Private
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Add WS heartbeat and harden broadcast against dead sockets (#76)
Messages could silently stop arriving until a room switch happened to paper over it with a REST refetch. Root cause: a connection that dies without a clean close (laptop sleep, an idle connection recycled by a proxy/NAT) looks identical to a healthy-but-quiet one -- readyState stays OPEN, onclose never fires, so the already-correct reconnect and rejoin logic never runs. The backend now pings every 30s and the frontend force-closes the socket if nothing (any frame, not just a pong) arrives within 65s, routing straight through the existing reconnect/rejoin path instead of needing separate recovery logic. Also found and fixed a more severe adjacent bug while tracing this: ConnectionManager.broadcast()/send_to_user() had no per-socket error handling, so one dead or racing socket could raise inside the app's single, never-restarted Redis pubsub listener task and silently kill live delivery for every room and every user on that process until restart. Now caught and logged per-socket instead of propagating. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -1,10 +1,13 @@
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import json
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import logging
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import uuid
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from redis.asyncio import Redis
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from app.ws.connection_manager import ConnectionManager
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logger = logging.getLogger(__name__)
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ROOM_CHANNEL_PREFIX = "room:"
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USER_CHANNEL_PREFIX = "user:"
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@@ -43,6 +46,16 @@ class Broadcaster:
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async for message in pubsub.listen():
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if message["type"] != "pmessage":
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continue
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# #76: this is the one pubsub listener for the whole process
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# (see main.py's lifespan) -- ConnectionManager.broadcast/
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# send_to_user already guard against one dead socket taking
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# the rest of a single fan-out down, but this belt-and-
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# suspenders catch is for anything else unexpected (a
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# malformed payload, e.g.) doing the same. An uncaught
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# exception here previously meant *this whole async for*
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# loop died silently -- no more live delivery to any room on
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# this instance, for anyone, until the process restarted.
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try:
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channel = message["channel"]
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payload = json.loads(message["data"])
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if channel.startswith(ROOM_CHANNEL_PREFIX):
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@@ -51,6 +64,8 @@ class Broadcaster:
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elif channel.startswith(USER_CHANNEL_PREFIX):
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user_id = uuid.UUID(channel.removeprefix(USER_CHANNEL_PREFIX))
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await self._manager.send_to_user(user_id, payload)
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except Exception:
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logger.error("Error handling pubsub message on channel %s", message.get("channel"), exc_info=True)
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finally:
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await pubsub.punsubscribe(f"{ROOM_CHANNEL_PREFIX}*", f"{USER_CHANNEL_PREFIX}*")
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await pubsub.aclose()
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+33
-1
@@ -1,3 +1,4 @@
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import asyncio
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import uuid
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from fastapi import APIRouter, Depends, WebSocket, WebSocketDisconnect
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@@ -31,6 +32,18 @@ router = APIRouter(tags=["ws"])
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WS_UNAUTHENTICATED = 4401
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# #76: comfortably under the ~60s idle-connection timeout common to reverse
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# proxies/load balancers sitting in front of this endpoint, and short enough
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# that the frontend's own zombie-detection watchdog (useChatSocket.ts) can
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# notice a dead connection and reconnect well within a session -- a socket
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# can go silently dead (no close frame at all, e.g. a laptop sleeping or a
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# NAT dropping an idle mapping) without this, and no live message reaches it
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# again until *something* else finally triggers a close, which used to be
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# "switch rooms and back" purely by accident (that remounts the message
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# list, which refetches history over plain REST -- unrelated to the socket
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# itself actually recovering).
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WS_PING_INTERVAL_SECONDS = 30
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class ClientEnvelope(BaseModel):
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type: str
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@@ -124,7 +137,18 @@ async def chat_endpoint(websocket: WebSocket, db: AsyncSession = Depends(get_db)
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try:
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while True:
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raw = await websocket.receive_json()
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try:
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raw = await asyncio.wait_for(
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websocket.receive_json(), timeout=WS_PING_INTERVAL_SECONDS
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)
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except asyncio.TimeoutError:
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# Nothing received in a while -- ping rather than assume the
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# connection's still good. A genuinely dead socket fails this
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# send (raising, caught below same as any other disconnect);
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# a merely quiet one just gets proded and the loop continues
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# waiting.
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await websocket.send_json({"type": "ping"})
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continue
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try:
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try:
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envelope = ClientEnvelope.model_validate(raw)
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@@ -146,6 +170,14 @@ async def chat_endpoint(websocket: WebSocket, db: AsyncSession = Depends(get_db)
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joined_rooms.add(envelope.room_id)
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await websocket.send_json({"type": "joined", "room_id": str(envelope.room_id)})
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elif envelope.type == "pong":
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# #76: the client's reply to our "ping" above -- nothing
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# to do with it. Its only purpose is resetting the
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# frontend's own liveness watchdog; the timeout on the
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# receive_json() above already gets reset by receiving
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# any frame at all, this one included.
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pass
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elif envelope.type == "leave":
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if envelope.room_id is None:
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await websocket.send_json({"type": "error", "detail": "room_id required"})
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@@ -1,8 +1,11 @@
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import logging
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import uuid
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from collections import defaultdict
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from fastapi import WebSocket
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logger = logging.getLogger(__name__)
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class ConnectionManager:
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"""Local, single-process WebSocket socket registry.
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@@ -43,8 +46,22 @@ class ConnectionManager:
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async def broadcast(self, room_id: uuid.UUID, payload: dict) -> None:
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for websocket in list(self._rooms.get(room_id, ())):
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# #76: one dead/racing socket (e.g. its own disconnect cleanup
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# hasn't finished removing it from _rooms yet) must not take the
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# rest of this broadcast down with it -- this runs inside
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# Broadcaster.listen()'s single, never-restarted per-process
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# pubsub loop, so an unhandled exception here previously meant
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# one bad socket silently killed *live delivery for every room
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# on this instance*, not just the one socket, until the process
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# was restarted.
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try:
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await websocket.send_json(payload)
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except Exception:
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logger.warning("Dropping dead socket during broadcast to room %s", room_id, exc_info=True)
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async def send_to_user(self, user_id: uuid.UUID, payload: dict) -> None:
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for websocket in list(self._users.get(user_id, ())):
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try:
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await websocket.send_json(payload)
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except Exception:
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logger.warning("Dropping dead socket sending to user %s", user_id, exc_info=True)
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@@ -109,6 +109,24 @@ def test_history_tiebreaks_identical_timestamps_by_id(ws_client):
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assert [m["content"] for m in history] == [m["content"] for m in expected_order]
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def test_ws_sends_heartbeat_ping(ws_client, monkeypatch):
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# #76: with nothing else sent on the connection, a "ping" must arrive
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# proactively once the idle timeout elapses -- shrunk here so the test
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# doesn't actually wait the real 30s. Replying "pong" (the frontend's
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# own behavior) must be accepted silently and leave the connection
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# fully usable afterward, not treated as an unknown message type.
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monkeypatch.setattr("app.ws.chat.WS_PING_INTERVAL_SECONDS", 0.05)
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username = _unique("alice")
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_register(ws_client, username=username)
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room = ws_client.post("/api/rooms", json={"name": _unique("general")}).json()
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with ws_client.websocket_connect("/ws/chat") as ws:
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assert ws.receive_json() == {"type": "ping"}
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ws.send_json({"type": "pong"})
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ws.send_json({"type": "join", "room_id": room["id"]})
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assert ws.receive_json() == {"type": "joined", "room_id": room["id"]}
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def test_ws_message_without_join_errors(ws_client):
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_register(ws_client, username=_unique("alice"))
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room = ws_client.post("/api/rooms", json={"name": _unique("general")}).json()
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@@ -10,6 +10,13 @@ interface UseChatSocketOptions {
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const RECONNECT_BASE_DELAY_MS = 1000
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const RECONNECT_MAX_DELAY_MS = 30000
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// #76: the backend pings every 30s (WS_PING_INTERVAL_SECONDS in chat.py) --
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// this needs to comfortably tolerate one missed ping plus ordinary network
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// jitter before declaring the connection dead, not fire on the very first
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// late beat.
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const ZOMBIE_TIMEOUT_MS = 65000
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const ZOMBIE_CHECK_INTERVAL_MS = 10000
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const desktopMode = isDesktopNotificationsSupported()
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// Room join/leave (live message delivery) depends only on visibility --
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@@ -51,6 +58,16 @@ export function useChatSocket({ onUnauthenticated }: UseChatSocketOptions) {
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// live WebSocket delivery the user can't actually see will do the job.
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const desiredRoomsRef = useRef(new Set<string>())
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const isVisibleRef = useRef(isVisible())
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// #76: last time *anything* arrived on the socket (a real message, a
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// "ping", doesn't matter which) -- the only signal that a connection
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// sitting at readyState OPEN is actually still alive rather than a
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// zombie. Without this, a connection that dies without ever sending a
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// close frame (laptop sleep, a NAT silently dropping an idle mapping)
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// looks identical to a healthy-but-quiet one: onclose never fires, so the
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// already-correct reconnect+rejoin logic below never runs, and new
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// messages just stop arriving until something unrelated (e.g. switching
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// rooms, which refetches history over plain REST) papers over it.
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const lastActivityRef = useRef(Date.now())
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const sendRoomFrame = useCallback((type: 'join' | 'leave', roomId: string) => {
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const ws = socketRef.current
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@@ -99,6 +116,7 @@ export function useChatSocket({ onUnauthenticated }: UseChatSocketOptions) {
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if (hasConnectedBefore) checkForUpdate()
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hasConnectedBefore = true
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reconnectDelay = RECONNECT_BASE_DELAY_MS
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lastActivityRef.current = Date.now()
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setConnected(true)
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// Re-join whatever rooms were joined before a reconnect -- the
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// server has no memory of a dropped connection's prior state. Only
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@@ -122,7 +140,17 @@ export function useChatSocket({ onUnauthenticated }: UseChatSocketOptions) {
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ws.onmessage = (event) => {
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if (socketRef.current !== ws) return
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const envelope = JSON.parse(event.data) as ServerEnvelope
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lastActivityRef.current = Date.now()
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const parsed = JSON.parse(event.data)
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// #76: the server's heartbeat -- purely transport-level, not a
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// domain event, so it's answered and swallowed right here instead
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// of being forwarded to subscribers (ServerEnvelope's own type
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// doesn't include it for exactly that reason).
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if (parsed.type === 'ping') {
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ws.send(JSON.stringify({ type: 'pong' }))
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return
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}
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const envelope = parsed as ServerEnvelope
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for (const handler of subscribersRef.current) handler(envelope)
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}
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@@ -143,10 +171,9 @@ export function useChatSocket({ onUnauthenticated }: UseChatSocketOptions) {
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if (stopped) return
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// Unexpected close -- a deploy restarting the app server, a brief
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// network blip, or (absent any app-level ping/pong) an idle
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// connection getting recycled by a reverse proxy in front of it.
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// Retry with exponential backoff instead of leaving the chat
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// silently dead until the user manually reloads.
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// network blip, or an idle connection getting recycled by a reverse
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// proxy in front of it. Retry with exponential backoff instead of
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// leaving the chat silently dead until the user manually reloads.
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reconnectTimer = setTimeout(connect, reconnectDelay)
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reconnectDelay = Math.min(reconnectDelay * 2, RECONNECT_MAX_DELAY_MS)
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}
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@@ -154,9 +181,21 @@ export function useChatSocket({ onUnauthenticated }: UseChatSocketOptions) {
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connect()
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// #76: catches the case onclose can't -- a connection that dies without
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// ever sending a close frame at all (readyState stays OPEN forever) is
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// otherwise invisible to this hook. Forcing a close here just routes it
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// through the exact same onclose/reconnect/rejoin path as a normal
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// disconnect, rather than needing separate recovery logic of its own.
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const zombieCheckTimer = setInterval(() => {
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if (Date.now() - lastActivityRef.current > ZOMBIE_TIMEOUT_MS) {
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socketRef.current?.close()
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}
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}, ZOMBIE_CHECK_INTERVAL_MS)
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return () => {
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stopped = true
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if (reconnectTimer) clearTimeout(reconnectTimer)
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clearInterval(zombieCheckTimer)
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socketRef.current?.close()
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socketRef.current = null
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}
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