# TODO Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md. ## Open ### FEAT-2: structured combat logs (parseable) - Goal: logs in storage carry enough state to run skip/rotation analysis on ANY historic round --- not just replay stdout. - Current: `{timestamp, message, encounterName, undo}`. Parser guesses roster from message strings. Brittle. - Upgrade: structured fields at turn-state mutation log sites in App.js (startEncounter, toggleActive, addParticipant, removeParticipant, applyHpChange death/revive, togglePause, nextTurn): ``` turnSnapshot: { round, currentTurnParticipantId, turnOrderIds, activeIds } ``` - Then `scripts/analyze-turns.js` ingests app logs directly. Works on real game sessions, any round, deterministic. ### FEAT-M6: transactional undo - Every mutating action writes event: `(type, payload, undo_payload, undone, ts)`. - Undo = apply `undo_payload` in same SQLite tx, flip `undone`. Transactional, no stale clobber. - Replaces fragile `/logs` snapshot-write undo. - Migration: keep old undo for existing entries; new format for new. ## Done (history) ### 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 model (DONE) - Separate success/fail tracking. deathSave(enc, id, type, n), type='success'|'fail'. Fields: deathSaves, deathFails, isStable, isDying. 3 success=stable, 3 fail=dead. Returns {patch, log, status, isDying}. Old single-counter broken (successes missing). Old data lost (feature never worked in prod). UI: green ✓ + red ✕ rows, Stabilized/Dying badges. ### 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 participants stay in turn order - DONE --- applyHpChange no longer flips isActive on death. Dead stay in rotation, nextTurn visits them, PCs get death-save turn. ### 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.