="game-bottom-strip">
<div class="game-status"> <div class="game-status">
{move || { {move || {

View file

@ -80,8 +80,7 @@ pub fn ScoringPanel(
"scoring-panel" "scoring-panel"
}; };
// minimized: starts false (expanded), becomes true after 3.4 s unless // minimized: starts false (expanded)
// the Hold/Go choice still needs the player's attention.
let minimized = RwSignal::new(false); let minimized = RwSignal::new(false);
// Collect all moves from all jans for automatic arrow display. // Collect all moves from all jans for automatic arrow display.
@ -97,6 +96,43 @@ pub fn ScoringPanel(
let hovered_ctx = use_context::<RwSignal<Vec<(CheckerMove, CheckerMove)>>>(); let hovered_ctx = use_context::<RwSignal<Vec<(CheckerMove, CheckerMove)>>>();
let jan_rows: Vec<_> = event.jans.into_iter().map(scoring_jan_row).collect(); let jan_rows: Vec<_> = event.jans.into_iter().map(scoring_jan_row).collect();
// On mount: show all this event's moves as board arrows immediately,
// then after 3.4 s slide to peek and clear the arrows.
//
// Two important constraints:
// 1. The initial hm.set() must be deferred (spawn_local, not sync in body)
// to avoid writing a reactive signal mid-render while Board reads it —
// that triggers Leptos's cycle guard → `unreachable` WASM panic.
// 2. The cancellation flag must be Rc<Cell<bool>>, NOT RwSignal<bool>.
// RwSignal is a NodeId into Leptos's arena; the arena slot is freed
// when ScoringPanel's owner drops (on every GameScreen remount). If the
// 3.4 s future outlives the component and calls is_alive.get_untracked()
// on a freed slot, that also panics with `unreachable`. Rc<Cell<bool>>
// is reference-counted outside the arena and stays valid for as long as
// the future holds onto it.
#[cfg(target_arch = "wasm32")]
if let Some(hm) = hovered_ctx {
let is_alive = Arc::new(AtomicBool::new(true));
let is_alive_cleanup = is_alive.clone();
// on_cleanup requires Send + Sync; Arc<AtomicBool> satisfies both.
on_cleanup(move || is_alive_cleanup.store(false, Ordering::Relaxed));
spawn_local(async move {
// Show arrows (runs in the next microtask, after render settles).
hm.set(all_moves);
TimeoutFuture::new(3_400).await;
// Guard: component may have been destroyed while we were waiting.
// is_alive was set to false by on_cleanup, which runs before Leptos
// frees the signal arena slots — so peeked is still valid iff this
// returns true.
if !is_alive.load(Ordering::Relaxed) {
return;
}
hm.set(vec![]);
});
}
view! { view! {
<div <div
class="scoring-panel-wrapper" class="scoring-panel-wrapper"