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ttrpg-initiative-tracker/scripts/README.md
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david raistrick e94e1959ff refactor: rename ws adapter to server across codebase
'ws' conflated storage mode with transport protocol (WebSocket). Renamed for
clarity: the adapter talks the self-hosted server (src/storage/server.js), which
happens to use WebSocket for realtime — but the name should describe what it
connects to, not how.

Renames:
- src/storage/ws.js -> server.js
- createWsStorage() -> createServerStorage()
- storage mode 'ws' -> 'server'
- REACT_APP_BACKEND_WS -> REACT_APP_BACKEND_REALTIME_URL
- factory param wsUrl -> realtimeUrl
- server/tests/ws-*.test.js -> server-*.test.js

Kept literal: 'ws' npm package, ws:// protocol URLs, /ws WebSocket endpoint.
Transport is accurate there; only storage-naming changed.

Updated all docs (DEVELOPMENT, TESTING, REWORK_PLAN, GLOSSARY, TODO), scripts
(dev-start.sh, replay-combat.js), factory + ESM tests. 204 tests green.
2026-07-04 15:47:13 -04:00

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Markdown

# scripts/
Manual demo tool. NOT test.
## 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.
```bash
# 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/characterization
- `scratch/` — gitignored throwaway