Audit-driven; goal: one user can't exhaust the box or starve the shared Traefik stack.
Resource containment:
- compose: mem_limit 512m, memswap_limit, pids_limit 200, cpus 1.0 (blast radius = container)
- Enforce per-user cloud quota (default 30MB, admin override) on /api/save + /api/characters → 413
- Cap published-character size (2MB); cap rooms (200), images/room (40), image bytes/room (40MB)
- Cap WS image dataUrl length in the wire schema; per-IP WS connection cap (20)
- MAX_USERS registration ceiling → 503 when full
Availability + correctness:
- Async crypto.scrypt (was scryptSync) so password hashing can't freeze the event loop;
constant-time on unknown users to avoid username probing
- trustProxy so req.ip is the real client behind Traefik — rate limits are per-IP, not global
- Tighter auth-endpoint bucket (10/min) on /register + /login; prune stale rate buckets
- O(1) token->user index; log persist() failures instead of swallowing them
- Trim /healthz info; surface quota in /api/usage + the admin dashboard storage bar
- Client surfaces 413 (quota) / 429 (rate) clearly
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 5e skill/save proficiency shows 'Not proficient/Proficient/Expertise' instead of the
PF2e rank names (Untrained/Trained/Expert); PF2e keeps its ranks. (shared rankLabel)
- Characters can be created without a campaign: campaignId is optional ('' = unassigned),
CharactersPage no longer requires an active campaign, the wizard's campaign prop is
optional, and the sheet has a Campaign selector to attach/move later.
- New character details: appearance, personality/behaviour, alignment, and a real
background field (promoted out of notes); a Details wizard step + a Details sheet card.
- Ability step shows a clearer total + 'base · +race' breakdown.
- Point-buy verified correct (8:0..15:9 / 27, clamped 8-15, Next gated on budget).
All schema additions default-safe (characterDefaults updated). 329 tests green, build OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A player who dropped briefly got a fresh server playerId on auto-reconnect and silently
lost their seat: the UI still showed 'granted' but every HP/condition/spell patch and dice
roll was rejected server-side. Now:
- The client persists a stable playerId (localStorage) and sends it on join.
- The server reuses that id when it isn't already live on another connection (so a second
tab/peer can't hijack an active seat), and on reconnect re-binds the seat to the new
socket and re-sends seatGranted — control is restored seamlessly.
- Seats survive a disconnect for a 5-minute grace window (marked, not deleted); sweep()
evicts seats whose holder never returns.
Adds 3 server tests (reconnect reclaim, grace eviction, anti-hijack). 4 files: join
message gains optional playerId; server dispatch, RoomHub, and wsSync client.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
P5 backend (the deferred items):
- conflict-aware cloud sync via optimistic concurrency: the server versions each
backup blob (file mtime) and rejects a push whose base version is stale (409),
so a second device can't silently overwrite a newer cloud copy. The client
tracks its last-synced version; the SyncStatusIndicator surfaces a "Sync
conflict" with one-click resolution (Use cloud / Keep this device), and the
Settings push offers the same choice.
- revocable invites: owner can rotate a campaign's invite code (kills the old
one) and remove a member (drops them + deletes their published characters).
(Skipped editor/player roles — no enforcement target in the current model.)
- image storage: deliberately deferred (live images already stream de-duped on a
separate channel; a backup blob-store is infra with no correctness gain).
P7 — subclass/feat/multiclass depth:
- feats are now first-class tracked records (name + effect text) in a Feats &
Features sheet section, not buried in notes. Dexie v15 migration.
- 5e multiclass spell-slot calculator: a pure multiclassSlots() (full ×1, half
÷2, third ÷3 → full-caster table) + a sheet control to fill the slot table for
multiclass casters. (Honest scope: tracking + slots, not per-subclass feature
automation.)
P8 — test hardening: v2-surfaces e2e (feats, multiclass calc, signals bell,
World nav) + server tests (blob versioning, invite rotation, member removal) +
multiclass unit tests.
Gate green: 283 unit + 35 e2e + 2 realtime. App + server build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 5 — live-session & multi-device hardening:
- connectivityStore + SyncStatusIndicator in the shell: shows "Offline" when the
browser is offline and the cloud autosave state (saving / saved / failed) when
signed in; useCloudAutosave now reports its status. Owns online/offline events.
- server presence heartbeat: protocol-level ping/pong per socket terminates a
vanished connection (~30s), so a player who closes their laptop drops out of
the GM's roster instead of lingering. No client changes needed.
Phase 6 — onboarding & friction:
- navigation: surfaced the previously orphaned routes in the rail — a new
"World" group (Notes, NPCs, Quests, Calendar) and Homebrew + Assistant under
Reference. (Empty-state hints and map rename already existed.)
- combat keyboard control: n/→ next turn, p/← previous turn, guarded so it never
fires while typing; button tooltips document it.
Test hygiene: scoped now-ambiguous nav links in e2e to the Primary landmark, and
fixed pre-existing stale emoji selectors in the realtime suite (📡 Host → Host,
📨 Just for you → Just for you) left over from the Living Codex emoji purge.
Gate green: tsc + 277 unit + 34 e2e + 2 realtime. App + server build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Player view: a Quest log now syncs to players (snapshot += quests; broadcaster
passes campaign quests; PlayerBoards renders titles + objective checkboxes).
- AI (DeepSeek etc.): robust JSON extraction — strip code fences anywhere + a
brace-balanced scanner that ignores prose/braces in strings. Fixes "AI unavailable
(parse)" with OpenAI-compatible providers. +4 tests.
- Encounter advisor: now bidirectional — for an over-tuned (too-hard) fight it
suggests REMOVING/swapping monsters instead of only ever adding. +3 tests.
- Character share: works on iPad — native share sheet → clipboard → a copyable
link modal fallback (was a silently-failing clipboard write).
230 unit + 34 e2e + 2 realtime green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Server: AccountStore gains admin gating (ADMIN_USERS env), per-user quotaBytes
override, listUsers + blobBytes. /api/usage now reports total bytes (backup blob +
cloud characters) + an admin flag. Admin routes GET /api/admin/users and POST
/api/admin/quota (gated). Quotas are tracked, not yet enforced. +1 test.
- Client: Settings cloud panel shows "Your cloud storage", and for an admin a users
table with per-user usage + an editable quota (GB). compose sets ADMIN_USERS=nilsb.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- CloudStore (server/src/campaigns.ts): file-backed campaigns (owner + invite-code
members) and characters owned by the player who published them. Only the owner
updates a character (last-write-wins); the campaign owner gets read access to all
and may remove. Usage bytes per user for later quota tracking. +3 tests.
- API: POST/GET /api/campaigns, POST /api/campaigns/join, PUT /api/characters,
GET /api/campaigns/:id/characters, DELETE /api/characters/:id, GET /api/usage —
all bearer-authed via the existing accounts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Players set a display name in the session panel ("Your name"); it persists
(sessionStore.guestName) and is sent via a new `setName` message on join + edit.
- Server stores the name per connection and uses it in the roster + chat; the roster
entry now also carries the player's character, so the GM sees "Alice · Lia".
- Realtime e2e: a player names themselves and the GM's roster/share update to match.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Sidebar gains tabs: Chat / Rolls / (GM) Recap. Chat supports table messages and
private whispers (GM→player via a recipient picker; player→GM via a toggle).
Server routes table to all and whispers to the target only (+server tests).
- Rolls + chat are persisted to a per-campaign session recap (Dexie v13 sessionLog
table + sessionLogRepo); the GM's "Recap" tab shows it (survives reloads/sessions).
- wsSync: chat send/receive, optimistic local echo, persistLog for the GM.
- Realtime e2e: GM table message reaches the player; the player's reply reaches the GM.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Session sidebar (header "☰ Session" toggle, mobile drawer) visible to GM AND
players: which session you're in, who's here (GM + players), and the live roll
feed. The GM's own public rolls now mirror into the local feed too.
- Server roster broadcast to everyone (sendRoster on join/seatGrant/disconnect/
host-resume); includes the GM. Players now see the roster, not just the GM.
- Targeted private channel (backend, wired to UI next): privateState (GM→server→
one player only) + privateHandout; image sent INLINE so non-recipients never get
it. roster/privateHandout schemas + stores + wsSync handlers + senders.
- Adversarial-review fixes: GM included in roster; roster refreshes on GM
disconnect; privateState returns a forbidden error on auth failure. +3 server tests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Crit/fumble emphasis: RollTray (and the Dice page result) highlight a nat-20 /
critical-success as "✦ Critical ✦" (gold pop + glow) and a nat-1 / critical-
failure as "✦ Fumble ✦" (red shake). naturalD20() exported from notation.
- DM sees players' rolls: RollFeed now also renders on the Combat page (players'
rolls already broadcast to the GM).
- Players see the DM's public rolls: new gmRoll message — a hosting GM's rolls
(Dice page + rollAndShow) broadcast to the table as "GM".
- DM secret-roll toggle (rollStore.secret) on the Dice page suppresses the broadcast.
- Realtime e2e: GM public roll appears in the player's table feed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Lean file-backed accounts (server/src/accounts.ts): scrypt-hashed passwords,
hashed bearer tokens, per-user backup blob; persisted under DATA_DIR. /api routes
(register/login/logout, PUT/GET /save) with per-IP throttle + 48MB body limit.
- Client cloud lib + Settings "Cloud sync": sign up / sign in, back up this device,
restore from cloud (whole-backup push/pull, last-write-wins). Local-first default;
the assistant key (localStorage) is never part of the synced Dexie backup.
- Pathbuilder 2e import: the existing character import now detects a Pathbuilder
build JSON and converts it to a PF2e character (abilities/HP/saves/skills).
- Dockerfile creates a node-owned /data; compose mounts a named ttrpg-data volume.
- (Spectator links = existing /play?room=CODE; PDF export = existing Print.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Players claim a seat (GM approves) and drive their own character live —
HP/slots/resources/conditions/dice broadcast to the table — via new seat
protocol messages and per-seat ownership enforced in RoomHub. GM persists
player edits (charactersRepo.update → liveQuery → rebroadcast). Offline dev:
"Share with player" encodes a claim link (src/lib/sync/playerLink.ts) → /player
imports the character locally for full-sheet editing, bundled back as an
offlineSnapshot on seat claim for GM review.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>