247 Commits
Author SHA1 Message Date
david raistrick 6fe4a27dd5 Show stable regain hint in DM view for stable+unconscious participants
D&D 5e: stable creature regains 1 HP after 1d4 hours. Static display-only
reminder, no storage/time-tracking. Fires only for participants with
status=stable (dying->stable or dead->revive), shown where Revive button
would sit. Derived from status, survives refresh.
2026-07-06 18:34:50 -04:00
david raistrick bf1fccfd3b Exclude pause/resume from undo; fix verify round-wrap false positive
togglePause no longer writes log entry (shared/turn.js). Lifecycle op, not
player action. Undo stack now targets last real action, not flag flip.
Removed dead pause/resume cases from expandUndo.

verify.js false positive: round wrap via non-nextTurn event (removeParticipant)
not detected — cycleActed never reset, actors flagged as acted_twice. Fix:
detect round change on ANY event, drain removed/inactive before finalize
(avoids false skipped when actor removed mid-round).

Tests updated: togglePause logging test asserts no log; undo test asserts
excluded. Repro confirmed via minimal verify case (removeParticipant r1->r2).
2026-07-06 18:30:51 -04:00
david raistrick 2c997de0da Fix undo/redo forward-state restore, harden test infra, skip-guard
Root cause: mutation writers stored oldValues only. Redo rebuilt from
current state via derived logic — wrong order, wrong content, or no-op.
Undo patched fields in place but ignored roster/array order changes.

Writers now store forward arrays (shared/turn.js):
- addParticipant: newTurnOrderIds, newCurrentTurnParticipantId
- removeParticipant: newTurnOrderIds, newCurrentTurnParticipantId
- updateParticipant: oldTurnOrderIds + newTurnOrderIds (initiative re-slot)
- reorderParticipants: newParticipants + newTurnOrderIds
- damage/heal/deathSave/stabilize/revive/deactivate_dead_monster:
  oldValues + newValues both capture full death state incl conditions

expandUndo redo uses stored forward state instead of deriving:
- add/remove: order via newTurnOrderIds
- update: initiative change re-orders both directions
- reorder: re-applies newParticipants
- death ops: restore via newValues (was HP-only, dropped status/conditions)

Missing expandUndo cases added: stabilize, revive, deactivate_dead_monster
(were default:null -> undo no-op).

Test infra (shared/tests/_helpers.js):
- Mock storage undo() real now: applies patch + flips undone flag (was no-op)
- addDoc persists log entries, getCollection returns them
- undoLast/redoLast harness helpers exercise real mechanism
- Undo tests assert against actual persisted doc, not expandUndo output

turn.undo.test.js rewritten: every op tested as undo->deepEqual before,
redo->deepEqual after-op (12 cases). Was undo-only, redo untested.
turn.deathsave.undo.test.js added: 11 death-path roundtrips.

Dead code removed:
- round-trip.test.js: skipped suite testing deleted replay-from-logs.js
  (5 skipped tests rotting). Coverage gap acknowledged in TODO.

Skip-guard added (scripts/run-tests.sh): pre-flight grep refuses to run
if any .skip/xdescribe/xit found in test dirs. No CI; this is the gate.
2026-07-06 18:09:28 -04:00
david raistrick c80ac6882f Exercise death-save edge cases in combat replay and scenario tests
Replay (scripts/combat/replay.js):
- Merchant now type=npc via asNpc (was stale isNpc)
- Death-save eligibility keyed on type (character|npc), not removed isNpc
- Rotate outcomes success/fail/nat1/nat20 (was success-only)
- Import stabilizeParticipant, reviveParticipant
- Between-round revive: dead -> reviveParticipant, stable -> heal,
  inactive -> reactivate (heal was no-op on dead, leaving active-dead monsters)
- Fix deathSave return unwrap: it returns {enc, status}; callStep runner
  must extract .enc or state corrupts (round undefined, combat auto-ends)
- describe() fix: death-save arg is outcome, not type

Scenario (src/tests/Combat.scenario.test.js):
- Import stabilizeParticipant, reviveParticipant
- applyDamage accepts options (crit at 0 HP)
- Add stabilizeAction, reviveAction helpers
- addAllCharacters now actually exercises batch add (was no-op)
- New deterministic edge-case test: monster death (dead+inactive),
  NPC nat20, NPC nat1+damage+revive+heal, character stable->damage->crit,
  massive damage
2026-07-06 17:10:01 -04:00
david raistrick 1d4ec873dc Implement D&D 5e death-save state machine and cleanup combat ordering
- Add status-driven death-save model:
  - status: conscious | dying | stable | dead
  - deathSaveSuccesses/deathSaveFailures as display counters
  - remove old death-save fields as source of truth
- Add death-save actions:
  - success, fail, nat1, nat20
  - stabilize participant
  - revive dead participant to 0 HP, stable, unconscious
- Apply 5e HP transition rules:
  - characters and NPCs at 0 HP become dying
  - stable/dying participants gain unconscious condition
  - healing clears death saves and returns conscious
  - massive damage kills
  - non-NPC monsters at 0 HP become dead and inactive
- Split NPCs from monsters with type="npc":
  - NPCs use death saves like characters
  - NPCs remain DM-controlled/monster-colored in UI
  - new NPCs no longer persist isNpc flag
- Keep dead PCs/NPCs in encounter and initiative until DM removes or deactivates
- Allow DM active/inactive toggle for dead participants
- Hide inactive participants from player display
- Improve DM and player death-state UI:
  - show Dying/Dead/Unconscious states consistently
  - add revive button for dead participants
  - distinguish dead visual from inactive visual in DM view
- Fix initiative drag/reorder behavior:
  - downward drag now changes order instead of no-op
  - paused combat can reorder across current turn pointer
  - turnOrderIds stay synced to participants order
- Persist campaign collapse state in localStorage
- Update death-save docs and encounter builder docs
- Add/expand tests for:
  - death saves and HP transitions
  - dead/active/inactive behavior
  - NPC death-save behavior
  - player display visibility
  - drag reorder semantics
  - logging expectations

Tests:
- npm run test:all
- app: 94 passed
- shared: 158 passed, 5 skipped
- server: 32 passed
2026-07-06 16:48:50 -04:00
david raistrick 2569cc4497 Builds replayable combat logs with first-class undo/redo, unified verification tooling, fast indexed log queries, and stricter CI.
feat(combat): add first-class undo and redo controls

Add undo and redo controls to the combat UI so the DM can recover from recent
actions without leaving the encounter view.

Undo and redo operate on the current encounter's combat history. Empty stacks
produce clear feedback instead of failing silently. Redo order follows normal
stack behavior after multiple undos.

This makes combat history actionable during play, not just visible in the log.

feat(logs): make combat logs replayable

Replace plain combat log messages with structured combat events that can be
used by the UI, exported as JSON, replayed, and verified.

Each new log entry records the action type, encounter identity, participant
identity, a small action delta, undo intent, and a turn snapshot. Download and
copy now export the event stream as JSON so a saved combat log is useful for
offline analysis and debugging.

Legacy logs remain viewable, but new logs use the structured event format.

feat(logs): make undo and redo transactional

Apply undo and redo as single storage operations so the encounter state and log
state cannot drift apart.

Server storage applies the encounter update and the log undone flag inside one
SQLite transaction. Firebase storage uses a batch write for the same behavior.
The storage contract now includes undo/redo semantics.

This replaces fragile multi-write undo behavior where a failure could update
the encounter without marking the log, or mark the log without updating the
encounter.

feat(combat): add unified replay and verification tool

Add one combat CLI for replaying live combat and verifying combat logs.

Replay drives the live backend through the same shared combat logic used by the
app, writes a JSON event log to an explicit output path, and automatically
verifies the result. Verification checks for DM-visible combat problems such as
skipped turns, double actions, bad round changes, and unexpected turn order
changes.

The tool uses the same JSON event stream produced by log downloads, supports
verbose turn output, and handles Ctrl-C by ending the encounter, writing the
partial log, and verifying what was captured.

fix(perf): keep long combat logging fast

Remove the combat-time log query bottleneck that made long replays slow as log
volume grew.

Combat controls no longer subscribe to the log collection just to keep undo and
redo state warm. Undo and redo now query the latest matching encounter log only
when clicked. Server collection queries support exact filters, ordering,
limits, and offsets, and SQLite indexes keep latest-log and per-encounter log
lookups fast.

Also fix duplicate WebSocket handler registration so realtime updates do not
double-fire under write load.

fix(turns): make toggle active a status change

Make toggle active a roster/status edit instead of a turn advance.

Deactivating the current participant no longer passes the turn or increments
the round. The current turn stays where it is until the DM explicitly clicks
Next Turn, and Next Turn skips inactive participants during normal rotation.

This matches the initiative design: slot order is stable, toggle active does
not move participants, and round changes only come from explicit turn advance.

chore(ci): make warnings and hangs fail fast

Tighten test and build checks so failures are visible instead of noisy or
silent.

Builds run with CI enabled so warnings fail production builds. The full test
command runs app, shared, and server suites with hard timeouts so hangs fail
quickly. Static eslint coverage fails on warnings as well as errors.

Tests were updated around the new async combat logging flow, structured log
events, transactional undo, replay verification, and toggle-active semantics.
2026-07-06 10:33:28 -04:00
robert 8354d21fc6 Merge pull request 'Single source of truth: combat logic, storage parity, slot ordering' (#3) from single-source into main
Reviewed-on: #3
2026-07-05 00:07:56 -04:00
david raistrick 9f8b09c7d9 feat(ui): first-class undo/redo buttons in combat controls
Undo/redo pills in InitiativeControls, always visible when encounter open.

- Undo = latest non-undone log for this encounter, applies undo.updates.
- Redo = latest undone log, applies undo.redo (forward patch).
- encounterPath added to all 14 logAction contexts (filter key).
- redo:patch added to undoData so redo replays real forward state.
- Disabled when stack empty. Tooltip shows target action message.
- Uses current 2-write undo (non-tx). Race safety deferred to FEAT-LOG.

TODO updated. 84 FE tests green.
2026-07-04 22:48:58 -04:00
david raistrick ed1783e419 docs: reorg TODO — merge FEAT-2+M6 into FEAT-LOG, add undo/redo UI + Is NPC clarify 2026-07-04 22:36:15 -04:00
david raistrick 6fe2b762ab docs: update TODO — toast/modal + dropdown filter done 2026-07-04 22:30:33 -04:00
david raistrick 9ef3e3bd9e feat(ui): filter already-added chars from participant dropdown
Character dropdown in add-participant picker excluded characters already
in the encounter. Prevents dup-add at the source — user can only select
chars not yet participating.
2026-07-04 22:28:41 -04:00
david raistrick 3423319b9b 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).
2026-07-04 22:27:32 -04:00
david raistrick 7bcf01dcf9 fix: custom conditions apply on add; correct server WS env docs
Custom conditions (per-campaign freeform) previously only persisted to the
campaign palette — Add button did NOT apply them to the targeted participant,
and badges rendered via CONDITIONS (missing custom ids) so applied custom
conditions did not display. Now:

- addCustomCondition(label, participantId) persists to palette AND toggles
  onto the participant in one step. Enter + Add button both pass p.id.
- Admin badge lookup uses allConditions (built-ins + custom), not CONDITIONS.

Shared contract: toggleCondition accepts ANY string. Prove it in tests:
- turn.combat.test.js adds CUSTOM_CONDITIONS ('hexed','rager',
  'marked_for_death','🛡️blessed') to the seeded queue + random pool, asserts
  condition-not-string invariant, and a dedicated add/remove round-trip test.
- replay-combat.js mirrors the same CUSTOM_CONDITIONS through the live backend.

Server-mode docs/env: REACT_APP_BACKEND_WS (stale pre-rename) -> correct
REACT_APP_BACKEND_REALTIME_URL=ws://.../ws in README, env.example,
docker/Dockerfile (STORAGE=ws -> server). DEVELOPMENT.md + scripts/README.md
now point to ./scripts/dev-start.sh as the primary dev entrypoint.

133 shared tests green.
2026-07-04 20:41:34 -04:00
david raistrick 1ad4b660a4 feat: custom conditions per campaign
DM can add freeform custom conditions alongside built-ins. Persists to
campaign doc, survives across encounters, shared with display view.

Implementation:
- ParticipantManager subscribes campaign doc via useFirestoreDocument
- customConditions[] merged with built-in CONDITIONS at render
- Input field + Add button in conditions picker (Enter or click)
- Dedup case-insensitive vs built-ins + existing custom
- maxLength 40
- addCustomCondition writes to campaigns/{id}.customConditions
- Badge render: custom conditions show raw label (no emoji)
- DisplayView: same fallback render for custom ids
- toggleCondition unchanged (already accepts any string id)
- campaignId prop passed from EncounterManager -> ParticipantManager

243 tests green. Build clean.
2026-07-04 18:20:32 -04:00
david raistrick 9c90c1500c feat(turn): D&D 5e death saves — success/fail tracking
Old model broken: single deathSaves counter, 3=revive. No fails tracked,
successes conflated with fails. DM couldn't model real death save outcomes.

New model (D&D 5e):
- deathSave(enc, id, type, n) — type='success'|'fail', n=1|2|3
- Participant fields: deathSaves (successes), deathFails, isStable, isDying
- 3 successes = stable (0hp unconscious, safe until healed)
- 3 failures = dead (isDying, caller animates removal)
- Toggling same pip = undo that pip
- Returns { patch, log, status } — status: 'stable'|'dead'|'pending'
  isDying back-compat flag kept for App.js removal animation

App.js:
- UI split into green ✓ saves row + red ✕ fails row
- Status badges: Stabilized (emerald) / Dying (red pulse)
- handleDeathSaveChange(participantId, type, saveNumber) — new sig
- makeParticipant init: deathFails + isStable defaults

Data loss: old single-counter participants lose saves (feature didn't work,
no real state to preserve). User confirmed acceptable.

Tests:
- turn.deathsave.test.js: RED-then-GREEN, 3-success stable, 3-fail dead,
  independent tracking, new signature
- Updated 6 callers across characterization/combat/dead-skip/logging/scenario
- Logs UI tests: new title selectors (Success N / Fail N)

243 tests green.
2026-07-04 17:56:14 -04:00
david raistrick f2797595f4 test: static guard — every mutation logged
Per-op logging test encoded gaps as expected (asserted log:null = pass).
Missed 4 real bugs (BUG-7 + deathSave + addParticipants + updateParticipant).
Bunk. Static scan catches regressions regardless of test enumeration.

static.no-unlogged.test.js: scans turn.js source, extracts function bodies
via brace counting, finds any return with patch!=null AND log:null.
Verified: injected fake unlogged mutation in endEncounter → guard fails
with offender name + return expr. Restored → 128 green.

Logging contract now enforced structurally, not by enumeration.
2026-07-04 17:26:59 -04:00
david raistrick 32b8dfd8a1 fix(turn): log addParticipants + updateParticipant (logging gaps)
addParticipants + updateParticipant returned log:null → invisible in
combat log. Contract test caught them. Now both return
log:{ message, undo:{ participants }}.

App.js handlers wired (handleAddAllCharacters, handleUpdateParticipant,
handleInlineInitiative) — call logAction on logged mutations.

Logging contract now complete: every mutating combat op produces a log
entry. No gaps. turn.logging.test.js proves it.

238 tests green.
2026-07-04 17:25:22 -04:00
david raistrick ab9f8fa2e7 fix(turn): log reorder + deathSave (BUG-7)
reorderParticipants returned log:null → handler skipped logAction → drag
invisible in combat log, no undo payload. Now returns
log:{ message, undo:{ participants, turnOrderIds, currentTurnParticipantId }}.
App.js handleDrop calls logAction on logged reorders.

Found second gap: deathSave also returned null log (both branches).
Fixed — message + undo (participants snapshot).

Added logging contract test (turn.logging.test.js):
- all mutating ops logged (start/next/pause/add/remove/toggle/hp/deathsave/
  condition/reorder/end)
- no-ops return null log (same-id, cross-init, cross-pointer blocks)
- undo payloads valid + restore prior state
- documents addParticipants + updateParticipant gaps (null log, intentional)

235 tests green.
2026-07-04 17:22:52 -04:00
david raistrick 5a09f71d4c refactor(turn): remove dead computeTurnOrderAfterAddition
Zero call sites. Old turn-array addition logic, superseded by 1-list
slotIndexForInit model. Removed func, export, stale comment, and 3
characterization tests that only locked the dead func's behavior.
2026-07-04 17:18:29 -04:00
david raistrick 942545c085 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.
2026-07-04 17:12:13 -04:00
david raistrick 0ff50561c7 test: BUG-10 deact+reactivate double-act (already fixed by 1-list model)
1-list model keeps slot position on toggle. Reactivate does not re-insert
by initiative, so no second turn. computeTurnOrderAfterAddition is dead code
(no call sites). Tests prove no double-act in both scenarios.
2026-07-04 17:06:07 -04:00
david raistrick 8ad750c60a test: add 10s timeout guard across all suites
Hangs/regressions fail fast instead of stalling CI.

- shared/jest.config.js: testTimeout 10000
- src/setupTests.js: jest.setTimeout(10000) (CRA blocks testTimeout in
  package.json — not in allowlist)
- server/jest.config.js: already had 10000

Verified: injected hanging test -> 'Exceeded timeout of 10000 ms'.
2026-07-04 17:03:34 -04:00
david raistrick 81a1629118 docs: rewrite TODO clean — closed items to history, open items current
Cross-referenced every item vs actual code state. 11 items closed (moved to
history): BUG-4/5/6/8/11/12/14/15/16/17/18, FEAT-1, add-all-characters,
warning=failure, scenario-100-rounds.

Open (7): BUG-7 (reorder undo), BUG-10 (deact/reactivate double-act),
BUG-13 (cross-pointer reorder), FEAT-2 (structured logs), FEAT-3 (initiative
field), FEAT-M6 (transactional undo), death-saves-fails, custom-conditions,
test-timeouts.
2026-07-04 16:59:52 -04:00
david raistrick 4da5ed9bcc Merge remote-tracking branch 'upstream/main' into single-source
# Conflicts:
#	src/App.js
2026-07-04 16:43:14 -04:00
david raistrick c556860e49 refactor(App): remove dead SDK imports (BUG-17)
App.js imported 9 Firestore SDK functions it never called standalone:
doc, setDoc, addDoc, collection, onSnapshot, updateDoc, deleteDoc, query,
writeBatch. All writes go through storage adapter (storage.*). Auth pieces
(initializeApp, getAuth, signInAnonymously, onAuthStateChanged,
signInWithCustomToken, getFirestore) stay — real SDK init in firebase mode.

orderBy/limit stay — now neutral builders from index.js (prev commit).
2026-07-04 16:07:21 -04:00
david raistrick 27b2272ced fix(storage): neutral queryConstraints honored by both adapters
Bug: server adapter accepted queryConstraints (orderBy/limit) but ignored them.
Combat log [orderBy('timestamp','desc'), limit(500)] returned ALL logs unordered
in server mode — unbounded growth. No test caught it: shared contract tested
subscribeCollection with 0 constraints; the firebase-only queryConstraint test
never touched the server adapter. Parity gap.

Fix (Plan A — neutral shape):
- index.js: orderBy()/limit() now NEUTRAL builders returning {__type}. Removed
  SDK orderBy/limit re-export.
- firebase.js: subscribeCollection translates neutral -> SDK query constraints.
- server.js: applyConstraints() helper sorts/limits client-side (backend returns
  all). Constraints stored per collection, applied on initial fetch + WS change.
- contract.js: added 3 queryConstraint tests (orderBy desc, limit, no-constraints)
  to SHARED contract — both adapters now run identical assertions.
- firebase.contract.test.js: removed now-redundant firebase-only constraint
  block (covered by shared contract).

Data impact: ZERO. Constraints are query-time only, never stored. Combat log
docs keep timestamp field. No Firebase data migration needed.

208 tests green.
2026-07-04 16:06:28 -04:00
david raistrick e94e1959ff refactor: rename ws adapter to server across codebase
'ws' conflated storage mode with transport protocol (WebSocket). Renamed for
clarity: the adapter talks the self-hosted server (src/storage/server.js), which
happens to use WebSocket for realtime — but the name should describe what it
connects to, not how.

Renames:
- src/storage/ws.js -> server.js
- createWsStorage() -> createServerStorage()
- storage mode 'ws' -> 'server'
- REACT_APP_BACKEND_WS -> REACT_APP_BACKEND_REALTIME_URL
- factory param wsUrl -> realtimeUrl
- server/tests/ws-*.test.js -> server-*.test.js

Kept literal: 'ws' npm package, ws:// protocol URLs, /ws WebSocket endpoint.
Transport is accurate there; only storage-naming changed.

Updated all docs (DEVELOPMENT, TESTING, REWORK_PLAN, GLOSSARY, TODO), scripts
(dev-start.sh, replay-combat.js), factory + ESM tests. 204 tests green.
2026-07-04 15:47:13 -04:00
david raistrick cb41d9ec8f fix(turn): slot-not-sort in add/update; static guard against stray .sort()
addParticipant + updateParticipant used sortParticipantsByInitiative (stable
sort, tie-break = original array index). That destroyed manually-dragged tie
order when a drag moved a same-init pair — violated the slot-not-sort design
(docs/INITIATIVE_ORDERING.md: 'Re-slotting on add/edit must preserve
drag-established tie order').

Fix: new slotIndexForInit(list, init) returns splice index into the CURRENT
list (initiative-descending). addParticipant inserts there; updateParticipant
re-inserts only when initiative changed (unrelated edits keep slot — avoids
mid-round rotation dupes surfaced by the 100-round combat test).

Tests:
- turn.slot-not-sort.test.js: drag tie order survives add/edit (4 cases).
- static.no-sort.test.js: errs if .sort( added outside allowlist
  (sortParticipantsByInitiative only). Verified by injecting a stray sort —
  guard caught it.
2026-07-04 15:40:39 -04:00
david raistrick 6baecd374e ws adapter: match main truth (id injection + setDoc merge)
- getDoc/getCollection/subscribe inject {id,...data} (main firebase shape)
- getCollection normalizes backend {id,data}[] OR bare data[] → {id,...data}
- setDoc(opts.merge) → PATCH (create-on-miss); else PUT (replace)
- ws-reconnect test asserts id now present

24/24 server green. All suites green: App 83, shared 91, server 24.
2026-07-04 12:35:28 -04:00
david raistrick 79af61cb8b match main firebase behavior; fix contract + mismatches
Contract rewritten to match main prod truth:
- require id injection in all doc/collection results
- honor setDoc({merge:true}) (main L1624 + 4 activeDisplay sites)
- drop invented bare<->prefixed cross-lookup tests (main never does this)
- add setDoc{merge}, batch set-only/update-only contract coverage

Fix mismatches vs main:
- subscribeCollection hook now forwards queryConstraints (was dropped;
  LOG_QUERY sort+limit honored again). Mock onSnapshot honors orderBy+limit.
  2 new contract tests prove the chain.
- subscribeDoc/subscribeCollection adapters now forward errCb. App hooks +
  DisplayView propagate subscribe errors to UI (match main onSnapshot 3rd arg).
- ws adapter signatures accept queryConstraints + errCb (interface match).

activeDisplay writes match main:
- 5 unguarded sites -> setDoc({merge:true}) (create-if-missing, not updateDoc)
- 3 guarded sites stay updateDoc

Delete memory adapter: third storage system added complexity, zero value.
firebase-mock covers fast tests, ws covers server path. Factory throws on
unknown mode now.

Delete phantom 'Phase A/B' comment in firebase.js header.

Tests updated to assert setDoc{merge} (not updateDoc) for activeDisplay writes.
83/83 green.
2026-07-04 12:22:19 -04:00
david raistrick b12ac904a6 test: add storage coverage (firebase contract, factory), silence scenario log
- firebase.contract.test.js: run storage contract against createFirebaseStorage
  via SDK mock. Currently 12 fail (firebase diverges from contract: no norm(),
  injects id). Failures real — firebase copied from main, memory/ws invented
  new requirements. Contract under review vs main prod truth.
- storage.factory.test.js: getStorage() routing per REACT_APP_STORAGE env,
  singleton cache, getStorageMode() reporting.
- Combat.scenario.test.js: remove console.log (test noise).
- package.json: test:all now runs App + shared + server suites (was missing App).
2026-07-03 18:53:58 -04:00
david raistrick 7f60ec140e fix(scenario): run 100 rounds not turns, exercise all combat paths
Previous test lied: called nextTurn 100x = ~100 turns = ~12 rounds (see
docs/GLOSSARY.md turn vs round). Now loops by actual round-wrap count.

100 rounds = 975 turns verified via console log + expect(roundsDone).toBe(100).

Exercises ALL shared combat paths deterministically (vs replay random):
startEncounter, nextTurn, togglePause, addParticipant, addParticipants,
updateParticipant, removeParticipant, toggleParticipantActive, applyHpChange
(damage+heal), deathSave (1/2/3-success → isDying path), toggleCondition,
reorderParticipants (drag same-init tie), endEncounter, activateDisplay,
clearDisplay, toggleHidePlayerHp.

Rotation integrity checked every 10 rounds: no dup turnOrderIds, currentTurn
in order, turnOrderIds === participants.map(id).

Run time: 19ms (was 72s React, lieing).
2026-07-03 18:29:35 -04:00
david raistrick e650cd2710 refactor: single-source display lifecycle + scenario test no React
Move activeDisplay lifecycle to shared (one path, not duplicated in App):
- activateDisplay({campaignId, encounterId})
- clearDisplay()
- toggleHidePlayerHp(current)
All 6 App sites wired (start/end/2×delete-encounter/delete-campaign/hp-toggle).
Existing {patch,log} return shape preserved. No interface changes.

Combat.scenario.test.js rewritten to call shared directly, no React:
- Same actions as old UI version (roster chars, monsters, addAll, hp-toggle×2,
  start, 100 rounds of damage/heal/conditions/toggle/edit/deathsave/pause/
  resume/add/remove, end). Same funcs, same order, same data.
- Models two firestore docs (encounter + activeDisplay) via shared patches.
- Run time: 72s -> 4ms.

Both suites green: shared 91/91, App 77/77.
2026-07-03 18:26:02 -04:00
david raistrick d83d1383c0 refactor: single-source combat logic (App handlers call shared, slot model)
App.js no longer inlines combat logic. All handlers delegate to @ttrpg/shared:
startEncounter, nextTurn, togglePause, endEncounter, addParticipant(s),
updateParticipant, removeParticipant, toggleParticipantActive, applyHpChange,
deathSave, toggleCondition, reorderParticipants. ONE code path for UI.

shared/turn.js aligned to slot model (docs/INITIATIVE_ORDERING.md):
- addParticipant: splice into slot by initiative (no sort)
- updateParticipant: re-slot on initiative change (no sort)
- reorderParticipants: same-init drag only (cross-init blocked)
- applyHpChange: death flips isActive=false (matches App), revive reactivates

No renames, no API changes. Shared func signatures unchanged.

Tests updated to match unified behavior:
- dead-skip: death deactivates (was FEAT-1 stays active)
- characterization: death deactivates + revive reactivates
- reorder/invariant: cross-init drag blocked, same-init allowed

Both suites green: shared 91/91, App 77/77, 0 warnings.
2026-07-03 17:59:41 -04:00
david raistrick c3d89554e8 docs: initiative ordering design (slot, never sort)
Single list = display = turn order. Slot by initiative, tie-break = add
order. Drag = same-init only (DM tie override). No re-sort on mutation.
Round wrap no rebuild. No cross-init drag.
2026-07-03 17:18:00 -04:00
david raistrick d1cc3a8b9a test: warning=failure guard + fix ambiguous switch selector
- setupTests.js: console.error/warn now throw. Warning = failure.
- Combat.characterization: two role=switch (player HP + NPC HP), scope
  to player-HP label. getByRole('switch') was ambiguous.

Full suite: 77/77 pass, 0 warnings.
2026-07-03 16:05:04 -04:00
david raistrick 31d19c5912 test: kill act env warnings + remove debug console noise
Root cause: mock _notify cb fires during waitFor poll, but testing-library
asyncWrapper flips IS_REACT_ACT_ENVIRONMENT=false. Raw react act() then
warns 'not configured to support act' (146 warnings).

Fix: _notify sets globalThis.IS_REACT_ACT_ENVIRONMENT=true around act(),
restores after. setupTests sets flag globally. Both together = 0 warnings.

Also:
- Remove 4 debug console.log from App.js (encounter start/end, drag, add chars)
- Remove always-fires scenario summary console.log
- Add fastWaitFor helper (5ms poll) to testHelpers
- Swap scenario waitFor -> fastWaitFor

Tests: 77 pass / 0 fail / 0 warnings / 0 console noise.
2026-07-03 15:59:14 -04:00
david raistrick 530aaadf90 test: kill act env warnings (globalThis flag + _notify act wrapper)
- setupTests.js: set globalThis.IS_REACT_ACT_ENVIRONMENT = true (RTL reads
  getGlobalThis, not global). Kills 'environment not configured for act'.
- _mock-db.js _notify: set flag true around subscriber cb, restore prev
  after. RTL waitFor flips flag false mid-poll -> act() warned. Now clean.
- 146 act warnings -> 0.
2026-07-03 15:58:50 -04:00
david raistrick 1a744e511a test: upgrade @testing-library/react v14, kill act warnings
@testing-library/react v13 -> v14. v13 used deprecated
ReactDOMTestUtils.act on every render -> 708 deprecation warnings.
v14 imports act from react directly. Drops to 0.

Mock _notify (src/__mocks__/firebase/_mock-db.js): wrap subscriber
callbacks in act(() => cb()). Sync setState from subscribe callbacks
fired outside test act boundary -> 14 warnings. Now 0. try/catch
fallback if react/act unavailable (defensive).

Full suite: 166 pass / 1 fail (Combat.scenario BUG-11 pre-existing
crash). Warnings: 1416 -> 0.

Note: NOT complete kill-shared. App.js still inlines 8 logic fns
(startEncounter, nextTurn, togglePause, endEncounter, addParticipant,
updateParticipant, reorder/drag). turn.js versions dead in app, used
by replay + turn tests only. Next: make handlers call turn.js.
2026-07-03 15:46:27 -04:00
robert 8cf3dad5b6 Merge pull request 'Rework backend' (#2) from rework-backend into main
Reviewed-on: #2
2026-07-03 08:35:32 -04:00
david raistrick 3d0dc79206 feat(UI): hide NPC/monster HP toggle (player display)
Mirrors hidePlayerHp. New hideNpcHp flag on activeDisplay doc.
- AdminView: 'Hide NPC/monster HP' switch in Player Display settings.
- DisplayView: HP bar gated by !(hideNpcHp && p.type !== 'character').
  Covers monsters + NPCs (all non-player).
- Default false (show NPC HP) — opposite of player HP default true.

updateDoc patch (BUG-4 pattern). No clobber.

Test: HideHpToggle selector scoped to 'hide player hp' (now 2 switches).
2026-07-02 11:29:02 -04:00
david raistrick 4b8b8bccfb feat(UI): collapsible Campaigns section
Campaigns heading -> clickable button. ChevronDown expanded,
ChevronRight collapsed. Toggles grid visibility. Shows count
(e.g. 'Campaigns (61)'). Preserves Create Campaign button.

State: campaignsCollapsed in AdminView. aria-expanded/controls for a11y.
2026-07-02 11:17:04 -04:00
david raistrick c0998da0a7 fix(BUG-4): updateDoc patch on activeDisplay (not setDoc replace)
All 5 storage.setDoc(activeDisplay, {...}, {merge:true}) →
storage.updateDoc(activeDisplay, {...}).

setDoc merge:true worked in prod (firebase honors merge) but ws adapter
+ mock ignore opts arg entirely → clobbers doc. updateDoc uses PATCH
across all adapters (firebase real updateDoc, ws PATCH endpoint, mock
merge). Consistent, no clobber.

Sites fixed:
- hidePlayerHp toggle
- startEncounter (set active ids)
- endEncounter (null active ids)
- deactivate active display
- activate new display

TDD: HideHpToggle.test RED first (assert updateDoc patch, impl still
setDoc → 0 calls found). GREEN after switch.

Char tests updated: Encounter.characterization (2) + Combat.characterization
(2) assert updateDoc on activeDisplay, not setDoc.

BUG-4: prod was already fixed (merge:true), test was RED due to mock
ignoring opts. Now all 3 adapters consistent via updateDoc.
2026-07-01 23:32:23 -04:00
david raistrick d00cc104c9 feat(FEAT-3): reslot on all participant mutation paths
Reslot (stable sort by init desc, tie-break = original array index) now
fires on all 4 paths that can change order:

1. Add participant — sortParticipantsByInitiative([...parts, new], parts)
2. Edit modal save (handleUpdateParticipant) — reslot + syncTurnOrder
3. Drag reorder — splice move (already correct, untouched)
4. Inline init field — reslot (already committed 08c27c1)

Before: add appended (ignored init), edit modal overwrote value without
moving slot. Both caused list order to drift from init order until
startEncounter (sorts once). Now any init change immediately reslots
into correct position. Display + AdminView reflect order.

Stable sort preserves drag order within ties (tie-break = original index
= reflects prior drag). Move-one semantics: only changed element moves.

EditParticipantModal: added htmlFor/id link on Initiative label (was
missing — a11y + testable).

Tests: ReslotAllPaths.test.js (2). RED first (add appended, edit modal
no reslot), green after impl.
2026-07-01 23:00:40 -04:00
david raistrick 36d7186a54 scripts: dev-start/dev-stop for local stack (backend+frontend)
dev-start.sh: starts node backend (better-sqlite3, :4001) + react frontend
(ws storage mode, :3999). Uses absolute DB_PATH to avoid workspace cwd
ambiguity (npm run server:dev runs in server/ subdir). Idempotent — skips
ports already in use.

dev-stop.sh: kills procs on :3999/:4001, sweeps node --watch + react-scripts.

Both write tmp/*.log + tmp/*.pid for debugging.
2026-07-01 22:55:37 -04:00
david raistrick 08c27c1ca5 feat(FEAT-3): reslot on inline init change + gate field
Reslot: handleInlineInitiative now sorts participants[] by init desc
(stable, tie-break original index) via sortParticipantsByInitiative.
Display + AdminView reflect new order after init edit. Not a blind
re-sort — only moved element changes position.

Gate: inline init field disabled when combat active + not paused.
Matches drag gating. DM must pause to edit initiative mid-combat.

Tests: InitiativeReslot.test.js (2). RED first (no reslot, Goblin stayed
at idx 1), green after impl (reslots to idx 0). Field gate test.
2026-07-01 22:29:38 -04:00
david raistrick 0514939c51 feat(FEAT-3): initiative first-class field (add + inline edit)
Add form: optional initiative field (monster + character). Empty = roll
d20+mod (current behavior). Filled = use value, skip roll. 'blank=roll'
hint + 'auto' placeholder for clarity.

Inline edit: ALL participants. Number input in participant row. Blur or
Enter commits. Capped 2 digits (max 99). Auto-select on focus for quick
overwrite. Styled to match other fields (border-stone-700, rounded-md,
shadow-sm, w-10).

handleAddParticipant: manualInit detects set value. lastRollDetails
adapts display (manual flag shows 'Set initiative' vs 'Rolled d20').

Campaign card date: Clock icon + 'Created:' prefix, own row, muted
stone-300 opacity-70. Was crammed inline with character/encounter counts.

Tests: InitiativeField.test.js (2 tests - set value + empty=roll).
RED first (field missing), then green after impl. App + Participant
characterization still green (18 total).

Note: inline init edit does NOT re-sort. Known followup — displays + list
order must reflect changed initiative. Tracked separately.
2026-07-01 22:25:52 -04:00
robertandClaude Sonnet 5 ec578eeef5 Bump to v0.4, document self-hosted backend in README
The rework-backend merge added an optional self-hosted Express/ws/SQLite
backend (npm workspaces, single-container Docker deployment) alongside
the existing Firebase default. Bump APP_VERSION and refresh README to
cover both storage modes and the new repo layout.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-01 19:59:46 -04:00
robertandClaude Sonnet 5 c54fd88c32 fix(docker): copy workspace package.json files before npm install
npm workspaces needs shared/package.json and server/package.json present
at install time to link @ttrpg/shared, otherwise the build stage fails
with "Module not found: Error: Can't resolve '@ttrpg/shared'".

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-01 19:40:23 -04:00
robert e31fe15382 Merge pull request 'Rework backend' (#1) from rework-backend into main
Reviewed-on: #1
2026-07-01 19:29:33 -04:00