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ttrpg-initiative-tracker/TODO.md
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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.