Merge pull request 'Player display animations, death visual, upstream merge' (#5) from single-source into main

Reviewed-on: #5
This commit was merged in pull request #5.
This commit is contained in:
2026-07-07 11:21:23 -04:00
9 changed files with 148 additions and 189 deletions
+10
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@@ -0,0 +1,10 @@
node_modules
**/node_modules
.git
tmp
data
*.log
npm-debug.log*
.DS_Store
coverage
.nyc_output
+2 -2
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@@ -1,7 +1,7 @@
# Dockerfile
# Stage 1: Build the React application
FROM node:18-alpine AS build
FROM node:22-alpine AS build
LABEL stage="build-local-testing"
@@ -48,4 +48,4 @@ COPY nginx-docker.conf /etc/nginx/conf.d/default.conf
EXPOSE 80
# Start Nginx when the container launches
CMD ["nginx", "-g", "daemon off;"]
CMD ["nginx", "-g", "daemon off;"]
+2 -160
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@@ -10,17 +10,8 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
not sure good way to do this
### FEAT: player display fade transitions for inactive state
- Inactive is DM-triggered via Mark Inactive.
- Player display should fade inactive participant out, then remove from display list.
- Reactivating should fade participant in.
- DM display keeps inactive participant visible.
- Dead state does not imply inactive/disabled.
- Dying/stable must not fade out or leave layout holes.
- Dead can keep skull/Dead label; create some good visual cues, no removal - but a cool transition to death would be nice.
### npm install warnings cleanup pass
lots of updates
@@ -77,25 +68,6 @@ not sure good way to do this
- Ambiguous label. May expand work based on what NPC means here (ally? monster?
display-only? skip in turn order?). Clarify intent before UX changes.
### FEAT: first-class undo/redo UI buttons (B --- do now)
- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
- Undo = revert latest non-undone log. Redo = re-apply latest undone.
- Uses current 2-write undo (non-tx). Race safety = log refactor later.
- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).
### FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
- Single event schema, one source of truth:
`{ ts, type, payload, undo_payload, undone, encounterId,
snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } }`
- Common format consumed by: UI log view, download/copy export,
replay-combat, analyze-turns. One shape, four consumers.
- Transactional undo: server endpoint `POST /api/undo/:eventId`. Single
SQLite tx applies undo_payload + flips `undone`. Replaces fragile 2-write
(log update + encounter update as separate calls).
- Download/copy: exports event stream as JSON for offline analysis.
- replay-combat + analyze-turns rewritten to emit/consume same event shape.
- Migration: keep old log entries readable; new format for new writes.
### quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)
@@ -107,133 +79,3 @@ not sure good way to do this
## FEAT - clarify what end encounter does and what initiatives reset means
## Done (history)
### FEAT: first-class undo/redo UI buttons (DONE)
- ↶/↷ pills in InitiativeControls, always visible when encounter open.
- Undo = latest non-undone log (per encounter). Redo = latest undone.
- encounterPath added to all 14 log contexts (filter key).
- redo:patch (forward) added to undoData. Real redo replays forward state.
- Disabled when stack empty. Tooltip shows target action.
- Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.
### Architecture: 1-list turn order model (slot, never sort)
- Single source: turnOrderIds === participants.map(id). No re-sort after
startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
- Drag (reorder) = same-init tie-break only. Cross-init blocked.
- startEncounter sorts ALL participants by init once, then frozen.
- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve
drag order. Display renders participants[] directly (no sort).
- Static guard test errs if `.sort(` reintroduced outside allowlist.
- Design doc: docs/INITIATIVE_ORDERING.md.
### Single source of truth: combat logic
- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
- shared/turn.js = only place turn logic lives.
### Storage parity (firebase + server adapters)
- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
- Shared contract test runs both identically. Memory adapter deleted; factory
throws on unknown mode.
- ws storage mode renamed to server (env var + adapter name).
### Logging contract
- Every mutating op logs message + undo payload. No-op = null log.
- Structural enforcement: per-op contract test (turn.logging.test.js) +
static source-scan guard (static.no-unlogged.test.js).
### Custom conditions per campaign (DONE)
- Freeform per-campaign conditions. Add applies to participant + persists to
campaign palette in one step. Badge render uses merged allConditions
(built-ins + custom). toggleCondition accepts any string. Dedup
case-insensitive. maxLength 40. Combat + replay tests prove arbitrary
string ids survive round-trip.
### Death saves: D&D 5e status model (DONE)
- `status` is source of truth: conscious, dying, stable, dead.
- Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
- Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
- Revive: dead → 0 HP, stable/unconscious, active.
- Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
- Player display hides inactive participants; DM display keeps them visible.
### FEAT-3: initiative first-class entry (DONE)
- Initiative field at add-char, add-monster, edit participant.
- Inline edit wired. Tie-break = drag order.
### UI feedback: toast + info modal (DONE)
- All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X)
for transient failures. InfoModal (persistent OK) for validations.
React context provider wraps all 3 App branches.
- Fixed: native alert vanished instantly on browser focus loss.
### Filter dup chars from add-participant dropdown (DONE)
- Character dropdown excludes chars already in encounter. Prevents
dup-add at source. No more dup alert path needed.
### Test timeouts (DONE)
- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).
### Warning = failure in tests (DONE)
- console.error/warn throw in test env.
### BUG-1: addParticipant + pause/resume corrupts rotation
- RESOLVED as side effect of BUG-2 fix.
### BUG-2: addParticipant allows duplicate id
- FIXED (addParticipant throws on dup id).
### BUG-4: hide-player-HP breaks display view
- FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
### BUG-5: mid-round addParticipant/revive corrupts rotation
- FIXED --- slot-array + DRY advance core nextActiveAfter.
### BUG-6: reorderParticipants doesn't update turnOrderIds
- FIXED structurally by 1-list model.
### BUG-7: reorderParticipants not logged
- FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave,
addParticipants, updateParticipant logging gaps also closed.
### BUG-8: server adapter has no reconnect
- FIXED --- onclose reconnects + re-subscribes existing paths.
### BUG-10: deact+reactivate same round double-acts participant
- FIXED --- 1-list model keeps slot position on toggle. Reactivate does not
grant second turn. Test: turn.bug10.test.js.
### BUG-11: FE Combat.scenario test crashes
- FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds.
### BUG-12: campaign selection follows activeDisplay
- FIXED.
### BUG-13: reorderParticipants crossing current pointer = ambiguous
- FIXED --- block cross-pointer reorder during active encounter (both dirs).
Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double.
Pre-combat: free reorder. Test: turn.bug13.test.js.
### BUG-14: addParticipant init-insertion breaks after drag-reorder
- FIXED --- slotIndexForInit scans current list (post-drag aware).
### BUG-15: DisplayView re-sorts (drag order not preserved)
- FIXED --- display renders participants[] directly.
### BUG-16: subscribeCollection hook drops queryConstraints
- FIXED --- neutral builders, both adapters honor orderBy/limit.
### BUG-17: dead SDK imports in App.js
- FIXED --- trimmed (auth + getFirestore + getStorage remain).
### BUG-18: stale comments reference deleted memory adapter
- FIXED.
### FEAT-1: Dead characters/NPCs stay in turn order
- DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
- Non-NPC monsters still become inactive automatically at death.
### combat.scenario 100 rounds not turns
- DONE --- loops by actual round-wrap count.
### feat: add all characters to participants list
- DONE --- addParticipants bulk add wired.
+12 -11
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@@ -1,34 +1,36 @@
# docker/Dockerfile — single container: caddy (front) + node (back).
# syntax=docker/dockerfile:1
# docker/Dockerfile --- single container: caddy (front) + node (back).
# Build context = repo root.
# ---- build stage: frontend + install backend deps ----
FROM node:18-alpine AS build
FROM node:22-alpine AS build
WORKDIR /app
COPY package*.json ./
COPY shared/package.json ./shared/
COPY server/package.json ./server/
RUN npm install --include-workspace-root
RUN --mount=type=cache,target=/root/.npm \
npm install --include-workspace-root --omit=dev --prefer-offline
# frontend code (changes often)
COPY shared/ ./shared/
COPY server/ ./server/
COPY src/ ./src/
COPY public/ ./public/
COPY tailwind.config.js postcss.config.js ./
# better-sqlite3 native build (alpine musl)
RUN cd server && npm rebuild better-sqlite3
# build frontend (server storage, same-origin /api + /ws via caddy)
ARG REACT_APP_TRACKER_APP_ID=ttrpg-initiative-tracker-default
ENV REACT_APP_STORAGE=server
ENV REACT_APP_TRACKER_APP_ID=$REACT_APP_TRACKER_APP_ID
RUN NODE_OPTIONS=--openssl-legacy-provider npm run build
# prune backend dev deps for runtime
RUN npm prune --omit=dev
# server after backend - it's fast. so changing server only doesnt invalidate slow frontend.
COPY server/ ./server/
# better-sqlite3 native build (alpine musl). Cached if server unchanged.
RUN cd server && npm rebuild better-sqlite3
# ---- runtime stage: caddy + node ----
FROM node:18-alpine
FROM node:22-alpine
RUN apk add --no-cache caddy
WORKDIR /app
@@ -38,7 +40,6 @@ COPY --from=build /app/server/node_modules ./server/node_modules
COPY --from=build /app/package*.json ./
COPY --from=build /app/shared/package.json ./shared/
COPY --from=build /app/server/package.json ./server/
COPY shared/ ./shared/
COPY server/ ./server/
# built frontend served by caddy
COPY --from=build /app/build /srv
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@@ -0,0 +1,21 @@
#!/usr/bin/env bash
# scripts/docker-restart.sh — rebuild + restart docker container.
# Usage: ./scripts/docker-restart.sh
set -euo pipefail
cd "$(dirname "$0")/.."
echo "=== stopping existing container ==="
docker compose -f docker/docker-compose.yml down 2>/dev/null || true
echo "=== rebuilding image ==="
docker compose -f docker/docker-compose.yml build
echo "=== starting container ==="
docker compose -f docker/docker-compose.yml up -d
echo "=== status ==="
docker compose -f docker/docker-compose.yml ps
echo ""
echo "app: http://localhost:${PORT:-8080}"
echo "logs: docker compose -f docker/docker-compose.yml logs -f"
+1
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@@ -1,6 +1,7 @@
// server/index.js — generic KV document store over HTTP + WebSocket.
// firebase mirror: doc-tree model. Thin REST, path-based WS push.
// Adapter (src/storage/server.js) = passthrough, no shape translation.
// TEST: cache layer rebuild check.
'use strict';
+94 -11
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@@ -2554,6 +2554,61 @@ function AdminView({ userId }) {
// DISPLAY VIEW COMPONENT (Player View)
// ============================================================================
// Player participant card: animate state transitions.
// mount/activate : animate in (opacity+scale+slide)
// deactivate : animate out then signal exit
// alive→dead : transition to death cue (dim+desaturate+skull pulse+red rim)
// conscious/dying/stable: full visible, no fade
function PlayerParticipantCard({ id, isActive, status, onExit, className, children, divRef }) {
// phase: 'hidden' (opacity-0, start state) -> 'visible' (opacity-100)
// disable: 'visible' -> 'exiting' (opacity-0, transition plays) -> onExit
const [phase, setPhase] = useState('hidden');
const isDead = status === 'dead';
useEffect(() => {
if (!isActive) {
// ensure current 'visible' frame painted, THEN flip to exiting so
// browser sees opacity change and plays the fade-out.
const raf = requestAnimationFrame(() => {
setPhase('exiting');
});
const t = setTimeout(() => onExit(id), 1000);
return () => { cancelAnimationFrame(raf); clearTimeout(t); };
}
// enable/reactivate: paint hidden frame first, THEN flip to visible
// so browser sees opacity change and plays the transition.
setPhase('hidden');
const raf = requestAnimationFrame(() => {
requestAnimationFrame(() => setPhase('visible'));
});
return () => cancelAnimationFrame(raf);
}, [isActive, id, onExit]);
// animate: opacity + scale + slide. Visible motion, not just fade.
const fadeClass = phase === 'visible'
? 'opacity-100 scale-100 translate-y-0'
: 'opacity-0 scale-75 translate-y-4';
// death transition: fires once when alive→dead. dim + desaturate + red rim.
const deathClass = isDead
? 'brightness-50 saturate-0 border-2 border-red-900/70 shadow-red-900/50 shadow-2xl'
: '';
return (
<div
ref={divRef}
className={`[transition:opacity_1s_ease-in-out,transform_1s_ease-in-out,filter_1s_ease-in-out,border-color_1s_ease-in-out,box-shadow_300ms_ease-in-out] ${fadeClass} ${deathClass} ${className}`}
>
{children}
{isDead && (
<div className="pointer-events-none absolute inset-0 flex items-center justify-center">
<span className="text-6xl opacity-80 animate-pulse"></span>
</div>
)}
</div>
);
}
function DisplayView() {
const { data: activeDisplayData, isLoading: isLoadingActiveDisplay, error: activeDisplayError } = useFirestoreDocument(
getPath.activeDisplay()
@@ -2566,9 +2621,37 @@ function DisplayView() {
const [isPlayerDisplayActive, setIsPlayerDisplayActive] = useState(false);
const [isFullscreen, setIsFullscreen] = useState(false);
const [wakeLockEnabled, setWakeLockEnabled] = useState(false);
const [displayParticipants, setDisplayParticipants] = useState([]);
const wakeLockRef = useRef(null);
const currentParticipantRef = useRef(null);
// Player display transition state. Active participants render normally.
// Active→inactive: keep prior card, mark __displayActive=false, animate out,
// then PlayerParticipantCard calls handleExit to remove from display list.
// Inactive→active: card reappears with __displayActive=true and fades in.
useEffect(() => {
const source = (activeEncounterData && activeEncounterData.participants) || [];
setDisplayParticipants(prev => {
const prevById = new Map(prev.map(p => [p.id, p]));
const out = [];
for (const p of source) {
const prevP = prevById.get(p.id);
if (p.isActive !== false) {
out.push({ ...p, __displayActive: true });
} else if (prevP && prevP.__displayActive !== false) {
out.push({ ...p, __displayActive: false });
} else if (prevP && prevP.__displayActive === false) {
out.push(prevP);
}
}
return out;
});
}, [activeEncounterData]);
const handleExit = useCallback((id) => {
setDisplayParticipants(prev => prev.filter(p => p.id !== id));
}, []);
useEffect(() => {
const onFsChange = () => setIsFullscreen(!!document.fullscreenElement);
document.addEventListener('fullscreenchange', onFsChange);
@@ -2706,13 +2789,9 @@ function DisplayView() {
const hidePlayerHp = activeDisplayData?.hidePlayerHp ?? true;
const hideNpcHp = activeDisplayData?.hideNpcHp ?? false;
let participantsToRender = [];
if (participants) {
// 1-list model: participants[] IS the display order (DM drag = source of
// truth). Do NOT re-sort by initiative — that diverges from AdminView /
// turnOrderIds after any cross-init drag (BUG-15).
participantsToRender = participants.filter(p => p.isActive !== false);
}
// 1-list model: displayParticipants IS the display order (participants[] order
// plus temporary exiting cards). Do NOT re-sort by initiative.
const participantsToRender = displayParticipants;
const displayStyles = campaignBackgroundUrl
? {
@@ -2783,10 +2862,14 @@ function DisplayView() {
}
return (
<div
<PlayerParticipantCard
key={p.id}
ref={isCurrentTurn ? currentParticipantRef : null}
className={`p-4 md:p-6 rounded-lg shadow-lg transition-all ${participantBgColor} ${status === 'dead' ? 'opacity-40 grayscale' : (!p.isActive ? 'opacity-40 grayscale' : '')}`}
id={p.id}
isActive={p.isActive !== false}
status={status}
onExit={handleExit}
divRef={isCurrentTurn ? currentParticipantRef : null}
className={`relative p-4 md:p-6 rounded-lg shadow-lg ${participantBgColor}`}
>
<div className="flex justify-between items-center mb-2">
<h3
@@ -2850,7 +2933,7 @@ function DisplayView() {
{!p.isActive && !isZeroHp && (
<p className="text-center text-lg font-semibold text-stone-300 mt-2">(Inactive)</p>
)}
</div>
</PlayerParticipantCard>
);
})}
</div>
+3 -3
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@@ -105,9 +105,9 @@ export function onSnapshot(refOrQuery, onSuccess, onError) {
return unsub;
}
// Apply Firestore-style query constraints (orderBy desc/asc, limit) to mock docs.
// Mirrors real SDK semantics enough for contract tests. Only orderBy + limit
// supported (App's LOG_QUERY uses exactly these).
// Apply Firestore-style query constraints (orderBy desc/asc, limit, where)
// to mock docs. Mirrors real SDK semantics for contract tests. Offset handled
// by adapter (firebase.js slices) — mock never sees it.
function applyConstraints(docs, constraints) {
let out = [...docs];
for (const c of constraints) {
@@ -94,7 +94,7 @@ describe('DisplayView characterization', () => {
expect(screen.getAllByText(/Dead/i).length).toBeGreaterThan(0);
});
test('DisplayView hides inactive participants for all types', async () => {
test('DisplayView hides inactive participants for all types after fade-out', async () => {
seedActiveDisplay([
{ ...participant('conscious'), id: 'active-pc', name: 'Active PC', isActive: true },
{ ...participant('conscious'), id: 'inactive-pc', name: 'Inactive PC', isActive: false },
@@ -103,7 +103,8 @@ describe('DisplayView characterization', () => {
render(<App />);
await waitFor(() => expect(screen.getByText('Active PC')).toBeInTheDocument());
expect(screen.queryByText('Inactive PC')).not.toBeInTheDocument();
// inactive held during exit animation, removed after transition
await waitFor(() => expect(screen.queryByText('Inactive PC')).not.toBeInTheDocument(), { timeout: 1500 });
expect(screen.queryByText('Inactive Monster')).not.toBeInTheDocument();
});
});