Voice presence (voiceStates/voiceUserStates/spaceVoiceStates) was only ever
delivered in the WS `ready` payload — i.e. at connect/reload. A user joining a
space mid-session got `member_joined` (no voice data) and a bare space object;
`GET /api/spaces/:id` (the channel-sidebar hydrator) carries no voice state
either. So members already sitting in a voice channel stayed invisible in the
new member's sidebar until a full page reload.
Fix at the systemic root: ConnectionManager.addUserSpace — the single chokepoint
every join path funnels through (invite, public join, join-request approval),
and which is NOT used on reconnect (that path uses setUserSpaces) — now pushes a
scoped `space_voice_state` snapshot to the joining user. The snapshot is built by
a new buildSpaceVoiceState(spaceId, userId) helper that is also the single source
of truth feeding buildReadyPayload (refactored to use it), so the connect-time
and join-time paths can never drift.
Robustness:
- Delivered over the same ordered WebSocket as voice_state_update deltas — no
REST snapshot-vs-event-stream race.
- VIEW_CHANNEL-filtered via computePermissions exactly like `ready`: a joiner is
never told who occupies a voice channel they cannot see.
- Client applies it scoped to the space (utils/voiceStateSync.applySpaceVoiceState):
merges occupants/statuses and rebuilds only that space's restriction keys,
never disturbing voice state in other spaces.
- Skipped when the space has no active voice and no restrictions (e.g. space
creation).
Tests: server helper behavior, the join push, and private-channel exclusion;
client scoped-apply. Specs updated (websocket.md, voice.md, spaces.md).
The sidebar's visibleChannels filter is keyed on the channelPermissions
Map. Creating a channel raced two state updates: the optimistic create
(added to channels with no permission entry) and the channel_created WS
event (the only thing that set the permission). When the optimistic add
won the race, the WS handler hit its dedup guard, skipped setChannels,
and set the permission by mutating the Map in place — no new reference,
so visibleChannels never recomputed and the channel stayed hidden until
loadSpace rebuilt the maps (i.e. leaving and returning to the space).
Centralize the logic in a new upsertChannel store action that replaces
channels and channelPermissions with fresh references, used by both the
create path and the channel_created handler. Also return the creator's
computed myPermissions (and isPrivate) from POST so the channel renders
immediately from the response, independent of WS timing.
Adds spaceStore.upsertChannel.test.ts covering the reference-identity
regression and the optimistic-reconcile path.
Brings mobile to skeleton parity with desktop. Two mobile-specific renders, plus a fix for the empty-state mascot flashing on every space switch.
- MobileSpacesScreen: shimmer skeleton for the channel list while `useSpaceStore.loadingSpaceId === selectedSpaceId` (uncategorized rows + category header + categorized rows). Mirrors desktop ChannelSidebar's `showChannelSkeleton`. Gated through `useDelayedLoading` so cached/fast loads don't flash the placeholder.
- MobileMembersScreen: shimmer skeleton for the member list (two role-section headers + circular avatars + name bars). Mirrors desktop MemberSidebar's `showMemberSkeleton`.
- Empty-state "No channels yet." mascot was firing on EVERY space switch for ~50–200 ms — `state.channels` only ever holds the most-recently loaded space's channels, so `spaceChannels` filters to `[]` immediately on selection change while `loadSpaceDetail` is still in flight. New `loadedSpaceIds: Set<string>` on useSpaceStore, populated only on `loadSpaceDetail` success and pruned on space removal events. The mascot is now gated on `loadedSpaceIds.has(selectedSpaceId)` so it only fires when the space is *settled* with zero channels.
Reuses the existing `.skeleton` / `.skeleton-bar` / `.skeleton-circle` CSS primitives + `useDelayedLoading` hook (no new shared `<Skeleton />` primitive — sites need row-specific geometry, parameterizing would either over-abstract or duplicate the inline approach).
Specs: docs/systems/mobile-ui.md (Loading Skeletons inventory + per-screen skeleton bullets + settle-gate rationale); docs/systems/spaces.md (Client Load State subsection covering loadingSpaceId vs loadedSpaceIds).