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:
+208
-9
@@ -52,10 +52,39 @@ import type {
|
|||||||
} from "@infiplot/types";
|
} from "@infiplot/types";
|
||||||
import { track } from "@/lib/analytics";
|
import { track } from "@/lib/analytics";
|
||||||
import { AUTH_ENABLED } from "@/lib/supabase/config";
|
import { AUTH_ENABLED } from "@/lib/supabase/config";
|
||||||
|
import { createClient as createSupabaseClient } from "@/lib/supabase/client";
|
||||||
import { AuthModal } from "@/components/AuthModal";
|
import { AuthModal } from "@/components/AuthModal";
|
||||||
import { UserChip } from "@/components/UserChip";
|
import { UserChip } from "@/components/UserChip";
|
||||||
|
|
||||||
const MUTED_STORAGE_KEY = "infiplot:muted";
|
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
|
// 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
|
// 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 [visionClickEnabled, setVisionClickEnabled] = useState(true);
|
||||||
const [authModalOpen, setAuthModalOpen] = useState(false);
|
const [authModalOpen, setAuthModalOpen] = useState(false);
|
||||||
const authResolveRef = useRef<(() => void) | null>(null);
|
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.
|
// Top-of-screen progress toast for the gallery / story export pipeline.
|
||||||
// null when idle; { done, total, label } while collecting beat audio.
|
// null when idle; { done, total, label } while collecting beat audio.
|
||||||
const [exportProgress, setExportProgress] = useState<
|
const [exportProgress, setExportProgress] = useState<
|
||||||
@@ -627,10 +672,18 @@ function PlayInner() {
|
|||||||
// `retry` re-runs the action that hit the 401, replayed by AuthModal.onSuccess
|
// `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
|
// 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).
|
// (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(
|
const handleAuthError = useCallback(
|
||||||
(e: unknown, retry?: () => void): boolean => {
|
(
|
||||||
|
e: unknown,
|
||||||
|
retry?: () => void,
|
||||||
|
action?: PendingResumeAction,
|
||||||
|
): boolean => {
|
||||||
if (e instanceof AuthRequiredError) {
|
if (e instanceof AuthRequiredError) {
|
||||||
authResolveRef.current = retry ?? null;
|
authResolveRef.current = retry ?? null;
|
||||||
|
pendingResumeActionRef.current = action ?? null;
|
||||||
setAuthModalOpen(true);
|
setAuthModalOpen(true);
|
||||||
return 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 startedRef = useRef(false);
|
||||||
const poolRef = useRef<Map<string, PrefetchEntry>>(new Map());
|
const poolRef = useRef<Map<string, PrefetchEntry>>(new Map());
|
||||||
// Accumulator for resolved prefetches across the whole session — every
|
// Accumulator for resolved prefetches across the whole session — every
|
||||||
@@ -1359,6 +1478,44 @@ function PlayInner() {
|
|||||||
if (startedRef.current) return;
|
if (startedRef.current) return;
|
||||||
startedRef.current = true;
|
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:
|
// 三条进入路径:
|
||||||
// ?card=<m0..f31> → 首页精选卡,直接从 /home/firstact/{name}.json
|
// ?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)
|
// 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));
|
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 ──────
|
// ── Prefetch on scene entry: L1 + recursive L2/L3 for must-pass ──────
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
@@ -1647,6 +1827,7 @@ function PlayInner() {
|
|||||||
visitedForCurrent: string[],
|
visitedForCurrent: string[],
|
||||||
exitLabel: string,
|
exitLabel: string,
|
||||||
retry?: () => void,
|
retry?: () => void,
|
||||||
|
action?: PendingResumeAction,
|
||||||
) {
|
) {
|
||||||
const sceneT0 = Date.now();
|
const sceneT0 = Date.now();
|
||||||
setPhase("transitioning");
|
setPhase("transitioning");
|
||||||
@@ -1706,7 +1887,7 @@ function PlayInner() {
|
|||||||
setPhase("ready");
|
setPhase("ready");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (!handleAuthError(e, retry)) {
|
if (!handleAuthError(e, retry, action)) {
|
||||||
trackPlayError("scene", e, sceneT0);
|
trackPlayError("scene", e, sceneT0);
|
||||||
setError(String(e));
|
setError(String(e));
|
||||||
}
|
}
|
||||||
@@ -1903,8 +2084,13 @@ function PlayInner() {
|
|||||||
|
|
||||||
const cached = consumeChoice(poolRef.current, choice.id);
|
const cached = consumeChoice(poolRef.current, choice.id);
|
||||||
if (cached) {
|
if (cached) {
|
||||||
void performSceneTransition(cached, exit, visited, choice.label, () =>
|
void performSceneTransition(
|
||||||
onSelectChoice(choice),
|
cached,
|
||||||
|
exit,
|
||||||
|
visited,
|
||||||
|
choice.label,
|
||||||
|
() => onSelectChoice(choice),
|
||||||
|
{ kind: "choice", choice },
|
||||||
);
|
);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -1930,8 +2116,13 @@ function PlayInner() {
|
|||||||
return data;
|
return data;
|
||||||
})();
|
})();
|
||||||
|
|
||||||
void performSceneTransition(promise, exit, visited, choice.label, () =>
|
void performSceneTransition(
|
||||||
onSelectChoice(choice),
|
promise,
|
||||||
|
exit,
|
||||||
|
visited,
|
||||||
|
choice.label,
|
||||||
|
() => onSelectChoice(choice),
|
||||||
|
{ kind: "choice", choice },
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -2037,9 +2228,10 @@ function PlayInner() {
|
|||||||
visited,
|
visited,
|
||||||
decision.freeformAction,
|
decision.freeformAction,
|
||||||
() => onFreeformInput(text),
|
() => onFreeformInput(text),
|
||||||
|
{ kind: "freeform", text },
|
||||||
);
|
);
|
||||||
} catch (e) {
|
} catch (e) {
|
||||||
if (!handleAuthError(e, () => onFreeformInput(text))) {
|
if (!handleAuthError(e, () => onFreeformInput(text), { kind: "freeform", text })) {
|
||||||
trackPlayError("freeform", e, freeformT0);
|
trackPlayError("freeform", e, freeformT0);
|
||||||
setError(String(e));
|
setError(String(e));
|
||||||
}
|
}
|
||||||
@@ -2146,10 +2338,11 @@ function PlayInner() {
|
|||||||
visited,
|
visited,
|
||||||
decision.intent.freeformAction,
|
decision.intent.freeformAction,
|
||||||
() => onBackgroundClick(click),
|
() => onBackgroundClick(click),
|
||||||
|
{ kind: "background-click", x: click.x, y: click.y },
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
} catch (e) {
|
} 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);
|
trackPlayError("vision", e, visionT0);
|
||||||
setError(String(e));
|
setError(String(e));
|
||||||
}
|
}
|
||||||
@@ -2259,13 +2452,16 @@ function PlayInner() {
|
|||||||
setAuthModalOpen(false);
|
setAuthModalOpen(false);
|
||||||
// User dismissed login — drop the retry, don't re-run the action.
|
// User dismissed login — drop the retry, don't re-run the action.
|
||||||
authResolveRef.current = null;
|
authResolveRef.current = null;
|
||||||
|
pendingResumeActionRef.current = null;
|
||||||
}}
|
}}
|
||||||
onSuccess={() => {
|
onSuccess={() => {
|
||||||
setAuthModalOpen(false);
|
setAuthModalOpen(false);
|
||||||
const retry = authResolveRef.current;
|
const retry = authResolveRef.current;
|
||||||
authResolveRef.current = null;
|
authResolveRef.current = null;
|
||||||
|
pendingResumeActionRef.current = null;
|
||||||
retry?.();
|
retry?.();
|
||||||
}}
|
}}
|
||||||
|
onBeforeOAuth={persistPlayResume}
|
||||||
/>
|
/>
|
||||||
)}
|
)}
|
||||||
</div>
|
</div>
|
||||||
@@ -2457,13 +2653,16 @@ function PlayInner() {
|
|||||||
setAuthModalOpen(false);
|
setAuthModalOpen(false);
|
||||||
// User dismissed login — drop the retry, don't re-run the action.
|
// User dismissed login — drop the retry, don't re-run the action.
|
||||||
authResolveRef.current = null;
|
authResolveRef.current = null;
|
||||||
|
pendingResumeActionRef.current = null;
|
||||||
}}
|
}}
|
||||||
onSuccess={() => {
|
onSuccess={() => {
|
||||||
setAuthModalOpen(false);
|
setAuthModalOpen(false);
|
||||||
const retry = authResolveRef.current;
|
const retry = authResolveRef.current;
|
||||||
authResolveRef.current = null;
|
authResolveRef.current = null;
|
||||||
|
pendingResumeActionRef.current = null;
|
||||||
retry?.();
|
retry?.();
|
||||||
}}
|
}}
|
||||||
|
onBeforeOAuth={persistPlayResume}
|
||||||
/>
|
/>
|
||||||
)}
|
)}
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@@ -9,9 +9,16 @@ type AuthStep = "pick" | "email-input" | "otp-verify";
|
|||||||
export function AuthModal({
|
export function AuthModal({
|
||||||
onClose,
|
onClose,
|
||||||
onSuccess,
|
onSuccess,
|
||||||
|
onBeforeOAuth,
|
||||||
}: {
|
}: {
|
||||||
onClose: () => void;
|
onClose: () => void;
|
||||||
onSuccess: () => 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 [step, setStep] = useState<AuthStep>("pick");
|
||||||
const [email, setEmail] = useState("");
|
const [email, setEmail] = useState("");
|
||||||
@@ -31,6 +38,9 @@ export function AuthModal({
|
|||||||
async (provider: "google" | "github") => {
|
async (provider: "google" | "github") => {
|
||||||
setLoading(true);
|
setLoading(true);
|
||||||
setError("");
|
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 supabase = createClient();
|
||||||
const { error: oauthError } = await supabase.auth.signInWithOAuth({
|
const { error: oauthError } = await supabase.auth.signInWithOAuth({
|
||||||
provider,
|
provider,
|
||||||
@@ -43,7 +53,7 @@ export function AuthModal({
|
|||||||
setLoading(false);
|
setLoading(false);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
[],
|
[onBeforeOAuth],
|
||||||
);
|
);
|
||||||
|
|
||||||
const handleSendOtp = useCallback(async () => {
|
const handleSendOtp = useCallback(async () => {
|
||||||
|
|||||||
Reference in New Issue
Block a user