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fix(game): invite sheet follow-ups: stable chips, timer cleanup, chip name - #266

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arrzdev merged 1 commit into
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fix/invite-sheet-follow-ups
Nov 2, 2026
Merged

arrzdev merged 1 commit into
mainfrom
fix/invite-sheet-follow-ups

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@arrzdev

@arrzdev arrzdev commented Nov 2, 2026

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What

  • The recent-opponent chips are read once both game lists are in (or one failed), so the chips first shown are the final ones. The rule lives in recentOpponentsWhenReady, with unit tests.
  • InviteLinkCard: the copied-check timer is cleared on unmount and when copying again.
  • A chip's accessible name is the player's name only: the avatar initials are hidden from assistive tech. The invite-composer spec now matches the chip with getByRole("radio", { name, exact: true }).

Verify

  • pnpm typecheck, pnpm biome:check, pnpm exec turbo run build --filter=@repo/game...
  • vitest run src/utils/recent-opponents.test.ts
  • CI e2e: e2e/invite-composer.spec.ts

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Approve. Matches the three follow-ups: the chips wait for both games lists (or a failure) through a pure, unit-tested rule; the copied-check timer is cleared on unmount and on re-copy; the avatar is hidden from the accessibility tree so the chip's name is the player name, checked with an exact role match in the e2e spec. CI green (checks, e2e x3, gate).

Non-blocking: if one list fails while the other is still loading, the row settles empty and then fills when the second list lands. Rare and harmless, no change needed.

@arrzdev
arrzdev merged commit aa93bc9 into main Nov 2, 2026
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