Add note about UI events
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@ -152,6 +152,13 @@ impl State {
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event_rx: &mut mpsc::UnboundedReceiver<Event>,
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event_rx: &mut mpsc::UnboundedReceiver<Event>,
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) -> anyhow::Result<()> {
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) -> anyhow::Result<()> {
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while let Some(event) = event_rx.recv().await {
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while let Some(event) = event_rx.recv().await {
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// TODO Send UI events on more occasions
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// Example: When a room disconnects at the moment, the screen is
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// redrawn. Why? Because tungstenite debug-logs that the connection
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// was closed and the log then causes a full-screen redraw. This is
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// a clear case of "works but only because mistakes cancel out". A
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// first step towards fixing this would be to only redraw if an
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// event affected the currently visible screen.
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match event {
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match event {
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Event::Connected(conn_tx) => self.conn_tx = Some(conn_tx),
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Event::Connected(conn_tx) => self.conn_tx = Some(conn_tx),
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Event::Disconnected => {
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Event::Disconnected => {
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