a878dee0d92fd8a1f30585953e5dfb81b604cebf
Svelte 5 $effect tracks every $state read inside its body. The lifecycle effect that calls game.connect(gameId) implicitly read state.ws (inside connect()) and then wrote to it, producing an effect_update_depth_exceeded loop. Symptom in production: the browser opened ~12 WS connections/sec, none completed the upgrade handshake, and the lobby flow appeared stuck on 'waiting for opponent' (the opponent's WS never stabilized long enough for the server to send 'joined'). untrack() opts the call out of dep tracking. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Description
Web-based two-player chess where each player sees only their own pieces; the server is the moderator.
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