Refresh the Flutter snapshot: UI-01 through UI-09, plus a fresh installable APK
Full UI redesign pass complete: persistent tab shell with an always-visible background map, Modern Professional Dark theme, monochrome dark map tiles, offline skeleton map, a shared GlassPanel/FloatingPill component kit, customizable HUD telemetry widgets, and the Map HUD / Plan & Route Planning / Rides History screen rebuilds. 374 tests passing, up from 316. The APK is a fresh release build (debug-signed, no release signing config exists yet). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_012Xki7YAcc2TiN2PRZJ2tXr
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116
rippr-flutter-src/test/map_connectivity_test.dart
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116
rippr-flutter-src/test/map_connectivity_test.dart
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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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