Phase 8: player view (local/projector) + sync seam
- Player View (/play): read-only projector screen — party HP bars + conditions, active-encounter initiative with current turn; enemy HP hidden behind a Healthy/Bloodied/Down status band; Fullscreen button - SyncAdapter seam (src/lib/sync): local-first default via Dexie liveQuery; documents where a future networked (WebSocket/CRDT) backend plugs in - Dashboard + routes get a Player View entry - Robustness: encountersRepo.mutate() does transactional read-modify-write so rapid combat mutations can't overwrite each other (old C19 race); tracker uses it New player-view e2e. Networked multiplayer backend intentionally deferred. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -164,6 +164,19 @@ export const encountersRepo = {
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await db.encounters.put(validated);
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},
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/**
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* Apply a transition by reading the freshest committed state inside a
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* transaction, so two rapid mutations can't overwrite each other (the
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* read-modify-write race the old app shipped — bug class C19).
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*/
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async mutate(id: string, fn: (e: Encounter) => Encounter): Promise<void> {
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await db.transaction('rw', db.encounters, async () => {
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const current = await db.encounters.get(id);
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if (!current) return;
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await db.encounters.put(encounterSchema.parse({ ...fn(current), updatedAt: now() }));
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});
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},
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async remove(id: string): Promise<void> {
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await db.encounters.delete(id);
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},
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