Adds MapConnectivityState, a shared tracker of tile-fetch outcomes (cache miss + network failure) that flips every map into an animated skeleton after 3 consecutive failures and recovers on a single success -- either an ordinary fetch succeeding, or (once TileLayer has been fully unmounted in skeleton mode) a periodic single-tile probe every 15s. Detected at the fetch level rather than via an OS connectivity API, since a captive portal or degraded connection can report "online" while every real fetch times out. SkeletonMapLayer reuses the Stitch exports' 40px grid-overlay treatment with a shimmer sweep, replacing TileLayer entirely (never fetching underneath its own placeholder) while markers/polylines keep rendering since they come from local data. RideMap and the route planner's independent FlutterMap both wire this in via a plain skeletonMode bool. Moved the tile-source constants into a new tiles/tile_config.dart so the connectivity probe (in the app-layer composition root) doesn't need to import from ui/ to build its request URL. Verified end-to-end on a real emulator: cut network, cleared the tile cache, confirmed the skeleton renders after real fetch failures, then confirmed automatic recovery within one probe interval once network returned -- not just via the widget/unit tests that also cover this. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_012Xki7YAcc2TiN2PRZJ2tXr
117 lines
3.6 KiB
Dart
117 lines
3.6 KiB
Dart
import 'package:flutter_test/flutter_test.dart';
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import 'package:rippr/src/tiles/map_connectivity.dart';
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/// UI-02: exercises the failure-count/threshold/probe logic with a fake probe -- no
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/// real network -- mirroring V3-11's `tile_downloader_test.dart` pattern of injecting
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/// fake fetch outcomes rather than hitting a real tile host from a test.
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void main() {
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late bool probeResult;
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late int probeCalls;
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late MapConnectivityState state;
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setUp(() {
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probeResult = false;
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probeCalls = 0;
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state = MapConnectivityState(
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probe: () async {
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probeCalls++;
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return probeResult;
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},
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probeInterval: const Duration(milliseconds: 20),
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);
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});
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tearDown(() {
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state.dispose();
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});
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test('starts in live mode', () {
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expect(state.skeletonMode, isFalse);
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});
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test('fewer than the threshold of failures stays live', () {
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state.reportFailure();
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state.reportFailure();
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expect(state.skeletonMode, isFalse);
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});
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test('reaching the threshold of consecutive failures switches to skeleton mode', () {
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for (var i = 0; i < skeletonFailureThreshold; i++) {
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state.reportFailure();
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}
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expect(state.skeletonMode, isTrue);
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});
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test('a success before the threshold resets the failure count', () {
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state.reportFailure();
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state.reportFailure();
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state.reportSuccess();
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state.reportFailure();
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state.reportFailure();
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expect(state.skeletonMode, isFalse,
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reason: 'the success should have reset the run -- two more failures is not '
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'the same as four in a row');
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});
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test('notifies listeners exactly when skeletonMode actually changes', () {
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var notifications = 0;
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state.addListener(() => notifications++);
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state.reportFailure();
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state.reportFailure();
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expect(notifications, 0, reason: 'still below threshold -- no state change yet');
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state.reportFailure();
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expect(notifications, 1);
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expect(state.skeletonMode, isTrue);
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});
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test('a single success while already in skeleton mode recovers immediately', () {
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for (var i = 0; i < skeletonFailureThreshold; i++) {
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state.reportFailure();
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}
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expect(state.skeletonMode, isTrue);
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state.reportSuccess();
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expect(state.skeletonMode, isFalse);
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});
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test('further failures are ignored once already in skeleton mode', () {
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for (var i = 0; i < skeletonFailureThreshold; i++) {
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state.reportFailure();
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}
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var notifications = 0;
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state.addListener(() => notifications++);
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// Recovery is the probe loop's job from here -- more failure reports (e.g. from a
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// TileLayer that hadn't yet unmounted) must not do anything further.
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state.reportFailure();
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state.reportFailure();
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expect(notifications, 0);
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expect(state.skeletonMode, isTrue);
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});
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test('the probe loop recovers automatically once it starts succeeding', () async {
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for (var i = 0; i < skeletonFailureThreshold; i++) {
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state.reportFailure();
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}
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expect(state.skeletonMode, isTrue);
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probeResult = true;
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// Give the periodic probe timer a couple of intervals to fire.
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await Future<void>.delayed(const Duration(milliseconds: 60));
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expect(state.skeletonMode, isFalse);
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expect(probeCalls, greaterThan(0));
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});
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test('the probe loop does not run while already live', () async {
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await Future<void>.delayed(const Duration(milliseconds: 60));
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expect(probeCalls, 0,
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reason: 'a TileLayer that is live and working generates its own fetch '
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'reports -- a periodic probe on top of that would be exactly the '
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'excess-request behaviour this ticket exists to avoid');
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});
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}
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