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.
192 lines
8.0 KiB
JavaScript
192 lines
8.0 KiB
JavaScript
// App.characterization.test.js
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// Characterize App -> Firebase calls. Lock path + payload shape per action.
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// Mock SDK, render AdminView, fire action, assert recorded calls.
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// Purpose: refactor (path-shape rewrite) must not change these calls.
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import React from 'react';
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import { screen, fireEvent, waitFor } from '@testing-library/react';
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import '@testing-library/jest-dom';
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import { getCalls, MOCK_DB } from '../__mocks__/firebase/_mock-db';
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import { renderApp, createCampaignViaUI, selectCampaignByName, setupReady, startCombatViaUI, addMonsterViaUI } from './testHelpers';
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function findCall(fn, pathSub) {
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return getCalls().find(c => c.fn === fn && (pathSub ? c.path.includes(pathSub) : true));
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}
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function findCalls(fn, pathSub) {
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return getCalls().filter(c => c.fn === fn && (pathSub ? c.path.includes(pathSub) : true));
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}
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// ============================================================================
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// CAMPAIGN GROUP
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// ============================================================================
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describe('Campaign -> Firebase', () => {
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test('createCampaign: setDoc with campaign path + payload', async () => {
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await renderApp();
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const id = await createCampaignViaUI('Alpha');
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const call = findCall('setDoc', '/campaigns/');
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expect(call.path).toMatch(/campaigns\/.+$/);
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expect(call.data).toMatchObject({
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name: 'Alpha',
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playerDisplayBackgroundUrl: '',
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players: [],
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});
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expect(call.data).toHaveProperty('ownerId');
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expect(call.data).toHaveProperty('createdAt');
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});
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test('createCampaign: path includes APP_ID namespace', async () => {
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await renderApp();
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await createCampaignViaUI('NS Test');
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const call = findCall('setDoc', '/campaigns/');
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expect(call.path).toContain('artifacts/');
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expect(call.path).toContain('/public/data/');
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});
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test('createCampaign: optional background URL stored', async () => {
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await renderApp();
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fireEvent.click(screen.getByRole('button', { name: /Create Campaign/i }));
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await waitFor(() => screen.getByLabelText(/Campaign Name/i));
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fireEvent.change(screen.getByLabelText(/Campaign Name/i), { target: { value: 'With BG' } });
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fireEvent.change(screen.getByLabelText(/Background URL/i), { target: { value: 'https://img.test/bg.png' } });
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fireEvent.click(screen.getByRole('button', { name: /^Create$/i }));
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await waitFor(() => findCall('setDoc', '/campaigns/'));
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const call = findCall('setDoc', '/campaigns/');
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expect(call.data.playerDisplayBackgroundUrl).toBe('https://img.test/bg.png');
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});
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test('addCharacter: updateDoc on campaign doc, players array grows', async () => {
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await renderApp();
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const cid = await createCampaignViaUI('Roster');
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await selectCampaignByName('Roster');
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// CharacterManager form
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fireEvent.change(screen.getByPlaceholderText('Character name'), { target: { value: 'Brog' } });
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fireEvent.change(screen.getByLabelText(/Default HP/i), { target: { value: '25' } });
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fireEvent.change(screen.getByLabelText(/Init Mod/i), { target: { value: '3' } });
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fireEvent.click(screen.getByRole('button', { name: /Add Character/i }));
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await waitFor(() => findCall('updateDoc', '/campaigns/'));
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const call = findCall('updateDoc', `/campaigns/${cid}`);
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expect(call.data.players).toHaveLength(1);
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expect(call.data.players[0]).toMatchObject({
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name: 'Brog',
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defaultMaxHp: 25,
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defaultInitMod: 3,
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});
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expect(call.data.players[0]).toHaveProperty('id');
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});
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test('updateCharacter: updateDoc with updated players array', async () => {
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await renderApp();
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const cid = await createCampaignViaUI('EditRoster');
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await selectCampaignByName('EditRoster');
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// add one first
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fireEvent.change(screen.getByPlaceholderText('Character name'), { target: { value: 'Old Name' } });
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fireEvent.click(screen.getByRole('button', { name: /Add Character/i }));
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await waitFor(() => findCall('updateDoc', '/campaigns/'));
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// click edit
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const editBtn = await screen.findByRole('button', { name: /Edit character/i });
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fireEvent.click(editBtn);
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await waitFor(() => screen.getByDisplayValue('Old Name'));
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fireEvent.change(screen.getByDisplayValue('Old Name'), { target: { value: 'New Name' } });
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// Save button is icon-only (no text); submit its form.
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const form = screen.getByDisplayValue('New Name').closest('form');
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fireEvent.submit(form);
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await waitFor(() => {
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const calls = findCalls('updateDoc', `/campaigns/${cid}`);
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const last = calls[calls.length - 1];
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expect(last.data.players[0].name).toBe('New Name');
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});
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});
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test('deleteCharacter: updateDoc with character removed', async () => {
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await renderApp();
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const cid = await createCampaignViaUI('DeleteRoster');
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await selectCampaignByName('DeleteRoster');
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fireEvent.change(screen.getByPlaceholderText('Character name'), { target: { value: 'Gone' } });
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fireEvent.click(screen.getByRole('button', { name: /Add Character/i }));
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await waitFor(() => findCall('updateDoc', '/campaigns/'));
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const delBtn = await screen.findByRole('button', { name: /Delete character/i });
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fireEvent.click(delBtn);
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// confirmation modal
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fireEvent.click(screen.getByRole('button', { name: /Confirm/i }));
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await waitFor(() => {
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const calls = findCalls('updateDoc', `/campaigns/${cid}`);
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const last = calls[calls.length - 1];
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expect(last.data.players).toHaveLength(0);
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});
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});
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test('deleteCampaign: deletes encounters batch + campaign doc + activeDisplay null', async () => {
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await renderApp();
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const cid = await createCampaignViaUI('Doomed');
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await selectCampaignByName('Doomed');
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// campaign card delete button has no aria-label; find trash by text via grid
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const allDeletes = screen.getAllByText(/Delete/i);
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// campaign card Delete is in card grid, last one rendered
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fireEvent.click(allDeletes[allDeletes.length - 1]);
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fireEvent.click(await screen.findByRole('button', { name: /Confirm/i }));
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await waitFor(() => findCall('deleteDoc', `/campaigns/${cid}`));
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const delCall = findCall('deleteDoc', `/campaigns/${cid}`);
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expect(delCall).toBeDefined();
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});
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test('deleteCampaign: cascade-deletes logs for campaign encounters (BUG)', async () => {
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const { setupReady, startCombatViaUI } = require('./testHelpers');
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await setupReady('Doomed', 'Enc');
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await addMonsterViaUI('Gob', 5, 2);
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await startCombatViaUI();
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// log written on start
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await waitFor(() => {
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const logWrites = findCalls('addDoc').filter(c => c.path.includes('/logs'));
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expect(logWrites.length).toBeGreaterThan(0);
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});
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const cid = Object.keys(MOCK_DB.collection('campaigns').reduce((m,c)=>(m[c.id]=c,m),{}))[0];
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// delete campaign
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const allDeletes = screen.getAllByText(/Delete/i);
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fireEvent.click(allDeletes[allDeletes.length - 1]);
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fireEvent.click(await screen.findByRole('button', { name: /Confirm/i }));
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await waitFor(() => findCall('deleteDoc', `/campaigns/${cid}`));
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// logs MUST be deleted via batch or deleteDoc on each log path
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const logDeletes = getCalls().filter(c =>
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(c.fn === 'deleteDoc' && c.path.includes('/logs/')) ||
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(c.fn === 'batch.delete' && c.path.includes('/logs/'))
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);
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expect(logDeletes.length).toBeGreaterThan(0);
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});
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test('deleteEncounter: cascade-deletes logs for encounter (BUG)', async () => {
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const { setupReady, startCombatViaUI } = require('./testHelpers');
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await setupReady('Camp', 'DoomedEnc');
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await addMonsterViaUI('Gob', 5, 2);
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await startCombatViaUI();
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await waitFor(() => {
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expect(findCalls('addDoc').filter(c => c.path.includes('/logs')).length).toBeGreaterThan(0);
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});
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// delete encounter
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const allDeletes = screen.getAllByText(/Delete/i);
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fireEvent.click(allDeletes[0]);
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fireEvent.click(await screen.findByRole('button', { name: /Confirm/i }));
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await waitFor(() => {
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const logDeletes = getCalls().filter(c =>
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(c.fn === 'deleteDoc' && c.path.includes('/logs/')) ||
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(c.fn === 'batch.delete' && c.path.includes('/logs/'))
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);
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expect(logDeletes.length).toBeGreaterThan(0);
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});
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});
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});
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