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.
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.
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.
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.
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.
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.
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.
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'.
'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.
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.
- 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.
- 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).
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.
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.
- 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.