fix: 13 audit fixes — memory, concurrency, performance, accessibility
Critical:
- ProgressViewModel: use single stored ModelContext instead of creating
new ones per operation (deleteVisit silently no-op'd)
- ProgressViewModel: convert expensive computed properties to stored
with explicit recompute after mutations (3x recomputation per render)
Memory:
- AnimatedSportsIcon: replace recursive GCD asyncAfter with Task loop,
cancelled in onDisappear (19 unkillable timer chains)
- ItineraryItemService: remove [weak self] from actor Task (semantically
wrong, silently drops flushPendingUpdates)
- VisitPhotoService: remove [weak self] from @MainActor Task closures
Concurrency:
- StoreManager: replace nested MainActor.run{Task{}} with direct await
in listenForTransactions (fire-and-forget race)
- VisitPhotoService: move JPEG encoding/file writing off MainActor via
nonisolated static helper + Task.detached
- SportsIconImageGenerator: replace GCD dispatch with Task.detached for
structured concurrency compliance
Performance:
- Game/RichGame: cache DateFormatters as static lets instead of
allocating per-call (hundreds of allocations in schedule view)
- TripDetailView: wrap ~10 routeWaypoints print() in #if DEBUG, remove
2 let _ = print() from TripMapView.body (fires every render)
Accessibility:
- GameRow: add combined VoiceOver label (was reading abbreviations
letter-by-letter)
- Sport badges: add accessibilityLabel to prevent SF symbol name readout
- SportsTimeApp: post UIAccessibility.screenChanged after bootstrap
completes so VoiceOver users know app is ready
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -240,14 +240,14 @@ struct SportsIconImageGeneratorView: View {
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isGenerating = true
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// Generate on background thread to avoid UI freeze
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DispatchQueue.global(qos: .userInitiated).async {
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let image = SportsIconImageGenerator.generateImage()
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Task {
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let image = await Task.detached(priority: .userInitiated) {
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SportsIconImageGenerator.generateImage()
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}.value
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DispatchQueue.main.async {
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withAnimation {
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generatedImage = image
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isGenerating = false
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}
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withAnimation {
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generatedImage = image
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isGenerating = false
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}
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}
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}
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