From 3b75ec9b3df3831b7fe5702c68cf213f91633733 Mon Sep 17 00:00:00 2001
From: david raistrick <1108844+keen99@users.noreply.github.com>
Date: Mon, 6 Jul 2026 22:38:33 -0400
Subject: [PATCH 1/4] 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.
---
TODO.md | 12 --
src/App.js | 105 ++++++++++++++++--
.../DisplayView.characterization.test.js | 5 +-
3 files changed, 97 insertions(+), 25 deletions(-)
diff --git a/TODO.md b/TODO.md
index ea91014..0ce3028 100644
--- a/TODO.md
+++ b/TODO.md
@@ -11,18 +11,6 @@ not sure good way to do this
-### FEAT: player display fade transitions for inactive state
-- Inactive is DM-triggered via Mark Inactive.
-- Player display should fade inactive participant out, then remove from display list.
-- Reactivating should fade participant in.
-- DM display keeps inactive participant visible.
-- Dead state does not imply inactive/disabled.
-- Dying/stable must not fade out or leave layout holes.
-- Dead can keep skull/Dead label; create some good visual cues, no removal - but a cool transition to death would be nice.
-
-
-
-
### TEST GAP: current branch changes need focused coverage
- Storage `where()` contract: firebase + server adapters should honor `[where('encounterPath','==',x), orderBy('ts','desc'), limit(n)]`.
diff --git a/src/App.js b/src/App.js
index f871e2d..a58a731 100644
--- a/src/App.js
+++ b/src/App.js
@@ -2554,6 +2554,61 @@ function AdminView({ userId }) {
// DISPLAY VIEW COMPONENT (Player View)
// ============================================================================
+// Player participant card: animate state transitions.
+// mount/activate : animate in (opacity+scale+slide)
+// deactivate : animate out then signal exit
+// alive→dead : transition to death cue (dim+desaturate+skull pulse+red rim)
+// conscious/dying/stable: full visible, no fade
+function PlayerParticipantCard({ id, isActive, status, onExit, className, children, divRef }) {
+ // phase: 'hidden' (opacity-0, start state) -> 'visible' (opacity-100)
+ // disable: 'visible' -> 'exiting' (opacity-0, transition plays) -> onExit
+ const [phase, setPhase] = useState('hidden');
+ const isDead = status === 'dead';
+
+ useEffect(() => {
+ if (!isActive) {
+ // ensure current 'visible' frame painted, THEN flip to exiting so
+ // browser sees opacity change and plays the fade-out.
+ const raf = requestAnimationFrame(() => {
+ setPhase('exiting');
+ });
+ const t = setTimeout(() => onExit(id), 1000);
+ return () => { cancelAnimationFrame(raf); clearTimeout(t); };
+ }
+ // enable/reactivate: paint hidden frame first, THEN flip to visible
+ // so browser sees opacity change and plays the transition.
+ setPhase('hidden');
+ const raf = requestAnimationFrame(() => {
+ requestAnimationFrame(() => setPhase('visible'));
+ });
+ return () => cancelAnimationFrame(raf);
+ }, [isActive, id, onExit]);
+
+ // animate: opacity + scale + slide. Visible motion, not just fade.
+ const fadeClass = phase === 'visible'
+ ? 'opacity-100 scale-100 translate-y-0'
+ : 'opacity-0 scale-75 translate-y-4';
+
+ // death transition: fires once when alive→dead. dim + desaturate + red rim.
+ const deathClass = isDead
+ ? 'brightness-50 saturate-0 border-2 border-red-900/70 shadow-red-900/50 shadow-2xl'
+ : '';
+
+ return (
+
+ {children}
+ {isDead && (
+
+ ☠️
+
+ )}
+
+ );
+}
+
function DisplayView() {
const { data: activeDisplayData, isLoading: isLoadingActiveDisplay, error: activeDisplayError } = useFirestoreDocument(
getPath.activeDisplay()
@@ -2566,9 +2621,37 @@ function DisplayView() {
const [isPlayerDisplayActive, setIsPlayerDisplayActive] = useState(false);
const [isFullscreen, setIsFullscreen] = useState(false);
const [wakeLockEnabled, setWakeLockEnabled] = useState(false);
+ const [displayParticipants, setDisplayParticipants] = useState([]);
const wakeLockRef = useRef(null);
const currentParticipantRef = useRef(null);
+ // Player display transition state. Active participants render normally.
+ // Active→inactive: keep prior card, mark __displayActive=false, animate out,
+ // then PlayerParticipantCard calls handleExit to remove from display list.
+ // Inactive→active: card reappears with __displayActive=true and fades in.
+ useEffect(() => {
+ const source = (activeEncounterData && activeEncounterData.participants) || [];
+ setDisplayParticipants(prev => {
+ const prevById = new Map(prev.map(p => [p.id, p]));
+ const out = [];
+ for (const p of source) {
+ const prevP = prevById.get(p.id);
+ if (p.isActive !== false) {
+ out.push({ ...p, __displayActive: true });
+ } else if (prevP && prevP.__displayActive !== false) {
+ out.push({ ...p, __displayActive: false });
+ } else if (prevP && prevP.__displayActive === false) {
+ out.push(prevP);
+ }
+ }
+ return out;
+ });
+ }, [activeEncounterData]);
+
+ const handleExit = useCallback((id) => {
+ setDisplayParticipants(prev => prev.filter(p => p.id !== id));
+ }, []);
+
useEffect(() => {
const onFsChange = () => setIsFullscreen(!!document.fullscreenElement);
document.addEventListener('fullscreenchange', onFsChange);
@@ -2706,13 +2789,9 @@ function DisplayView() {
const hidePlayerHp = activeDisplayData?.hidePlayerHp ?? true;
const hideNpcHp = activeDisplayData?.hideNpcHp ?? false;
- let participantsToRender = [];
- if (participants) {
- // 1-list model: participants[] IS the display order (DM drag = source of
- // truth). Do NOT re-sort by initiative — that diverges from AdminView /
- // turnOrderIds after any cross-init drag (BUG-15).
- participantsToRender = participants.filter(p => p.isActive !== false);
- }
+ // 1-list model: displayParticipants IS the display order (participants[] order
+ // plus temporary exiting cards). Do NOT re-sort by initiative.
+ const participantsToRender = displayParticipants;
const displayStyles = campaignBackgroundUrl
? {
@@ -2783,10 +2862,14 @@ function DisplayView() {
}
return (
-
diff --git a/src/tests/DisplayView.characterization.test.js b/src/tests/DisplayView.characterization.test.js
index 842b096..c367bca 100644
--- a/src/tests/DisplayView.characterization.test.js
+++ b/src/tests/DisplayView.characterization.test.js
@@ -94,7 +94,7 @@ describe('DisplayView characterization', () => {
expect(screen.getAllByText(/Dead/i).length).toBeGreaterThan(0);
});
- test('DisplayView hides inactive participants for all types', async () => {
+ test('DisplayView hides inactive participants for all types after fade-out', async () => {
seedActiveDisplay([
{ ...participant('conscious'), id: 'active-pc', name: 'Active PC', isActive: true },
{ ...participant('conscious'), id: 'inactive-pc', name: 'Inactive PC', isActive: false },
@@ -103,7 +103,8 @@ describe('DisplayView characterization', () => {
render();
await waitFor(() => expect(screen.getByText('Active PC')).toBeInTheDocument());
- expect(screen.queryByText('Inactive PC')).not.toBeInTheDocument();
+ // inactive held during exit animation, removed after transition
+ await waitFor(() => expect(screen.queryByText('Inactive PC')).not.toBeInTheDocument(), { timeout: 1500 });
expect(screen.queryByText('Inactive Monster')).not.toBeInTheDocument();
});
});
--
2.34.1
From 9159755846f7bf6cde8dcdc716969666a7626224 Mon Sep 17 00:00:00 2001
From: david raistrick <1108844+keen99@users.noreply.github.com>
Date: Mon, 6 Jul 2026 22:48:10 -0400
Subject: [PATCH 2/4] 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.
---
src/App.js | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/App.js b/src/App.js
index 14674e1..b52f429 100644
--- a/src/App.js
+++ b/src/App.js
@@ -2597,7 +2597,7 @@ function PlayerParticipantCard({ id, isActive, status, onExit, className, childr
return (
{children}
{isDead && (
--
2.34.1
From 835a4663f7a3f3f7871927e40870e1028f6844e8 Mon Sep 17 00:00:00 2001
From: david raistrick <1108844+keen99@users.noreply.github.com>
Date: Mon, 6 Jul 2026 23:22:19 -0400
Subject: [PATCH 3/4] 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
---
.dockerignore | 11 ++++
TODO.md | 149 ----------------------------------------------
docker/Dockerfile | 19 +++---
docker/restart.sh | 21 +++++++
server/index.js | 1 +
5 files changed, 43 insertions(+), 158 deletions(-)
create mode 100644 .dockerignore
create mode 100755 docker/restart.sh
diff --git a/.dockerignore b/.dockerignore
new file mode 100644
index 0000000..aba797c
--- /dev/null
+++ b/.dockerignore
@@ -0,0 +1,11 @@
+node_modules
+**/node_modules
+.git
+tmp
+data
+*.log
+npm-debug.log*
+.DS_Store
+.env*
+coverage
+.nyc_output
diff --git a/TODO.md b/TODO.md
index 0ce3028..08c4517 100644
--- a/TODO.md
+++ b/TODO.md
@@ -65,25 +65,6 @@ not sure good way to do this
- Ambiguous label. May expand work based on what NPC means here (ally? monster?
display-only? skip in turn order?). Clarify intent before UX changes.
-### FEAT: first-class undo/redo UI buttons (B --- do now)
-- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
-- Undo = revert latest non-undone log. Redo = re-apply latest undone.
-- Uses current 2-write undo (non-tx). Race safety = log refactor later.
-- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).
-
-### FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
-- Single event schema, one source of truth:
- `{ ts, type, payload, undo_payload, undone, encounterId,
- snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } }`
-- Common format consumed by: UI log view, download/copy export,
- replay-combat, analyze-turns. One shape, four consumers.
-- Transactional undo: server endpoint `POST /api/undo/:eventId`. Single
- SQLite tx applies undo_payload + flips `undone`. Replaces fragile 2-write
- (log update + encounter update as separate calls).
-- Download/copy: exports event stream as JSON for offline analysis.
-- replay-combat + analyze-turns rewritten to emit/consume same event shape.
-- Migration: keep old log entries readable; new format for new writes.
-
### quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)
@@ -95,133 +76,3 @@ not sure good way to do this
## FEAT - clarify what end encounter does and what initiatives reset means
## Done (history)
-
-### FEAT: first-class undo/redo UI buttons (DONE)
-- ↶/↷ pills in InitiativeControls, always visible when encounter open.
-- Undo = latest non-undone log (per encounter). Redo = latest undone.
-- encounterPath added to all 14 log contexts (filter key).
-- redo:patch (forward) added to undoData. Real redo replays forward state.
-- Disabled when stack empty. Tooltip shows target action.
-- Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.
-
-### Architecture: 1-list turn order model (slot, never sort)
-- Single source: turnOrderIds === participants.map(id). No re-sort after
- startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
-- Drag (reorder) = same-init tie-break only. Cross-init blocked.
-- startEncounter sorts ALL participants by init once, then frozen.
-- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve
- drag order. Display renders participants[] directly (no sort).
-- Static guard test errs if `.sort(` reintroduced outside allowlist.
-- Design doc: docs/INITIATIVE_ORDERING.md.
-
-### Single source of truth: combat logic
-- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
-- shared/turn.js = only place turn logic lives.
-
-### Storage parity (firebase + server adapters)
-- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
-- Shared contract test runs both identically. Memory adapter deleted; factory
- throws on unknown mode.
-- ws storage mode renamed to server (env var + adapter name).
-
-### Logging contract
-- Every mutating op logs message + undo payload. No-op = null log.
-- Structural enforcement: per-op contract test (turn.logging.test.js) +
- static source-scan guard (static.no-unlogged.test.js).
-
-### Custom conditions per campaign (DONE)
-- Freeform per-campaign conditions. Add applies to participant + persists to
- campaign palette in one step. Badge render uses merged allConditions
- (built-ins + custom). toggleCondition accepts any string. Dedup
- case-insensitive. maxLength 40. Combat + replay tests prove arbitrary
- string ids survive round-trip.
-
-### Death saves: D&D 5e status model (DONE)
-- `status` is source of truth: conscious, dying, stable, dead.
-- Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
-- Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
-- Revive: dead → 0 HP, stable/unconscious, active.
-- Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
-- Player display hides inactive participants; DM display keeps them visible.
-
-### FEAT-3: initiative first-class entry (DONE)
-- Initiative field at add-char, add-monster, edit participant.
-- Inline edit wired. Tie-break = drag order.
-
-### UI feedback: toast + info modal (DONE)
-- All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X)
- for transient failures. InfoModal (persistent OK) for validations.
- React context provider wraps all 3 App branches.
-- Fixed: native alert vanished instantly on browser focus loss.
-
-### Filter dup chars from add-participant dropdown (DONE)
-- Character dropdown excludes chars already in encounter. Prevents
- dup-add at source. No more dup alert path needed.
-
-### Test timeouts (DONE)
-- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).
-
-### Warning = failure in tests (DONE)
-- console.error/warn throw in test env.
-
-### BUG-1: addParticipant + pause/resume corrupts rotation
-- RESOLVED as side effect of BUG-2 fix.
-
-### BUG-2: addParticipant allows duplicate id
-- FIXED (addParticipant throws on dup id).
-
-### BUG-4: hide-player-HP breaks display view
-- FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
-
-### BUG-5: mid-round addParticipant/revive corrupts rotation
-- FIXED --- slot-array + DRY advance core nextActiveAfter.
-
-### BUG-6: reorderParticipants doesn't update turnOrderIds
-- FIXED structurally by 1-list model.
-
-### BUG-7: reorderParticipants not logged
-- FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave,
- addParticipants, updateParticipant logging gaps also closed.
-
-### BUG-8: server adapter has no reconnect
-- FIXED --- onclose reconnects + re-subscribes existing paths.
-
-### BUG-10: deact+reactivate same round double-acts participant
-- FIXED --- 1-list model keeps slot position on toggle. Reactivate does not
- grant second turn. Test: turn.bug10.test.js.
-
-### BUG-11: FE Combat.scenario test crashes
-- FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds.
-
-### BUG-12: campaign selection follows activeDisplay
-- FIXED.
-
-### BUG-13: reorderParticipants crossing current pointer = ambiguous
-- FIXED --- block cross-pointer reorder during active encounter (both dirs).
- Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double.
- Pre-combat: free reorder. Test: turn.bug13.test.js.
-
-### BUG-14: addParticipant init-insertion breaks after drag-reorder
-- FIXED --- slotIndexForInit scans current list (post-drag aware).
-
-### BUG-15: DisplayView re-sorts (drag order not preserved)
-- FIXED --- display renders participants[] directly.
-
-### BUG-16: subscribeCollection hook drops queryConstraints
-- FIXED --- neutral builders, both adapters honor orderBy/limit.
-
-### BUG-17: dead SDK imports in App.js
-- FIXED --- trimmed (auth + getFirestore + getStorage remain).
-
-### BUG-18: stale comments reference deleted memory adapter
-- FIXED.
-
-### FEAT-1: Dead characters/NPCs stay in turn order
-- DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
-- Non-NPC monsters still become inactive automatically at death.
-
-### combat.scenario 100 rounds not turns
-- DONE --- loops by actual round-wrap count.
-
-### feat: add all characters to participants list
-- DONE --- addParticipants bulk add wired.
diff --git a/docker/Dockerfile b/docker/Dockerfile
index 2b75ad1..14d0f5b 100644
--- a/docker/Dockerfile
+++ b/docker/Dockerfile
@@ -1,4 +1,5 @@
-# docker/Dockerfile — single container: caddy (front) + node (back).
+# syntax=docker/dockerfile:1
+# docker/Dockerfile --- single container: caddy (front) + node (back).
# Build context = repo root.
# ---- build stage: frontend + install backend deps ----
FROM node:18-alpine AS build
@@ -7,25 +8,26 @@ WORKDIR /app
COPY package*.json ./
COPY shared/package.json ./shared/
COPY server/package.json ./server/
-RUN npm install --include-workspace-root
+RUN --mount=type=cache,target=/root/.npm \
+ npm install --include-workspace-root --omit=dev --prefer-offline
+# frontend code (changes often)
COPY shared/ ./shared/
-COPY server/ ./server/
COPY src/ ./src/
COPY public/ ./public/
COPY tailwind.config.js postcss.config.js ./
-# better-sqlite3 native build (alpine musl)
-RUN cd server && npm rebuild better-sqlite3
-
# build frontend (server storage, same-origin /api + /ws via caddy)
ARG REACT_APP_TRACKER_APP_ID=ttrpg-initiative-tracker-default
ENV REACT_APP_STORAGE=server
ENV REACT_APP_TRACKER_APP_ID=$REACT_APP_TRACKER_APP_ID
RUN NODE_OPTIONS=--openssl-legacy-provider npm run build
-# prune backend dev deps for runtime
-RUN npm prune --omit=dev
+# server after backend - it's fast. so changing server only doesnt invalidate slow frontend.
+COPY server/ ./server/
+# better-sqlite3 native build (alpine musl). Cached if server unchanged.
+RUN cd server && npm rebuild better-sqlite3
+
# ---- runtime stage: caddy + node ----
FROM node:18-alpine
@@ -38,7 +40,6 @@ COPY --from=build /app/server/node_modules ./server/node_modules
COPY --from=build /app/package*.json ./
COPY --from=build /app/shared/package.json ./shared/
COPY --from=build /app/server/package.json ./server/
-COPY shared/ ./shared/
COPY server/ ./server/
# built frontend served by caddy
COPY --from=build /app/build /srv
diff --git a/docker/restart.sh b/docker/restart.sh
new file mode 100755
index 0000000..d9d236d
--- /dev/null
+++ b/docker/restart.sh
@@ -0,0 +1,21 @@
+#!/usr/bin/env bash
+# scripts/docker-restart.sh — rebuild + restart docker container.
+# Usage: ./scripts/docker-restart.sh
+set -euo pipefail
+cd "$(dirname "$0")/.."
+
+echo "=== stopping existing container ==="
+docker compose -f docker/docker-compose.yml down 2>/dev/null || true
+
+echo "=== rebuilding image ==="
+docker compose -f docker/docker-compose.yml build
+
+echo "=== starting container ==="
+docker compose -f docker/docker-compose.yml up -d
+
+echo "=== status ==="
+docker compose -f docker/docker-compose.yml ps
+
+echo ""
+echo "app: http://localhost:${PORT:-8080}"
+echo "logs: docker compose -f docker/docker-compose.yml logs -f"
diff --git a/server/index.js b/server/index.js
index cb9c8c7..ce81cbc 100644
--- a/server/index.js
+++ b/server/index.js
@@ -1,6 +1,7 @@
// server/index.js — generic KV document store over HTTP + WebSocket.
// firebase mirror: doc-tree model. Thin REST, path-based WS push.
// Adapter (src/storage/server.js) = passthrough, no shape translation.
+// TEST: cache layer rebuild check.
'use strict';
--
2.34.1
From 02344eb3f57f1e4513d1e443f078ae3ec5d04e97 Mon Sep 17 00:00:00 2001
From: david raistrick <1108844+keen99@users.noreply.github.com>
Date: Mon, 6 Jul 2026 23:49:47 -0400
Subject: [PATCH 4/4] Bump Docker base images to node 22; mock firestore
comment cleanup
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
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.
---
.dockerignore | 1 -
Dockerfile | 4 ++--
TODO.md | 3 +++
docker/Dockerfile | 4 ++--
src/__mocks__/firebase/firestore.js | 6 +++---
5 files changed, 10 insertions(+), 8 deletions(-)
diff --git a/.dockerignore b/.dockerignore
index aba797c..4f7bee5 100644
--- a/.dockerignore
+++ b/.dockerignore
@@ -6,6 +6,5 @@ data
*.log
npm-debug.log*
.DS_Store
-.env*
coverage
.nyc_output
diff --git a/Dockerfile b/Dockerfile
index 415e43a..35d0d9d 100644
--- a/Dockerfile
+++ b/Dockerfile
@@ -1,7 +1,7 @@
# Dockerfile
# Stage 1: Build the React application
-FROM node:18-alpine AS build
+FROM node:22-alpine AS build
LABEL stage="build-local-testing"
@@ -48,4 +48,4 @@ COPY nginx-docker.conf /etc/nginx/conf.d/default.conf
EXPOSE 80
# Start Nginx when the container launches
-CMD ["nginx", "-g", "daemon off;"]
\ No newline at end of file
+CMD ["nginx", "-g", "daemon off;"]
diff --git a/TODO.md b/TODO.md
index 08c4517..529c687 100644
--- a/TODO.md
+++ b/TODO.md
@@ -10,6 +10,9 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
not sure good way to do this
+### npm install warnings cleanup pass
+lots of updates
+
### TEST GAP: current branch changes need focused coverage
diff --git a/docker/Dockerfile b/docker/Dockerfile
index 14d0f5b..53b4971 100644
--- a/docker/Dockerfile
+++ b/docker/Dockerfile
@@ -2,7 +2,7 @@
# docker/Dockerfile --- single container: caddy (front) + node (back).
# Build context = repo root.
# ---- build stage: frontend + install backend deps ----
-FROM node:18-alpine AS build
+FROM node:22-alpine AS build
WORKDIR /app
COPY package*.json ./
@@ -30,7 +30,7 @@ RUN cd server && npm rebuild better-sqlite3
# ---- runtime stage: caddy + node ----
-FROM node:18-alpine
+FROM node:22-alpine
RUN apk add --no-cache caddy
WORKDIR /app
diff --git a/src/__mocks__/firebase/firestore.js b/src/__mocks__/firebase/firestore.js
index 9ba0654..e4ceb8a 100644
--- a/src/__mocks__/firebase/firestore.js
+++ b/src/__mocks__/firebase/firestore.js
@@ -105,9 +105,9 @@ export function onSnapshot(refOrQuery, onSuccess, onError) {
return unsub;
}
-// Apply Firestore-style query constraints (orderBy desc/asc, limit) to mock docs.
-// Mirrors real SDK semantics enough for contract tests. Only orderBy + limit
-// supported (App's LOG_QUERY uses exactly these).
+// Apply Firestore-style query constraints (orderBy desc/asc, limit, where)
+// to mock docs. Mirrors real SDK semantics for contract tests. Offset handled
+// by adapter (firebase.js slices) — mock never sees it.
function applyConstraints(docs, constraints) {
let out = [...docs];
for (const c of constraints) {
--
2.34.1