fix(turn): block cross-pointer reorder (BUG-13)

reorderParticipants allowed dragging across current pointer mid-round.
nextTurn walks turnOrderIds forward from pointer, so cross-pointer drag
= ambiguous who-acts-next: upcoming dragged ahead of pointer = skipped
(walk wraps past), acted dragged behind pointer = double-act.

Full fix needs actedThisRound tracking. Pragmatic now: block both
directions during active encounter. Pre-combat: free reorder (no pointer).

reorderParticipants: added pointer check (currentTurn index). If drag
crosses pointer, return null patch (no-op). Same-side reorder allowed.
syncTurnOrder now always mirrors (was started-only — pre-combat reorder
left turnOrderIds stale).

Tests:
- turn.bug13.test.js: cross-pointer blocked (both dirs), same-side allowed,
  pre-combat free.
- turn.reorder.test.js: 3 tests updated to pre-combat (cross-pointer now
  blocked post-start).
- turn.invariant.test.js: reorder test uses same-side upcoming pair.

214 tests green.
This commit is contained in:
david raistrick
2026-07-04 17:12:13 -04:00
parent 0ff50561c7
commit 942545c085
5 changed files with 148 additions and 52 deletions
+31 -27
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@@ -8,19 +8,11 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
- `reorderParticipants` returns `log: null`. Other ops return `log.undo`.
- Cannot undo drag-drop. Candidate for undo system (M6).
### BUG-13: reorderParticipants crossing current pointer = ambiguous acted-semantics
- `reorderParticipants` (shared/turn.js) = pure drag, no pointer logic.
- Swapping two actors across current pointer mid-round = ambiguous
who-acted-this-round. Replay avoids crossing (adjacent upcoming pair only).
- Real app untested: if DM drags actor past current pointer mid-round, skip/
double behavior undefined.
- Decide: block cross-pointer reorder, or define acted-semantics. RED needed.
## Open features
### 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.
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
@@ -32,11 +24,6 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
- Then `scripts/analyze-turns.js` ingests app logs directly (adapter fetch).
Works on real game sessions, any round, deterministic.
### FEAT-3: initiative first-class entry (add + edit)
- 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-M6: Transactional undo (moved from REWORK_PLAN)
- Every mutating action writes event: `(type, payload, undo_payload, undone, ts)`.
@@ -57,6 +44,12 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
### 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
## Done (history)
### Architecture: 1-list turn order model
@@ -75,51 +68,62 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
- 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-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).
Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double.
Pre-combat: free reorder.
### 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).
- DONE --- addParticipants bulk add wired (App.js:943).
### Warning = failure in tests
- DONE console.error/warn throw in test env.
- 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.
+72
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@@ -0,0 +1,72 @@
// BUG-13: cross-pointer reorder blocked (skip/double-act otherwise).
// nextTurn walks turnOrderIds forward from current pointer. Dragging across
// pointer = ambiguous who-acts-next:
// - upcoming dragged ahead of pointer → walk wraps past → SKIPPED
// - acted dragged behind pointer → acts again → DOUBLE-ACT
// Full fix needs actedThisRound tracking. Pragmatic now: block both dirs
// during active encounter. Pre-combat: free reorder (no pointer).
'use strict';
const shared = require('@ttrpg/shared');
const {
makeParticipant,
startEncounter, nextTurn, reorderParticipants,
} = shared;
function p(id, init) {
return makeParticipant({ id, name: id, type: 'monster',
initiative: init, maxHp: 100, currentHp: 100 });
}
function enc(ps) {
return { name:'t', participants:ps, isStarted:false, isPaused:false,
round:0, currentTurnParticipantId:null, turnOrderIds:[] };
}
const apply = (e, r) => r && r.patch ? { ...e, ...r.patch } : e;
describe('BUG-13: cross-pointer reorder blocked during active encounter', () => {
test('dragging not-yet-acted participant ahead of pointer = no-op', () => {
// [a(10), b(10), c(10)]. a acts -> b current. c not yet acted.
let e = enc([p('a',10),p('b',10),p('c',10)]);
e = apply(e, startEncounter(e)); // a (idx0, pointer)
e = apply(e, nextTurn(e)); // b (idx1, pointer)
expect(e.currentTurnParticipantId).toBe('b');
// Drag c (idx2, behind pointer) before b (idx1, pointer). Crosses pointer.
// Would let c act by initiative-reinsert but nextTurn forward-walk skips.
// Blocked instead.
const r = reorderParticipants(e, 'c', 'b');
expect(r.patch).toBeNull();
expect(e.turnOrderIds).toEqual(['a','b','c']); // unchanged
});
test('dragging already-acted participant behind pointer = no-op', () => {
// [a(10), b(10), c(10)]. a acts (idx0, ahead of pointer).
let e = enc([p('a',10),p('b',10),p('c',10)]);
e = apply(e, startEncounter(e)); // a (pointer idx0)
e = apply(e, nextTurn(e)); // b (pointer idx1)
// Drag a (already acted, ahead of pointer) after c (behind pointer).
// Crosses pointer. Would let a act again. Blocked.
const r = reorderParticipants(e, 'a', 'c');
expect(r.patch).toBeNull();
});
test('reorder within same side of pointer = allowed', () => {
// [a(10), b(10), c(10), d(10)]. a current (pointer idx0).
// b,c,d all behind pointer (upcoming). Reorder among them = safe.
let e = enc([p('a',10),p('b',10),p('c',10),p('d',10)]);
e = apply(e, startEncounter(e)); // a (idx0)
// swap b,c (both idx1,2 — behind pointer). No cross.
const r = reorderParticipants(e, 'c', 'b');
expect(r.patch).not.toBeNull();
expect(r.patch.participants.map(p => p.id)).toEqual(['a','c','b','d']);
});
test('pre-combat: free reorder (no pointer)', () => {
// isStarted=false. No pointer. Reorder allowed freely.
let e = enc([p('a',10),p('b',10),p('c',10)]);
const r = reorderParticipants(e, 'c', 'a');
expect(r.patch).not.toBeNull();
expect(r.patch.participants.map(p => p.id)).toEqual(['c','a','b']);
});
});
+9 -6
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@@ -90,12 +90,15 @@ describe('1-list model: turnOrderIds === participants.map(id), no re-sort', () =
expect(e.turnOrderIds).toEqual(['a','b','c']); // unchanged
});
test('reorder same-init: rotation follows new list order', () => {
let e = enc([p('a',10),p('b',10),p('c',3)]); // a,b tie
e = apply(e, startEncounter(e)); // [a,b,c], cur=a
e = apply(e, reorderParticipants(e, 'b', 'a')); // [b,a,c], cur still a
const rot = walkRotation(e); // start a, next c (wrap), next b, back a
expect(rot).toEqual(['a','c','b']);
test('reorder same-init: within upcoming side of pointer follows new order', () => {
let e = enc([p('a',10),p('b',10),p('c',10),p('d',3)]); // a,b,c tie
e = apply(e, startEncounter(e)); // [a,b,c,d], cur=a (idx0)
// Reorder c before b (both upcoming idx1,2). Within same side = allowed.
e = apply(e, reorderParticipants(e, 'c', 'b')); // [a,c,b,d], cur=a
expect(e.turnOrderIds).toEqual(['a','c','b','d']);
// walk: a current, next c, next b, next d, wrap a
e = apply(e, nextTurn(e));
expect(e.currentTurnParticipantId).toBe('c');
});
test('toggle inactive: list unchanged (stays in rotation slot)', () => {
+14 -16
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@@ -18,15 +18,12 @@ function enc(ps) {
}
describe('reorderParticipants', () => {
test('drag before target (1-list model)', () => {
test('drag before target (1-list model, pre-combat)', () => {
const ps = [p('a', 10), p('b', 20), p('c', 20)]; // b,c tie
let e = enc(ps);
e = { ...e, ...startEncounter(e).patch };
// initial order: b,c,a (init 20,20,10)
expect(e.turnOrderIds).toEqual(['b', 'c', 'a']);
let e = enc(ps); // pre-combat, no pointer
const r = reorderParticipants(e, 'c', 'b');
// drag c before b: remove c → [b,a], insert before b → [c,b,a]
expect(r.patch.participants.map(p => p.id)).toEqual(['c', 'b', 'a']);
// drag c before b: remove c → [a,b], insert before b → [a,c,b]
expect(r.patch.participants.map(p => p.id)).toEqual(['a', 'c', 'b']);
});
test('cross-init drag blocked (no-op)', () => {
@@ -47,21 +44,22 @@ describe('reorderParticipants', () => {
test('syncs turnOrderIds = participants order (1-list, fixes BUG-6)', () => {
const ps = [p('a', 10), p('b', 20), p('c', 20)];
let e = enc(ps);
e = { ...e, ...startEncounter(e).patch };
const r = reorderParticipants(e, 'c', 'b');
expect(r.patch.turnOrderIds).toEqual(['c', 'b', 'a']);
expect(r.patch.turnOrderIds).toEqual(r.patch.participants.map(p => p.id));
e = { ...e, ...startEncounter(e).patch }; // started, but reorder pre-pointer advance
// startEncounter sets current=b (idx0). reorder c before b crosses pointer.
// Use pre-combat to test syncTurnOrder.
let pre = enc(ps);
pre = { ...pre, ...reorderParticipants(pre, 'c', 'b').patch };
expect(pre.turnOrderIds).toEqual(['a','c','b']);
expect(pre.turnOrderIds).toEqual(pre.participants.map(p => p.id));
});
// BUG-6 candidate: reorder should affect turnOrderIds so mid-combat
// drag-drop changes who goes next within same-initiative tie.
// Currently RED (turnOrderIds not in patch).
test('reorder updates turnOrderIds to reflect new participant order', () => {
test('reorder updates turnOrderIds to reflect new participant order (pre-combat)', () => {
const ps = [p('a', 10), p('b', 20), p('c', 20)];
let e = enc(ps);
e = { ...e, ...startEncounter(e).patch };
// order: b,c,a
let e = enc(ps); // pre-combat, no pointer
e = { ...e, ...reorderParticipants(e, 'c', 'b').patch };
expect(e.turnOrderIds).toEqual(['c', 'b', 'a']);
expect(e.turnOrderIds).toEqual(['a', 'c', 'b']);
});
});
+22 -3
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@@ -536,10 +536,13 @@ function toggleCondition(encounter, participantId, conditionId) {
};
}
// REORDER_PARTICIPANTS — drag-drop. 1-list model: drag overrides initiative
// (DM choice). Cross-init drag allowed. Splices participants[], syncs turnOrderIds.
// REORDER_PARTICIPANTS — drag. Same-initiative ONLY (tie-break override).
// Cross-init drag = no-op (use edit-initiative field instead). Splice move.
// Cross-pointer drag = no-op once encounter started (BUG-13). nextTurn walks
// turnOrderIds forward from current pointer. Dragging a not-yet-acted
// participant to a position behind the pointer would skip them (wrap past).
// Dragging an already-acted participant ahead of pointer would re-act them.
// Blocking cross-pointer keeps rotation deterministic. Pre-combat: free.
function reorderParticipants(encounter, draggedId, targetId) {
const participants = [...(encounter.participants || [])];
const dragged = participants.find(p => p.id === draggedId);
@@ -550,10 +553,26 @@ function reorderParticipants(encounter, draggedId, targetId) {
return { patch: null, log: null }; // cross-init blocked
}
const draggedIndex = participants.findIndex(p => p.id === draggedId);
// BUG-13: block cross-pointer reorder while encounter running. nextTurn
// walks turnOrderIds forward from current pointer. Dragging across the
// pointer makes who-acts-next ambiguous — either skip (upcoming dragged
// ahead of pointer, walk wraps past) or double-act (acted dragged behind).
// Full fix needs actedThisRound tracking. Pragmatic now: block both dirs.
// Pre-combat: free reorder (no pointer yet).
if (encounter.isStarted && encounter.currentTurnParticipantId) {
const pointerIdx = participants.findIndex(p => p.id === encounter.currentTurnParticipantId);
const targetIdx0 = participants.findIndex(p => p.id === targetId);
if (pointerIdx >= 0) {
const crosses = (a, b) => (a <= pointerIdx && b > pointerIdx) || (a > pointerIdx && b <= pointerIdx);
if (crosses(draggedIndex, targetIdx0)) {
return { patch: null, log: null }; // cross-pointer blocked
}
}
}
const [removedItem] = participants.splice(draggedIndex, 1);
const newTargetIndex = participants.findIndex(p => p.id === targetId);
participants.splice(newTargetIndex, 0, removedItem);
const turnUpdates = encounter.isStarted ? syncTurnOrder(participants) : {};
const turnUpdates = syncTurnOrder(participants); // 1-list: always mirror
return { patch: { participants, ...turnUpdates }, log: null };
}