Native alert() vanished instantly (browser focus loss when player display window or devtools steals focus). Replaced all 23 alert() calls with two in-app feedback paths via React context: - ToastStack: bottom-right stack, 6s auto-dismiss + manual X. For transient failures (storage throws, catch blocks). - InfoModal: yellow notice modal with OK button, persistent until dismissed. For validations (dup-add, empty/invalid fields). UIFeedbackProvider wraps all 3 App branches (admin/player/logs). useUIFeedback() hook in 6 components (CharacterManager, ParticipantManager, InitiativeControls, EncounterManager, LogsView, AdminView). 244 tests green (App 84, shared 133, server 27).
6.1 KiB
6.1 KiB
TODO
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
Open
BUG: add participants duplication alert disappears fast
- Duplicate-add throws alert but toast vanishes before user reads.
- Fix: extend toast duration OR require manual dismiss.
FEAT: filter already-added from add-participant dropdown
- Character list dropdown shows characters already in encounter.
- Filter them out (or disable with strike-through).
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.jsingests 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_payloadin same SQLite tx, flipundone. Transactional, no stale clobber. - Replaces fragile
/logssnapshot-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.
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.