Feature: debug button to wipe all campaigns/encounters/logs in dev builds.
Previously bulk delete fetched all logs per campaign, client-filtered,
batchWrite — 30s+/campaign. Now SQL bulk DELETE, no fetch.
Server (server/db.js, server/index.js):
- deleteCollection(collPath, {where}) — SQL DELETE FROM docs WHERE parent=?,
optional where-filter. Broadcasts deletions to WS subscribers.
- DELETE /api/collection endpoint
- Gate: ALLOW_DEV_ENDPOINTS=1 env OR createServer({allowDevEndpoints:true})
- createServer accepts allowDevEndpoints param (tests bypass env)
Storage (src/storage/server.js, src/storage/firebase.js):
- deleteCollection(path, whereField, whereValue) both adapters
- Firebase: fetch matching + batch-delete (firestore no bulk), 500-chunk
- Gate: throws if NODE_ENV not development/test
- Contract-tested both backends
App (src/App.js):
- deleteCampaignCascade refactored (reusable, no try/catch split)
- handleDeleteAllCampaigns: Promise.all per campaign, deleteCollection for
encounters (no fetch), deleteCollection logs once globally, parallel
- Button dev-gated (NODE_ENV), confirm modal, hidden when no campaigns
Mock fixes (surfaced by new tests):
- firebase firestore mock: added where() export, getDocs applies constraints
(was returning all docs ignoring query constraints — pre-existing gap)
Tests:
- contract: deleteCollection (bulk, where-filter, empty) both backends
- server-contract: live deleteCollection (bulk, where, 403 gate)
- runStorageContract via makeStorage({allowDevEndpoints:true})
Safety (3 layers):
- UI button hidden in prod (NODE_ENV gate)
- storage method throws in prod (NODE_ENV gate)
- HTTP endpoint 403 in prod (env/param gate)
11 KiB
11 KiB
TODO
Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md.
Open
dm list - keep active particpant in view (scroll)
not sure good way to do this
FEAT: player display fade transitions for inactive state
- Inactive is DM-triggered via Mark Inactive.
- Player display should fade inactive participant out, then remove from display list.
- Reactivating should fade participant in.
- DM display keeps inactive participant visible.
- Dead state does not imply inactive/disabled.
- Dying/stable must not fade out or leave layout holes.
- Dead can keep skull/Dead label; create some good visual cues, no removal - but a cool transition to death would be nice.
TEST GAP: current branch changes need focused coverage
- Storage
where()contract: firebase + server adapters should honor[where('encounterPath','==',x), orderBy('ts','desc'), limit(n)]. - Server SQL query test:
where + orderBy + limitshould return latest logs for one encounter only. - Undo/redo stack order: undo A3 then A2, redo must replay A2 first, then A3.
- Combat controls should not subscribe to logs while mounted; undo/redo should query logs only on click.
- Unified CLI smoke:
node scripts/combat.js verify <fixture.json>returns CLEAN on known-good log. - Unified CLI replay smoke:
node scripts/combat.js replay ... --out tmp/x.jsonwrites JSON array and auto-verifies. - Ctrl-C replay behavior: SIGINT during replay should end encounter, clear active display, write partial log, run verify.
- SQLite schema/index test:
idx_docs_parent_tsandidx_docs_parent_encounter_tsexist for server DB.
confirm warnings treated as error = fail in all tests, build pipeline, linters, everything. again.
BUG: addParticipants (batch add) does not slot by initiative
- shared/turn.js addParticipants appends
[...existing, ...new], no slotIndexForInit. - Violates INIT doc: "Add = insert into slot by initiative."
- Single addParticipant slots correct. Batch (add-all-chars) appends.
- Pre-start batch add = wrong order. Post-start worse.
BUG: nextTurn throws on solo combatant
- nextActiveAfter loop
for step=1; step<nskips when n=1 → {nextId:null}. - nextTurn throws "Could not determine next participant."
- Solo active combat cannot pass turn.
BUG: reorderParticipants cross-pointer drag = silent no-op
- Cross-pointer drag returns encounter unchanged, no log, no toast.
- DM drags across current turn → nothing happens, no feedback.
BUG: addParticipant undo missing currentTurnParticipantId when started
- undo saves participants + conditional turnOrderIds, no currentTurnParticipantId.
- Pointer can misalign on undo if added near pointer region.
BUG: computeTurnOrderAfterRemoval isActive uses find() not boolean
isActive = id => updatedParticipants.find(p => p.id === id && p.isActive)- Returns participant obj (truthy) not boolean. Works by accident, fragile.
BUG: select campaign during active combat = screen flicker, no action
- In active encounter, click different campaign → flicker, no nav, no end.
- Either block (toast: end encounter first) or auto-end current + switch.
- Decide UX before fix.
FEAT: generic/non-5e rules mode
- Campaign/encounter ruleset toggle:
5evsgeneric. - Generic mode turns off death saves/state machine.
- Generic mode allows negative HP.
- 5e mode rejects negative damage/heal and clamps HP at 0.
FEAT: clarify "Is NPC" in add-participant
- Ambiguous label. May expand work based on what NPC means here (ally? monster? display-only? skip in turn order?). Clarify intent before UX changes.
FEAT: first-class undo/redo UI buttons (B --- do now)
- Toolbar buttons ↶/↷ in AdminView header, not buried in /logs.
- Undo = revert latest non-undone log. Redo = re-apply latest undone.
- Uses current 2-write undo (non-tx). Race safety = log refactor later.
- Disabled when stack empty. Keyboard shortcuts (cmd+z / cmd+shift+z).
FEAT-LOG: unified log refactor (was FEAT-2 + M6, batched)
- Single event schema, one source of truth:
{ ts, type, payload, undo_payload, undone, encounterId, snapshot:{ round, currentTurnParticipantId, turnOrderIds, activeIds } } - Common format consumed by: UI log view, download/copy export, replay-combat, analyze-turns. One shape, four consumers.
- Transactional undo: server endpoint
POST /api/undo/:eventId. Single SQLite tx applies undo_payload + flipsundone. Replaces fragile 2-write (log update + encounter update as separate calls). - Download/copy: exports event stream as JSON for offline analysis.
- replay-combat + analyze-turns rewritten to emit/consume same event shape.
- Migration: keep old log entries readable; new format for new writes.
quality of life fix: 2. UI says "Campaign Characters", field is players --- naming mismatch (separate concern, flag for later)
FEAT - parallel campaigns
FEAT - multi user
FEAT - clarify what end encounter does and what initiatives reset means
Done (history)
FEAT: first-class undo/redo UI buttons (DONE)
- ↶/↷ pills in InitiativeControls, always visible when encounter open.
- Undo = latest non-undone log (per encounter). Redo = latest undone.
- encounterPath added to all 14 log contexts (filter key).
- redo:patch (forward) added to undoData. Real redo replays forward state.
- Disabled when stack empty. Tooltip shows target action.
- Uses current 2-write undo (non-tx). Race safety = FEAT-LOG refactor.
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 status model (DONE)
statusis source of truth: conscious, dying, stable, dead.- Characters and NPCs use death saves; monsters skip death saves and become dead/inactive at 0 HP.
- Death-save actions: Success, Fail, Nat1, Nat20, Stabilize.
- Revive: dead → 0 HP, stable/unconscious, active.
- Dead characters/NPCs stay in encounter/initiative until DM removes or marks inactive.
- Player display hides inactive participants; DM display keeps them visible.
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 characters/NPCs stay in turn order
- DONE --- character/NPC death does not auto-remove. DM controls inactive/remove.
- Non-NPC monsters still become inactive automatically at death.
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.