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fix(web): trigger lineup next-page fetch before user scrolls past skeletons (#14351)
## Summary The web Feed (and any other `TrackLineup`-driven page: Trending, Profile Tracks/Reposts, Search, Listening History, Remixes, Contest Submissions) felt like pagination was lagging: as you scroll down you'd see skeletons appear at the bottom, but the next-page request didn't actually fire until you scrolled *further past* them. Root cause: regressed in [apps#14286](#14286). The bottom-of-list skeletons were changed from being gated on `isFetching` to being gated on `hasNextPage`, which means they render persistently any time there's more to load — not just during an in-flight fetch. With `~15` skeletons at `~184px` each, they pad the `<InfiniteScroll>`'s content height by `~2` viewports. `react-infinite-scroller` measures distance to the bottom of *all* rendered content, so the threshold (also `2 * viewport`) only fires after you've scrolled through both the loaded tiles **and** the skeleton padding. The skeletons read as "loading" but no fetch had been kicked off yet. This PR: - Restores the original "skeletons only while a page is in flight" condition (`isFetching || isLoadMoreTriggered`), matching the empty-state branch a few lines above. The bottom of the InfiniteScroll content is now the bottom of the loaded tiles, so the existing 2-viewport threshold actually fires ~2 viewports before the last tile. - Corrects `APPROX_TILE_HEIGHT_LARGE` from `124` → `184` (the desktop tile is 144 body + 24 `mb='l'` + 16 parent `gap='m'`) so the in-flight skeleton count actually fills the threshold area as the comment claims. ## Test plan - [x] Open the Feed on web, scroll down — the next-page request fires while the bottom of the loaded tiles is still ~2 viewports below your viewport (check Network panel for `feed` calls), with skeletons appearing only after the request is in flight. - [x] Same on Trending (Week / Month / All-Time). - [x] Same on Profile Tracks / Reposts, Search Tracks, Listening History, Track Remixes, Contest Submissions. - [ ] Mobile-web (`useWindow` path) at a phone-sized viewport — fetch still triggers smoothly, no persistent skeleton padding. - [x] Empty state still renders when a tab has no tracks. - [x] Resizing the browser between pages still updates the threshold via `ResizeObserver` (no regression to existing behavior). 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
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Lines changed: 52 additions & 38 deletions

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packages/web/src/components/lineup/TrackLineup.tsx

Lines changed: 52 additions & 38 deletions
Original file line numberDiff line numberDiff line change
@@ -5,7 +5,6 @@ import { playbackActions, playbackSelectors } from '@audius/common/store'
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import type { PlaybackTrack, PlaybackQuerySource } from '@audius/common/store'
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import { Divider, Flex } from '@audius/harmony'
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import cn from 'classnames'
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import InfiniteScroll from 'react-infinite-scroller'
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import { useDispatch, useSelector } from 'react-redux'
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import { make } from 'common/store/analytics/actions'
@@ -30,12 +29,6 @@ const DEFAULT_LOAD_MORE_THRESHOLD = 1600
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// effect of mobile's `onEndReachedThreshold` but on the larger desktop viewport
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// we need more headroom to keep up with fling scrolls.
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const LOAD_MORE_VIEWPORTS = 2
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// Approximate rendered heights of a TrackTile in different variants — used to
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// compute how many skeletons to render so the bottom-of-list "loading window"
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// fills the threshold area instead of leaving the user staring at a frozen
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// last entry while the next page is in flight.
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const APPROX_TILE_HEIGHT_LARGE = 124
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const APPROX_TILE_HEIGHT_SMALL = 80
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const { getPlaying: getPlayerPlaying } = playbackSelectors
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const { makeGetCurrent } = playbackSelectors
@@ -208,11 +201,6 @@ export const TrackLineup = ({
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]
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)
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const getScrollParent = useCallback(() => {
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if (externalScrollParent) return externalScrollParent
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return document.getElementById('mainContent')
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}, [externalScrollParent])
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// Tile sizing mirrors the legacy component.
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let tileSize: TrackTileSize = TrackTileSize.LARGE
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let statSize: 'small' | 'large' = 'large'
@@ -254,12 +242,14 @@ export const TrackLineup = ({
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return () => observer.disconnect()
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}, [externalScrollParent])
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const effectiveLoadMoreThreshold = scrollParentHeight
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// How many viewports below the user's current bottom edge we want loadMore
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// to fire. Passed to the IntersectionObserver as a bottom rootMargin.
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const loadMoreRootMargin = scrollParentHeight
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? scrollParentHeight * LOAD_MORE_VIEWPORTS
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: loadMoreThreshold
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// Synchronous "load more was triggered" flag — set the moment the scroll
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// handler fires so skeletons render on the next frame, without waiting for
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// Synchronous "load more was triggered" flag — set the moment the trigger
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// fires so skeletons render on the next frame, without waiting for
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// tanquery's `isFetching` to round-trip back through the parent. Cleared
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// once the parent either delivers more entries or finishes fetching.
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const [isLoadMoreTriggered, setIsLoadMoreTriggered] = useState(false)
@@ -281,6 +271,27 @@ export const TrackLineup = ({
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loadNextPage()
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}, [hasNextPage, isFetching, isLoadMoreTriggered, loadNextPage])
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// IntersectionObserver-based trigger. A 1px sentinel <li> is rendered just
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// below the last loaded tile (above the persistent skeleton block); when it
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// enters the viewport — extended downward by `loadMoreRootMargin` — we fire
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// loadMore. Using IO instead of react-infinite-scroller's scroll-listener
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// means the trigger geometry is anchored to a specific DOM element and is
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// immune to scrollHeight fluctuations from the skeleton block or anywhere
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// else in the layout.
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const sentinelRef = useRef<HTMLLIElement>(null)
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useEffect(() => {
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const el = sentinelRef.current
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if (!el || !hasNextPage) return
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const observer = new IntersectionObserver(
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(entries) => {
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if (entries.some((e) => e.isIntersecting)) handleLoadMore()
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},
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{ rootMargin: `0px 0px ${loadMoreRootMargin}px 0px`, threshold: 0 }
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)
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observer.observe(el)
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return () => observer.disconnect()
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}, [hasNextPage, loadMoreRootMargin, handleLoadMore])
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const renderSkeletons = useCallback(
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(skeletonCount: number | undefined, indexOffset = 0) => {
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if (!skeletonCount) return null
@@ -359,18 +370,15 @@ export const TrackLineup = ({
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const isEmpty =
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tiles.length === 0 && !isFetching && !isInitialLoad && !isLoadMoreTriggered
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// While a page is in flight we render skeletons below the loaded tiles. They
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// need to fill ~one threshold's worth of vertical space so the bottom of the
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// list feels populated even when the user scrolls into the trigger area
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// faster than the network can return. `pageSize` is too small on its own
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// (e.g. trending uses 4) so we floor by a viewport-derived count.
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const approxTileHeight = isSmallTrackTile
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? APPROX_TILE_HEIGHT_SMALL
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: APPROX_TILE_HEIGHT_LARGE
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const fillCount = Math.ceil(effectiveLoadMoreThreshold / approxTileHeight)
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// Persistent skeletons render below the loaded tiles whenever more pages are
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// available, so scrollHeight grows monotonically across fetches (no
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// mount/unmount churn on the bottom block). A stable count keeps the block
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// height invariant across renders — important because the scrollbar thumb is
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// sized relative to scrollHeight. `pageSize` is too small on its own (e.g.
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// trending uses 4) so we floor by a small constant.
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const loadingSkeletonCount = Math.min(
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Math.max(0, maxEntries - tiles.length),
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Math.max(pageSize, fillCount)
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Math.max(pageSize, 10)
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)
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return (
@@ -386,16 +394,8 @@ export const TrackLineup = ({
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[lineupContainerStyles!]: !!lineupContainerStyles
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})}
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>
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<InfiniteScroll
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<ol
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aria-label={ariaLabel}
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pageStart={0}
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loadMore={handleLoadMore}
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hasMore={!!hasNextPage && tiles.length < maxEntries}
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useWindow={isMobile}
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initialLoad={false}
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getScrollParent={getScrollParent}
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element='ol'
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threshold={effectiveLoadMoreThreshold}
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className={cn({
400400
[tileContainerStyles!]: !!tileContainerStyles && !isEmpty
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})}
@@ -440,10 +440,24 @@ export const TrackLineup = ({
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</Flex>
441441
))}
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{hasNextPage && tiles.length > 0
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? renderSkeletons(loadingSkeletonCount, tiles.length)
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: null}
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</InfiniteScroll>
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{hasNextPage && tiles.length > 0 ? (
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<>
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{/* 1px sentinel watched by IntersectionObserver to fire
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loadMore. Placed between the loaded tiles and the persistent
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skeleton block so the trigger geometry stays anchored to the
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bottom of loaded content. The IO rootMargin extends the
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viewport downward by `loadMoreRootMargin` so the trigger
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fires that many pixels before the sentinel actually enters
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the visible area. */}
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<li
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ref={sentinelRef}
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aria-hidden
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css={{ height: 1, listStyle: 'none', margin: 0, padding: 0 }}
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/>
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{renderSkeletons(loadingSkeletonCount, tiles.length)}
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</>
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) : null}
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</ol>
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</div>
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{!hasNextPage && tiles.length > 0 && endOfLineupElement
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? endOfLineupElement

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