Commit Graph

8 Commits

Author SHA1 Message Date
NilsBriggen 11a9e87100 Phase 1: builder/UX quick wins (5e wording, no-campaign, details, ability UI)
- 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>
2026-06-10 00:56:26 +02:00
NilsBriggen db829ff1a6 Fix CRITICAL player seat loss on WebSocket reconnect (stable playerId + seat grace)
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>
2026-06-09 19:46:58 +02:00
NilsBriggen 3f524ce82c Fixes batch 2: player quests, AI parse, advisor, iPad share
- 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>
2026-06-08 21:56:10 +02:00
NilsBriggen d6eda054bf P14d: guest display names for players
- 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>
2026-06-08 17:28:32 +02:00
NilsBriggen e562a270d1 P14b: session chat (table + whispers) + saved campaign recap
- 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>
2026-06-08 17:15:38 +02:00
NilsBriggen b2cf62f642 P14a: global session sidebar + roster + private-channel backend
- 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>
2026-06-08 17:01:15 +02:00
NilsBriggen 360d9ff842 P21: player seats + two-way live play + offline handoff
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>
2026-06-08 12:34:00 +02:00
NilsBriggen a8cb7d65f4 Phase 18: internet realtime collaboration (GM-authoritative) + server
- Shared Zod wire protocol (src/lib/sync/messages.ts): hosted/joined/snapshot/
  mapImage/error; player-safe projections only (enemy HP masked on the GM before
  broadcast via src/lib/combat/playerProjection.ts).
- wsSync adapter (src/lib/sync/wsSync.ts) behind the existing SyncAdapter seam:
  GM hostSession + debounced snapshot broadcast (useSessionBroadcaster), player
  joinSession into an ephemeral playerSessionStore, exponential-backoff reconnect
  with seamless room resume (GM secret). localSync remains the offline default.
- buildSnapshot (src/lib/sync/snapshot.ts) reuses the same projection as the local
  /play view, guaranteeing parity. Player view refactored into shared PlayerBoards;
  /play?room=CODE = networked read-only mode.
- SessionControl in the header: Host (optional password) → shareable room code/link.
- Server (server/): Fastify + @fastify/websocket + @fastify/static, in-memory
  GM-authoritative rooms (crypto room id/secret hashed, optional join password,
  TTL sweep, players strictly read-only), origin allowlist, per-frame size cap +
  rate limit, Zod validation. esbuild bundle (server/build.mjs), tsconfig.server.json.
- Dockerfile (multi-stage) + deploy/ttrpg.compose.yml (own project on external
  'proxy' net, Traefik labels for ttrpg.briggen.dev, non-root, no-new-privileges).
  CSP connect-src now allows same-origin wss:.

Tests: protocol round-trip, room hub (auth/password/resume/TTL/read-only), enemy
masking, Fastify+ws integration (host→join→snapshot, player push rejected), and a
two-context Playwright realtime spec (separate config) — GM hosts, player device
sees live combat with masked enemy HP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 10:49:31 +02:00