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0.15.1: a jump in the Game view never hangs on "Going to…" - #15

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jeany55 merged 1 commit into
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seek-stall
Oct 16, 2026
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jeany55 merged 1 commit into
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seek-stall

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@jeany55 jeany55 commented Oct 16, 2026

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Two more ways a jump in the Game view could hang on "Going to…", after the 0.13.2 fix:

  1. A seek past where the game stops. Some replays end early in the engine, and the Analysis line then says "Analysed up to X, where the game stopped". The viewer kept saying the seek was on its way. The 2.5 s give-up ignored any seek still on its way, so it never ran. Now a seek whose progress hasn't moved for 4 s finishes where the game stopped.
  2. A seek while playing that lands and plays more than 48 frames past the target before the viewer says it's over. The give-up waited for a second without new frames, which never comes while the game plays. Now, while playing, the latest frame is taken once the seek has had its 2.5 s.

A long seek that is still moving is waited on as before.

jeany55/scm-sim#16 makes the play page say case 1 is over right away. This PR works without it, after the 4 s wait.

Four new tests in tests/gameview.test.ts; the two hang cases fail on the old code. Type-check, all 140 tests and the build pass.

🤖 Generated with Claude Code

Two seeks still waited for good. One aimed past where the game stops (the engine
ends short of the replay for some replays): the viewer kept saying it was on its
way, so the give-up never ran. It now settles where the game stopped once the
seek's progress has not moved for four seconds. The other landed while playing
and played on past the mark before the viewer said it was over: frames kept
coming, so the wait for a quiet second never ended. Playing, the latest frame is
now taken once the seek has had its 2.5 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@jeany55
jeany55 merged commit a0fbfb5 into main Oct 16, 2026
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jeany55 deleted the seek-stall branch October 16, 2026 15:55
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