Harden gameplay timing and map loading
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# Map and production audit — October 5, 2026
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Tracked in [Linear DUN-30](https://linear.app/dungeons-and-projects/issue/DUN-30/fix-map-and-gameplay-bugs-and-prepare-minegeo-for-production).
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## Fixes
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- Panorama viewers own and release their textures on unmount. Failed and stalled
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loads release completed and late-arriving faces. There is no unbounded global
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cache of every panorama and rotating signed URL.
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- Map-image failures and stalled loads show a retry control, including results.
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Map cleanup is installed before image initialization. Resizing keeps the map
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fitted or preserves the player's view. Keyboard users can pan with arrow keys
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and press Enter to place a pin at the center.
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- Countdown synchronization accounts for request latency and uses a monotonic
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clock. Submission has an immediate lock, failed timeout requests stop retrying
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behind an error dialog, current-round points update immediately, and timeout
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results do not retain an unsubmitted pin.
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- Session media signing uses a single batch for the map and 30 faces. Catalog
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signing deduplicates images. Existing revision/media authorization is retained.
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- Missing/invalid map IDs get a 404; backend failures reach the retryable error
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boundary. The error page now uses Next.js 16.3's `retry()` to fetch fresh data.
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Database transport/schema errors return 503 without exposing their internals.
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- All API responses prevent caching, guest HTTPS cookies respect the configured
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proxy origin, production disables the origin bypass, and baseline browser
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security headers are configured. Startup validates environment, heap and
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panorama size before launching either process.
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- Client requests explain offline, timeout and non-JSON gateway errors. Catalog
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searches trim whitespace, source/result selection exposes pressed state,
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successful dashboard refreshes clear stale errors, and sign-out failures stay
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visible. Results now label the dashboard link accurately as My maps.
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## Validation
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- 63 Node regression tests passed, including new client-error, texture-disposal,
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clock, startup-config, backend-error and production-origin tests.
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- TypeScript checking and the optimized Next.js 16.3.8 production build passed.
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- The HTTP/API/Storage smoke passed against both development and compiled
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production servers with the configured backend. It exercised pages/JARs,
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headers, privacy, signed map/cubemap downloads, five rounds, duplicate requests,
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out-of-bounds rejection and foreign-origin denial, then deleted its test games.
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- Codex's built-in browser verified the live homepage/catalog, trimmed search,
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hard-mode panorama and timeout, game reload/results and result-round selection.
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A separate local fixture verified failed map images, successful retry, keyboard
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guessing and rectangular-map resizing. Browser checks found no uncaught errors.
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- The production npm dependency audit reported zero known vulnerabilities.
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- The Supabase security advisor and a permissions query confirmed public workflow
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RPCs use invoker security and deny anon/authenticated execution. Informational
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no-policy notices concern deliberately server-only RLS tables.
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## Launch requirements and limits
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Leaked-password protection remains disabled in the configured Supabase project;
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it must be enabled in provider settings where the plan supports it. Production
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SMTP, emailed login/recovery delivery, public HTTPS/proxy configuration and
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restoration from backups were not exercised in this local audit. No deployment,
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new Minecraft client capture, or cross-platform worker benchmark was performed.
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Follow [the production guide](production.md) before public launch.
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