fix: comprehensive codebase hardening — crashes, silent failures, performance, and security
Fixes ~95 issues from deep audit across 12 categories in 82 files: - Crash prevention: double-resume in PhotoMetadataExtractor, force unwraps in DateRangePicker, array bounds checks in polls/achievements, ProGate hit-test bypass, Dictionary(uniqueKeysWithValues:) → uniquingKeysWith in 4 files - Silent failure elimination: all 34 try? sites replaced with do/try/catch + logging (SavedTrip, TripDetailView, CanonicalSyncService, BootstrapService, CanonicalModels, CKModels, SportsTimeApp, and more) - Performance: cached DateFormatters (7 files), O(1) team lookups via AppDataProvider, achievement definition dictionary, AnimatedBackground consolidated from 19 Tasks to 1, task cancellation in SharePreviewView - Concurrency: UIKit drawing → MainActor.run, background fetch timeout guard, @MainActor on ThemeManager/AppearanceManager, SyncLogger read/write race fix - Planning engine: game end time in travel feasibility, state-aware city normalization, exact city matching, DrivingConstraints parameter propagation - IAP: unknown subscription states → expired, unverified transaction logging, entitlements updated before paywall dismiss, restore visible to all users - Security: API key to Info.plist lookup, filename sanitization in PDF export, honest User-Agent, removed stale "Feels" analytics super properties - Navigation: consolidated competing navigationDestination, boolean → value-based - Testing: 8 sleep() → waitForExistence, duplicates extracted, Swift 6 compat - Service bugs: infinite retry cap, duplicate achievement prevention, TOCTOU vote fix, PollVote.odg → voterId rename, deterministic placeholder IDs, parallel MKDirections, Sendable-safe POI struct Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -323,7 +323,11 @@ final class CanonicalSyncService {
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// Graceful cancellation - progress already saved
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syncState.syncInProgress = false
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syncState.lastSyncError = "Sync cancelled - partial progress saved"
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try? context.save()
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do {
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try context.save()
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} catch {
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SyncLogger.shared.log("⚠️ [SYNC] Failed to save cancellation state: \(error.localizedDescription)")
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}
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#if DEBUG
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SyncStatusMonitor.shared.syncFailed(error: CancellationError())
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@@ -354,23 +358,20 @@ final class CanonicalSyncService {
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} else {
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syncState.consecutiveFailures += 1
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// Pause sync after too many failures
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// Pause sync after too many failures (consistent in all builds)
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if syncState.consecutiveFailures >= 5 {
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#if DEBUG
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syncState.syncEnabled = false
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syncState.syncPausedReason = "Too many consecutive failures. Sync paused."
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#else
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syncState.consecutiveFailures = 5
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syncState.syncPausedReason = nil
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#endif
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}
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}
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try? context.save()
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do {
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try context.save()
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} catch let saveError {
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SyncLogger.shared.log("⚠️ [SYNC] Failed to save error state: \(saveError.localizedDescription)")
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}
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#if DEBUG
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SyncStatusMonitor.shared.syncFailed(error: error)
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#endif
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throw error
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}
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@@ -396,7 +397,11 @@ final class CanonicalSyncService {
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syncState.syncEnabled = true
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syncState.syncPausedReason = nil
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syncState.consecutiveFailures = 0
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try? context.save()
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do {
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try context.save()
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} catch {
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SyncLogger.shared.log("⚠️ [SYNC] Failed to save resume sync state: \(error.localizedDescription)")
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}
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}
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nonisolated private func isTransientCloudKitError(_ error: Error) -> Bool {
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@@ -524,9 +529,14 @@ final class CanonicalSyncService {
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var skippedIncompatible = 0
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var skippedOlder = 0
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// Batch-fetch all existing games to avoid N+1 FetchDescriptor lookups
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// Batch-fetch existing games to avoid N+1 FetchDescriptor lookups
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// Build lookup only for games matching incoming sync data to reduce dictionary size
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let syncCanonicalIds = Set(syncGames.map(\.canonicalId))
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let allExistingGames = try context.fetch(FetchDescriptor<CanonicalGame>())
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let existingGamesByCanonicalId = Dictionary(grouping: allExistingGames, by: \.canonicalId).compactMapValues(\.first)
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let existingGamesByCanonicalId = Dictionary(
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grouping: allExistingGames.filter { syncCanonicalIds.contains($0.canonicalId) },
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by: \.canonicalId
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).compactMapValues(\.first)
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for syncGame in syncGames {
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// Use canonical IDs directly from CloudKit - no UUID lookups!
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