Commit Graph

2 Commits

Author SHA1 Message Date
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
NilsBriggen fb459ad92c Phase 17: map & fog VTT overhaul + player-facing projection
- Pure geometry library src/lib/map/* (grid, distance 5e/pf2e/euclid, AoE
  circle/cone/line/square, polygon rasterize + point-in-polygon, brush, fog set
  algebra, player projection) with unit tests.
- Schema: map tokens gain size/kind/characterId/hp/conditions/gmOnly; maps gain
  drawings/gridUnit(feet)/gridType/fogVersion + point/drawing sub-schemas. Dexie v8
  additive migration; mapsRepo.get + transactional mutate.
- Editor split into a shared MapCanvas renderer + MapEditor tool state machine:
  fog via brush/rectangle/polygon (+ size, reveal-all/hide-all), measurement
  (system-aware distance in feet), AoE templates (circle/cone/line/square preview),
  drawing annotations (freehand/line/arrow/rect/circle/text, GM-only), pings, and
  richer tokens (NxN size, character link with live HP ring, condition dots, edit popover).
- Player-facing projection: toPlayerProjection strips GM-only content; PlayerMapView
  renders it read-only with opaque fog; uiStore.activeMapId + 'Show to players'; the
  player view now shows the live battle map. enemyStatus extracted to
  src/lib/combat/playerProjection.ts (reused, and for Phase 18).

9 geometry unit tests; maps e2e covers upload→token→reveal-all→player projection.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 10:31:26 +02:00