Player display animations, death visual, upstream merge #5
@@ -0,0 +1,10 @@
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node_modules
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**/node_modules
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.git
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tmp
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data
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*.log
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npm-debug.log*
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.DS_Store
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coverage
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.nyc_output
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+2
-2
@@ -1,7 +1,7 @@
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# Dockerfile
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# Stage 1: Build the React application
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FROM node:18-alpine AS build
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FROM node:22-alpine AS build
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LABEL stage="build-local-testing"
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|
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@@ -48,4 +48,4 @@ COPY nginx-docker.conf /etc/nginx/conf.d/default.conf
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EXPOSE 80
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# Start Nginx when the container launches
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CMD ["nginx", "-g", "daemon off;"]
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CMD ["nginx", "-g", "daemon off;"]
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@@ -10,17 +10,8 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
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not sure good way to do this
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### FEAT: player display fade transitions for inactive state
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- Inactive is DM-triggered via Mark Inactive.
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- Player display should fade inactive participant out, then remove from display list.
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- Reactivating should fade participant in.
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- DM display keeps inactive participant visible.
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- Dead state does not imply inactive/disabled.
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- Dying/stable must not fade out or leave layout holes.
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- Dead can keep skull/Dead label; create some good visual cues, no removal - but a cool transition to death would be nice.
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### npm install warnings cleanup pass
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lots of updates
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@@ -77,25 +68,6 @@ not sure good way to do this
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- Ambiguous label. May expand work based on what NPC means here (ally? monster?
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display-only? skip in turn order?). Clarify intent before UX changes.
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### FEAT: first-class undo/redo UI buttons (B --- do now)
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- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
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- Undo = revert latest non-undone log. Redo = re-apply latest undone.
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- Uses current 2-write undo (non-tx). Race safety = log refactor later.
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- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).
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### FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
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- Single event schema, one source of truth:
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`{ ts, type, payload, undo_payload, undone, encounterId,
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snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } }`
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- Common format consumed by: UI log view, download/copy export,
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replay-combat, analyze-turns. One shape, four consumers.
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- Transactional undo: server endpoint `POST /api/undo/:eventId`. Single
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SQLite tx applies undo_payload + flips `undone`. Replaces fragile 2-write
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(log update + encounter update as separate calls).
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- Download/copy: exports event stream as JSON for offline analysis.
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- replay-combat + analyze-turns rewritten to emit/consume same event shape.
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- Migration: keep old log entries readable; new format for new writes.
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### quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)
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@@ -107,133 +79,3 @@ not sure good way to do this
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## FEAT - clarify what end encounter does and what initiatives reset means
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## Done (history)
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### FEAT: first-class undo/redo UI buttons (DONE)
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- ↶/↷ pills in InitiativeControls, always visible when encounter open.
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- Undo = latest non-undone log (per encounter). Redo = latest undone.
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- encounterPath added to all 14 log contexts (filter key).
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- redo:patch (forward) added to undoData. Real redo replays forward state.
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- Disabled when stack empty. Tooltip shows target action.
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- Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.
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### Architecture: 1-list turn order model (slot, never sort)
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- Single source: turnOrderIds === participants.map(id). No re-sort after
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startEncounter. nextTurn skips inactive (predicate), inactive stay in slot.
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- Drag (reorder) = same-init tie-break only. Cross-init blocked.
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- startEncounter sorts ALL participants by init once, then frozen.
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- addParticipant/updateParticipant slot by init (slotIndexForInit), preserve
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drag order. Display renders participants[] directly (no sort).
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- Static guard test errs if `.sort(` reintroduced outside allowlist.
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- Design doc: docs/INITIATIVE_ORDERING.md.
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### Single source of truth: combat logic
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- All 15 App.js handlers delegate to @ttrpg/shared. ~498 lines inline dupes deleted.
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- shared/turn.js = only place turn logic lives.
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### Storage parity (firebase + server adapters)
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- Neutral queryConstraints ({__type:'orderBy'|'limit'}) honored by both adapters.
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- Shared contract test runs both identically. Memory adapter deleted; factory
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throws on unknown mode.
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- ws storage mode renamed to server (env var + adapter name).
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### Logging contract
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- Every mutating op logs message + undo payload. No-op = null log.
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- Structural enforcement: per-op contract test (turn.logging.test.js) +
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static source-scan guard (static.no-unlogged.test.js).
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### Custom conditions per campaign (DONE)
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- Freeform per-campaign conditions. Add applies to participant + persists to
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campaign palette in one step. Badge render uses merged allConditions
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(built-ins + custom). toggleCondition accepts any string. Dedup
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case-insensitive. maxLength 40. Combat + replay tests prove arbitrary
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string ids survive round-trip.
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### Death saves: D&D 5e status model (DONE)
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- `status` is source of truth: conscious, dying, stable, dead.
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- Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
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- Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
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- Revive: dead → 0 HP, stable/unconscious, active.
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- Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
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- Player display hides inactive participants; DM display keeps them visible.
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### FEAT-3: initiative first-class entry (DONE)
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- Initiative field at add-char, add-monster, edit participant.
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- Inline edit wired. Tie-break = drag order.
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### UI feedback: toast + info modal (DONE)
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- All 23 native alert() replaced. ToastStack (6s auto-dismiss + manual X)
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for transient failures. InfoModal (persistent OK) for validations.
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React context provider wraps all 3 App branches.
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- Fixed: native alert vanished instantly on browser focus loss.
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### Filter dup chars from add-participant dropdown (DONE)
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- Character dropdown excludes chars already in encounter. Prevents
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dup-add at source. No more dup alert path needed.
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### Test timeouts (DONE)
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- jest.setTimeout(10000) in setupTests.js (CRA blocks config-level timeout).
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### Warning = failure in tests (DONE)
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- console.error/warn throw in test env.
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### BUG-1: addParticipant + pause/resume corrupts rotation
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- RESOLVED as side effect of BUG-2 fix.
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### BUG-2: addParticipant allows duplicate id
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- FIXED (addParticipant throws on dup id).
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### BUG-4: hide-player-HP breaks display view
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- FIXED --- mock honors setDoc{merge}, all 5 activeDisplay sites use merge.
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### BUG-5: mid-round addParticipant/revive corrupts rotation
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- FIXED --- slot-array + DRY advance core nextActiveAfter.
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### BUG-6: reorderParticipants doesn't update turnOrderIds
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- FIXED structurally by 1-list model.
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### BUG-7: reorderParticipants not logged
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- FIXED --- returns log:{message, undo}. Handler calls logAction. deathSave,
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addParticipants, updateParticipant logging gaps also closed.
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### BUG-8: server adapter has no reconnect
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- FIXED --- onclose reconnects + re-subscribes existing paths.
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### BUG-10: deact+reactivate same round double-acts participant
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- FIXED --- 1-list model keeps slot position on toggle. Reactivate does not
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grant second turn. Test: turn.bug10.test.js.
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### BUG-11: FE Combat.scenario test crashes
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- FIXED --- moved to shared/turn.combat.test.js, pure functions, 100 rounds.
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### BUG-12: campaign selection follows activeDisplay
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- FIXED.
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### BUG-13: reorderParticipants crossing current pointer = ambiguous
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- FIXED --- block cross-pointer reorder during active encounter (both dirs).
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Full fix needs actedThisRound tracking. Pragmatic block prevents skip/double.
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Pre-combat: free reorder. Test: turn.bug13.test.js.
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### BUG-14: addParticipant init-insertion breaks after drag-reorder
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- FIXED --- slotIndexForInit scans current list (post-drag aware).
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### BUG-15: DisplayView re-sorts (drag order not preserved)
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- FIXED --- display renders participants[] directly.
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### BUG-16: subscribeCollection hook drops queryConstraints
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- FIXED --- neutral builders, both adapters honor orderBy/limit.
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### BUG-17: dead SDK imports in App.js
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- FIXED --- trimmed (auth + getFirestore + getStorage remain).
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### BUG-18: stale comments reference deleted memory adapter
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- FIXED.
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### FEAT-1: Dead characters/NPCs stay in turn order
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- DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
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- Non-NPC monsters still become inactive automatically at death.
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### combat.scenario 100 rounds not turns
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- DONE --- loops by actual round-wrap count.
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### feat: add all characters to participants list
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- DONE --- addParticipants bulk add wired.
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+12
-11
@@ -1,34 +1,36 @@
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# docker/Dockerfile — single container: caddy (front) + node (back).
|
||||
# syntax=docker/dockerfile:1
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# docker/Dockerfile --- single container: caddy (front) + node (back).
|
||||
# Build context = repo root.
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# ---- build stage: frontend + install backend deps ----
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FROM node:18-alpine AS build
|
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FROM node:22-alpine AS build
|
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WORKDIR /app
|
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|
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COPY package*.json ./
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COPY shared/package.json ./shared/
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COPY server/package.json ./server/
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RUN npm install --include-workspace-root
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RUN --mount=type=cache,target=/root/.npm \
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npm install --include-workspace-root --omit=dev --prefer-offline
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# frontend code (changes often)
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COPY shared/ ./shared/
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COPY server/ ./server/
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COPY src/ ./src/
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COPY public/ ./public/
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COPY tailwind.config.js postcss.config.js ./
|
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|
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# better-sqlite3 native build (alpine musl)
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RUN cd server && npm rebuild better-sqlite3
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# build frontend (server storage, same-origin /api + /ws via caddy)
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ARG REACT_APP_TRACKER_APP_ID=ttrpg-initiative-tracker-default
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ENV REACT_APP_STORAGE=server
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ENV REACT_APP_TRACKER_APP_ID=$REACT_APP_TRACKER_APP_ID
|
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RUN NODE_OPTIONS=--openssl-legacy-provider npm run build
|
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|
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# prune backend dev deps for runtime
|
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RUN npm prune --omit=dev
|
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# server after backend - it's fast. so changing server only doesnt invalidate slow frontend.
|
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COPY server/ ./server/
|
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# better-sqlite3 native build (alpine musl). Cached if server unchanged.
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RUN cd server && npm rebuild better-sqlite3
|
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|
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|
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# ---- runtime stage: caddy + node ----
|
||||
FROM node:18-alpine
|
||||
FROM node:22-alpine
|
||||
RUN apk add --no-cache caddy
|
||||
|
||||
WORKDIR /app
|
||||
@@ -38,7 +40,6 @@ COPY --from=build /app/server/node_modules ./server/node_modules
|
||||
COPY --from=build /app/package*.json ./
|
||||
COPY --from=build /app/shared/package.json ./shared/
|
||||
COPY --from=build /app/server/package.json ./server/
|
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COPY shared/ ./shared/
|
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COPY server/ ./server/
|
||||
# built frontend served by caddy
|
||||
COPY --from=build /app/build /srv
|
||||
|
||||
Executable
+21
@@ -0,0 +1,21 @@
|
||||
#!/usr/bin/env bash
|
||||
# scripts/docker-restart.sh — rebuild + restart docker container.
|
||||
# Usage: ./scripts/docker-restart.sh
|
||||
set -euo pipefail
|
||||
cd "$(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"
|
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@@ -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';
|
||||
|
||||
|
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+94
-11
@@ -2554,6 +2554,61 @@ function AdminView({ userId }) {
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// DISPLAY VIEW COMPONENT (Player View)
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// ============================================================================
|
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|
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// Player participant card: animate state transitions.
|
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// mount/activate : animate in (opacity+scale+slide)
|
||||
// deactivate : animate out then signal exit
|
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// alive→dead : transition to death cue (dim+desaturate+skull pulse+red rim)
|
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// conscious/dying/stable: full visible, no fade
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function PlayerParticipantCard({ id, isActive, status, onExit, className, children, divRef }) {
|
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// phase: 'hidden' (opacity-0, start state) -> 'visible' (opacity-100)
|
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// disable: 'visible' -> 'exiting' (opacity-0, transition plays) -> onExit
|
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const [phase, setPhase] = useState('hidden');
|
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const isDead = status === 'dead';
|
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|
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useEffect(() => {
|
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if (!isActive) {
|
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// ensure current 'visible' frame painted, THEN flip to exiting so
|
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// browser sees opacity change and plays the fade-out.
|
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const raf = requestAnimationFrame(() => {
|
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setPhase('exiting');
|
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});
|
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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.
|
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setPhase('hidden');
|
||||
const raf = requestAnimationFrame(() => {
|
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requestAnimationFrame(() => setPhase('visible'));
|
||||
});
|
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return () => cancelAnimationFrame(raf);
|
||||
}, [isActive, id, onExit]);
|
||||
|
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// animate: opacity + scale + slide. Visible motion, not just fade.
|
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const fadeClass = phase === 'visible'
|
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? 'opacity-100 scale-100 translate-y-0'
|
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: 'opacity-0 scale-75 translate-y-4';
|
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|
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// death transition: fires once when alive→dead. dim + desaturate + red rim.
|
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const deathClass = isDead
|
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? 'brightness-50 saturate-0 border-2 border-red-900/70 shadow-red-900/50 shadow-2xl'
|
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: '';
|
||||
|
||||
return (
|
||||
<div
|
||||
ref={divRef}
|
||||
className={`[transition:opacity_1s_ease-in-out,transform_1s_ease-in-out,filter_1s_ease-in-out,border-color_1s_ease-in-out,box-shadow_300ms_ease-in-out] ${fadeClass} ${deathClass} ${className}`}
|
||||
>
|
||||
{children}
|
||||
{isDead && (
|
||||
<div className="pointer-events-none absolute inset-0 flex items-center justify-center">
|
||||
<span className="text-6xl opacity-80 animate-pulse">☠️</span>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
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 (
|
||||
<div
|
||||
<PlayerParticipantCard
|
||||
key={p.id}
|
||||
ref={isCurrentTurn ? currentParticipantRef : null}
|
||||
className={`p-4 md:p-6 rounded-lg shadow-lg transition-all ${participantBgColor} ${status === 'dead' ? 'opacity-40 grayscale' : (!p.isActive ? 'opacity-40 grayscale' : '')}`}
|
||||
id={p.id}
|
||||
isActive={p.isActive !== false}
|
||||
status={status}
|
||||
onExit={handleExit}
|
||||
divRef={isCurrentTurn ? currentParticipantRef : null}
|
||||
className={`relative p-4 md:p-6 rounded-lg shadow-lg ${participantBgColor}`}
|
||||
>
|
||||
<div className="flex justify-between items-center mb-2">
|
||||
<h3
|
||||
@@ -2850,7 +2933,7 @@ function DisplayView() {
|
||||
{!p.isActive && !isZeroHp && (
|
||||
<p className="text-center text-lg font-semibold text-stone-300 mt-2">(Inactive)</p>
|
||||
)}
|
||||
</div>
|
||||
</PlayerParticipantCard>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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(<App />);
|
||||
|
||||
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();
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user