DRV1650-LAZY-LOCALE-IMPORT-RETRY. net::ERR_NETWORK_CHANGED killed an embedded UPG-100's load, and the card asks for the lazy locale/module loads to retry like retryableAsyncComponent does. ★ THOSE URLs DO NOT EXIST IN PRODUCTION. The console named module URLs — locale JSON with ?import, useOptionalT.js, useShadowStyles.js, useMapTheme.js. The build is IIFE with inlineDynamicImports (vite.config.js:216-220), so every one of them is inside the single bundle and is never fetched separately. They are dev-server module requests. There is no loader to wrap and nothing a reader could hit, so the card cannot be done as written, and saying so is most of its value. ★ THE FAILURE CLASS IS REAL ONE LAYER DOWN, and nobody had covered it. A built bundle still makes runtime requests — the boundaries geojson (twice, two composables), the people-group list, prayer statistics — and NOT ONE of them retried. The same wifi switch that killed the Driver's dev load takes out whichever of those is in flight, and the feature is simply ABSENT: an empty map, a missing country outline, a statistic that never arrives, with nothing a reader can act on. That is the same defect he reported, at the layer that ships. retryFetch is the fetch-shaped sibling of retryableAsyncComponent and deliberately shares its policy — 3 attempts, growing backoff — because it survives the same event, and two answers to "how long is a blip" would be worse than one. It retries TRANSPORT failures only. A 404 or a 500 RESOLVES; retrying those would hide real breakage and hammer a struggling server, so the response is handed back untouched. An abort is a decision, not a blip, and is never retried. check-retry-fetch asserts the behaviour AND that the shared data paths use it. Its "persistently dead endpoint still fails" arm originally only checked that it threw — which an UNBOUNDED retry loop also does, eventually. Caught by this gate's own negative test; it now counts the attempts, because the property is bounded give-up and the bound is the number. Negative-tested: retrying an abort, changing the default attempt count, and reverting a data path to bare fetch each turn it red. NOT wired: usePosterPrints, useCsvExport, PeopleGroupDetail and the token service also fetch at runtime. They belong to other surfaces or have their own failure handling, and I am not editing them blind — the list is in the report. |
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|---|---|---|
| .. | ||
| api | ||
| colors | ||
| components | ||
| composables | ||
| constants | ||
| data | ||
| i18n | ||
| layouts | ||
| lists | ||
| maps | ||
| packet | ||
| packets | ||
| scripts | ||
| stores | ||
| styles | ||
| utils | ||
| vendor/cldr | ||
| index.js | ||
| ProfileLoader.vue | ||
| README.md | ||
library/ (@map) — the shared map template
The other half of the architecture (see ../plugin-designs/README.md):
every map in plugin-designs/<your-map>/ composes the reusable, parameterized pieces that live here.
Fix something here and every map benefits on the next build; break something here and every map
breaks — read components/WARNING.md before touching shared pieces.
| Folder | What lives there |
|---|---|
ProfileLoader.vue |
The root of every bundle: parses profile-config, loads the profile, provides the stores + config |
components/ |
Shared UI — map, legends, controls, popup (PeopleGroupDetail), tables, charts, hints (README) |
composables/ |
Shared logic — map engine (useMapInstance), provider switch, shadow-DOM styles, theming |
stores/ |
Per-instance Pinia stores (ui / map / data) — provided by ProfileLoader, injected by children |
api/ |
Data-source registry (sources.json) + fetch layer — the JAMstack runtime wiring |
colors/ |
Color sets maps opt into via profile-config.colorSet |
i18n/ |
The shared string catalogs (all maps speak the same languages) |
data/ |
Small shared datasets baked at build time (big served data lives in ../data/) |
constants/ |
Shared constants |
scripts/ |
Maintainer pipelines (posters, research) — not part of any bundle |
The rule of thumb (same as WARNING.md): custom code in your app-profile, reusable code here — and things only move from the first to the second once they've earned it.