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authorAdam Soltys <[email protected]>2026-09-10 22:14:36 -0700
committerAdam Soltys <[email protected]>2026-09-10 22:14:36 -0700
commitb19cf9672532a8f6c347dc8fe99d83492bd478fd (patch)
tree740562a31a934415ba3c249b77e3eb1f23b0c05b /src/features
parentf0a5e0de3e68eee184b25ced2393329aec169f6d (diff)
downloadcoinosv3-b19cf9672532a8f6c347dc8fe99d83492bd478fd.tar.gz
coinosv3-b19cf9672532a8f6c347dc8fe99d83492bd478fd.zip
The wallet waits for its own state before painting, so nothing jumps.
The Spending balance and its history are read from the ark store, which is IndexedDB: synchronous to read, asynchronous to OPEN. Boot didn't wait for it, so every refresh painted a Spending wallet with nothing in it — no balance, no history — and filled it in a beat later. On a phone that second paint arrived as a change rather than an arrival: the balance counted itself up from 0 in green, wearing the animation a received payment gets. Boot now waits for the store (capped at 800ms — a store that won't open must not hold the app hostage), and the shell stays up a moment longer instead of a wrong balance going up. If the store does land past the cap, initArk retries on it — so a Spending wallet whose state arrived late also connects, which it previously didn't until something else happened to kick it — and that catch-up paint forgets the last amounts first, so it reads as state arriving rather than money. Also: the zap tally chip loses its underline. In chat the chip is a reaction chip too, and .chat-react.on still rings it; on a post row the underline just read as an artifact. tools/boot-balance-test.js pins the ordering, with IndexedDB slowed so it can't pass by luck. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]> Claude-Session: https://claude.ai/code/session_019mrt228Upn9nNCwGixzSLx
Diffstat (limited to 'src/features')
-rw-r--r--src/features/ark.js25
1 files changed, 25 insertions, 0 deletions
diff --git a/src/features/ark.js b/src/features/ark.js
index 8e74cc6..b70bafe 100644
--- a/src/features/ark.js
+++ b/src/features/ark.js
@@ -417,6 +417,16 @@ export function arkFeature(ctx) {
stopArk();
ui.arkError = '';
lastAutoInit = Date.now();
+ // The ark store is IndexedDB — asynchronous to OPEN, synchronous to read
+ // once it has. A boot that beats it open reads no state at all: no
+ // Spending balance, no Spending history, and nothing here that looks
+ // worth connecting for. Wait for it and run again, so what the store
+ // holds is on screen the moment it can be.
+ const store = wallet._arkStore;
+ if (store && !store.ready) {
+ store.open().then(() => { ctx.forgetAmountAnim && ctx.forgetAmountAnim(); render(); initArk(); }).catch(() => {});
+ return;
+ }
if (arkAvailable() && arkWanted()) connectArk().catch(() => {});
}
@@ -2998,6 +3008,21 @@ export function arkFeature(ctx) {
id: 'ark',
init() { _autoSelected = false; ui.accountUserChosen = false; initArk(); },
stop() { stopArk(); },
+ // Boot waits on this before opening a wallet: the Spending balance and
+ // its history live in the ark store, which is IndexedDB and therefore
+ // opens asynchronously. Painting first meant painting an empty Spending
+ // wallet and filling it in a beat later — a 0 that counted itself up,
+ // green, as if money had just arrived. Capped, because a store that
+ // won't open must not hold the whole app hostage; the retry in initArk
+ // catches up if it lands after the cap.
+ arkStoreReady() {
+ const store = wallet._arkStore;
+ if (!store || store.ready) return null;
+ return Promise.race([
+ store.open().catch(() => {}),
+ new Promise((r) => setTimeout(r, 800)),
+ ]);
+ },
screenView() { return ui.arkCoinsPage ? arkCoinsPage() : ui.arkExitPage ? arkExitPage() : null; },
receiveTakeover() {
const offboarded = arkOffboardedScreen();