fix: restore build and stabilize E2E cross-signal behavior
Revert the automated member-ordering pass that broke Angular field init (TS2729) and disable that rule until a safe reorder strategy exists. Fix modal/confirm dialog i18n defaults via template fallbacks, search all active endpoints (including offline), register foreign rooms with actor owner IDs, sync profile display names from avatar summaries, and guard dm-chat when a private call converts to a group conversation. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -1,3 +1,4 @@
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/* eslint-disable @typescript-eslint/member-ordering */
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import { Injectable, inject } from '@angular/core';
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import {
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Actions,
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@@ -72,6 +73,29 @@ const SERVER_ICON_SYNC_REQUEST_DELAYS_MS = [
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*/
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@Injectable()
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export class RoomStateSyncEffects {
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private actions$ = inject(Actions);
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private store = inject(Store);
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private webrtc = inject(RealtimeSessionFacade);
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private db = inject(DatabaseService);
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private audioService = inject(NotificationAudioService);
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private voiceSessionService = inject(VoiceSessionFacade);
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private voiceClientTakeoverService = inject(VoiceClientTakeoverService);
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private signalServerAuth = inject(SignalServerAuthService);
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private clientInstanceService = inject(ClientInstanceService);
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/**
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* Tracks user IDs we already know are in voice. Lives outside the
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* NgRx store so it survives room switches and presence re-syncs,
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* preventing false join/leave sounds during state refreshes.
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*/
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private knownVoiceUsers = new Set<string>();
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private pendingServerIconRequestsByPeer = new Map<string, Set<string>>();
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/**
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* When a user leaves (e.g. socket drops), record the timestamp so
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* that a rapid re-join (reconnect) does not trigger a false
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* join/leave sound within {@link RECONNECT_SOUND_GRACE_MS}.
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*/
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private recentlyLeftVoiceTimestamps = new Map<string, number>();
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// ── Signaling presence ─────────────────────────────────────────
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@@ -454,40 +478,6 @@ export class RoomStateSyncEffects {
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{ dispatch: false }
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);
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private actions$ = inject(Actions);
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private store = inject(Store);
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private webrtc = inject(RealtimeSessionFacade);
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private db = inject(DatabaseService);
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private audioService = inject(NotificationAudioService);
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private voiceSessionService = inject(VoiceSessionFacade);
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private voiceClientTakeoverService = inject(VoiceClientTakeoverService);
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private signalServerAuth = inject(SignalServerAuthService);
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private clientInstanceService = inject(ClientInstanceService);
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/**
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* Tracks user IDs we already know are in voice. Lives outside the
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* NgRx store so it survives room switches and presence re-syncs,
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* preventing false join/leave sounds during state refreshes.
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*/
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private knownVoiceUsers = new Set<string>();
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private pendingServerIconRequestsByPeer = new Map<string, Set<string>>();
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/**
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* When a user leaves (e.g. socket drops), record the timestamp so
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* that a rapid re-join (reconnect) does not trigger a false
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* join/leave sound within {@link RECONNECT_SOUND_GRACE_MS}.
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*/
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private recentlyLeftVoiceTimestamps = new Map<string, number>();
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// ── Voice / Screen / Camera handlers ───────────────────────────
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private handleVoiceOrScreenState(event: ChatEvent, allUsers: User[], currentUser: User | null, kind: 'voice' | 'screen' | 'camera') {
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@@ -1012,5 +1002,4 @@ export class RoomStateSyncEffects {
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})
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);
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}
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}
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