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
View File
@@ -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.