Commit Graph
100 Commits
Author SHA1 Message Date
david raistrick 02344eb3f5 Bump Docker base images to node 22; mock firestore comment cleanup
Both Dockerfiles (root firebase-mode + docker/ caddy) bumped node:18-alpine
to node:22-alpine. better-sqlite3 v12 (from PR #6) requires node 20+; node 18
builds fail with node-gyp/python errors. openssl-legacy-provider flag kept
for react-scripts 5 compat.

.dockerignore: removed .env* exclusion so .env.local COPY works in firebase
image build.

mock firestore applyConstraints comment: offset handled by adapter (firebase.js
slices), mock never sees it — clarified dead-code reasoning.
2026-07-06 23:49:47 -04:00
david raistrick c544bc305a Merge branch 'pr-6' into single-source 2026-07-06 23:24:25 -04:00
david raistrick 835a4663f7 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
2026-07-06 23:22:19 -04:00
david raistrick 9159755846 Scope player card transitions: ring/shadow fast, fade/transform slow
transition-all duration-1000 on PlayerParticipantCard wrapper slowed current-
turn ring/border animation. Turn pointer visibly laggy at 400ms turn intervals.

Fix: scoped transition properties. opacity/transform/filter/border-color = 1s
for fade/death animations. box-shadow = 300ms for current-turn ring highlight,
so turn pointer snaps between participants while fades stay smooth.
2026-07-06 22:48:10 -04:00
david raistrick dbe018825b Merge remote-tracking branch 'upstream/main' into single-source 2026-07-06 22:39:57 -04:00
david raistrick 3b75ec9b3d Animate player display inactive transitions and death state
Player display now tracks displayParticipants separately from raw encounter
participants so active->inactive can animate out before removal, and inactive->
active can animate in. This preserves 1-list order, keeps DM display behavior
unchanged, and avoids fading dying/stable participants.

PlayerParticipantCard handles transitions:
- active->inactive: scale/slide/fade out, then parent removes from display list
- inactive->active: scale/slide/fade in
- alive->dead: keep visible with dim/desaturate/red-rim death cue + skull pulse
- dying/stable: full visible, no fade/removal

DisplayView inactive characterization updated to wait for exit animation before
asserting removal. TODO item removed.
2026-07-06 22:38:33 -04:00
david raistrick 055895875a Dev-only bulk delete all campaigns; deleteCollection SQL bulk + gates
Feature: debug button to wipe all campaigns/encounters/logs in dev builds.
Previously bulk delete fetched all logs per campaign, client-filtered,
batchWrite — 30s+/campaign. Now SQL bulk DELETE, no fetch.

Server (server/db.js, server/index.js):
- deleteCollection(collPath, {where}) — SQL DELETE FROM docs WHERE parent=?,
  optional where-filter. Broadcasts deletions to WS subscribers.
- DELETE /api/collection endpoint
- Gate: ALLOW_DEV_ENDPOINTS=1 env OR createServer({allowDevEndpoints:true})
- createServer accepts allowDevEndpoints param (tests bypass env)

Storage (src/storage/server.js, src/storage/firebase.js):
- deleteCollection(path, whereField, whereValue) both adapters
- Firebase: fetch matching + batch-delete (firestore no bulk), 500-chunk
- Gate: throws if NODE_ENV not development/test
- Contract-tested both backends

App (src/App.js):
- deleteCampaignCascade refactored (reusable, no try/catch split)
- handleDeleteAllCampaigns: Promise.all per campaign, deleteCollection for
  encounters (no fetch), deleteCollection logs once globally, parallel
- Button dev-gated (NODE_ENV), confirm modal, hidden when no campaigns

Mock fixes (surfaced by new tests):
- firebase firestore mock: added where() export, getDocs applies constraints
  (was returning all docs ignoring query constraints — pre-existing gap)

Tests:
- contract: deleteCollection (bulk, where-filter, empty) both backends
- server-contract: live deleteCollection (bulk, where, 403 gate)
- runStorageContract via makeStorage({allowDevEndpoints:true})

Safety (3 layers):
- UI button hidden in prod (NODE_ENV gate)
- storage method throws in prod (NODE_ENV gate)
- HTTP endpoint 403 in prod (env/param gate)
2026-07-06 19:06:52 -04:00
david raistrick 532af1ecc4 Populate campaign players array in combat replay and scenario
Both combat.js replay and Combat.scenario.test.js built character participants
inline via buildCharacterParticipant without persisting to campaign doc. Real
app stores chars in campaign doc players array; encounter participants built
from that. Replay/scenario diverged from real flow — campaign had zero chars.

Fix:
- replay.js: roster chars now have id, persisted to campaign doc players array
  at setup_campaign step
- Combat.scenario.test.js: addCharacterViaUI writes char to campaign doc
  players array (mirrors app), CAMPAIGN_PATH const added
2026-07-06 18:48:29 -04:00
david raistrick 47056788e8 Add Crit Damage button for dying/stable participants
5e crit-at-0-HP rule: any crit damage while downed = +2 death-save failures.
Shared logic supported via applyHpChange(..., { isCriticalHit: true }) but UI
had no trigger. Normal Damage at 0 only added 1 fail.

handleCritDamage handler calls applyHpChange with isCriticalHit: true.
Button renders in HP block (right-aligned) for character/NPC participants
when dying or stable and combat started. Dead excluded (no-op).
2026-07-06 18:38:49 -04:00
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
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
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
david raistrick a2c63cc77f docs(REWORK_PLAN): M5 done, PRable
M5 Docker: single container (caddy+node) verified working. REST roundtrip,
WS push, 20-round replay CLEAN, UI styled. Done.

PRable: separate docker/ tree, root Dockerfile untouched, firebase
default preserved (STORAGE=firebase). Friend merges, gets our docker
infra without touching his firebase path.

M0-M5 all done.
2026-07-01 19:26:23 -04:00
david raistrick e22f412c52 fix(docker): drop image: field so compose never pulls service image
Image: ttrpg-app:local named a registry image. Without --build flag,
compose tried pull first -> 'pull access denied' (private, unpublished).
Then fell back to build. Confusing error.

Removed image: field. Compose now auto-names (docker-app), always builds
local, never attempts registry pull. Base images (node/caddy) pull once
on first build, then cache. No pull_policy needed.

docker compose up (from docker/ dir) now works clean.
2026-07-01 19:22:31 -04:00
david raistrick 4406fd2045 docs: ENCOUNTER_BUILDER + TESTING guides for LLM session handoff
ENCOUNTER_BUILDER.md: DM interface — entity model (campaign/encounter/
participant), build flow (campaign→chars→encounter→participants), combat
controls (start/next/pause/HP/deathsaves/conditions), player display,
1-list turn order model, storage paths quick-ref.

TESTING.md: test+automation ops — commands, suites (90+24+66+4), layers
(L1 mock vs L2 live backend), types, TDD discipline, replay tool,
analyze-turns.js, audit tools, docker stack (single caddy+node container),
dev servers, storage modes, known RED backlog.

Both aimed at another LLM session picking up repo. DEVELOPMENT.md
cross-refs updated.
2026-07-01 19:16:12 -04:00
david raistrick 81c0b26b71 fix(docker): copy tailwind+postcss config so CSS compiles in build
Build produced 308-byte stub CSS (raw @tailwind directives, unprocessed)
instead of real 27KB compiled stylesheet. Dockerfile missed copying
tailwind.config.js + postcss.config.js into build context. Page rendered
as unstyled white text.

Added COPY for both configs. Rebuild: CSS now 27146 bytes. App styled.
2026-07-01 19:07:21 -04:00
david raistrick da25f46e3e fix(docker): single container (caddy+node), ESM adapters fix blank page
Docker: moved all docker files to docker/ tree (was conflated with
upstream Dockerfile at root + server/Dockerfile). Single container now:
caddy (front, serves static + proxies /api /ws) + node backend (internal
:4001). Node never exposed. entrypoint.sh runs both. Compose: one service.

Blank page root cause: storage adapters had inconsistent module systems.
firebase.js = ESM (export). ws.js + memory.js = CJS (module.exports).
CRA prod build = ESM strict -> CJS runtime crash, blank root. Dev mode
lenient, masked bug. First ws prod build (docker) = first exposure.
Never dev/prod split intended; just inconsistency from M2 era.

Fix: all adapters ESM. ws.js lazy-loads 'ws' pkg via dynamic import()
(Node/jest only; browser uses global WebSocket). index.js static
imports. server jest: added babel.config.js (preset-env, node target)
to transform ESM for jest.

Test: src/tests/StorageEsm.test.js — 4 tests grep all adapters for
module.exports / require(). Regression guard catches CJS leak.

Verified: docker page renders (root 4534 chars, UI visible).
server 24 green, shared 90 green, FE ESM 4 green.
2026-07-01 19:03:59 -04:00
david raistrick c1d982b4a4 fix(BUG-8): ws adapter auto-reconnect after drop
WS adapter had no reconnect. WS dies (idle/error/close) → wsReady=null,
subscribers dead forever, display frozen until full reload.

Changes (src/storage/ws.js):
- onClose: schedule reconnect via setTimeout(500ms), ensureWs re-arms.
  Guard: disposed flag stops reconnect after dispose.
- onOpen: resubscribe all existing doc/coll subscribers (backend state
  may have changed). Re-fetch current values on RECONNECT only (skip
  first connect — initial REST fetch in subscribe* already did). Added
  everConnected flag to distinguish first vs reconnect.
- reconnectTimer unref'd (Node) to avoid hanging event loop.
- dispose(cb): set disposed, clear timer, close ws, then cb.

Also fixed test teardown leaks:
- server/index.js close(): terminate all wss.clients before wss.close().
  Reconnect test spawned new ws to server; old close hung on live conn.
- both ws test factories: port 0 (OS picks free) instead of module-local
  nextPort counter. Parallel jest workers collided on EADDRINUSE.

Tests: ws-reconnect GREEN (1.7s), ws-contract 23 GREEN. No regression.
server suite 24/24. shared 90/90.
2026-07-01 18:26:42 -04:00
david raistrick afdd72e829 fix(analyzer): match new 'round N starting' marker
Replay marker changed 'complete'→'starting' (commit d734057). Analyzer
regex only matched 'complete' = 0 rounds parsed. Now matches both.

6 rounds parse, skips only in truncated final round (incomplete run).
2026-07-01 17:36:17 -04:00
david raistrick 58ae04b400 fix(BUG-15): DisplayView no longer re-sorts participants by initiative
DisplayView called sortParticipantsByInitiative() on visibleParticipants,
ignoring DM drag order. 1-list model = participants[] IS display source.
After cross-init drag, player view diverged from AdminView/turnOrderIds.

Repro: round 4 replay. [reorder Summon1(10)→before Merchant(11)] made
turnOrderIds = [...,Summon2,Summon1,Merchant,OrcBoss]. AdminView correct.
DisplayView re-sorted = Summon2,Merchant,Summon1 (init order) = visually
Merchant appeared between Summon2 and Summon1, NOT at end. DM confused.

Fix: removed sort. DisplayView now renders participants[] order directly
(filter inactive monsters only), matching AdminView line 1222.

Test: RED → GREEN (src/tests/DisplayView.drag-order.test.js). Seeds 3
monsters in drag order [High:20, Low:10, Mid:11]. Asserts DOM order =
participants[] order, not init-sorted. No DisplayView regressions.
2026-07-01 17:31:40 -04:00
david raistrick d73405753a fix(replay): round markers align with turn-line round labels
Round-complete marker logged roundN (just completed) while turn lines
logged enc.round (post-increment, new round). Result: 'turn 8 (round 2)'
appeared BEFORE 'round 1 complete' — confusing off-by-one.

Replaced bottom 'round N complete' marker with top 'round N starting'
marker. Turn lines for round N now appear after its start marker.

Logic unchanged. 4-round smoke verified.
2026-07-01 17:21:55 -04:00
david raistrick 3b07fc27b0 docs(TODO): add BUG-13 (reorder cross-pointer), BUG-14 (addParticipant post-drag)
BUG-12 marked done (selection follows activeDisplay).
2026-07-01 17:19:31 -04:00
david raistrick af165f4491 fix(replay): no-op + pointer-crossing reorder picks
Replay reorder picker used living[0]→living[1] (HP-sorted). Wolf(20)
already before Merchant(19) = no-op drag. Fired every 8 turns = UI
animated drag, nothing changed = visual funk. 3 useless Wolf→Merchant
drags in round 16-17 log.

Also fixed pointer-cross: old picker dragged arbitrary pair. If swap
crossed current pointer → ambiguous who-acted semantics (skip/double).

New picker: swap two ADJACENT UPCOMING actors (both strictly after
current pointer). Always real move, never crosses pointer.

13-round replay: 0 skips, 0 double-acts, 0 order shifts (was 2 skips,
4 double-acts with arbitrary swaps).

Note: reorderParticipants itself has no pointer logic — pure drag.
Crossing pointer behavior in real app untested (potential BUG-13).
2026-07-01 17:14:06 -04:00
david raistrick dbd0c75792 fix(BUG-12): campaign selection follows activeDisplay
Selection effect had `!selectedCampaignId` guard — once any campaign
selected, new activeDisplay.activeCampaignId writes ignored. Replay tool
writes activeDisplay to new campaign each run; UI stayed on old selection
=> displayed wrong campaign data.

Removed guard. Selection now syncs when activeCampaignId differs from
current selection. Manual deselect (null) does not force-select (RED test
locks this).

Also fixed test helper bug: createCampaignViaUI/createEncounterViaUI
returned FIRST setDoc match (idA for all creates). Now filters by name +
.pop() for latest. This masked the real bug for several debug cycles.

Tests: 2 new (SelectionFollowsActiveDisplay), both green. No regressions
in full FE suite (App, Combat, DisplayView, Encounter, HideHpToggle,
Logs, Participant, storage all pass). Combat.scenario = pre-existing
BUG-11 crash, not regression.
2026-07-01 17:05:00 -04:00
david raistrick 750ee99080 feat: display campaign createdAt in UI card
Campaign card now shows created date/time next to char/encounter counts.
Lets DM tell newest campaign apart (replay tool creates many).

createdAt already set at campaign create (line 2174). Display renders
formatted: 'Jul 1, 2026, 16:32'.

replay-combat.js: campaign + encounter names now include timestamp
(new Date().toLocaleString) for easy identification.

WS collection push verified live (injected test campaigns appeared
without reload).
2026-07-01 16:41:17 -04:00
david raistrick 313a897e4b docs: TODO update — 1-list model done, BUG-6 fixed, FEAT-3 backlog
Mark 1-list turn order model DONE (architecture section). BUG-6 fixed
structurally. BUG-5 reaffirmed (held under 1-list). Pipeline updated.
Add FEAT-3 backlog: initiative first-class entry (add+edit field).
2026-07-01 16:08:05 -04:00
david raistrick 3ea67019d2 refactor: App.js 3 sites to shared 1-list contract
delete/toggle/hp sites used OLD computeTurnOrderAfterRemoval/Addition
contract (return turnOrderIds). New 1-list contract: helpers return
advance-only + insertAt; list sync via syncTurnOrder at call site.

- delete: syncTurnOrder(updated) + advance-only removal
- toggle: stay-in-slot, flip isActive, sync, advance only if deact==current
- hp: FEAT-1 unchanged (death/revive no turn changes)

shared exports syncTurnOrder. Build green.
2026-07-01 16:05:18 -04:00
david raistrick 7c3ec105d5 refactor: App.js 1-list display + start/resume (no re-sort)
3 sites fixed to match shared 1-list model:
- line 1216 display: sortedParticipants = participants[] (no re-sort). GM
  list renders participants[] directly = turnOrderIds.
- startCombat inline: sort ALL participants by init (active+inactive),
  first active = current, persist participants[] reordered + turnOrderIds.
- resume inline: no re-sort on resume. turnOrderIds unchanged.

Display === rotation === turnOrderIds by construction (1-list invariant).
Build green.
2026-07-01 16:03:38 -04:00
david raistrick d1cbe7091a refactor: App.js imports shared turn funcs (DRY), delete duplicates
Delete duplicate consts (DEFAULT_MAX_HP/INIT_MOD/MONSTER_DEFAULT_INIT_MOD,
generateId, rollD20, formatInitMod) + funcs (sortParticipantsByInitiative,
computeTurnOrderAfterRemoval, computeTurnOrderAfterAddition) from App.js.
Import from @ttrpg/shared (1-list model). Kills second drift source.

CRA resolves @ttrpg/shared via npm workspaces symlink. Build green.
2026-07-01 16:02:35 -04:00
david raistrick 5d3a0607ef refactor: 1-list turn order model (turnOrderIds === participants.map(id))
Single source of truth. No re-sort after startEncounter. Drag overrides
initiative (cross-init drag allowed, DM choice). Display === rotation by
construction — same array.

shared/turn.js:
- syncTurnOrder(participants) helper: turnOrderIds = participants.map(id)
- startEncounter: sort ALL participants by init (active+inactive), inactive
  stay in slot, nextTurn skips them. currentTurn = first active.
- addParticipant: splice into participants[] by init pos, sync turnOrderIds.
  computeTurnOrderAfterAddition returns insertAt (caller splices + syncs).
- removeParticipant: filter participants[], sync turnOrderIds, advance
  current if removed==current.
- toggleParticipantActive: stay in slot (flip isActive only), sync. Advance
  current only if deact hits current.
- reorderParticipants: cross-init drag allowed (remove same-init restriction).
  Splice participants[], sync turnOrderIds. Fixes BUG-6.
- computeTurnOrderAfterRemoval: only handles current-advance now (list sync
  at call site).

Tests updated to 1-list contract:
- turn.invariant.test.js: 10 tests, turnOrderIds===participants.map(id)
  always, cross-init drag, inactive-in-slot, rotation follows list.
- turn.characterization/reorder/round-rotation/undo/remove: updated
  expectations (inactive-in-slot, cross-init drag, turnOrderIds sync on
  reorder, insertAt return).

Results: shared 90 green. 500-round replay CLEAN (0 skips, 0 doubles,
0 order shifts). BUG-6 (reorder divergence) fixed structurally.

FE App.js still has duplicate turn funcs + sortParticipantsByInitiative
display render (step 4: delete dups, render participants[] directly).
2026-07-01 16:00:00 -04:00
david raistrick 94b62dc5ab feat(replay+parser): log order+init, detect unexplained order shifts
replay-combat.js:
- Turn line now dumps order=[Name:init,...] (both, not names only)
- reorderParticipants call fixed: real drag (dragged→before target), correct
  signature (ids not array). Was broken (passed array, func wants ids,
  swallowed by try/catch silent no-op).

analyze-turns.js:
- Parse order=[Name:init,...] from turn lines
- detectOrderShifts: compare order+init between consecutive turns. Flag shifts
  NOT explained by logged reorder, roster change (add/remove), or init change.
  Catches display/rotation divergence (invariant: display===turnOrderIds===nextTurn).
- Report order shifts count + sample. CLEAN requires 0 shifts.

Result: 100-round replay CLEAN (0 skips, 0 doubles, 0 shifts).
Note: shift detector reads turnOrderIds dump. reorder still leaves turnOrderIds
unchanged (BUG-6) — Path A (step 3) aligns display+rotation, then shift
detector catches true divergence.
2026-07-01 15:37:56 -04:00
david raistrick fcddb58b8b test: 3-list invariant net (display === turnOrderIds === nextTurn)
Walk active rotation via repeated nextTurn, normalize to frozen[0], then
assert raw-array equality against sortParticipantsByInitiative display +
frozen turnOrderIds.

7 tests: 6 green, 1 RED (reorder = BUG-6).
- startEncounter: match
- tie drag order: match
- reorder via drag: RED — turnOrderIds not updated (BUG-6)
- add/remove/toggle/death-revive: match

RED locks divergence before refactor. Iterate to green here.
2026-07-01 15:32:30 -04:00
david raistrick 7467a8d30f feat(M5): docker-compose full stack (caddy + node backend + sqlite)
docker-compose.yml: two profiles.
  - backend: backend (node+ws+better-sqlite3, /data volume) + frontend
    (Caddy static build, STORAGE=ws, same-origin proxy)
  - firebase: existing Dockerfile + nginx (upstream path, untouched)
  Run: docker compose --profile backend up --build. OrbStack local now,
  remote docker context later.

server/Dockerfile: node:18-alpine, workspaces (shared dep), rebuild
better-sqlite3 for musl, DB at /data/tracker.sqlite.

Dockerfile.ws: CRA build STORAGE=ws → caddy:2-alpine serves /srv.
No backend URL baked (same-origin).

Caddyfile: handle /api/* + handle /ws → backend:4001 (path preserved,
mutually-exclusive handles so try_files SPA fallback never shadows proxy).
handle { static try_files } last. HTTP basic auth block optional.

src/storage/ws.js: same-origin defaults. Empty baseUrl = relative fetch
(Caddy proxy). wsUrl derives from window.location (http→ws/https→wss).
Fallback localhost for bare npm start dev.

.dockerignore: add data/ scratch/ tmp/ (never bake into image). Keep
Caddyfile in context (frontend build COPYs it).

Smoke verified via OrbStack:
  - GET / → 200 (static SPA)
  - PUT/GET /api/doc roundtrip → JSON persists
  - WS /ws subscribe + change push → both work through proxy

Firebase profile: pre-existing Dockerfile requires .env.local (hardcoded
COPY on main, not changed here). User must create file. Not a regression.
2026-07-01 14:39:47 -04:00
david raistrick 5521a2f6c6 docs: mark M4 BUG-5 done, move M6 undo to TODO backlog
REWORK_PLAN: M4 →  (slot-array + DRY core, 500 rounds clean). M6 undo
moved to TODO (feature work, not infra). M5 docker: nginx → Caddy
(simpler WS config). Milestone numbering clarified.

TODO: BUG-5 → FIXED. Added FEAT-M6 (transactional undo from plan),
BUG-10 (deact+reactivate double-act, distinct from BUG-5), BUG-11
(FE Combat.scenario pre-existing crash). Pipeline updated.
2026-07-01 14:33:00 -04:00
david raistrick 494327ff17 fix(BUG-5): unify turn-advance core (DRY), 500 rounds skip-free
Extract shared nextActiveAfter() advance core. Both nextTurn and
computeTurnOrderAfterRemoval delegate to it — single source of truth,
eliminates drift risk where one path changes and the other doesn't.

Previously two separate advance implementations computed the same
target, but any future edit to one would silently desync deact-current
advance from normal nextTurn advance.

Replay (scripts/replay-combat.js):
- Move turn-line print before mutations (event order = reality)
- Emit [pointer X→Y] lines when a mutation advances currentTurnParticipantId
- Emit [pointer X→Y wrap] when round bumps (removal-wrap case)
- Skip pointer emission for nextTurn (label=null) — already logged via turn line

Parser (scripts/analyze-turns.js):
- Parse [pointer X→Y wrap] events
- Credit pointer-target as acted (deact-current advance = turn pointer)
- Wrap pointer credits NEXT round (not current) — fixes cross-round false skip
- Drop currentRemoved special-case — pointer lines make skip check precise

Tests:
- shared/tests/turn.dry.test.js: 3 tests lock deact-current advance ==
  nextTurn advance (mid-round, inactive-skipper, wrap+round-bump). RED
  catches future drift.

Results: 500-round replay now 0 real skips, 0 double-acts (was 5+3).
Shared suite: 79 green + 1 RED (BUG-6 reorder, intentional).
2026-07-01 14:22:02 -04:00
david raistrick c72b88f8bb WIP turn.js: computeTurnOrderAfterRemoval bumps round on wrap
Removal of current participant when no active after → advance to order[0]
+ bump round. Without bump, nextTurn replays whole round (BUG-5 pattern).

Parser 500-40b: 24 skips/1 double (was 46/64). Down not zero. Remaining
skips = replay async stale read (getDoc between turns), not turn.js.
2026-07-01 12:00:23 -04:00
david raistrick 0473eacc1d WIP: BUG-5 slot-array fix + FEAT-1 dead-not-skipped + skip parser
WORK IN PROGRESS — fix not complete. analyze-turns.js on 500-round
replay still finds 46 real skips + 64 double-acts.

turn.js changes:
- computeTurnOrderAfterAddition: insert by initiative (not append end)
- nextTurn wrap: no re-sort, cycle pointer
- togglePause resume: no re-sort, order stable
- addParticipant: patches turnOrderIds when started
- applyHpChange: death no longer flips isActive or touches turnOrderIds
  (FEAT-1 dead-not-skipped)

Tests:
- shared/tests/turn.skip.test.js (NEW): deterministic skip invariants
  pure 100 rounds + 540 rounds w/ mutations, both green
- shared/tests/turn.dead-skip.test.js: 4 green (FEAT-1)
- turn.characterization.test.js: 3 sites updated to new behavior
- turn.combat.test.js: boundary count fixed (wrap-turn attributed to
  new round), debug dump removed

scripts/analyze-turns.js (NEW): deterministic replay-stdout parser.
Reconstructs rounds, reports real skips + double-acts. Exit 1 on issue.
Catches bugs unit tests miss (46 skips/64 double-acts in 500 rounds).

TODO: FEAT-1 marked done, FEAT-2 added (upgrade app logs parseable).
2026-07-01 11:42:43 -04:00
david raistrick c6d3b7e1a6 docs: move dead-not-skipped (FEAT-1) to TODO backlog, M4 = BUG-5 fix
REWORK_PLAN.md M4 = resolve initiative rotation corruption (BUG-5).
Mid-round add/revive corrupts rotation. RED locked.

TODO.md FEAT-1 = dead participants stay in turn order (user request,
Saturday game). Feature backlog, not milestone.
2026-06-30 16:33:02 -04:00
david raistrick e0f75cfb6c update todo 2026-06-30 16:30:26 -04:00
david raistrick b62996dcbf TODO: backlog of bugs + long-term items, milestones live in REWORK_PLAN
TODO = backlog from user. REWORK_PLAN = milestones/infra. M4 (dead-not-
skipped) is a milestone, stays in REWORK_PLAN. Removed false 'bugs only'
and M4 references from TODO header.
2026-06-30 16:28:18 -04:00
david raistrick 260fb314bc docs: separate REWORK_PLAN (infra/milestones) from TODO (bugs)
REWORK_PLAN.md: backend rework plan only. M0-M3 done, M4 = dead-not-skipped
(the one feature request), M5 docker, M6 undo, M7 e2e. Removed bug-stuff
and hallucinated JUMP_TURN_TO. Server = generic KV doc store.

TODO.md: bugs only. BUG-1/2 resolved, BUG-4/5/6/7/8/9 confirmed. No
milestones, no features. Pipeline stripped to bugs.

M4 (dead-not-skipped) lives in REWORK_PLAN only.
2026-06-30 16:26:10 -04:00
david raistrick fb7fbb2263 remove hallucinated JUMP_TURN_TO feature
Not requested by user. Only real feature request: dead participants not
skipped. Removed turn.jump.test.js + FEAT-2 from TODO.
2026-06-30 16:22:13 -04:00
david raistrick 435e109070 tests: removeParticipant edge cases (5 green)
turn.remove.test.js: current-removed picks next, last wraps to first,
all-inactive → current null (BUG-9 candidate, broken state doc),
non-current kept, dead-removed stays out (BUG-3 overlap explicit action).

No RED. Documents removeParticipant robust.
2026-06-30 14:05:29 -04:00
david raistrick b024fa08bb tests: scenario rotation integrity check (every 10 rounds)
Combat.scenario.test.js: per-10-round assertion - turnOrderIds no dup,
currentTurnParticipantId in turnOrderIds. 299/299 phases pass.

NOTE: scenario runs against firebase MOCK. Mock updateDoc merges correctly
(real ws adapter would clobber per BUG-4 class). So check validates mock
shape, not adapter translation. Layer 2 (ws-contract) covers adapter.
2026-06-30 14:04:27 -04:00
david raistrick 49ea39ea93 TODO: BUG-4 broader - all 5 activeDisplay setDoc calls clobber fields
{merge:true} ignored by setDoc (replace per contract). Each write wipes
other fields on activeDisplay/status doc.
2026-06-30 14:02:32 -04:00
david raistrick b2fd06ed17 tests: JUMP_TURN_TO RED (3 tests, 2 fail - feature missing)
shared/tests/turn.jump.test.js: desired manual turn override behavior.
- jump sets currentTurn, future nextTurn continues
- jump to first stays same round
- jump invalid throws

2 RED (shared.jumpTurnTo not a function - feature missing).
1 green (invalid throws via TypeError).

TODO: JUMP_TURN_TO test refs added.
2026-06-30 14:00:50 -04:00
david raistrick e514a48d6e tests: BUG-8 ws reconnect RED, BUG-7 reorder no-undo doc, ws _test accessor
server/tests/ws-reconnect.test.js: subscribe, write (fires), force-drop WS,
write again (must still fire). RED on current. wsReady=null after drop,
no reconnect, subscribers dead forever. Display frozen.

src/storage/ws.js: added _test accessor (getWs, forceDrop, getReady,
docSubs, collSubs) for reconnect test. Test-only, no behavior change.

TODO: BUG-7 (reorder no undo), BUG-8 (ws reconnect) added.
2026-06-30 13:59:58 -04:00
david raistrick c90fc6ffb0 tests: M4 dead-participant skip RED (4 tests, turn.dead-skip.test.js)
Desired behavior locked:
- dead PC not removed from turnOrderIds
- dead PC turn still comes up (nextTurn visits them)
- dead PC on their turn can deathSave
- dead PC not auto-set isActive=false by applyHpChange

All 4 RED on current code. Root cause: nextTurn filters isActive,
applyHpChange sets isActive=false on death, computeTurnOrderAfterRemoval
drops dead from turnOrderIds.

TODO BUG-3/M4 updated with test refs.
2026-06-30 13:57:55 -04:00
david raistrick d979b03f2e tests: BUG-4 RED locked (hide-HP clobbers activeDisplay), add write recorder
src/tests/HideHpToggle.test.js: renders App, selects campaign, toggles
hide-player-HP switch, asserts setDoc data includes activeCampaignId +
activeEncounterId. RED: data only {hidePlayerHp:true}, both clobbered.

Root cause proven with evidence (recorder):
  setDoc(activeDisplay/status, {hidePlayerHp:true}, {merge:true})
  data written = {hidePlayerHp:true} ONLY
  activeCampaignId = undefined
  activeEncounterId = undefined

setDoc = replace per contract. {merge:true} arg ignored. Toggle wipes
encounter pointer → DisplayView reads null → 'Game Session Paused'.
Fix: use updateDoc (patch), not setDoc.

src/storage/firebase.js: adapter recorder now captures setDoc + updateDoc
(data + opts). Was subscribe-only. Enables write-path assertions.
2026-06-30 13:55:14 -04:00
david raistrick be481767f0 tests: undo roundtrip (10 green) + reorderParticipants BUG-7 candidate
turn.undo.test.js: every op with log.undo roundtrips to prior state.
startEncounter, nextTurn, togglePause, applyHpChange, toggleCondition,
toggleParticipantActive, addParticipant, removeParticipant, endEncounter.

Found: reorderParticipants returns log:null. Cannot undo. Documents as
BUG-7 candidate (test green now, asserts current behavior).
2026-06-30 13:50:48 -04:00
david raistrick bac94d85ff tests: reorderParticipants characterization + BUG-6 RED
turn.reorder.test.js: 4 green (swaps, throws-diff-init, throws-missing-id,
documents current no-turnOrderIds-touch) + 1 RED (BUG-6: should update
turnOrderIds to reflect new order).

Found: reorderParticipants changes participants[] array but not turnOrderIds.
nextTurn rotates via turnOrderIds only → mid-combat drag-drop = no effect.
replay-combat.js calls with wrong signature (swallowed by try/catch), so
real path never exercised either.

TODO: BUG-6 added.
2026-06-30 13:49:38 -04:00
david raistrick 08c6146cf7 tests: turn.combat.test.js (deterministic RED for BUG-5), deprecate audits
REAL test audit should have been. jest, seeded RNG, mirrors replay-combat.js
op sequence exactly. Asserts per-round invariants: rotation-dupe, turnOrder
dup-id, currentTurn valid+active, HP bounds.

Result: 13 rotation-dupes / 100 rounds. First at round 4 (Cleric twice).
Deterministic, reproducible every run. BUG-5 locked.

Deprecate tests/audit/*.js: random sim gave false 0-violations while
this exact test reproduces bug. Commented early-return. Kept for reference,
delete later when log analyzer + unit tests cover ground.

TODO: BUG-5 added (mid-round addParticipant/revive corrupts rotation).

Root cause hypothesis: computeTurnOrderAfterAddition appends id to
turnOrderIds end. Round wrap re-sorts by initiative. currentTurn pointer
stale after sort → drifts → nextTurn revisits.

Test RED by design (documents live bug). Pre-push will block on push.
2026-06-30 12:33:56 -04:00
david raistrick d48ecf1460 todo: BUG-4 hide-player-HP breaks display (preexisting) 2026-06-29 17:12:22 -04:00
david raistrick c314d1975e chore: move audit tools tests/audit, add scratch/ gitignored
Audit tools are test code (bug-finders), not scripts. Move to tests/audit/.
scripts/ now only replay-combat (live demo tool).

scratch/ = gitignored throwaway. Repro scripts, exploration, debug.

Update DEVELOPMENT.md + scripts/README to match new layout.
2026-06-29 17:11:46 -04:00
david raistrick a8e88cf0f0 tooling: audit-state pause+resume paired, guard advance-while-paused
Audit bug: pause fired turn%12, no resume in same iter. nextTurn then
called on paused encounter → threw 'Encounter not running'. Throw is
correct feature behavior (nextTurn refuses when paused); audit misuse.

Fix: togglePause twice (pause+resume) in one iteration, plus guard
'advance-while-paused' check before nextTurn call.

Result: 6 audit artifacts → 0 violations / 100 rounds.
Confirms BUG-1 resolved as side effect of BUG-2 dup-id fix.

Replay verify: 10 rounds, 103 turns, no skip/dupe.

TODO: BUG-1 + BUG-2 marked RESOLVED/FIXED.
2026-06-29 16:36:43 -04:00
david raistrick d35a730e12 fix(turn): BUG-2 addParticipant rejects duplicate id
Root cause: addParticipant appended participant to participants[] without
checking id uniqueness. Two participants with same id in array. On
togglePause resume, turnOrderIds rebuilt via sort → dup id appears twice.
nextTurn then stuck repeating that id (rotation breaks).

This was the enabling step for BUG-1's full corruption (audit chain):
  pause blocks advance → totalTurns frozen → addParticipant re-adds
  same r${totalTurns} id → resume dup → nextTurn stuck.

Fix: throw on duplicate id in addParticipant. Caller must use fresh id
(crypto.randomUUID in App, replay already does).

Evidence:
- Test: 'addParticipant rejects duplicate id' (was test.skip, now live).
- Pre-fix: 1 RED (Received function did not throw).
- Post-fix: 50 green (shared), 23 green (server), 62 green (FE).
- Reachability in normal app: low (App uses crypto.randomUUID) but no
  guard existed before. Defensive + unblocks BUG-1 isolation.

No other behavior changed.
2026-06-29 16:25:39 -04:00
david raistrick 912c493974 docs: rewrite DEVELOPMENT.md (current state), add scripts/README.md
- Layout: tests/ per workspace, scripts/ tools, docs/ structure
- Test section: 4 types (unit/integration/characterization/scenario),
  counts (134 green + 1 validated skip), per-file run, scenario slow note
- Tools section: replay-combat (live demo), audit-rotation (rotation),
  audit-state (9 invariant classes)
- Storage: generic KV, path norm, STORAGE_MODE flow, test layers
- Status: M2/M3 done, M4 next
- scripts/README.md: tool usage + bug-finder not unit test
2026-06-29 16:23:34 -04:00
david raistrick 40fc4e596b TODO: BUG-1 symptom chain (4 faces, 1 root cause), fix test paths 2026-06-29 16:22:38 -04:00