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Caution Review failedPull request was closed or merged during review WalkthroughThe PR updates the app version to 1.0.2 and refactors the network synchronization logic to include a bounded error limit. The retry mechanism in NetworkMonitor transitions from infinite retries until success to bounded retries with an explicit maxErrors parameter, affecting multiple components. Changes
Sequence Diagram(s)sequenceDiagram
participant Client as Client<br/>(MainActivity/<br/>LoginScreen)
participant Monitor as NetworkMonitor
participant ConnCheck as Network<br/>Connectivity
participant GameRepo as GameDetail<br/>Repository
participant OtherRepos as Other<br/>Repositories
Client->>Monitor: networkSync(maxErrors=10)
Monitor->>Monitor: errors = 0
rect rgba(100, 150, 200, 0.5)
Note over Monitor: Fetch Phase
loop until GameDetailRepository success or errors >= maxErrors
Monitor->>ConnCheck: isConnected.first { it }
ConnCheck-->>Monitor: wait for connection
Monitor->>GameRepo: fetch()
alt Success
GameRepo-->>Monitor: data
else Failure
GameRepo-->>Monitor: error
Monitor->>Monitor: errors++
Monitor->>Monitor: log error & delay
end
end
end
rect rgba(150, 100, 200, 0.5)
Note over Monitor: Sync Phase
loop for each remaining repository
Monitor->>ConnCheck: isConnected.first { it }
ConnCheck-->>Monitor: connected
Monitor->>OtherRepos: fetch()/push()
alt Success
OtherRepos-->>Monitor: ok
Monitor->>Monitor: remove from pending
else Failure
OtherRepos-->>Monitor: error
Monitor->>Monitor: errors++
alt if errors < maxErrors
Monitor->>Monitor: log & delay
else
Monitor->>Monitor: stop retrying
end
end
end
end
alt pending list empty
Monitor-->>Client: success
else errors >= maxErrors
Monitor-->>Client: max errors exceeded
end
Estimated code review effort🎯 4 (Complex) | ⏱️ ~50 minutes Possibly related PRs
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Fixed the error counting logic which was broken during a previous merge.
Summary by CodeRabbit
Bug Fixes
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