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Operator-flagged 2026-05-30 (round 3): the all-parallel fetch was fast but could let later chunks arrive ahead of earlier ones — even when each chunk is a random sample, that "later chunk loads first" risk made the load order non-deterministic. And the original goal behind asking for batching was a faster first-image-on-screen, which neither sequen- tial nor parallel really addressed cleanly. Switched the loadInitial flow to a PIPELINE: - Only one fetch in flight at any moment (in-order arrival, no race). - The NEXT fetch kicks off as soon as the current one resolves (NOT after its trickle finishes), so the next RTT overlaps the visible trickle window — round-trips are hidden behind the animation cadence. - PAGE 5 → 3 + INITIAL_BATCHES 12 → 20 (total still 60). Smaller chunk → first chunk's items appear sooner (a chunk of 3 trickles in 240ms, well within one RTT, so by the time chunk 2 is in-hand the first trickle is just finishing). Trickle, sequence-token guard, and infinite-scroll behaviour unchanged. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>