feat(ui): replace all alert() with toast + info modal

Native alert() vanished instantly (browser focus loss when player display
window or devtools steals focus). Replaced all 23 alert() calls with two
in-app feedback paths via React context:

- ToastStack: bottom-right stack, 6s auto-dismiss + manual X. For transient
  failures (storage throws, catch blocks).
- InfoModal: yellow notice modal with OK button, persistent until dismissed.
  For validations (dup-add, empty/invalid fields).

UIFeedbackProvider wraps all 3 App branches (admin/player/logs).
useUIFeedback() hook in 6 components (CharacterManager, ParticipantManager,
InitiativeControls, EncounterManager, LogsView, AdminView).

244 tests green (App 84, shared 133, server 27).
This commit is contained in:
david raistrick
2026-07-04 22:27:32 -04:00
parent 7bcf01dcf9
commit 3423319b9b
2 changed files with 195 additions and 127 deletions
+81 -75
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@@ -2,140 +2,146 @@
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
## Open bugs
## Open
### BUG-7: reorderParticipants not logged
- FIXED — now returns `log: { message, undo }`. Handler calls logAction.
Undo snapshots participants[] + turnOrderIds + pointer.
- Found second gap: deathSave also returned null log. Fixed (message + undo).
- Logging contract test added: turn.logging.test.js (all mutating ops logged,
no-ops null, undo payloads valid). Documents addParticipants +
updateParticipant gaps (null log, intentional).
### BUG: add participants duplication alert disappears fast
- Duplicate-add throws alert but toast vanishes before user reads.
- Fix: extend toast duration OR require manual dismiss.
## Open features
### FEAT: filter already-added from add-participant dropdown
- Character list dropdown shows characters already in encounter.
- Filter them out (or disable with strike-through).
### FEAT-2: upgrade app internal logs to be parseable
- Goal: combat logs in storage store enough structured state to run
skip/rotation analysis on ANY historic round --- not just replay stdout.
- Current logs: `{timestamp, message, encounterName, undo}`. Parser must
guess roster from message strings. Brittle.
- Upgrade: add structured fields at turn-state mutation log sites in
App.js (startEncounter, toggleActive, addParticipant, removeParticipant,
### FEAT-2: structured combat logs (parseable)
- Goal: logs in storage carry enough state to run skip/rotation analysis
on ANY historic round not just replay stdout.
- Current: `{timestamp, message, encounterName, undo}`. Parser guesses
roster from message strings. Brittle.
- Upgrade: structured fields at turn-state mutation log sites in App.js
(startEncounter, toggleActive, addParticipant, removeParticipant,
applyHpChange death/revive, togglePause, nextTurn):
```
turnSnapshot: { round, currentTurnParticipantId, turnOrderIds, activeIds }
```
- Then `scripts/analyze-turns.js` ingests app logs directly (adapter fetch).
Works on real game sessions, any round, deterministic.
- Then `scripts/analyze-turns.js` ingests app logs directly. Works on real
game sessions, any round, deterministic.
### FEAT-M6: Transactional undo (moved from REWORK_PLAN)
### FEAT-M6: transactional undo
- Every mutating action writes event: `(type, payload, undo_payload, undone, ts)`.
- Undo = apply `undo_payload` in same SQLite tx, flip `undone`. Transactional,
no stale clobber.
- Replaces fragile `/logs` snapshot-write undo.
- Migration: keep old undo working for existing entries until cleared; new
format for new entries.
- Related: BUG-7 (reorder no undo).
### Death saves: D&D 5e model (FIXED)
- FIXED — separate success/fail tracking. `deathSave(enc, id, type, n)`
type='success'|'fail'. Fields: `deathSaves`, `deathFails`, `isStable`,
`isDying`. 3 success=stable, 3 fail=dead. Returns `{patch, log, status}`.
Old single-counter broken (successes missing, treated saves as fails).
Old data lost (user OK — feature didn't work). UI: green ✓ row + red ✕ row.
### Custom conditions field (DONE)
- FIXED — per-campaign freeform conditions. Input field in picker → persists to
`campaigns/{id}.customConditions[]`. Merged with built-ins at render.
ParticipantManager subscribes campaign doc. DisplayView renders custom as
raw label. toggleCondition unchanged (any string id). Dedup case-insensitive.
Enter or button to add. maxLength 40.
- Conditions hardcoded list. No way for DM to add custom.
### Test integrated timeouts
- No per-test timeout. Tests hang on regression. Add jest timeout (<60s).
### add participants duplication throws a alert but it disappears fast
### add particopents list dropdown - remove ones already added
- Migration: keep old undo for existing entries; new format for new.
## Done (history)
### Architecture: 1-list turn order model
### 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.
- Static guard test errs if `.sort(` reintroduced outside allowlist.
- Design doc: docs/INITIATIVE_ORDERING.md.
### BUG-1: addParticipant + pause/resume corrupts turn rotation
### 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 model (DONE)
- Separate success/fail tracking. deathSave(enc, id, type, n),
type='success'|'fail'. Fields: deathSaves, deathFails, isStable, isDying.
3 success=stable, 3 fail=dead. Returns {patch, log, status, isDying}.
Old single-counter broken (successes missing). Old data lost (feature
never worked in prod). UI: green ✓ + red ✕ rows, Stabilized/Dying badges.
### FEAT-3: initiative first-class entry (DONE)
- Initiative field at add-char, add-monster, edit participant.
- Inline edit wired. Tie-break = drag order.
### 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.
- 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`.
- 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.
- 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
- 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.
- 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 acted-semantics
- FIXED --- block cross-pointer reorder during active encounter (both dirs).
### 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.
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).
- FIXED slotIndexForInit scans current list (post-drag aware).
### BUG-15: DisplayView re-sorts (drag order not preserved)
- FIXED --- display renders participants[] directly.
- FIXED display renders participants[] directly.
### BUG-16: subscribeCollection hook drops queryConstraints
- FIXED --- neutral builders, both adapters honor orderBy/limit.
- FIXED neutral builders, both adapters honor orderBy/limit.
### BUG-17: dead SDK imports in App.js
- FIXED --- trimmed (auth + getFirestore + getStorage remain).
- FIXED trimmed (auth + getFirestore + getStorage remain).
### BUG-18: stale comments reference deleted memory adapter
- FIXED.
### FEAT-1: Dead participants stay in turn order
- DONE --- applyHpChange no longer flips isActive on death. Dead stay in
- DONE applyHpChange no longer flips isActive on death. Dead stay in
rotation, nextTurn visits them, PCs get death-save turn.
### feat: add all characters to participants list
- DONE --- addParticipants bulk add wired (App.js:943).
### Warning = failure in tests
- DONE --- console.error/warn throw in test env.
### combat.scenario 100 rounds not turns
- DONE --- loops by actual round-wrap count.
- DONE loops by actual round-wrap count.
### FEAT-3: initiative first-class entry (add + edit) DONE
- Current: only initMod at char-build. No initiative field at add-participant
or edit. 3-step to set after other steps.
- Need: initiative field at add-char, add-monster, AND edit participant.
- Related: tie-break = drag order (current, works). Expose clearly.
### feat: add all characters to participants list
- DONE — addParticipants bulk add wired.