Rework backend #1

Merged
robert merged 86 commits from rework-backend into main 2026-07-01 19:29:34 -04:00
4 changed files with 316 additions and 2 deletions
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- Test: render App + DisplayView, toggle hide-HP, assert display still shows
encounter (not paused).
## Pipeline
### BUG-5: mid-round addParticipant/revive corrupts rotation (deterministic test)
- Test: `shared/tests/turn.combat.test.js` (jest, seeded RNG, RED).
- 13 rotation-dupes / 100 rounds. First at round 4 (Cleric twice).
- Pattern: Reinforce/Summon added mid-round → appears in rotation same round
→ round wrap re-sorts by initiative → currentTurnParticipantId pointer
stale → nextTurn revisits.
- Root cause: `computeTurnOrderAfterAddition` appends id to turnOrderIds
end + `togglePause` resume rebuilds order via sort but doesn't re-anchor
currentTurn to its new position. After several mid-round adds the pointer
drifts.
- This is the test audit should have been. Mirrors replay-combat.js op
sequence exactly (damage, heal, conditions, toggleActive, deathSave,
remove, add, edit, pause/resume, reorder, revive-between-rounds).
## Pipeline
- [ ] Red test: dead participant still in turnOrderIds, turn still advances to them
- [ ] Fix `shared/turn.js`: don't drop dead from turn order
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// Combat integrity test: replay exact op sequence through pure turn.js,
// assert rotation + state invariants per round. This IS the test the audit
// was supposed to be. Deterministic (seeded RNG). RED on current code = BUG-5.
//
// Mirrors scripts/replay-combat.js op order:
// damage, heal (cleric), conditions, toggleActive, deathSave,
// removeParticipant, addParticipant, updateParticipant, pause/resume,
// reorderParticipants, revive-between-rounds.
const shared = require('@ttrpg/shared');
const {
makeParticipant, buildCharacterParticipant, buildMonsterParticipant,
startEncounter, nextTurn, togglePause,
addParticipant, updateParticipant, removeParticipant,
toggleParticipantActive, applyHpChange, deathSave,
toggleCondition, reorderParticipants, endEncounter,
} = shared;
// ---- seeded RNG (deterministic, reproducible) ----
let _seed = 12345;
function rand() {
// LCG
_seed = (_seed * 1103515245 + 12345) & 0x7fffffff;
return _seed / 0x7fffffff;
}
const rnd = (n) => Math.floor(rand() * n);
const pick = (arr) => arr[rnd(arr.length)];
const CONDITIONS = [
'alchemist_fire','bardic_inspiration','blinded','charmed','deafened',
'exhaustion','frightened','grappled','grazed','incapacitated',
'invisible','paralyzed','petrified','poisoned','prone','restrained',
'sapped','shield','slowed','stunned','unconscious','vexed',
];
function p(id, init, extra = {}) {
return makeParticipant({
id, name: id, type: 'monster',
initiative: init, maxHp: 200, currentHp: 200,
...extra,
});
}
function setupEncounter() {
const ps = [
buildCharacterParticipant({ id:'c1', name:'Fighter', defaultMaxHp:200, defaultInitMod:2 }).participant,
buildCharacterParticipant({ id:'c2', name:'Cleric', defaultMaxHp:180, defaultInitMod:1 }).participant,
buildCharacterParticipant({ id:'c3', name:'Rogue', defaultMaxHp:160, defaultInitMod:3 }).participant,
buildMonsterParticipant({ name:'Goblin1', maxHp:100, initMod:2 }).participant,
buildMonsterParticipant({ name:'Goblin2', maxHp:100, initMod:2 }).participant,
buildMonsterParticipant({ name:'OrcBoss', maxHp:500, initMod:1 }).participant,
buildMonsterParticipant({ name:'Wolf', maxHp:120, initMod:3 }).participant,
buildMonsterParticipant({ name:'Merchant', maxHp:150, initMod:0, isNpc:true }).participant,
];
// give deterministic ids to monsters for assertions
const idMap = { Goblin1:'m1', Goblin2:'m2', OrcBoss:'m3', Wolf:'m4', Merchant:'n1' };
ps.forEach((part) => { if (idMap[part.name]) part.id = idMap[part.name]; });
return {
name: 'combat-test', participants: ps,
isStarted: false, isPaused: false,
round: 0, currentTurnParticipantId: null, turnOrderIds: [],
};
}
function currentParticipant(e) {
if (!e.currentTurnParticipantId) return null;
return (e.participants || []).find(x => x.id === e.currentTurnParticipantId) || null;
}
// Apply a result patch if present.
function apply(e, result) {
if (!result || !result.patch) return e;
return { ...e, ...result.patch };
}
describe('combat integrity (100 rounds, full op coverage)', () => {
jest.setTimeout(30000);
const ROUNDS = 100;
const violations = [];
test('every round visits each active participant exactly once', () => {
_seed = 12345; // reset for reproducibility
let e = setupEncounter();
e = apply(e, startEncounter(e));
let totalTurns = 0;
let lastPaused = false;
let lastReorder = 0;
let reinforcementsAdded = 0;
const condQueue = [...CONDITIONS];
for (let roundN = 1; roundN <= ROUNDS; roundN++) {
const startRound = e.round;
const seenThisRound = [];
const cap = (e.participants.length + 2) * 2;
let guard = 0;
while (e.round === startRound && guard < cap) {
// resume if paused (must precede nextTurn)
if (lastPaused) { e = apply(e, togglePause(e)); lastPaused = false; }
// advance
let t;
try { t = nextTurn(e); } catch (err) {
violations.push({ round: roundN, type: 'nextTurn-throws', msg: err.message });
break;
}
e = apply(e, t);
totalTurns++;
seenThisRound.push(e.currentTurnParticipantId);
const actor = currentParticipant(e);
// 1. damage
if (actor) {
const foes = e.participants.filter(
p => p.id !== actor.id && p.currentHp > 0 && p.isActive !== false
);
if (foes.length > 0) {
const tgt = pick(foes);
const dmg = 1 + rnd(5);
e = apply(e, applyHpChange(e, tgt.id, 'damage', dmg));
}
}
// 2. heal (cleric)
if (actor && actor.name === 'Cleric' && totalTurns % 2 === 0) {
const wounded = e.participants
.filter(p => p.currentHp > 0 && p.currentHp < p.maxHp && p.isActive !== false)
.sort((a,b)=>(a.currentHp/a.maxHp)-(b.currentHp/b.maxHp));
if (wounded.length > 0) {
const tgt = wounded[0];
const amt = 2 + rnd(5);
e = apply(e, applyHpChange(e, tgt.id, 'heal', amt));
}
}
// 3. conditions
if (condQueue.length > 0) {
const cond = condQueue[0];
const living = e.participants.filter(p => p.currentHp > 0 && p.isActive !== false);
if (living.length > 0) {
const tgt = pick(living);
try { e = apply(e, toggleCondition(e, tgt.id, cond)); condQueue.shift(); }
catch (err) { condQueue.shift(); }
}
} else if (totalTurns % 6 === 0) {
const living = e.participants.filter(p => p.currentHp > 0 && p.isActive !== false);
if (living.length > 0) {
const tgt = pick(living);
const cond = pick(CONDITIONS);
try { e = apply(e, toggleCondition(e, tgt.id, cond)); } catch (err) {}
}
}
// 4. toggleParticipantActive
if (totalTurns % 9 === 0) {
const living = e.participants.filter(p => p.currentHp > 0);
if (living.length > 0) {
const tgt = pick(living);
try { e = apply(e, toggleParticipantActive(e, tgt.id)); } catch (err) {}
}
}
// 5. deathSave
if (actor && actor.currentHp <= 0 && !actor.isNpc) {
try { e = apply(e, deathSave(e, actor.id, 1)); } catch (err) {}
}
// 6. removeParticipant
if (totalTurns % 5 === 0) {
const dead = e.participants.find(p => (p.isDying || p.currentHp <= 0) && (p.isNpc || p.name.startsWith('Goblin') || p.name === 'OrcBoss' || p.name === 'Wolf'));
if (dead) { try { e = apply(e, removeParticipant(e, dead.id)); } catch (err) {} }
}
// 7. addParticipant
if (totalTurns % 10 === 0 && reinforcementsAdded < 4) {
const spec = pick([
{ name:`Reinforce${reinforcementsAdded+1}`, maxHp:120, initMod:1 },
{ name:`Summon${reinforcementsAdded+1}`, maxHp:80, initMod:4 },
]);
const built = buildMonsterParticipant(spec).participant;
try { e = apply(e, addParticipant(e, built)); reinforcementsAdded++; } catch (err) {}
}
// 8. updateParticipant
if (totalTurns % 7 === 0) {
const living = e.participants.filter(p => p.currentHp > 0);
if (living.length > 0) {
const tgt = pick(living);
try { e = apply(e, updateParticipant(e, tgt.id, { notes:`edited@turn${totalTurns}` })); } catch (err) {}
}
}
// 9. pause
if (totalTurns % 12 === 0 && !lastPaused) { e = apply(e, togglePause(e)); lastPaused = true; }
// 10. reorderParticipants (mirror replay's buggy signature usage — swallowed no-op)
if (totalTurns % 8 === 0 && lastReorder !== totalTurns) {
const living = e.participants.filter(p => p.currentHp > 0 && p.isActive !== false);
if (living.length >= 2) {
const tgt = living[0];
const newInit = (tgt.initiative || 0) + 1;
try {
const reordered = [...e.participants].map(p => p.id === tgt.id ? { ...p, initiative: newInit } : p);
e = apply(e, reorderParticipants(e, reordered));
lastReorder = totalTurns;
} catch (err) {}
}
}
guard++;
if (!e.isStarted) break;
}
if (!e.isStarted) break;
// === per-round invariants ===
const uniq = new Set(seenThisRound);
if (uniq.size !== seenThisRound.length) {
violations.push({ round: roundN, type: 'rotation-dupe',
seen: seenThisRound.map(id => e.participants.find(p=>p.id===id)?.name||id) });
}
// turnOrderIds no dup
const orderUniq = new Set(e.turnOrderIds);
if (orderUniq.size !== e.turnOrderIds.length) {
violations.push({ round: roundN, type: 'turnOrder-dup-id', order: e.turnOrderIds });
}
// currentTurn valid + active
if (e.currentTurnParticipantId) {
const ct = e.participants.find(p => p.id === e.currentTurnParticipantId);
if (!ct) violations.push({ round: roundN, type: 'currentTurn-missing' });
else if (ct.isActive === false && e.isStarted) {
violations.push({ round: roundN, type: 'currentTurn-inactive', id: ct.id });
}
}
// HP bounds
for (const part of e.participants) {
if (typeof part.currentHp !== 'number' || isNaN(part.currentHp) || part.currentHp < 0 || part.currentHp > part.maxHp) {
violations.push({ round: roundN, type: 'hp-invalid', id: part.id, hp: part.currentHp, max: part.maxHp });
}
}
// revive dead between rounds
const dead = e.participants.filter(p => p.currentHp <= 0 || p.isActive === false);
for (const d of dead) {
try {
if (d.isActive === false) e = apply(e, toggleParticipantActive(e, d.id));
e = apply(e, applyHpChange(e, d.id, 'heal', d.maxHp));
} catch (err) {}
}
}
// Report
if (violations.length > 0) {
const byType = {};
violations.forEach(v => { byType[v.type] = (byType[v.type]||0) + 1; });
const summary = Object.entries(byType).sort((a,b)=>b[1]-a[1]).map(([k,n])=>`${n}x ${k}`).join(', ');
const first5 = violations.slice(0,5).map(v => `r${v.round} ${v.type}${v.seen?': '+JSON.stringify(v.seen):''}${v.order?': '+JSON.stringify(v.order):''}${v.msg?': '+v.msg:''}`).join('\n ');
// dump full state for first dupe for triage
throw new Error(`combat integrity violations: ${violations.length}\n ${summary}\n first 5:\n ${first5}`);
}
expect(violations).toHaveLength(0);
});
});
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// scripts/audit-rotation.js
// DEPRECATED — DO NOT USE.
// Random simulation gave false 0-violations while replay (exact ops)
// reproduced real bugs. Replay-mirror approach = duplicate work.
// Kept for now in case parts reusable. Will delete once log analyzer
// (scratch/) + unit tests cover the ground.
//
// Prefer: replay-combat.js dumps turnOrderIds per turn, log analyzer
// finds dupes/skips from real run. Unit tests lock confirmed bugs.
//
// To revive: delete this early-return block below.
if (require.main === module) {
console.error('audit-rotation.js DEPRECATED. See header comment.');
process.exit(0);
}
// === original (below) — exploratory rotation audit, kept for reference ===
// Pure turn.js simulation of replay op sequence. Detects first round where
// rotation breaks (skip or dupe). Prints minimal repro + preceding ops.
// No backend, no WS, no sleep. Fast.
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@@ -1,4 +1,19 @@
// scripts/audit-state.js
// DEPRECATED — DO NOT USE.
// Random simulation gave false 0-violations while replay (exact ops)
// reproduced real bugs. Replay-mirror approach = duplicate work.
// Kept for now in case parts reusable. Will delete once log analyzer
// (scratch/) + unit tests cover the ground.
//
// Prefer: replay-combat.js dumps turnOrderIds per turn, log analyzer
// finds dupes/skips from real run. Unit tests lock confirmed bugs.
//
// To revive: delete this early-return block below.
if (require.main === module) {
console.error('audit-state.js DEPRECATED. See header comment.');
process.exit(0);
}
// === original (below) — exploratory bug-finder, kept for reference ===
// Expanded bug-finder: runs combat through pure turn.js, audits invariant
// checks per round across multiple bug classes (not just rotation).
// NOT a unit test (Math.random, exploratory). Unit tests lock known bugs.
@@ -106,6 +121,18 @@ for (let roundN = 1; roundN <= ROUNDS; roundN++) {
const dead = e.participants.find(p => p.currentHp <= 0);
if (dead) { try { e = { ...e, ...removeParticipant(e, dead.id).patch }; } catch (err) {} }
}
// mid-round revive: DM reactivates a downed participant's turn (mirrors
// replay-combat.js + real play). Triggers same path as revive-between-rounds
// but INSIDE rotation — where BUG-5 lives.
if (totalTurns % 7 === 0 && totalTurns > 0) {
const down = e.participants.find(p => p.currentHp <= 0 || p.isActive === false);
if (down) {
try {
if (down.isActive === false) e = { ...e, ...toggleParticipantActive(e, down.id).patch };
e = { ...e, ...applyHpChange(e, down.id, 'heal', down.maxHp).patch };
} catch (err) {}
}
}
if (totalTurns % 10 === 0 && totalTurns > 0) {
const np = makeParticipant({ id: `r${totalTurns}`, name:`R${totalTurns}`, type:'monster', initiative:9, maxHp:100, currentHp:100 });
try { e = { ...e, ...addParticipant(e, np).patch }; } catch (err) {}