fix(play): resume in-progress game after OAuth full-page redirect

Google/GitHub OAuth is a full-page round-trip that unmounts the app and
destroys the in-memory Session (the server is stateless). Returning to
/play?card=m0 re-bootstrapped from the first-act JSON, restarting the
story from scene 1 — the user lost all progress. OTP login kept state
in-memory (no redirect) and was unaffected.

Mirror the homepage 89a5c54 OAuth state-loss fix: snapshot the exact
scene/beat/visited-beats/orientation/image into sessionStorage just
before the redirect, then restore it on mount after the round-trip
(verified signed in). Re-resolve the remote image URL to a fresh blob
(blob: URLs are revoked on unmount). The pending action that hit the
401 (choice / freeform / background-click) is replayed once the restored
state commits, so the player lands exactly where they were headed.

Quota fallback drops the user-uploaded style-reference image (~100KB)
and retries; voices are kept (continuity over rare quota miss). Failure
to restore (corrupt snapshot / not signed in) relinquishes the bootstrap
slot and falls back to normal card/preset/custom start instead of a
blank loading screen.

AuthModal gains an optional onBeforeOAuth callback fired synchronously
before signInWithOAuth navigates away (sessionStorage.setItem is sync).
This commit is contained in:
yuanzonghao
2026-06-15 13:18:56 +08:00
parent 7f263b2b14
commit 99ad8d111e
2 changed files with 219 additions and 10 deletions
+208 -9
View File
@@ -52,10 +52,39 @@ import type {
} from "@infiplot/types";
import { track } from "@/lib/analytics";
import { AUTH_ENABLED } from "@/lib/supabase/config";
import { createClient as createSupabaseClient } from "@/lib/supabase/client";
import { AuthModal } from "@/components/AuthModal";
import { UserChip } from "@/components/UserChip";
const MUTED_STORAGE_KEY = "infiplot:muted";
// One-shot snapshot of in-progress game state, written just before an OAuth
// full-page redirect (Google/GitHub) so the play page can resume the exact
// scene/beat after the round-trip. The redirect unmounts the app and destroys
// the in-memory Session (the server is stateless), so without this the play
// page re-bootstraps from `?card=…` and restarts the story. OTP login keeps
// state in-memory (no redirect) and never writes this. Consumed once on mount.
const PLAY_RESUME_KEY = "infiplot:play-resume";
// Serializable form of the action intercepted by a 401. `persistPlayResume`
// stashes whichever one is pending into sessionStorage; the deferred-replay
// effect re-dispatches it after `restorePlayResume` commits the restored state.
type PendingResumeAction =
| { kind: "choice"; choice: BeatChoice }
| { kind: "freeform"; text: string }
| { kind: "background-click"; x: number; y: number };
// Shape written to sessionStorage[PLAY_RESUME_KEY]. `imageOriginalUrl` is the
// remote CDN URL (never the blob: URL — those are revoked on unmount and won't
// survive the full-page reload); restorePlayResume re-resolves it to a fresh
// blob via getOrCreateBlobUrl.
type PlayResumeSnapshot = {
session: Session;
beatId: string;
visitedBeats: string[];
orientation: Orientation;
imageOriginalUrl: string;
pendingAction?: PendingResumeAction;
};
// Consecutive silent (no-audio) beats before we surface the BYO-key nudge to a
// non-BYO, unmuted player. Set high enough that one transient miss won't trip
@@ -618,6 +647,22 @@ function PlayInner() {
const [visionClickEnabled, setVisionClickEnabled] = useState(true);
const [authModalOpen, setAuthModalOpen] = useState(false);
const authResolveRef = useRef<(() => void) | null>(null);
// Serializable description of the action that hit the 401 (choice / freeform
// text / background-click coords), captured alongside the retry closure. An
// OAuth round-trip destroys the closure, but this survives in sessionStorage
// so the exact action can be replayed after game state is restored.
const pendingResumeActionRef = useRef<PendingResumeAction | null>(null);
// Set by restorePlayResume when a snapshot carries a pending action; a
// dedicated effect dispatches it once the restored state has committed
// (phase "ready", session + scene present), then clears it. Mirrors the
// homepage's autoStartPending resume pattern.
const [pendingReplayAction, setPendingReplayAction] =
useState<PendingResumeAction | null>(null);
// Bumped by the OAuth-resume fallback to retrigger the bootstrap effect after
// relinquishing its `startedRef` slot (snapshot consumed but user not signed
// in → run normal card/preset/custom bootstrap instead of leaving a blank
// loading screen).
const [retryBootstrap, setRetryBootstrap] = useState(0);
// Top-of-screen progress toast for the gallery / story export pipeline.
// null when idle; { done, total, label } while collecting beat audio.
const [exportProgress, setExportProgress] = useState<
@@ -627,10 +672,18 @@ function PlayInner() {
// `retry` re-runs the action that hit the 401, replayed by AuthModal.onSuccess
// after the user signs in. Omitted by callers whose path can't actually 401
// (initial load already gated on the homepage, recorded replay is local).
// `action` is the serializable twin of `retry`: same intent, but survives an
// OAuth full-page redirect via sessionStorage so it can be replayed after
// game state is restored (the retry closure itself is destroyed on unmount).
const handleAuthError = useCallback(
(e: unknown, retry?: () => void): boolean => {
(
e: unknown,
retry?: () => void,
action?: PendingResumeAction,
): boolean => {
if (e instanceof AuthRequiredError) {
authResolveRef.current = retry ?? null;
pendingResumeActionRef.current = action ?? null;
setAuthModalOpen(true);
return true;
}
@@ -639,6 +692,72 @@ function PlayInner() {
[],
);
// Snapshot the in-progress game just before an OAuth full-page redirect so
// the play page can resume the exact scene/beat on return. Reads only refs
// (stable across renders), so an empty dep list is safe. Mirrors the
// homepage's persistPendingStart + quota-fallback degradation.
const persistPlayResume = useCallback((): void => {
const sess = sessionRef.current;
const beat = currentBeatRef.current;
const imageOriginalUrl = lastImageOriginalUrlRef.current;
if (!sess || !beat || !imageOriginalUrl) return;
const snap: PlayResumeSnapshot = {
session: sess,
beatId: beat.id,
visitedBeats: [...visitedBeatsRef.current],
orientation: sess.orientation ?? "landscape",
imageOriginalUrl,
pendingAction: pendingResumeActionRef.current ?? undefined,
};
const tryWrite = (payload: PlayResumeSnapshot): boolean => {
try {
sessionStorage.setItem(PLAY_RESUME_KEY, JSON.stringify(payload));
return true;
} catch {
return false; // QuotaExceededError — try a lighter payload below
}
};
if (tryWrite(snap)) return;
// Drop the heaviest data-URL field (user-uploaded style ref, ~100KB) and
// retry. It only affects the Painter on FUTURE scenes, not the resumed
// scene, so losing it degrades gracefully. Voices are deliberately kept —
// preserving voice continuity matters more than the rare quota miss, and a
// typical session (remote-image URLs + a few ~160KB voice refs) fits well
// under sessionStorage's 5MB cap. If still too big, give up: resume is
// disabled for this trip and the page falls back to normal bootstrap.
tryWrite({ ...snap, session: { ...sess, styleReferenceImage: undefined } });
}, []);
// Restore an in-progress game from a PLAY_RESUME_KEY snapshot after an OAuth
// round-trip. Re-resolves the remote image URL to a fresh blob (the old blob
// was revoked on unmount), repopulates the runtime refs the handlers read,
// and hands any pending action to the deferred-replay effect. Throws on a
// corrupt snapshot so the caller can fall back to normal bootstrap.
const restorePlayResume = useCallback(
async (snap: PlayResumeSnapshot): Promise<void> => {
const last = snap.session.history[snap.session.history.length - 1];
if (!last?.scene) throw new Error("resume snapshot missing current scene");
setOrientation(snap.orientation);
visitedBeatsRef.current = [...snap.visitedBeats];
lastImageOriginalUrlRef.current = snap.imageOriginalUrl;
setSession(snap.session);
setCurrentScene(last.scene);
setCurrentBeatId(snap.beatId);
const blobUrl = await getOrCreateBlobUrl(snap.imageOriginalUrl);
const ready = waitForImageReady();
setImageUrl(blobUrl);
await ready;
setPhase("ready");
track("scene_reached", { scene_index: snap.session.history.length });
if (snap.pendingAction) setPendingReplayAction(snap.pendingAction);
},
[],
);
const startedRef = useRef(false);
const poolRef = useRef<Map<string, PrefetchEntry>>(new Map());
// Accumulator for resolved prefetches across the whole session — every
@@ -1359,6 +1478,44 @@ function PlayInner() {
if (startedRef.current) return;
startedRef.current = true;
// ── OAuth resume ────────────────────────────────────────────────
// Returning from a Google/GitHub round-trip? The full-page redirect
// destroyed the in-memory Session; if we stashed a snapshot just before
// navigating away (persistPlayResume via AuthModal.onBeforeOAuth) and the
// user is now signed in, restore the exact scene/beat instead of
// re-bootstrapping from `?card=…` (which would restart the story). OTP
// login never writes a snapshot — its onSuccess retry keeps state
// in-memory.
if (AUTH_ENABLED) {
const resumeRaw = sessionStorage.getItem(PLAY_RESUME_KEY);
if (resumeRaw) {
sessionStorage.removeItem(PLAY_RESUME_KEY);
// Let the async resume run; on failure it relinquishes the slot so the
// normal bootstrap below re-runs. Either way return here — the sync
// body must not run while the OAuth return is being reconciled.
void (async () => {
try {
const sb = createSupabaseClient();
const { data } = await sb.auth.getUser();
if (!data.user) {
// OAuth failed/not signed in → fall back to normal bootstrap.
startedRef.current = false;
setRetryBootstrap((n) => n + 1);
return;
}
await restorePlayResume(
JSON.parse(resumeRaw) as PlayResumeSnapshot,
);
} catch {
// Corrupt snapshot / network — relinquish and bootstrap normally.
startedRef.current = false;
setRetryBootstrap((n) => n + 1);
}
})();
return;
}
}
// 三条进入路径:
// ?card=<m0..f31> → 首页精选卡,直接从 /home/firstact/{name}.json
// 静态文件加载(已在构建期 prebake,免一切引擎调用)
@@ -1579,7 +1736,30 @@ function PlayInner() {
setError(String(e));
}
});
}, [params, router]);
}, [params, router, retryBootstrap, restorePlayResume]);
// ── Deferred replay of the action that hit 401 (OAuth resume) ─────────
// After restorePlayResume commits the restored session/scene/beat, dispatch
// the pending action so the player lands exactly where they were headed
// (seamless continuation). Runs once the restored state is interactive,
// then clears the slot. Mirrors the homepage's autoStartPending pattern.
useEffect(() => {
if (!pendingReplayAction) return;
if (phase !== "ready" || !session || !currentScene) return;
const action = pendingReplayAction;
setPendingReplayAction(null);
if (action.kind === "choice") {
onSelectChoice(action.choice);
} else if (action.kind === "freeform") {
void onFreeformInput(action.text);
} else {
void onBackgroundClick({ x: action.x, y: action.y });
}
// onSelectChoice/onFreeformInput/onBackgroundClick are stable inner
// functions keyed off the restored state; listing them would re-fire on
// every render, so we intentionally scope deps to the readiness gate.
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [pendingReplayAction, phase, session, currentScene]);
// ── Prefetch on scene entry: L1 + recursive L2/L3 for must-pass ──────
useEffect(() => {
@@ -1647,6 +1827,7 @@ function PlayInner() {
visitedForCurrent: string[],
exitLabel: string,
retry?: () => void,
action?: PendingResumeAction,
) {
const sceneT0 = Date.now();
setPhase("transitioning");
@@ -1706,7 +1887,7 @@ function PlayInner() {
setPhase("ready");
return;
}
if (!handleAuthError(e, retry)) {
if (!handleAuthError(e, retry, action)) {
trackPlayError("scene", e, sceneT0);
setError(String(e));
}
@@ -1903,8 +2084,13 @@ function PlayInner() {
const cached = consumeChoice(poolRef.current, choice.id);
if (cached) {
void performSceneTransition(cached, exit, visited, choice.label, () =>
onSelectChoice(choice),
void performSceneTransition(
cached,
exit,
visited,
choice.label,
() => onSelectChoice(choice),
{ kind: "choice", choice },
);
return;
}
@@ -1930,8 +2116,13 @@ function PlayInner() {
return data;
})();
void performSceneTransition(promise, exit, visited, choice.label, () =>
onSelectChoice(choice),
void performSceneTransition(
promise,
exit,
visited,
choice.label,
() => onSelectChoice(choice),
{ kind: "choice", choice },
);
}
@@ -2037,9 +2228,10 @@ function PlayInner() {
visited,
decision.freeformAction,
() => onFreeformInput(text),
{ kind: "freeform", text },
);
} catch (e) {
if (!handleAuthError(e, () => onFreeformInput(text))) {
if (!handleAuthError(e, () => onFreeformInput(text), { kind: "freeform", text })) {
trackPlayError("freeform", e, freeformT0);
setError(String(e));
}
@@ -2146,10 +2338,11 @@ function PlayInner() {
visited,
decision.intent.freeformAction,
() => onBackgroundClick(click),
{ kind: "background-click", x: click.x, y: click.y },
);
}
} catch (e) {
if (!handleAuthError(e, () => onBackgroundClick(click))) {
if (!handleAuthError(e, () => onBackgroundClick(click), { kind: "background-click", x: click.x, y: click.y })) {
trackPlayError("vision", e, visionT0);
setError(String(e));
}
@@ -2259,13 +2452,16 @@ function PlayInner() {
setAuthModalOpen(false);
// User dismissed login — drop the retry, don't re-run the action.
authResolveRef.current = null;
pendingResumeActionRef.current = null;
}}
onSuccess={() => {
setAuthModalOpen(false);
const retry = authResolveRef.current;
authResolveRef.current = null;
pendingResumeActionRef.current = null;
retry?.();
}}
onBeforeOAuth={persistPlayResume}
/>
)}
</div>
@@ -2457,13 +2653,16 @@ function PlayInner() {
setAuthModalOpen(false);
// User dismissed login — drop the retry, don't re-run the action.
authResolveRef.current = null;
pendingResumeActionRef.current = null;
}}
onSuccess={() => {
setAuthModalOpen(false);
const retry = authResolveRef.current;
authResolveRef.current = null;
pendingResumeActionRef.current = null;
retry?.();
}}
onBeforeOAuth={persistPlayResume}
/>
)}
</div>
+11 -1
View File
@@ -9,9 +9,16 @@ type AuthStep = "pick" | "email-input" | "otp-verify";
export function AuthModal({
onClose,
onSuccess,
onBeforeOAuth,
}: {
onClose: () => void;
onSuccess: () => void;
// Fires synchronously before the OAuth full-page redirect (signInWithOAuth
// navigates the browser away, unmounting the whole React tree). Hosts that
// need to survive the round-trip (e.g. play page carrying in-memory game
// state) snapshot into sessionStorage here — sessionStorage.setItem is
// synchronous, so it completes before the navigation begins.
onBeforeOAuth?: () => void;
}) {
const [step, setStep] = useState<AuthStep>("pick");
const [email, setEmail] = useState("");
@@ -31,6 +38,9 @@ export function AuthModal({
async (provider: "google" | "github") => {
setLoading(true);
setError("");
// Snapshot before navigating away — the redirect below unmounts the app,
// so any host state must be persisted to sessionStorage *now*.
onBeforeOAuth?.();
const supabase = createClient();
const { error: oauthError } = await supabase.auth.signInWithOAuth({
provider,
@@ -43,7 +53,7 @@ export function AuthModal({
setLoading(false);
}
},
[],
[onBeforeOAuth],
);
const handleSendOtp = useCallback(async () => {