Docker build cache: .dockerignore, cache mount, layer reorder, restart script
- .dockerignore: exclude node_modules/.git/tmp/data/logs - Dockerfile: BuildKit cache mount for npm, --omit=dev at install, drop npm prune step - Reorder layers: shared/src/frontend copy before build, server copy + better-sqlite3 rebuild after. Server/shared changes no longer invalidate frontend build layer unless shared (FE dep) changes - Remove duplicate shared COPY in runtime stage (bundled in FE build) - docker/restart.sh: stop + rebuild + start in one script
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@@ -65,25 +65,6 @@ not sure good way to do this
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- Ambiguous label. May expand work based on what NPC means here (ally? monster?
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display-only? skip in turn order?). Clarify intent before UX changes.
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### FEAT: first-class undo/redo UI buttons (B --- do now)
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- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
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- Undo = revert latest non-undone log. Redo = re-apply latest undone.
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- Uses current 2-write undo (non-tx). Race safety = log refactor later.
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- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).
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### FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
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- Single event schema, one source of truth:
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`{ ts, type, payload, undo_payload, undone, encounterId,
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snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } }`
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- Common format consumed by: UI log view, download/copy export,
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replay-combat, analyze-turns. One shape, four consumers.
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- Transactional undo: server endpoint `POST /api/undo/:eventId`. Single
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SQLite tx applies undo_payload + flips `undone`. Replaces fragile 2-write
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(log update + encounter update as separate calls).
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- Download/copy: exports event stream as JSON for offline analysis.
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- replay-combat + analyze-turns rewritten to emit/consume same event shape.
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- Migration: keep old log entries readable; new format for new writes.
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### quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)
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@@ -95,133 +76,3 @@ not sure good way to do this
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## FEAT - clarify what end encounter does and what initiatives reset means
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## Done (history)
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### FEAT: first-class undo/redo UI buttons (DONE)
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- ↶/↷ pills in InitiativeControls, always visible when encounter open.
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- Undo = latest non-undone log (per encounter). Redo = latest undone.
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- encounterPath added to all 14 log contexts (filter key).
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- redo:patch (forward) added to undoData. Real redo replays forward state.
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- Disabled when stack empty. Tooltip shows target action.
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- Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.
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### Architecture: 1-list turn order model (slot, never sort)
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- Single source: turnOrderIds === participants.map(id). No re-sort after
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startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
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- Drag (reorder) = same-init tie-break only. Cross-init blocked.
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- startEncounter sorts ALL participants by init once, then frozen.
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- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve
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drag order. Display renders participants[] directly (no sort).
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- Static guard test errs if `.sort(` reintroduced outside allowlist.
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- Design doc: docs/INITIATIVE_ORDERING.md.
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### Single source of truth: combat logic
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- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
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- shared/turn.js = only place turn logic lives.
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### Storage parity (firebase + server adapters)
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- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
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- Shared contract test runs both identically. Memory adapter deleted; factory
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throws on unknown mode.
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- ws storage mode renamed to server (env var + adapter name).
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### Logging contract
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- Every mutating op logs message + undo payload. No-op = null log.
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- Structural enforcement: per-op contract test (turn.logging.test.js) +
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static source-scan guard (static.no-unlogged.test.js).
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### Custom conditions per campaign (DONE)
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- Freeform per-campaign conditions. Add applies to participant + persists to
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campaign palette in one step. Badge render uses merged allConditions
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(built-ins + custom). toggleCondition accepts any string. Dedup
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case-insensitive. maxLength 40. Combat + replay tests prove arbitrary
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string ids survive round-trip.
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### Death saves: D&D 5e status model (DONE)
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- `status` is source of truth: conscious, dying, stable, dead.
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- Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
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- Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
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- Revive: dead → 0 HP, stable/unconscious, active.
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- Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
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- Player display hides inactive participants; DM display keeps them visible.
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### FEAT-3: initiative first-class entry (DONE)
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- Initiative field at add-char, add-monster, edit participant.
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- Inline edit wired. Tie-break = drag order.
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### UI feedback: toast + info modal (DONE)
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- All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X)
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for transient failures. InfoModal (persistent OK) for validations.
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React context provider wraps all 3 App branches.
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- Fixed: native alert vanished instantly on browser focus loss.
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### Filter dup chars from add-participant dropdown (DONE)
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- Character dropdown excludes chars already in encounter. Prevents
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dup-add at source. No more dup alert path needed.
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### Test timeouts (DONE)
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- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).
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### Warning = failure in tests (DONE)
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- console.error/warn throw in test env.
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### BUG-1: addParticipant + pause/resume corrupts rotation
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- RESOLVED as side effect of BUG-2 fix.
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### BUG-2: addParticipant allows duplicate id
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- FIXED (addParticipant throws on dup id).
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### BUG-4: hide-player-HP breaks display view
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- FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
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### BUG-5: mid-round addParticipant/revive corrupts rotation
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- FIXED --- slot-array + DRY advance core nextActiveAfter.
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### BUG-6: reorderParticipants doesn't update turnOrderIds
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- FIXED structurally by 1-list model.
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### BUG-7: reorderParticipants not logged
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- FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave,
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addParticipants, updateParticipant logging gaps also closed.
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### BUG-8: server adapter has no reconnect
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- FIXED --- onclose reconnects + re-subscribes existing paths.
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### BUG-10: deact+reactivate same round double-acts participant
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- FIXED --- 1-list model keeps slot position on toggle. Reactivate does not
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grant second turn. Test: turn.bug10.test.js.
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### BUG-11: FE Combat.scenario test crashes
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- FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds.
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### BUG-12: campaign selection follows activeDisplay
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- FIXED.
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### BUG-13: reorderParticipants crossing current pointer = ambiguous
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- FIXED --- block cross-pointer reorder during active encounter (both dirs).
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Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double.
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Pre-combat: free reorder. Test: turn.bug13.test.js.
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### BUG-14: addParticipant init-insertion breaks after drag-reorder
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- FIXED --- slotIndexForInit scans current list (post-drag aware).
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### BUG-15: DisplayView re-sorts (drag order not preserved)
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- FIXED --- display renders participants[] directly.
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### BUG-16: subscribeCollection hook drops queryConstraints
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- FIXED --- neutral builders, both adapters honor orderBy/limit.
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### BUG-17: dead SDK imports in App.js
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- FIXED --- trimmed (auth + getFirestore + getStorage remain).
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### BUG-18: stale comments reference deleted memory adapter
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- FIXED.
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### FEAT-1: Dead characters/NPCs stay in turn order
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- DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
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- Non-NPC monsters still become inactive automatically at death.
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### combat.scenario 100 rounds not turns
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- DONE --- loops by actual round-wrap count.
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### feat: add all characters to participants list
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- DONE --- addParticipants bulk add wired.
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