fix: mobile fight playback — prevent sprite loading hangs, TTS stalls, unlock audio from gesture

- Unified speakAsync/speakAsyncWithRate into _speakAsyncCore with:
  - 500ms startup check: bail immediately if speech won't start (mobile/no gesture)
  - 8s safety timeout (down from 15s) to prevent blocking
  - iOS-safe keepalive: only do Chrome pause/resume workaround on desktop Chrome
  - Immediate bail when no voices loaded
- Sprite loading: 5s timeout per sprite prevents mobile hangs from stuck Image decodes
- Scene creation: 10s timeout in FightViewer so overlay/voice flow continues even if
  canvas fails on mobile
- playRound: bail gracefully if fighter sprites missing instead of crashing
- Global audio unlock: first touch/click on site unlocks AudioContext + SpeechSynthesis
- Practice button pre-unlocks audio while still in user gesture context

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dorian
2026-03-08 15:54:58 +00:00
co-authored by Claude Opus 4.6
parent 9287fd1783
commit 6561ef5d15
5 changed files with 97 additions and 65 deletions
+13
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@@ -1,6 +1,19 @@
<script setup lang="ts">
import { onMounted } from 'vue'
import { RouterView } from 'vue-router'
import NavBar from './components/NavBar.vue'
import { ensureAudioContext } from './game/sounds'
// Unlock AudioContext + SpeechSynthesis on first user interaction (mobile requires gesture)
onMounted(() => {
const unlock = () => {
ensureAudioContext()
document.removeEventListener('touchstart', unlock)
document.removeEventListener('click', unlock)
}
document.addEventListener('touchstart', unlock, { once: true, passive: true })
document.addEventListener('click', unlock, { once: true })
})
</script>
<template>
+20 -7
View File
@@ -142,13 +142,26 @@ async function initScene() {
}
canvasRef.value = newCanvas
scene = await createFightScene({
canvas: newCanvas,
botA: { name: props.fight.botA.name, seed: props.fight.botA.avatarSeed || props.fight.botA.name, tier: props.fight.botA.tier, archetype: props.fight.botA.archetype, customization: props.fight.botA.customization as any, wins: props.fight.botA.wins, losses: props.fight.botA.losses },
botB: { name: props.fight.botB.name, seed: props.fight.botB.avatarSeed || props.fight.botB.name, tier: props.fight.botB.tier, archetype: props.fight.botB.archetype, customization: props.fight.botB.customization as any, wins: props.fight.botB.wins, losses: props.fight.botB.losses },
arena: props.fight.arena,
})
sceneReady.value = true
// Wrap scene creation in try/catch + timeout so a mobile sprite loading failure
// or hang never blocks the overlay/voice/round flow
try {
const scenePromise = createFightScene({
canvas: newCanvas,
botA: { name: props.fight.botA.name, seed: props.fight.botA.avatarSeed || props.fight.botA.name, tier: props.fight.botA.tier, archetype: props.fight.botA.archetype, customization: props.fight.botA.customization as any, wins: props.fight.botA.wins, losses: props.fight.botA.losses },
botB: { name: props.fight.botB.name, seed: props.fight.botB.avatarSeed || props.fight.botB.name, tier: props.fight.botB.tier, archetype: props.fight.botB.archetype, customization: props.fight.botB.customization as any, wins: props.fight.botB.wins, losses: props.fight.botB.losses },
arena: props.fight.arena,
})
const timeout = new Promise<null>((resolve) => setTimeout(() => resolve(null), 10_000))
const result = await Promise.race([scenePromise, timeout])
if (result) {
scene = result
sceneReady.value = true
} else {
console.warn('[FightViewer] Scene creation timed out (10s) — continuing without canvas')
}
} catch (err) {
console.error('[FightViewer] Scene creation failed — continuing without canvas:', err)
}
}
const challengeLabel = (type: string) => {
+24 -10
View File
@@ -284,20 +284,32 @@ export async function createFightScene(config: FightSceneConfig) {
const isHumanA = botA.archetype === 'human'
const isHumanB = botB.archetype === 'human'
// Await sprite loading to prevent race condition where scene starts before sprites decode
// Helper: load sprite with a 5s timeout so mobile never hangs forever
async function loadSpriteWithTimeout(name: string, src: string, opts: any): Promise<void> {
try {
await Promise.race([
k.loadSprite(name, src, opts),
new Promise<never>((_resolve, reject) => setTimeout(() => reject(new Error('timeout')), 5_000)),
])
} catch (err) {
console.warn(`[FightScene] Sprite '${name}' failed/timed out:`, err)
}
}
// Await sprite loading — timeout prevents mobile hangs
await Promise.all([
k.loadSprite('botA', sheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
k.loadSprite('botB', sheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
loadSpriteWithTimeout('botA', sheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
loadSpriteWithTimeout('botB', sheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
])
// Preload bot sprites for human fighters (used when humans morph into bots)
if (isHumanA) {
const botSheetA = generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary)
k.loadSprite('botA_morph', botSheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
loadSpriteWithTimeout('botA_morph', botSheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
}
if (isHumanB) {
const botSheetB = generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary)
k.loadSprite('botB_morph', botSheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
loadSpriteWithTimeout('botB_morph', botSheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
}
// Judge sprite (red lobster referee)
@@ -308,7 +320,7 @@ export async function createFightScene(config: FightSceneConfig) {
call_right: { from: JUDGE_MAX_FRAMES * 2, to: JUDGE_MAX_FRAMES * 2 + JUDGE_ANIMATIONS.call_right.frames - 1, loop: false, speed: 8 },
shocked: { from: JUDGE_MAX_FRAMES * 3, to: JUDGE_MAX_FRAMES * 3 + JUDGE_ANIMATIONS.shocked.frames - 1, loop: false, speed: 10 },
}
await k.loadSprite('judge', judgeSheet, { sliceX: JUDGE_MAX_FRAMES, sliceY: JUDGE_ROWS, anims: judgeAnims })
await loadSpriteWithTimeout('judge', judgeSheet, { sliceX: JUDGE_MAX_FRAMES, sliceY: JUDGE_ROWS, anims: judgeAnims })
// Human sprites (the bot owner's silly human avatar for crowd)
const humanSheetA = generateHumanSpriteSheet(botA.seed, botA.archetype || 'standard', colorsA.primary, colorsA.secondary, winRateA)
@@ -318,8 +330,8 @@ export async function createFightScene(config: FightSceneConfig) {
humanAnims[name] = { from: cfg.row * HUMAN_MAX_FRAMES, to: cfg.row * HUMAN_MAX_FRAMES + cfg.frames - 1, loop: true, speed: 6 }
}
await Promise.all([
k.loadSprite('humanA', humanSheetA, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
k.loadSprite('humanB', humanSheetB, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
loadSpriteWithTimeout('humanA', humanSheetA, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
loadSpriteWithTimeout('humanB', humanSheetB, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
])
const W = k.width()
@@ -8033,6 +8045,10 @@ export async function createFightScene(config: FightSceneConfig) {
},
async playRound(event: RoundEvent) {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
if (!fA || !fB) { await k.wait(0.5); return } // Sprites missing (mobile load failure) — skip animation
const aWon = event.winnerId === event.botAId
const bWon = event.winnerId === event.botBId
const margin = Math.abs(event.botAScore - event.botBScore)
@@ -8045,8 +8061,6 @@ export async function createFightScene(config: FightSceneConfig) {
const exchangeCount = 2 + Math.floor(Math.random() * 3)
// Hyperdetail scales with intensity
const hyperDetail = Math.random() < (0.05 + intensity * 0.45)
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
const savedScaleAX = fA?.scale.x
const savedScaleAY = fA?.scale.y
const savedScaleBX = fB?.scale.x
+37 -48
View File
@@ -347,55 +347,24 @@ function speak(text: string, profileName: string, cancelPrevious: boolean = fals
speechSynthesis.speak(utter)
}
/** Like speakAsync but with a forced minimum rate + Chrome keepalive */
function speakAsyncWithRate(text: string, profileName: string, minRate: number): Promise<void> {
return new Promise<void>((resolve) => {
if (typeof speechSynthesis === 'undefined' || masterMuted) { resolve(); return }
if (!voicesLoaded) loadVoices()
if (speechSynthesis.paused) speechSynthesis.resume()
const profile = voiceProfiles[profileName] || voiceProfiles.announcer
const utter = new SpeechSynthesisUtterance(text)
if (profile.voice) utter.voice = profile.voice
utter.pitch = profile.pitch
utter.rate = Math.max(minRate, profile.rate)
utter.volume = profile.volume * VOICE_VOLUME_SCALE
_speechQueueDepth++
let done = false
const cleanup = () => {
if (done) return
done = true
clearTimeout(safetyTimeout)
clearInterval(keepalive)
_speechQueueDepth = Math.max(0, _speechQueueDepth - 1)
resolve()
}
const safetyTimeout = setTimeout(cleanup, 15_000)
// Chrome bug workaround: speechSynthesis silently kills utterances after ~15s.
// Periodic pause/resume resets Chrome's internal timer.
const keepalive = setInterval(() => {
if (speechSynthesis.speaking && !speechSynthesis.paused) {
speechSynthesis.pause()
speechSynthesis.resume()
}
}, 10_000)
utter.onend = cleanup
utter.onerror = cleanup
speechSynthesis.speak(utter)
})
}
// iOS Safari breaks with pause()/resume() — only do keepalive on desktop Chrome
const _isIOS = typeof navigator !== 'undefined' && /iPad|iPhone|iPod/.test(navigator.userAgent)
const _isDesktopChrome = typeof navigator !== 'undefined' && /Chrome/.test(navigator.userAgent) && !/Mobile/.test(navigator.userAgent)
/** Like speak() but returns a promise that resolves when the utterance finishes */
function speakAsync(text: string, profileName: string, cancelPrevious: boolean = false): Promise<void> {
/** Core async speak — resolves when speech finishes or bails fast if speech won't work */
function _speakAsyncCore(text: string, profileName: string, rateOverride?: number, cancelPrevious?: boolean): Promise<void> {
return new Promise<void>((resolve) => {
if (typeof speechSynthesis === 'undefined' || masterMuted) { resolve(); return }
if (!voicesLoaded) loadVoices()
// No voices available = speech won't work, bail immediately
if (!voicesLoaded) { resolve(); return }
if (speechSynthesis.paused) speechSynthesis.resume()
if (cancelPrevious) { speechSynthesis.cancel(); _speechQueueDepth = 0 }
const profile = voiceProfiles[profileName] || voiceProfiles.announcer
const utter = new SpeechSynthesisUtterance(text)
if (profile.voice) utter.voice = profile.voice
utter.pitch = profile.pitch
utter.rate = profile.rate
utter.rate = rateOverride !== undefined ? Math.max(rateOverride, profile.rate) : profile.rate
utter.volume = profile.volume * VOICE_VOLUME_SCALE
_speechQueueDepth++
let done = false
@@ -403,24 +372,44 @@ function speakAsync(text: string, profileName: string, cancelPrevious: boolean =
if (done) return
done = true
clearTimeout(safetyTimeout)
clearInterval(keepalive)
clearTimeout(startupCheck)
if (keepalive) clearInterval(keepalive)
_speechQueueDepth = Math.max(0, _speechQueueDepth - 1)
resolve()
}
const safetyTimeout = setTimeout(cleanup, 15_000)
// Chrome keepalive: periodic pause/resume prevents silent cutoff
const keepalive = setInterval(() => {
if (speechSynthesis.speaking && !speechSynthesis.paused) {
speechSynthesis.pause()
speechSynthesis.resume()
}
}, 10_000)
// Hard safety cap — never block longer than 8s
const safetyTimeout = setTimeout(cleanup, 8_000)
// Fast bail: if speech hasn't started within 500ms, it's not going to work (mobile/no gesture)
const startupCheck = setTimeout(() => {
if (!speechSynthesis.speaking && !speechSynthesis.pending) cleanup()
}, 500)
// Desktop Chrome keepalive: periodic pause/resume prevents Chrome's 15s silent cutoff
// Do NOT do this on iOS — it permanently kills speech on Safari
let keepalive: ReturnType<typeof setInterval> | null = null
if (_isDesktopChrome) {
keepalive = setInterval(() => {
if (speechSynthesis.speaking && !speechSynthesis.paused) {
speechSynthesis.pause()
speechSynthesis.resume()
}
}, 10_000)
}
utter.onend = cleanup
utter.onerror = cleanup
speechSynthesis.speak(utter)
})
}
/** Like speakAsync but with a forced minimum rate */
function speakAsyncWithRate(text: string, profileName: string, minRate: number): Promise<void> {
return _speakAsyncCore(text, profileName, minRate)
}
/** Like speak() but returns a promise that resolves when the utterance finishes */
function speakAsync(text: string, profileName: string, cancelPrevious: boolean = false): Promise<void> {
return _speakAsyncCore(text, profileName, undefined, cancelPrevious)
}
export function stopAllAudio() {
stopMusic()
if (typeof speechSynthesis !== 'undefined') speechSynthesis.cancel()
+3
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@@ -4,6 +4,7 @@ import { useRouter } from 'vue-router'
import { useNostr } from '../composables/useNostr'
import { useWallet } from '../composables/useWallet'
import SpritePreview from '../components/SpritePreview.vue'
import { ensureAudioContext } from '../game/sounds'
import HumanPreview from '../components/HumanPreview.vue'
import WalletConnect from '../components/WalletConnect.vue'
@@ -384,6 +385,8 @@ async function practice() {
if (!bot.value || isJoiningPractice.value) return
isJoiningPractice.value = true
error.value = ''
// Unlock audio/speech NOW while we're in user gesture context (lost after async navigation)
ensureAudioContext()
try {
const res = await fetch(`/api/fights/practice/${bot.value.id}`, { method: 'POST' })
if (res.ok) {