workflow::* scoped labels. Press โK to quickly create, find, or execute any issue.๐ Proposal
When a user's auth token expires mid-session, all subsequent API calls fail silently with 401 responses. The UI continues to display stale data with no indication that the session has expired.
Proposed fix:
- Add an Axios response interceptor in
src/lib/api-client.tsthat catches 401 responses - Attempt a silent token refresh using the stored refresh token
- If refresh succeeds, retry the original request transparently
- If refresh fails (token fully expired), show a toast notification and redirect to login after 3 seconds
- Add an SSE event listener for
token:expiringto proactively refresh 5 minutes before expiry
Estimated scope: 4 files changed, ~120 lines added.
โฆ Nova AI Review
The proposed retry count of 3 may be excessive for token refresh โ recommend reducing to 1 retry with a 2-second timeout to avoid queuing stale requests. Consider adding the original request URL to the SSE event payload for debugging.
โ Open Questions 2 / 2 resolved
fix/nva-047-auth-tokenfix/nva-047-auth-token from main @ a3f8c21fix/nva-047-auth-token created๐ Similar Issues 3 found
๐ Relevant Docs
๐ Proposal
Feature tickets with complex scopes need structured planning before AI execution can begin. Currently, plans are flat text blocks that don't support threaded discussion or iterative refinement.
Proposed approach:
- Add a threaded discussion model to the Plan section โ each proposal section can have inline comments
- AI generates an initial plan from the issue description and linked documents
- Team members can comment on specific sections, suggest changes, or ask questions
- AI responds to feedback and updates the plan accordingly
- Plan is locked for execution only after reaching the required approval threshold
Estimated scope: 8 files changed, ~400 lines added. Requires new DB migration for thread model.
โฆ Nova AI Review
Consider using a tree structure for nested replies rather than flat threading โ this would allow deeper discussion on complex topics. Also recommend adding a "resolve thread" action similar to GitLab MR discussions to clean up the UI once a point is addressed.
โ Open Questions 1 / 2 resolved
Reduces Lumen lighting bounce calculations on base Switch hardware when multiple Rift effects are active simultaneously. Caps concurrent particle count and adds platform detection to prevent frame drops below 30fps in the Dungeon of Echoes level.
- Load Dungeon of Echoes level on base Switch hardware
- Trigger 3 Rift openings within 2 seconds
- Monitor FPS counter โ should remain above 30fps
- Switch from docked to handheld mid-gameplay
- Open a Rift and observe lighting quality change
- Confirm visual quality is acceptable at reduced bounce count
- Run on docked Switch with performance mode enabled
- Open 3+ Rifts โ particle count should not be visibly capped
- Confirm full visual fidelity on capable hardware
- Play through 3 non-Rift levels on base Switch
- Confirm no regression in areas unrelated to the fix
- Player opens Rift exactly as level transition begins
- Rift opened during pause menu โ resume should not spike
- Multiplayer: all 4 players open Rifts simultaneously
- Lumen lighting quality on docked mode โ verify no unintended reduction
- Particle effects on other abilities (not just Rift) โ confirm unaffected
Also test on Switch Lite specifically โ the thermal throttling there sometimes triggers different behaviour than base Switch. The particle cap is set to 400 which should be well above what's visible, but worth a visual check.
Reduces Lumen lighting bounce calculations on base Switch hardware when multiple Rift effects are active simultaneously. Caps concurrent particle count and adds platform detection to prevent frame drops below 30fps in the Dungeon of Echoes level.
- Load Dungeon of Echoes level on base Switch hardware
- Trigger 3 Rift openings within 2 seconds
- Monitor FPS counter โ should remain above 30fps
- Switch from docked to handheld mid-gameplay
- Open a Rift and observe lighting quality change
- Confirm visual quality is acceptable at reduced bounce count
- Run on docked Switch with performance mode enabled
- Open 3+ Rifts โ particle count should not be visibly capped
- Confirm full visual fidelity on capable hardware
- Play through 3 non-Rift levels on base Switch
- Confirm no regression in areas unrelated to the fix
- Player opens Rift exactly as level transition begins
- Rift opened during pause menu โ resume should not spike
- Multiplayer: all 4 players open Rifts simultaneously
- Lumen lighting quality on docked mode โ verify no unintended reduction
- Particle effects on other abilities (not just Rift) โ confirm unaffected
Also test on Switch Lite specifically โ the thermal throttling there sometimes triggers different behaviour than base Switch. The particle cap is set to 400 which should be well above what's visible, but worth a visual check.