Root cause: mutation writers stored oldValues only. Redo rebuilt from current state via derived logic — wrong order, wrong content, or no-op. Undo patched fields in place but ignored roster/array order changes. Writers now store forward arrays (shared/turn.js): - addParticipant: newTurnOrderIds, newCurrentTurnParticipantId - removeParticipant: newTurnOrderIds, newCurrentTurnParticipantId - updateParticipant: oldTurnOrderIds + newTurnOrderIds (initiative re-slot) - reorderParticipants: newParticipants + newTurnOrderIds - damage/heal/deathSave/stabilize/revive/deactivate_dead_monster: oldValues + newValues both capture full death state incl conditions expandUndo redo uses stored forward state instead of deriving: - add/remove: order via newTurnOrderIds - update: initiative change re-orders both directions - reorder: re-applies newParticipants - death ops: restore via newValues (was HP-only, dropped status/conditions) Missing expandUndo cases added: stabilize, revive, deactivate_dead_monster (were default:null -> undo no-op). Test infra (shared/tests/_helpers.js): - Mock storage undo() real now: applies patch + flips undone flag (was no-op) - addDoc persists log entries, getCollection returns them - undoLast/redoLast harness helpers exercise real mechanism - Undo tests assert against actual persisted doc, not expandUndo output turn.undo.test.js rewritten: every op tested as undo->deepEqual before, redo->deepEqual after-op (12 cases). Was undo-only, redo untested. turn.deathsave.undo.test.js added: 11 death-path roundtrips. Dead code removed: - round-trip.test.js: skipped suite testing deleted replay-from-logs.js (5 skipped tests rotting). Coverage gap acknowledged in TODO. Skip-guard added (scripts/run-tests.sh): pre-flight grep refuses to run if any .skip/xdescribe/xit found in test dirs. No CI; this is the gate.
scripts/
Dev orchestration + manual demo tool. NOT test.
dev-start.sh / dev-stop.sh
Local dev stack: backend (:4001, sqlite) + frontend (:3999, server mode).
One command. Writes env vars for you. Logs to tmp/server.log, tmp/fe.log.
./scripts/dev-start.sh # start (idempotent: leaves running ports as-is)
./scripts/dev-stop.sh # stop both
replay-combat.js
Live backend demo. Drives full combat via server adapter (same contract as App). Player display live-updates. Watch UI react to state changes.
# start backend + frontend first (see docs/DEVELOPMENT.md)
node scripts/replay-combat.js [rounds] [delayMs]
# defaults: 100 rounds, 200ms/step
Coverage per round: damage, heal, all 22 conditions, toggleActive, removeParticipant, addParticipant (reinforcements), updateParticipant, pause/resume, reorderParticipants, endEncounter. Revives dead each round to sustain full round count.
See also
tests/audit/— exploratory bug-finders (manual run, non-deterministic){shared,server,src}/tests/— jest unit/integration/characterizationscratch/— gitignored throwaway