feat(combat): add first-class undo and redo controls Add undo and redo controls to the combat UI so the DM can recover from recent actions without leaving the encounter view. Undo and redo operate on the current encounter's combat history. Empty stacks produce clear feedback instead of failing silently. Redo order follows normal stack behavior after multiple undos. This makes combat history actionable during play, not just visible in the log. feat(logs): make combat logs replayable Replace plain combat log messages with structured combat events that can be used by the UI, exported as JSON, replayed, and verified. Each new log entry records the action type, encounter identity, participant identity, a small action delta, undo intent, and a turn snapshot. Download and copy now export the event stream as JSON so a saved combat log is useful for offline analysis and debugging. Legacy logs remain viewable, but new logs use the structured event format. feat(logs): make undo and redo transactional Apply undo and redo as single storage operations so the encounter state and log state cannot drift apart. Server storage applies the encounter update and the log undone flag inside one SQLite transaction. Firebase storage uses a batch write for the same behavior. The storage contract now includes undo/redo semantics. This replaces fragile multi-write undo behavior where a failure could update the encounter without marking the log, or mark the log without updating the encounter. feat(combat): add unified replay and verification tool Add one combat CLI for replaying live combat and verifying combat logs. Replay drives the live backend through the same shared combat logic used by the app, writes a JSON event log to an explicit output path, and automatically verifies the result. Verification checks for DM-visible combat problems such as skipped turns, double actions, bad round changes, and unexpected turn order changes. The tool uses the same JSON event stream produced by log downloads, supports verbose turn output, and handles Ctrl-C by ending the encounter, writing the partial log, and verifying what was captured. fix(perf): keep long combat logging fast Remove the combat-time log query bottleneck that made long replays slow as log volume grew. Combat controls no longer subscribe to the log collection just to keep undo and redo state warm. Undo and redo now query the latest matching encounter log only when clicked. Server collection queries support exact filters, ordering, limits, and offsets, and SQLite indexes keep latest-log and per-encounter log lookups fast. Also fix duplicate WebSocket handler registration so realtime updates do not double-fire under write load. fix(turns): make toggle active a status change Make toggle active a roster/status edit instead of a turn advance. Deactivating the current participant no longer passes the turn or increments the round. The current turn stays where it is until the DM explicitly clicks Next Turn, and Next Turn skips inactive participants during normal rotation. This matches the initiative design: slot order is stable, toggle active does not move participants, and round changes only come from explicit turn advance. chore(ci): make warnings and hangs fail fast Tighten test and build checks so failures are visible instead of noisy or silent. Builds run with CI enabled so warnings fail production builds. The full test command runs app, shared, and server suites with hard timeouts so hangs fail quickly. Static eslint coverage fails on warnings as well as errors. Tests were updated around the new async combat logging flow, structured log events, transactional undo, replay verification, and toggle-active semantics.
134 lines
4.7 KiB
JavaScript
134 lines
4.7 KiB
JavaScript
#!/usr/bin/env node
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// scripts/combat.js
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// ONE tool. Replaces replay-combat.js + analyze-turns.js + replay-from-logs.js.
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//
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// Two modes (same binary):
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//
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// combat replay — drive a fresh combat through LIVE backend, write log
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// combat verify — read any log file, check combat rotated correctly
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//
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// WHY ONE TOOL:
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// Same data, same words. Old 3-tool split = format + naming nightmare.
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// Replay writes the log, verify reads it. Same log shape both ends.
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//
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// LOG FORMAT:
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// JSON array. Same as app download. One mental model. NOT jsonl.
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// Each entry = canonical lean event (shared/logEvent.js shape):
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// { id, ts, type, message, encounterId, encounterName, encounterPath,
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// participantId, participantName, delta, undo, undone, snapshot }
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// snapshot = { round, currentTurnParticipantId, turnOrderIds, activeIds }
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//
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// USAGE:
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// combat replay [rounds] [delayMs] --out <log.json> [-v]
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// combat verify <log.json>
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// cat events.json | combat verify
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//
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// EXIT:
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// replay: 0 success, 1 error, 2 bad args
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// verify: 0 all checks pass, 1 bugs found, 2 bad args/no input
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//
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// WHAT VERIFY CHECKS (in DM words, not internals):
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// - Round count go up correctly (no skip, no jump, no backward)
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// - Turn pass to right person each step
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// - Nobody act twice in same round
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// - Nobody get skipped who was active whole round
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// - Turn order stay stable (no random reshuffle)
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// - Initiative slot order hold (replay logs only — need full roster)
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'use strict';
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const crypto = require('crypto');
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const fs = require('fs');
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const path = require('path');
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const shared = require('../shared');
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const { normalizeEvent, serializeEvents } = shared.logEvent;
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// =============================================================================
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// ARGS
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// =============================================================================
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function parseArgs(argv) {
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const mode = argv[0];
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const rest = argv.slice(1);
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if (mode !== 'replay' && mode !== 'verify') return { mode: null };
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const out = { mode, verbose: false, out: null, positional: [] };
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for (let i = 0; i < rest.length; i++) {
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const a = rest[i];
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if (a === '-v' || a === '--verbose') { out.verbose = true; continue; }
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if (a === '--out' && rest[i + 1]) { out.out = rest[i + 1]; i++; continue; }
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out.positional.push(a);
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}
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return out;
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}
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function usageReplay() {
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console.error('Usage: combat replay [rounds] [delayMs] --out <log.json> [-v]');
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console.error(' --out <log.json> REQUIRED. Path you control.');
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console.error(' rounds default 20, delayMs default 200');
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console.error(' -v / --verbose log every action per turn');
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process.exit(2);
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}
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function usageVerify() {
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console.error('Usage: combat verify <log.json>');
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console.error(' cat events.json | combat verify');
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process.exit(2);
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}
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const args = parseArgs(process.argv.slice(2));
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if (!args.mode) {
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console.error('combat — unified replay + verify for the TTRPG combat tracker');
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console.error('');
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console.error('Usage:');
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console.error(' combat replay [rounds] [delayMs] --out <log.json> [-v]');
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console.error(' combat verify <log.json>');
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console.error(' cat events.json | combat verify');
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process.exit(2);
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}
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// =============================================================================
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// REPLAY MODE
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// =============================================================================
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// Drive fresh combat through live backend. Each mutation = one lean log entry
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// written to --out path. DM-facing stdout: round headers + per-turn actions.
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// Same log shape as app download. verify reads it back.
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if (args.mode === 'replay') {
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if (!args.out) usageReplay();
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require('./combat/replay.js')(args).catch(err => {
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console.error('replay failed:', err);
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process.exit(1);
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});
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}
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// =============================================================================
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// VERIFY MODE
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// =============================================================================
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// Read a combat log (app download OR combat replay output). Check rotation
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// correctness. DM-facing output: combat name, rounds, per-round turn list,
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// checks pass/fail. No "mutation", "pointer", "invariant" in output.
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if (args.mode === 'verify') {
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const logPath = args.positional[0];
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let text;
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if (logPath) {
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if (!fs.existsSync(logPath)) {
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console.error(`combat verify: file not found: ${logPath}`);
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process.exit(2);
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}
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text = fs.readFileSync(logPath, 'utf8');
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} else if (!process.stdin.isTTY) {
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text = fs.readFileSync(0, 'utf8');
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}
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if (!text || !text.trim()) usageVerify();
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try {
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const result = require('./combat/verify.js')(text, { verbose: args.verbose });
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process.exit(result);
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} catch (err) {
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console.error('verify failed:', err);
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process.exit(1);
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}
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}
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