fix(openworlds): Resume→play banner mints a DM in the native app (Addresses #356) - #359
Conversation
… of dead-ending read-only (#356)
|
No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: Organization UI Review profile: CHILL Plan: Pro Plus Run ID: 📒 Files selected for processing (1)
📝 WalkthroughWalkthroughThe ChangesNative app campaign resume flow
Estimated code review effort🎯 2 (Simple) | ⏱️ ~10 minutes Possibly related issues
Possibly related PRs
Poem
🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✏️ Tip: You can configure your own custom pre-merge checks in the settings. ✨ Finishing Touches📝 Generate docstrings
Comment |
Release-blocker #356 — a fresh player cannot start play in the built app
Found by the first honest baseline against the BUILT
dist/WorldOS.app(build_sha 4267247, v1.0.3). The launcher's prominent "RESUME → PLAY" ContinueBanner calledenterPlayable, which only didsetState + onNavigate("table")— it never minted a DM. On acanResume:true, live:falsesave in the native app there is no DM → the read-only director's view (can_act:false). This is the owner's exact complaint.Fix
enterPlayablenow routes throughstartPlay(target.world)(the existingstartProviderSessionbridge path thatonResumeuses) when a native bridge exists AND the campaign isn't already live. The already-live and browser-preview cases still drop straight into the table.Verification (per the operating loop)
Do NOT close on merge. Close only when the NEXT build's
.appbaseline confirms a fresh newbie clicks Resume→play and reaches a live,can_act:truesession (completes the intro flow). I will re-run the baseline after this merges.Summary by CodeRabbit
Bug Fixes