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fix: complete dashboard hydration
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@@ -18,8 +18,18 @@ let mockUser: { modules?: Record<string, boolean> } | null = {};
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vi.mock("@/hooks/use-auth", () => ({
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useAuth: () => ({ isAuthenticated: true, user: mockUser }),
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useAccountOnceMounted: () => mockUser,
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}));
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// The card paints its skeleton until it is mounted, because the achievements
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// cell is shared with `<AchievementUnlockNotifier>` in the app shell: on a
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// cold load of the dashboard that cell is often already full by the time this
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// card hydrates, where the server had nothing, and a content branch there is a
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// hydration mismatch that costs the whole streamed page. These cases are about
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// the MOUNTED render, so the flag is stubbed to what it answers from the first
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// client re-render on.
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vi.mock("@/hooks/use-mounted", () => ({ useMounted: () => true }));
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let mockData:
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| {
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summary: unknown;
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@@ -19,7 +19,8 @@ import {
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type LucideIcon,
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} from "lucide-react";
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import Link from "next/link";
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import { useAuth } from "@/hooks/use-auth";
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import { useAccountOnceMounted, useAuth } from "@/hooks/use-auth";
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import { useMounted } from "@/hooks/use-mounted";
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import { useTranslations } from "@/lib/i18n/context";
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import { formatDate } from "@/lib/format";
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import { useAchievementsQuery } from "@/lib/queries/use-achievements-query";
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@@ -83,7 +84,12 @@ const RECENT_LIMIT = 3;
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*/
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export function RecentAchievementsCard() {
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const { t } = useTranslations();
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const { user, isAuthenticated } = useAuth();
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const { isAuthenticated } = useAuth();
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// Withheld until mounted for the same reason the skeleton gate below is:
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// this card paints inside the dashboard's streamed boundary, and a module
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// gate that reads the account on the hydration render disagrees with the
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// server, which had none. See `useAccountOnceMounted`.
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const user = useAccountOnceMounted();
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// v1.18.0 — the achievements module gate. When the account has the
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// module turned off the dashboard tile disappears entirely (the data
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@@ -102,6 +108,16 @@ export function RecentAchievementsCard() {
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enabled: isAuthenticated && achievementsEnabled,
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});
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// The dashboard is a streamed Suspense boundary and hydrates after the app
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// shell. `<AchievementUnlockNotifier>` mounts with the shell and shares this
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// exact cache cell, so by the time this card replays its first render on the
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// client the payload is often already there — where the server had nothing
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// and painted the skeleton. Pinning the loading branch to the mount snapshot
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// keeps the hydration render identical to the server's; the unlocks land on
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// the re-render right after. See `useMounted`.
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const mounted = useMounted();
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const showSkeleton = !mounted || isPending;
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const recent = pickRecentUnlocks(data?.achievements ?? [], RECENT_LIMIT);
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// Module off ⇒ render nothing so the tile vanishes from the dashboard.
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@@ -132,7 +148,7 @@ export function RecentAchievementsCard() {
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}
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/>
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{isPending ? (
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{showSkeleton ? (
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<ul
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data-slot="recent-achievements-skeleton"
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aria-hidden="true"
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