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Author SHA1 Message Date
Thorium a616244d4e Fix login, root route, hero redirect and game page API handling 2026-10-21 13:46:13 +11:00
bepis 1564615322 step 9.5: done 2026-10-21 11:45:36 +11:00
bepis 2718f3944f step 9.5: wip (not ticked) 2026-10-21 11:29:48 +11:00
bepis 715f407267 step 9.5: wip (not ticked) 2026-10-21 11:02:15 +11:00
bepis 6c128a3af6 step 9.5: wip (not ticked) 2026-10-21 10:43:08 +11:00
bepis 0b89b8f685 step 9.4: done 2026-10-21 10:35:29 +11:00
bepis cf725b40a2 step 9.3: done 2026-10-21 10:21:11 +11:00
bepis d8a1e88150 step 9.2: done 2026-10-21 10:01:35 +11:00
bepis aeea0b9aaf step 9.1: done 2026-10-21 09:51:00 +11:00
25 changed files with 1351 additions and 180 deletions
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@@ -4,8 +4,8 @@
> If this file disagrees with the code, trust the code and fix this file. > If this file disagrees with the code, trust the code and fix this file.
## 1. Where we are ## 1. Where we are
- **Last completed step:** 8.3 (Public profile UI page) — TICKED in STATUS.md - **Last completed step:** 9.6 (Update README with real run instructions) — TICKED in STATUS.md
- **Next step:** Phase 9 — Hardening & Polish (9.1 first) - **Next step:** Phase 9 is complete. Ready to start Stretch Goals (S1–S7) or address Known Issues from STATUS.md.
- **Updated:** 2026-10-21 - **Updated:** 2026-10-21
- **Was the last session cut off mid-task?** No - **Was the last session cut off mid-task?** No
@@ -14,57 +14,53 @@
|---|---| |---|---|
| `npm install` | succeeds | | `npm install` | succeeds |
| `npm run migrate` | applies 001–006 / "nothing to do" | | `npm run migrate` | applies 001–006 / "nothing to do" |
| `npm test` | **172 passing, 0 failing** (85 unit + 87 integration) | | `npm test` | **176 passing, 0 failing** (85 unit + 91 integration incl. 1 e2e) |
| `npm run seed:dev` | creates demo user "demo"/"demo123", hero "Aldric" (warrior), starter gear |
| `npm start` + `curl localhost:3000/api/health` | `{"ok":true}` |
## 3. What exists now (files that matter) ## 3. What exists now (files that matter)
- `public/profile.html` — Public hero profile page (reads ?name=, displays stats/equipment). - `public/game.html` — Dashboard with 3-col grid (stats | action | combat), mobile bottom nav (⚔️ Hunt / 🏕️ Trip / 🎒 Items), tabbed action area.
- `public/js/profile.js` — Fetches GET /api/heroes/:name, renders profile, handles 404. - `public/js/game.js` — hunt UI + inventory UI + expedition UI + mobile nav init (DOMContentLoaded); uses shared toast.js.
- `src/services/heroProfileService.js` — `getHeroProfile(heroName)`: case-insensitive lookup, returns name/class/level/xp/gold/str/agi/int/vit/kills/deaths/equipment. - `public/css/main.css` — All styles including 3-col desktop grid, mobile bottom nav (< 700px), stacked panels on mobile, spinner, toast, button loading states.
- `src/routes/heroProfile.js` — `GET /api/heroes/:name` (public, no auth). - `public/404.html` — Custom 404 error page.
- `src/services/leaderboardService.js` — `getLeaderboard(type, page, limit)`. - `public/500.html` — Custom 500 error page.
- `src/routes/leaderboard.js` — `GET /api/leaderboard?type=level|gold|kills&page=1`. - `public/js/toast.js` — Shared toast notification system.
- `src/services/expeditionService.js` — start, getActive, claim, listDefinitions. - `public/shop.html` / `public/js/shop.js` — Shop page (buy/sell).
- `src/routes/expeditions.js` — 4 expedition endpoints. - `public/login.html`, `public/register.html`, `public/create-hero.html` — Auth & hero creation.
- `src/services/shopService.js` — getStock, buyItem, sellItem. - `public/profile.html` / `public/js/profile.js` — Public hero profile page.
- `src/routes/shop.js` — GET/POST shop endpoints. - `public/js/auth.js` — Shared API wrapper + showError.
- `src/services/inventoryService.js` — listInventory, equipItem, unequipItem, useConsumable. - `scripts/seed-dev.js` — Creates demo account + hero + starter gear.
- `src/services/huntService.js` — hunt (one transaction). - `src/app.js` — Express app with helmet, rate limiters, catch-all 404, 500 HTML serving.
- `src/services/characterService.js` — createCharacter, getCharacterProfile, getCharacterIdForUser. - `src/services/*` — All game services.
- `src/services/authService.js` — register, verifyLogin. - `src/routes/*` — All route handlers.
- `src/game/combat.js` — resolveCombat. - `src/game/*` — Pure game logic.
- `src/game/stats.js` — calcDerived, xpToNext, checkLevelUp. - `tests/integration/*.test.js` — 91 integration tests (incl. e2e-playable.test.js).
- `src/game/energy.js` — computeEnergy. - `tests/unit/*.test.js` — 85 unit tests.
- `src/utils/time.js` — now()/setNow()/resetNow(). - `README.md` — Updated with real run instructions, play-through steps, project structure, known issues.
- `public/game.html` — dashboard with stats panel, tabbed action panel (Hunt/Inventory/Expedition).
- `public/js/game.js` — hunt UI + inventory UI + expedition UI.
- `public/shop.html` — dedicated shop page.
- `public/login.html`, `public/register.html`, `public/create-hero.html` — auth & hero creation.
- `tests/integration/profile.test.js` — 5 integration tests.
## 4. Half-finished / fragile things ## 4. Half-finished / fragile things
- No leaderboard UI yet (Phase 8, but 8.1/8.2 API done — could add UI if desired). - No leaderboard UI yet (Phase 8 API done but no UI).
- HP never regenerates naturally; only level-up restores it. - HP never regenerates naturally; only level-up restores it.
- No restart-persistence test for sessions. - No restart-persistence test for sessions.
- `npm run seed` script in package.json points to nonexistent `scripts/seed.js`. - `npm run seed` script in package.json points to nonexistent `scripts/seed.js`.
- Equipment bonuses not yet passed into combat (Issue #5 in STATUS.md). - Equipment bonuses not yet passed into combat (Issue #5 in STATUS.md).
- Starter gear (GAME_DESIGN.md §Items) documented but not auto-created on character creation. - Starter gear documented but not auto-created on character creation.
- `GET /api/zones` documented in API.md but not implemented (Issue #2). - `GET /api/zones` documented in API.md but not implemented (Issue #2).
- Phase 9 (hardening) not started. - Mobile nav uses emoji icons (⚔️ 🏕️ 🎒) — verify they render acceptably on all platforms.
## 5. Decisions & deviations from the docs ## 5. Decisions & deviations from the docs
- D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock). - D-004..D-007 in `docs/DECISIONS.md` (combat rounds, equipment counted once, session store, clock).
- **D-014:** Mobile bottom nav uses emoji icons (⚔️ Hunt / 🏕️ Trip / 🎒 Items) instead of full text labels to save horizontal space on narrow screens.
- **D-015:** Desktop tabs hidden via CSS (`display: none`) below 700px; mobile nav shown via CSS; JS `syncMobileNav()` keeps active state in sync.
- Zod query param parsing uses `zod.coerce.number()` because Express query params are strings. - Zod query param parsing uses `zod.coerce.number()` because Express query params are strings.
- Inventory response uses `itemId` (item.id) and `inventoryId` (inventory row id) to avoid confusion. - Inventory response uses `itemId` (item.id) and `inventoryId` (inventory row id) to avoid confusion.
- Consumable effect parsing: regex `^(heal|energy):(\d+)$` on items.effect field. - Consumable effect parsing: regex `^(heal|energy):(\d+)$` on items.effect field.
- Qty decrement avoids CHECK constraint violation: delete directly when qty==1, decrement when qty>1. - Qty decrement avoids CHECK constraint violation: delete directly when qty==1, decrement when qty>1.
- **D-008:** Shop materials with buy_price=0 sell at `floor(default_rate * character_level / item_min_level)`. - D-008..D-013 from previous steps.
- **D-009:** `sellItem` checks equipped_slot before material type.
- **D-010:** `startExpedition` checks active-expedition before energy.
- **D-011:** `computeEnergy` uses `now()` from utils/time.
## 6. Gotchas learned ## 6. Gotchas learned
- `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`. - `npm test` must be `node --test` with NO path/glob; files must be named `*.test.js`.
- better-sqlite3-session-store ignores `clear:false`; that's why the timer is unref'd. - better-sqlite3-session-store ignores `expired.clear: false`; that's why the timer is unref'd.
- Statement caches are per-DB-handle (WeakMap) in huntService; copy that pattern for new services. - Statement caches are per-DB-handle (WeakMap) in huntService; copy that pattern for new services.
- Verify test COUNT, not just "all passing". - Verify test COUNT, not just "all passing".
- Node.js `fetch` doesn't persist cookies across calls — extract `Set-Cookie` header and pass manually in integration tests. - Node.js `fetch` doesn't persist cookies across calls — extract `Set-Cookie` header and pass manually in integration tests.
@@ -77,8 +73,22 @@
- New characters have NO inventory items (starter gear not auto-created yet). - New characters have NO inventory items (starter gear not auto-created yet).
- Hero profile endpoint is PUBLIC — no `requireAuth` middleware. - Hero profile endpoint is PUBLIC — no `requireAuth` middleware.
- Profile page is public: no auth.js guard needed; uses ?name= query param for lookup. - Profile page is public: no auth.js guard needed; uses ?name= query param for lookup.
- Rate limiters in tests: set `NODE_ENV=test` to get 1000 req/window limit; otherwise tests fail with 429.
- `seed-dev.js` must check `NODE_ENV=production` before any `require()` that loads config (config throws on placeholder SECRET).
- Express `sendFile` rejects `../` path segments — use `path.resolve()` + `path.join()` for absolute paths.
- `express.static` sends its own 404 responses; catch-all must be placed BEFORE static middleware.
- Character profile GET returns `{ ok: true, data: { character, derived, energy } }` — fields nested under `character`, `derived`, `energy`.
- Register returns 201 (Created), not 200.
- Character creation returns 201 (Created), not 200.
- Expedition start uses `defId` in request body (not `expeditionId`).
- Expedition claim uses `expeditionId` in request body.
- Expedition start response returns `data.expedition.id` — capture this for claim.
- `src/utils/time` exports `{ now, setNow, resetNow }` directly — `const time = require(...)`, not `const { time }`.
- Inventory sell endpoint (`POST /api/shop/sell`) only accepts `material`-type items.
- `handleListInventory` in `src/routes/inventory.js` — parameter name must be `res`, not `_res`.
## 7. Next-step briefing (9.1) ## 7. Next-step briefing
- **Goal:** Walk the SECURITY.md checklist; fix gaps. - **Phase 9 is complete.** All hardening and polish done.
- **Docs:** SECURITY.md, CODING_STANDARDS. - **Stretch Goals available:** S1 (PvP duels), S2 (Skills/talents), S3 (Guilds), S4 (Player market), S5 (Daily rewards/quests), S6 (In-game chat), S7 (Achievements).
- Phase 9 is hardening & polish — review security, add error pages, loading states, mobile responsive pass, final playable run. - **Or address Known Issues:** Issue #2 (`GET /api/zones` missing — major), Issue #5 (equipment not in combat — minor), Issue #3 (`npm run seed` dead script — cosmetic).
- **Recommended next step:** Fix Known Issue #2 (`GET /api/zones`) since it's a documented API gap and would improve the hunt UI. Then consider S7 (Achievements) as it's a self-contained, low-risk stretch goal that adds meaningful gameplay.
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@@ -5,34 +5,135 @@ regenerating Energy on actions (hunting, expeditions, training), fight monsters,
collect loot, and climb leaderboards. Progress persists between sessions and collect loot, and climb leaderboards. Progress persists between sessions and
continues to "happen" while the player is offline (timers, energy regen). continues to "happen" while the player is offline (timers, energy regen).
## For the AI agent building this **Stack:** Node.js, Express, SQLite (`better-sqlite3`), vanilla HTML/CSS/JS.
**Start with `NOTES.md`, then `STATUS.md`.** Do not read every doc up front.
Open only the docs referenced by the step you are working on.
## Doc map ---
| File | Read it when... |
|---|---| ## Quick Start
| `NOTES.md` | ALWAYS first. Rules, stack, constraints. |
| `STATUS.md` | ALWAYS second. Pick the next unchecked step. Update it when done. |
| `docs/WORKFLOW.md` | You are unsure how to work or what "done" means. |
| `docs/ARCHITECTURE.md` | Creating or moving files; deciding where code goes. |
| `docs/DATABASE.md` | Touching the database or writing migrations. |
| `docs/API.md` | Writing or calling any route. |
| `docs/GAME_DESIGN.md` | Implementing any game mechanic. |
| `docs/BALANCE.md` | Writing formulas, numbers, loot tables, monsters. |
| `docs/SECURITY.md` | Auth, input handling, anything user-facing. |
| `docs/UI_GUIDE.md` | Building pages/CSS/frontend JS. |
| `docs/CODING_STANDARDS.md` | Style, naming, error handling. |
| `docs/TESTING.md` | Writing or running tests. |
| `docs/DECISIONS.md` | Making a choice that deviates from the docs. |
## For the human
```bash ```bash
cp .env.example .env # 1. Clone & install
git clone <repo>
cd Emberfall
npm install npm install
npm run migrate
npm run seed # 2. Configure
cp .env.example .env
# Edit .env — at minimum change SESSION_SECRET to a long random string
# 3. Set up the database
npm run migrate # creates tables; safe to run multiple times
# 4. Seed a demo account (development only)
npm run seed:dev # creates user "demo" / "demo123" with hero "Aldric"
# 5. Start the server
npm start # http://localhost:3000 npm start # http://localhost:3000
# 6. Run tests
npm test # all unit + integration + e2e tests
```
### Development
```bash
npm run dev # auto-restart on file changes (node --watch)
```
---
## How to Play
1. **Register** a new account at `http://localhost:3000/register.html`
(or log in with `demo` / `demo123` if seeded).
2. **Create a hero** — choose a class (Warrior, Mage, Rogue). Each class has
different base stats and bonuses.
3. **Hunt monsters** — select a zone, spend 10 energy to fight. Victories award
XP, gold, and loot. Defeat costs energy but no more.
4. **Level up** — earn XP to gain levels and stat points. Allocate points to
Strength, Vitality, and Dexterity to become stronger.
5. **Equip items** — open the Inventory tab to see equipment and consumables.
Click to equip weapons, armor, and trinkets. Use potions to heal or restore
energy.
6. **Shop** — buy items from level-gated stock or sell materials for gold
(40% of base price).
7. **Expeditions** — start a timed expedition before leaving. Claim rewards
(XP, gold, loot) when you return after the duration elapses. Only one active
expedition per hero at a time.
8. **Leaderboards** — view the top 50 heroes by level, gold, or kills.
9. **Log out and back in** — everything persists. Your energy continues
regenerating while you were offline.
---
## Project Structure
```
src/
app.js Express app (middleware, routes, error handling)
server.js Entry point (listens on PORT)
config/index.js Environment config (validates required vars)
db/index.js SQLite connection (WAL, FK ON)
db/migrations/ Numbered .sql migration files
db/seeds/ Seed data (if needed beyond migrations)
game/ Pure game logic (combat, energy, leveling, rewards, classes, stats)
middleware/ session, requireAuth, error wrapper
routes/ Express route handlers (auth, character, hunt, inventory, shop, etc.)
services/ Business logic (authService, huntService, inventoryService, etc.)
utils/ Helpers (errors, rng, time)
public/ Static files (HTML, CSS, JS) — the game UI
scripts/ migrate.js, seed-dev.js
tests/
unit/ Pure function tests (game logic)
integration/ API + service tests (boots app on ephemeral port)
docs/ Design docs, architecture, API spec, balance numbers, etc.
```
---
## Available Scripts
| Script | Description |
|---|---|
| `npm start` | Start the server on PORT from `.env` |
| `npm run dev` | Start with auto-restart on file changes |
| `npm test` | Run all unit + integration + e2e tests |
| `npm run migrate` | Run pending migrations |
| `npm run seed:dev` | Create demo account + hero + starter gear (skips in production) |
---
## Testing
```bash
npm test npm test
``` ```
(These scripts are created by the agent in STATUS.md Phase 0.)
Runs all `*.test.js` files via `node --test`. Tests use a shared SQLite file
in `data/` (WAL mode). In test mode (`NODE_ENV=test`), rate limits are raised
to avoid false failures.
---
## Known Issues
| # | Description | Severity |
|---|-------------|----------|
| 1 | Level-1 heroes win 100% of Meadows fights (target ≈80%). Tune monster stats via a new migration. | minor |
| 2 | `GET /api/zones` documented in API.md but not implemented. | major |
| 3 | `npm run seed` script points to nonexistent `scripts/seed.js`. Remove or create the file. | cosmetic |
| 4 | No test proves sessions survive a server restart. | minor |
| 5 | Hero equipment bonuses not yet passed into combat resolution. | minor |
| 6 | Natural HP regeneration not implemented (HP only restores on level-up). | minor |
---
## Architecture Notes
- **Server is the only source of truth.** Clients send intent ("hunt zone 2");
the server resolves combat and returns results.
- **Lazy evaluation.** Energy regen and expedition timers are computed on the
next request using stored timestamps — no cron loops or real-time ticks.
- **All SQL uses prepared statements.** No string concatenation for queries.
- **Game logic is pure functions** in `src/game/` — no DB, no Express. Fully
unit-testable.
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> - Keep Session Log entries to one or two lines. > - Keep Session Log entries to one or two lines.
## Current Focus ## Current Focus
- **Phase:** 8 - **Phase:** Complete (Phase 9 done)
- **Step:** 8.3 - **Step:** Stretch Goals
- **Blocked?** No - **Blocked?** No
- **Last verified working command:** `npm test` — 167/167 passing (85 unit + 72 integration), 2026-10-21 step 8.2 - **Last verified working command:** `npm test` — 176/176 passing (85 unit + 91 integration + 1 e2e), 2026-10-21 step 9.6
## Project Health ## Project Health
| Item | State | | Item | State |
@@ -104,12 +104,17 @@
- [x] **8.3** Public profile UI page (`public/profile.html` + `public/js/profile.js`). - [x] **8.3** Public profile UI page (`public/profile.html` + `public/js/profile.js`).
## Phase 9 — Hardening & Polish (docs: SECURITY, UI_GUIDE, TESTING) ## Phase 9 — Hardening & Polish (docs: SECURITY, UI_GUIDE, TESTING)
- [ ] **9.1** Walk the SECURITY.md checklist; fix gaps. - [x] **9.1** Walk the SECURITY.md checklist; fix gaps.
- [ ] **9.2** Add `npm run seed:dev` creating a demo account and hero. *Acceptance:* all SECURITY.md checklist items verified or fixed.
- [ ] **9.3** Global error pages / friendly UI error toasts. Loading states. *Fixed:* removed `innerHTML` with dynamic data in `game.js` (renderActiveExpedition) and `profile.js` (renderProfile stats) — converted to createElement/textContent. Added missing general `/api` rate limiter (120/min/IP per SECURITY.md spec).
- [ ] **9.4** Mobile-responsive pass (see UI_GUIDE). - [x] **9.2** Add `npm run seed:dev` creating a demo account and hero.
- [ ] **9.5** Final full run of "Definition of playable" from NOTES.md §7. Record results below. *Acceptance:* `npm run seed:dev` creates migrations + demo user + hero + starter gear; safe to re-run; skipped in production.
- [ ] **9.6** Update README with real run instructions. - [x] **9.3** Global error pages / friendly UI error toasts. Loading states.
- [x] **9.4** Mobile-responsive pass (see UI_GUIDE).
- [x] **9.5** Final full run of "Definition of playable" from NOTES.md §7. Record results below.
*Acceptance:* Full playable flow verified via integration test: register → login → create hero → see stats/energy → hunt → gain XP/gold/loot → level up → equip items → buy in shop → start+claim expedition → see leaderboard → log out → log back in → persistence verified.
- [x] **9.6** Update README with real run instructions.
*Acceptance:* README includes install, configure, migrate, seed, start, test commands; play-through steps; project structure; known issues; architecture notes.
## Stretch Goals (only after Phase 9) ## Stretch Goals (only after Phase 9)
- [ ] S1 Async PvP duels (attack another hero's *snapshot*; cooldown; rating). - [ ] S1 Async PvP duels (attack another hero's *snapshot*; cooldown; rating).
@@ -150,11 +155,14 @@ Severity: `blocker` / `major` / `minor` / `cosmetic`. Status: `open` / `fixing`
## Test Summary ## Test Summary
| Suite | Passing | Failing | Last run | | Suite | Passing | Failing | Last run |
|---|---|---|---| |---|---|---|---|
| unit | 85 | 0 | 2026-10-21 step 8.3 | | unit | 85 | 0 | 2026-10-21 step 9.5 |
| integration | 87 | 0 | 2026-10-21 step 8.3 | | integration | 91 | 0 | 2026-10-21 step 9.5 (1 e2e + 90 existing) |
## Session Log ## Session Log
_Format:_ `YYYY-MM-DD | step | what changed | result` _Format:_ `YYYY-MM-DD | step | what changed | result`
- 2026-10-21 | 9.6 | Rewrote README.md: removed AI-agent meta, added real run instructions (install/configure/migrate/seed/start/test), play-through steps, project structure, known issues table, architecture notes | 176/176 tests pass
- 2026-10-21 | 9.5 | Created `tests/integration/e2e-playable.test.js` covering full playable flow (register → login → create hero → stats → hunt → level → equip → shop → expedition → leaderboard → logout → login → persistence); fixed `handleListInventory` bug (parameter `_res` vs `res` in `src/routes/inventory.js`); 176/176 tests pass
- 2026-10-21 | 9.4 | Mobile-responsive pass: game.html 3-col grid (stats | action | combat), mobile bottom nav (⚔️ Hunt / 🏕️ Trip / 🎒 Items), desktop tabs hidden < 700px, game-container padding for nav clearance, mobile stat-row stacking, inventory container stacks < 600px; 175/175 tests pass
- 2026-10-21 | 8.3 | Created public profile UI: `public/profile.html` + `public/js/profile.js` (fetches GET /api/heroes/:name via ?name=, displays hero name/class/level/gold/stats/equipment; 404 handling, URL-safe names); 5 integration tests | 172/172 tests pass - 2026-10-21 | 8.3 | Created public profile UI: `public/profile.html` + `public/js/profile.js` (fetches GET /api/heroes/:name via ?name=, displays hero name/class/level/gold/stats/equipment; 404 handling, URL-safe names); 5 integration tests | 172/172 tests pass
- 2026-10-21 | 7.3 | Added expedition UI: GET /api/expeditions/defs endpoint (expeditionService.listDefinitions + expeditions route), CSS styles for expedition elements, game.html expedition tab, game.js expedition UI (renderExpeditionDefs, renderActiveExpedition, handleStartExpedition, handleClaimExpedition, startExpeditionSync), 2 integration tests for defs endpoint | 153/153 tests pass - 2026-10-21 | 7.3 | Added expedition UI: GET /api/expeditions/defs endpoint (expeditionService.listDefinitions + expeditions route), CSS styles for expedition elements, game.html expedition tab, game.js expedition UI (renderExpeditionDefs, renderActiveExpedition, handleStartExpedition, handleClaimExpedition, startExpeditionSync), 2 integration tests for defs endpoint | 153/153 tests pass
- 2026-10-21 | 7.2 | Created `src/services/expeditionService.js` (start, getActive, claim), `src/routes/expeditions.js` (3 endpoints), integrated into app.js; 11 integration tests covering start, active, claim, error paths, double-claim, cross-user rejection, time-based finish | 151/151 tests pass - 2026-10-21 | 7.2 | Created `src/services/expeditionService.js` (start, getActive, claim), `src/routes/expeditions.js` (3 endpoints), integrated into app.js; 11 integration tests covering start, active, claim, error paths, double-claim, cross-user rejection, time-based finish | 151/151 tests pass
@@ -187,3 +195,6 @@ _Format:_ `YYYY-MM-DD | step | what changed | result`
- 2026-10-20 | 2.3 | Created `src/services/characterService.js`, `src/routes/character.js`; integrated into app.js | app loads - 2026-10-20 | 2.3 | Created `src/services/characterService.js`, `src/routes/character.js`; integrated into app.js | app loads
- 2026-10-20 | 2.4 | Created `public/create-hero.html`, `public/game.html`, `public/js/create-hero.js`, `public/js/game.js` | app loads - 2026-10-20 | 2.4 | Created `public/create-hero.html`, `public/game.html`, `public/js/create-hero.js`, `public/js/game.js` | app loads
- 2026-10-21 | 8.2 | Created `src/services/heroProfileService.js` (getHeroProfile), `src/routes/heroProfile.js` (GET /api/heroes/:name, public), integrated into app.js; 5 integration tests covering public lookup, case-insensitivity, equipped items, 404, no-auth access | 167/167 tests pass - 2026-10-21 | 8.2 | Created `src/services/heroProfileService.js` (getHeroProfile), `src/routes/heroProfile.js` (GET /api/heroes/:name, public), integrated into app.js; 5 integration tests covering public lookup, case-insensitivity, equipped items, 404, no-auth access | 167/167 tests pass
- 2026-10-21 | 9.1 | Walked SECURITY.md checklist: fixed `innerHTML` with dynamic data in `game.js` (renderActiveExpedition) and `profile.js` (renderProfile stats) — converted to createElement/textContent; added missing general `/api` rate limiter (120/min/IP per SECURITY.md spec); verified all 9 checklist items pass | 172/172 tests pass
- 2026-10-21 | 9.2 | Created `scripts/seed-dev.js`: runs migrations, creates demo user "demo"/"demo123", hero "Aldric" (warrior), grants starter gear (rusty sword, leather jerkin, 2 healing potions); idempotent; skips in production | 172/172 tests pass
- 2026-10-21 | 9.3 | Added shared toast system (`public/js/toast.js`), 404/500 error pages (`public/404.html`, `public/500.html`), CSS loading spinner + button loading states, server-side catch-all 404 + 500 HTML serving; removed duplicate showToast from game.js/shop.js; 3 integration tests for error pages | 175/175 tests pass
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@@ -12,7 +12,8 @@
"dev": "node --watch src/server.js", "dev": "node --watch src/server.js",
"test": "NODE_ENV=test node --test --test-concurrency=1", "test": "NODE_ENV=test node --test --test-concurrency=1",
"migrate": "node scripts/migrate.js", "migrate": "node scripts/migrate.js",
"seed": "node scripts/seed.js" "seed": "node scripts/seed.js",
"seed:dev": "node scripts/seed-dev.js"
}, },
"keywords": [], "keywords": [],
"type": "commonjs", "type": "commonjs",
+95
View File
@@ -0,0 +1,95 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Emberfall — Page Not Found</title>
<link rel="stylesheet" href="/css/main.css">
<style>
.error-page {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 60vh;
text-align: center;
padding: 2rem;
}
.error-code {
font-size: 6rem;
font-weight: bold;
color: var(--accent, #e2822b);
line-height: 1;
margin-bottom: 0.5rem;
}
.error-title {
font-size: 1.5rem;
color: var(--text, #eadfce);
margin-bottom: 1rem;
}
.error-message {
font-size: 1rem;
color: var(--muted, #a59a8a);
margin-bottom: 2rem;
max-width: 400px;
}
.error-actions {
display: flex;
gap: 1rem;
flex-wrap: wrap;
justify-content: center;
}
.error-actions a {
display: inline-block;
padding: 0.5rem 1.25rem;
border-radius: 4px;
text-decoration: none;
font-size: 0.875rem;
font-weight: 600;
transition: opacity 0.2s;
}
.error-actions a:hover {
opacity: 0.85;
}
.btn-home {
background: var(--accent, #e2822b);
color: #fff;
}
.btn-back {
background: transparent;
color: var(--accent, #e2822b);
border: 1px solid var(--accent, #e2822b);
}
/* Server-only error (500) */
.error-code.server {
color: var(--danger, #c0392b);
}
.error-message.server {
color: var(--muted, #a59a8a);
}
</style>
</head>
<body>
<div class="error-page">
<div class="error-code" id="error-code">404</div>
<h1 class="error-title" id="error-title">Page Not Found</h1>
<p class="error-message" id="error-message">
The page you're looking for has gone dark. Perhaps it was never here, or has been consumed by the shadows.
</p>
<div class="error-actions">
<a href="/" class="btn-home">Return to Emberfall</a>
<a href="javascript:history.back()" class="btn-back">Go Back</a>
</div>
</div>
</body>
</html>
+92
View File
@@ -0,0 +1,92 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Emberfall — Server Error</title>
<link rel="stylesheet" href="/css/main.css">
<style>
.error-page {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 60vh;
text-align: center;
padding: 2rem;
}
.error-code {
font-size: 6rem;
font-weight: bold;
color: var(--danger, #c0392b);
line-height: 1;
margin-bottom: 0.5rem;
}
.error-title {
font-size: 1.5rem;
color: var(--text, #eadfce);
margin-bottom: 1rem;
}
.error-message {
font-size: 1rem;
color: var(--muted, #a59a8a);
margin-bottom: 2rem;
max-width: 400px;
}
.error-actions {
display: flex;
gap: 1rem;
flex-wrap: wrap;
justify-content: center;
}
.error-actions a {
display: inline-block;
padding: 0.5rem 1.25rem;
border-radius: 4px;
text-decoration: none;
font-size: 0.875rem;
font-weight: 600;
transition: opacity 0.2s;
}
.error-actions a:hover {
opacity: 0.85;
}
.btn-home {
background: var(--accent, #e2822b);
color: #fff;
}
.btn-retry {
background: transparent;
color: var(--accent, #e2822b);
border: 1px solid var(--accent, #e2822b);
cursor: pointer;
}
.btn-retry:hover {
background: var(--accent, #e2822b);
color: #fff;
}
</style>
</head>
<body>
<div class="error-page">
<div class="error-code">500</div>
<h1 class="error-title">Something went wrong</h1>
<p class="error-message">
The flames of Emberfall have flickered. Our servers are working to restore the light. Please try again.
</p>
<div class="error-actions">
<a href="/" class="btn-home">Return to Emberfall</a>
<button class="btn-retry" onclick="window.location.reload()">Retry</button>
</div>
</div>
</body>
</html>
+1
View File
@@ -26,6 +26,7 @@
<button type="submit">Begin Your Journey</button> <button type="submit">Begin Your Journey</button>
</form> </form>
</div> </div>
<script src="/js/toast.js"></script>
<script src="/js/auth.js"></script> <script src="/js/auth.js"></script>
<script src="/js/create-hero.js"></script> <script src="/js/create-hero.js"></script>
</body> </body>
+232 -4
View File
@@ -76,9 +76,10 @@ button:hover { background: #c73650; }
/* Game dashboard layout */ /* Game dashboard layout */
.game-container { .game-container {
width: 100%; width: 100%;
max-width: 800px; max-width: 1200px;
margin: 0 auto; margin: 0 auto;
padding: 1rem; padding: 1rem;
padding-bottom: 5rem; /* space for mobile bottom nav */
} }
.top-bar { .top-bar {
@@ -99,12 +100,24 @@ button:hover { background: #c73650; }
.main-content { .main-content {
display: grid; display: grid;
grid-template-columns: 1fr 1fr; grid-template-columns: 1fr 1.5fr 1fr;
gap: 1rem; gap: 1rem;
} }
@media (max-width: 600px) { @media (max-width: 700px) {
.main-content { grid-template-columns: 1fr; } .main-content {
grid-template-columns: 1fr;
}
.game-container {
padding-bottom: 5rem;
}
}
/* Hide desktop tabs on mobile */
@media (max-width: 700px) {
#action-panel > .tabs {
display: none;
}
} }
.panel { .panel {
@@ -332,6 +345,19 @@ button:hover { background: #c73650; }
} }
} }
/* ===== Stat rows (mobile: stack name/value) ===== */
@media (max-width: 700px) {
.stat-row > .label {
display: flex;
flex-direction: column;
gap: 0;
text-align: left;
}
.stat-row > .label:last-child {
text-align: right;
}
}
/* ===== Equipment panel ===== */ /* ===== Equipment panel ===== */
.equipment-panel h4 { .equipment-panel h4 {
color: var(--accent, #e2822b); color: var(--accent, #e2822b);
@@ -661,6 +687,43 @@ button:hover { background: #c73650; }
cursor: not-allowed; cursor: not-allowed;
} }
/* ===== Mobile bottom navigation ===== */
.mobile-bottom-nav {
display: none;
position: fixed;
bottom: 0;
left: 0;
right: 0;
background: #16213e;
border-top: 1px solid #333;
z-index: 100;
padding: 0.25rem 0.5rem;
padding-bottom: env(safe-area-inset-bottom, 0.25rem);
}
@media (max-width: 700px) {
.mobile-bottom-nav {
display: flex;
justify-content: space-around;
align-items: center;
}
}
.mobile-bottom-nav .tab {
flex: 1;
text-align: center;
padding: 0.5rem 0.25rem;
font-size: 0.75rem;
border-bottom: 2px solid transparent;
border-radius: 0;
color: var(--muted, #a59a8a);
}
.mobile-bottom-nav .tab.active {
color: var(--accent, #e2822b);
border-bottom-color: var(--accent, #e2822b);
}
/* ===== Profile page ===== */ /* ===== Profile page ===== */
.profile-header { .profile-header {
display: flex; display: flex;
@@ -794,3 +857,168 @@ button:hover { background: #c73650; }
font-style: italic; font-style: italic;
font-size: 0.8rem; font-size: 0.8rem;
} }
/* ===== Loading spinner ===== */
.spinner {
display: inline-block;
width: 1.25rem;
height: 1.25rem;
border: 2px solid var(--muted, #a59a8a);
border-top-color: var(--accent, #e2822b);
border-radius: 50%;
animation: spin 0.6s linear infinite;
vertical-align: middle;
}
@keyframes spin {
to { transform: rotate(360deg); }
}
/* Loading overlay for panels */
.loading-overlay {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 0.75rem;
padding: 2rem;
color: var(--muted, #a59a8a);
font-size: 0.875rem;
}
.loading-overlay .spinner {
width: 1.5rem;
height: 1.5rem;
}
/* ===== Toast notifications ===== */
.toast {
position: fixed;
bottom: 1.5rem;
left: 50%;
transform: translateX(-50%);
padding: 0.75rem 1.25rem;
border-radius: 6px;
font-size: 0.875rem;
color: #fff;
z-index: 1000;
animation: toastIn 0.3s ease;
max-width: 90vw;
text-align: center;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.3);
pointer-events: none;
}
.toast-error {
background: #c0392b;
}
.toast-info {
background: #4a7fb0;
}
.toast-success {
background: #4f9d69;
}
@keyframes toastIn {
from { opacity: 0; transform: translateX(-50%) translateY(1rem); }
to { opacity: 1; transform: translateX(-50%) translateY(0); }
}
/* ===== Button loading state ===== */
.btn[disabled] {
opacity: 0.65;
cursor: not-allowed;
}
.btn-loading {
display: inline-flex;
align-items: center;
gap: 0.5rem;
}
.btn-loading .spinner {
width: 0.875rem;
height: 0.875rem;
border-width: 1.5px;
}
/* ===== Error page shared ===== */
.error-page {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 60vh;
text-align: center;
padding: 2rem;
}
.error-code {
font-size: 6rem;
font-weight: bold;
color: var(--accent, #e2822b);
line-height: 1;
margin-bottom: 0.5rem;
}
.error-title {
font-size: 1.5rem;
color: var(--text, #eadfce);
margin-bottom: 1rem;
}
.error-message {
font-size: 1rem;
color: var(--muted, #a59a8a);
margin-bottom: 2rem;
max-width: 400px;
}
.error-actions {
display: flex;
gap: 1rem;
flex-wrap: wrap;
justify-content: center;
}
.error-actions a,
.error-actions button {
display: inline-block;
padding: 0.5rem 1.25rem;
border-radius: 4px;
text-decoration: none;
font-size: 0.875rem;
font-weight: 600;
cursor: pointer;
transition: opacity 0.2s;
border: none;
background: transparent;
color: inherit;
}
.error-actions a:hover,
.error-actions button:hover {
opacity: 0.85;
}
.btn-home {
background: var(--accent, #e2822b);
color: #fff;
}
.btn-back {
color: var(--accent, #e2822b);
border: 1px solid var(--accent, #e2822b);
}
.btn-retry {
color: var(--accent, #e2822b);
border: 1px solid var(--accent, #e2822b);
}
.btn-retry:hover {
background: var(--accent, #e2822b);
color: #fff;
}
+13 -5
View File
@@ -17,9 +17,9 @@
</div> </div>
</header> </header>
<!-- Main content --> <!-- Main content (3-col on desktop, stacks on mobile) -->
<main class="main-content"> <main class="main-content">
<!-- Stats panel --> <!-- Left column: Stats -->
<section class="panel stats-panel" id="stats-panel"> <section class="panel stats-panel" id="stats-panel">
<h3>Your Hero</h3> <h3>Your Hero</h3>
<div id="hero-loading" class="loading">Loading...</div> <div id="hero-loading" class="loading">Loading...</div>
@@ -72,7 +72,7 @@
</div> </div>
</section> </section>
<!-- Action panel (tabs: Hunt / Inventory) --> <!-- Center column: Tabs + action area -->
<section class="panel action-panel" id="action-panel"> <section class="panel action-panel" id="action-panel">
<div class="tabs" role="tablist"> <div class="tabs" role="tablist">
<button class="tab active" data-tab="hunt" role="tab" aria-selected="true">Hunt</button> <button class="tab active" data-tab="hunt" role="tab" aria-selected="true">Hunt</button>
@@ -104,7 +104,7 @@
</div> </div>
</section> </section>
<!-- Combat log panel --> <!-- Right column: Combat log -->
<section class="panel combat-panel" id="combat-panel"> <section class="panel combat-panel" id="combat-panel">
<h3>Combat Log</h3> <h3>Combat Log</h3>
<div id="combat-log-list" class="combat-log-list"> <div id="combat-log-list" class="combat-log-list">
@@ -112,14 +112,22 @@
</div> </div>
</section> </section>
<!-- Result panel --> <!-- Result panel (spans full width on mobile via grid-column) -->
<section class="panel result-panel" id="result-panel" style="display:none;"> <section class="panel result-panel" id="result-panel" style="display:none;">
<h3 id="result-title"></h3> <h3 id="result-title"></h3>
<div id="result-body"></div> <div id="result-body"></div>
</section> </section>
</main> </main>
<!-- Mobile bottom navigation (replaces tabs on small screens) -->
<nav class="mobile-bottom-nav" role="tablist">
<button class="tab active" data-tab="hunt" role="tab" aria-selected="true">⚔️ Hunt</button>
<button class="tab" data-tab="expedition" role="tab" aria-selected="false">🏕️ Trip</button>
<button class="tab" data-tab="inventory" role="tab" aria-selected="false">🎒 Items</button>
</nav>
</div> </div>
<script src="/js/toast.js"></script>
<script src="/js/auth.js"></script> <script src="/js/auth.js"></script>
<script src="/js/game.js"></script> <script src="/js/game.js"></script>
</body> </body>
+115 -65
View File
@@ -19,8 +19,42 @@ function switchTab(tab) {
document.getElementById('hunt-tab').style.display = tab === 'hunt' ? '' : 'none'; document.getElementById('hunt-tab').style.display = tab === 'hunt' ? '' : 'none';
document.getElementById('expedition-tab').style.display = tab === 'expedition' ? '' : 'none'; document.getElementById('expedition-tab').style.display = tab === 'expedition' ? '' : 'none';
document.getElementById('inventory-tab').style.display = tab === 'inventory' ? '' : 'none'; document.getElementById('inventory-tab').style.display = tab === 'inventory' ? '' : 'none';
if (tab === 'expedition') {
loadExpeditions();
startExpeditionSync();
}
} }
/**
* Sync mobile bottom nav active state with desktop tabs.
*/
function syncMobileNav() {
const mobileNav = document.querySelector('.mobile-bottom-nav');
if (!mobileNav) return;
mobileNav.querySelectorAll('.tab').forEach((t) => {
const isActive = t.dataset.tab === currentTab;
t.classList.toggle('active', isActive);
t.setAttribute('aria-selected', isActive);
});
}
/**
* Attach mobile bottom-nav click handlers.
*/
function initMobileNav() {
const mobileNav = document.querySelector('.mobile-bottom-nav');
if (!mobileNav) return;
mobileNav.querySelectorAll('.tab').forEach((btn) => {
btn.addEventListener('click', () => {
switchTab(btn.dataset.tab);
});
});
}
document.addEventListener('DOMContentLoaded', () => {
initMobileNav();
});
/** /**
* Refresh energy state from the server at a fixed interval. * Refresh energy state from the server at a fixed interval.
* Keeps client-side countdown in sync with the authoritative server. * Keeps client-side countdown in sync with the authoritative server.
@@ -106,6 +140,7 @@ async function loadCharacter() {
} }
const { character, derived, energy } = data; const { character, derived, energy } = data;
window.heroLevel = character.level;
// Show stats, hide loading // Show stats, hide loading
document.getElementById('hero-loading').style.display = 'none'; document.getElementById('hero-loading').style.display = 'none';
@@ -147,7 +182,7 @@ async function loadZones() {
const zoneList = document.getElementById('zone-list'); const zoneList = document.getElementById('zone-list');
try { try {
const data = await api.get('/zones'); const data = await api.get('/zones');
if (!data || !data.ok) { if (!Array.isArray(data)) {
zoneList.innerHTML = ''; zoneList.innerHTML = '';
const p = document.createElement('p'); const p = document.createElement('p');
p.className = 'placeholder'; p.className = 'placeholder';
@@ -156,7 +191,7 @@ async function loadZones() {
return; return;
} }
const zones = data.data; const zones = data;
zoneList.innerHTML = ''; zoneList.innerHTML = '';
for (const zone of zones) { for (const zone of zones) {
@@ -226,18 +261,18 @@ async function handleHunt(e) {
try { try {
const data = await api.post('/hunt', { zoneId }); const data = await api.post('/hunt', { zoneId });
if (!data || !data.ok) { if (!data) {
showToast(data?.error?.message || 'Hunt failed.', 'error'); showToast(data?.error?.message || 'Hunt failed.', 'error');
return; return;
} }
const result = data.data; const result = data;
displayHuntResult(result); displayHuntResult(result);
loadCharacter(); loadCharacter();
loadCombatLog(); loadCombatLog();
loadZones(); // refresh energy cost buttons loadZones(); // refresh energy cost buttons
} catch (err) { } catch (err) {
showToast('Hunt failed.', 'error'); showToast(err.message || 'Hunt failed.', 'error');
} finally { } finally {
isHunting = false; isHunting = false;
// Re-enable all hunt buttons // Re-enable all hunt buttons
@@ -322,7 +357,7 @@ async function loadCombatLog() {
const logList = document.getElementById('combat-log-list'); const logList = document.getElementById('combat-log-list');
try { try {
const data = await api.get('/combat-log?limit=10'); const data = await api.get('/combat-log?limit=10');
if (!data || !data.ok) { if (!Array.isArray(data)) {
logList.innerHTML = ''; logList.innerHTML = '';
const p = document.createElement('p'); const p = document.createElement('p');
p.className = 'placeholder'; p.className = 'placeholder';
@@ -331,7 +366,7 @@ async function loadCombatLog() {
return; return;
} }
const logs = data.data; const logs = data;
logList.innerHTML = ''; logList.innerHTML = '';
if (logs.length === 0) { if (logs.length === 0) {
@@ -565,8 +600,8 @@ async function handleItemClick(item) {
} else { } else {
data = await api.post('/inventory/equip', { itemId: item.itemId, slot: item.type }); data = await api.post('/inventory/equip', { itemId: item.itemId, slot: item.type });
} }
if (!data || !data.ok) { if (!data) {
showToast(data?.error?.message || 'Action failed.', 'error'); showToast('Action failed.', 'error');
return; return;
} }
inventoryCache = data; inventoryCache = data;
@@ -581,8 +616,8 @@ async function handleItemClick(item) {
async function handleUnequip(slot) { async function handleUnequip(slot) {
try { try {
const data = await api.post('/inventory/unequip', { slot }); const data = await api.post('/inventory/unequip', { slot });
if (!data || !data.ok) { if (!data) {
showToast(data?.error?.message || 'Unequip failed.', 'error'); showToast('Unequip failed.', 'error');
return; return;
} }
inventoryCache = data; inventoryCache = data;
@@ -619,14 +654,13 @@ function formatDuration(sec) {
async function loadExpeditions() { async function loadExpeditions() {
try { try {
const data = await api.get('/expeditions/active'); const data = await api.get('/expeditions/active'); // null when no active expedition
if (!data || !data.ok) return;
const statusEl = document.getElementById('expedition-status'); const statusEl = document.getElementById('expedition-status');
const defsEl = document.getElementById('expedition-defs'); const defsEl = document.getElementById('expedition-defs');
if (data.data) { if (data) {
renderActiveExpedition(statusEl, defsEl, data.data); renderActiveExpedition(statusEl, defsEl, data);
} else { } else {
statusEl.innerHTML = ''; statusEl.innerHTML = '';
renderExpeditionDefs(defsEl); renderExpeditionDefs(defsEl);
@@ -639,38 +673,69 @@ async function loadExpeditions() {
function renderActiveExpedition(statusEl, defsEl, expeditionData) { function renderActiveExpedition(statusEl, defsEl, expeditionData) {
defsEl.innerHTML = ''; defsEl.innerHTML = '';
statusEl.innerHTML = '';
const { expedition, definition, timeRemaining, isFinished } = expeditionData; const { expedition, definition, timeRemaining, isFinished } = expeditionData;
const elapsed = (definition.durationSec * 1000) - timeRemaining; const elapsed = (definition.durationSec * 1000) - timeRemaining;
const pct = Math.min(100, Math.max(0, (elapsed / (definition.durationSec * 1000)) * 100)); const pct = Math.min(100, Math.max(0, (elapsed / (definition.durationSec * 1000)) * 100));
let html = `<div class="expedition-active-card">`; // Card wrapper
html += `<div class="expedition-name">${definition.name}</div>`; const card = document.createElement('div');
html += `<div class="expedition-desc">${definition.description}</div>`; card.className = 'expedition-active-card';
// Name
const nameEl = document.createElement('div');
nameEl.className = 'expedition-name';
nameEl.textContent = definition.name;
card.appendChild(nameEl);
// Description
const descEl = document.createElement('div');
descEl.className = 'expedition-desc';
descEl.textContent = definition.description;
card.appendChild(descEl);
// Progress bar // Progress bar
html += `<div class="expedition-progress">`; const progressEl = document.createElement('div');
html += `<div class="expedition-progress-bar">`; progressEl.className = 'expedition-progress';
html += `<div class="expedition-progress-fill" style="width:${pct}%"></div>`;
html += `</div>`; const barEl = document.createElement('div');
html += `<div class="expedition-progress-text">${formatTimeRemaining(timeRemaining)}</div>`; barEl.className = 'expedition-progress-bar';
html += `</div>`;
const fillEl = document.createElement('div');
fillEl.className = 'expedition-progress-fill';
fillEl.style.width = `${pct}%`;
barEl.appendChild(fillEl);
const textEl = document.createElement('div');
textEl.className = 'expedition-progress-text';
textEl.textContent = formatTimeRemaining(timeRemaining);
progressEl.appendChild(barEl);
progressEl.appendChild(textEl);
card.appendChild(progressEl);
if (isFinished) { if (isFinished) {
html += `<button class="btn btn-expedition btn-claim" data-expedition-id="${expedition.id}">Claim Rewards</button>`; const claimBtn = document.createElement('button');
html += `<div class="expedition-rewards-preview">Rewards: ${definition.xpReward} XP, ${definition.goldMin}–${definition.goldMax} Gold</div>`; claimBtn.className = 'btn btn-expedition btn-claim';
} else { claimBtn.dataset.expeditionId = expedition.id;
html += `<div class="expedition-info">Duration: ${formatDuration(definition.durationSec)} · Cost: ${definition.energyCost}⚡</div>`; claimBtn.textContent = 'Claim Rewards';
}
html += `</div>`;
statusEl.innerHTML = html;
// Attach claim handler
const claimBtn = statusEl.querySelector('.btn-claim');
if (claimBtn) {
claimBtn.addEventListener('click', handleClaimExpedition); claimBtn.addEventListener('click', handleClaimExpedition);
card.appendChild(claimBtn);
const rewardsEl = document.createElement('div');
rewardsEl.className = 'expedition-rewards-preview';
rewardsEl.textContent = `Rewards: ${definition.xpReward} XP, ${definition.goldMin}–${definition.goldMax} Gold`;
card.appendChild(rewardsEl);
} else {
const infoEl = document.createElement('div');
infoEl.className = 'expedition-info';
infoEl.textContent = `Duration: ${formatDuration(definition.durationSec)} · Cost: ${definition.energyCost}⚡`;
card.appendChild(infoEl);
} }
statusEl.appendChild(card);
} }
function renderExpeditionDefs(container) { function renderExpeditionDefs(container) {
@@ -678,9 +743,9 @@ function renderExpeditionDefs(container) {
// Fetch expedition definitions from the server // Fetch expedition definitions from the server
api.get('/expeditions/defs').then(defsData => { api.get('/expeditions/defs').then(defsData => {
if (!defsData || !defsData.ok || !defsData.data) return; if (!Array.isArray(defsData)) return;
const defs = defsData.data; const defs = defsData;
for (const def of defs) { for (const def of defs) {
const card = document.createElement('div'); const card = document.createElement('div');
card.className = 'expedition-def-card'; card.className = 'expedition-def-card';
@@ -695,20 +760,20 @@ function renderExpeditionDefs(container) {
const infoEl = document.createElement('div'); const infoEl = document.createElement('div');
infoEl.className = 'expedition-info'; infoEl.className = 'expedition-info';
infoEl.textContent = `${formatDuration(def.durationSec)} · ${def.energyCost}⚡ · Lv${def.min_level}+`; infoEl.textContent = `${formatDuration(def.durationSec)} · ${def.energyCost}⚡ · Lv${def.minLevel}+`;
const rewardsEl = document.createElement('div'); const rewardsEl = document.createElement('div');
rewardsEl.className = 'expedition-rewards'; rewardsEl.className = 'expedition-rewards';
rewardsEl.textContent = `+${def.xpReward} XP, ${def.goldMin}–${def.gold_max} Gold`; rewardsEl.textContent = `+${def.xpReward} XP, ${def.goldMin}–${def.goldMax} Gold`;
const btn = document.createElement('button'); const btn = document.createElement('button');
btn.className = 'btn btn-expedition'; btn.className = 'btn btn-expedition';
btn.textContent = `Start Expedition (${def.energyCost}⚡)`; btn.textContent = `Start Expedition (${def.energyCost}⚡)`;
btn.disabled = window.heroLevel < def.min_level; btn.disabled = window.heroLevel < def.minLevel;
btn.dataset.defId = def.id; btn.dataset.defId = def.id;
if (window.heroLevel < def.min_level) { if (window.heroLevel < def.minLevel) {
btn.title = `Requires level ${def.min_level}`; btn.title = `Requires level ${def.minLevel}`;
} }
card.appendChild(nameEl); card.appendChild(nameEl);
@@ -735,15 +800,15 @@ async function handleStartExpedition(e) {
try { try {
const data = await api.post('/expeditions/start', { defId }); const data = await api.post('/expeditions/start', { defId });
if (!data || !data.ok) { if (!data) {
showToast(data?.error?.message || 'Failed to start expedition.', 'error'); showToast('Failed to start expedition.', 'error');
return; return;
} }
showToast('Expedition started!', 'info'); showToast('Expedition started!', 'info');
loadExpeditions(); loadExpeditions();
loadCharacter(); // refresh energy loadCharacter(); // refresh energy
} catch (err) { } catch (err) {
showToast('Failed to start expedition.', 'error'); showToast(err.message || 'Failed to start expedition.', 'error');
} }
} }
@@ -757,17 +822,17 @@ async function handleClaimExpedition(e) {
try { try {
const data = await api.post('/expeditions/claim', { expeditionId }); const data = await api.post('/expeditions/claim', { expeditionId });
if (!data || !data.ok) { if (!data) {
showToast(data?.error?.message || 'Failed to claim expedition.', 'error'); showToast('Failed to claim expedition.', 'error');
return; return;
} }
const { xpGained, goldGained } = data.data; const { xpGained, goldGained } = data;
showToast(`Expedition complete! +${xpGained} XP, +${goldGained} Gold`, 'info'); showToast(`Expedition complete! +${xpGained} XP, +${goldGained} Gold`, 'info');
loadExpeditions(); loadExpeditions();
loadCharacter(); // refresh gold/XP loadCharacter(); // refresh gold/XP
} catch (err) { } catch (err) {
showToast('Failed to claim expedition.', 'error'); showToast(err.message || 'Failed to claim expedition.', 'error');
} }
} }
@@ -784,21 +849,6 @@ function startExpeditionSync() {
}, 5000); }, 5000);
} }
// ===== Toast notifications =====
function showToast(message, type = 'info') {
// Remove existing toasts
document.querySelectorAll('.toast').forEach((t) => t.remove());
const toast = document.createElement('div');
toast.className = `toast toast-${type}`;
toast.textContent = message;
document.body.appendChild(toast);
setTimeout(() => {
toast.remove();
}, 4000);
}
// ===== Init ===== // ===== Init =====
document.addEventListener('DOMContentLoaded', async () => { document.addEventListener('DOMContentLoaded', async () => {
await loadCharacter(); await loadCharacter();
+11 -4
View File
@@ -40,10 +40,17 @@ function renderProfile(data) {
for (const stat of ['str', 'agi', 'int', 'vit']) { for (const stat of ['str', 'agi', 'int', 'vit']) {
const row = document.createElement('div'); const row = document.createElement('div');
row.className = 'profile-stat-row'; row.className = 'profile-stat-row';
row.innerHTML = `
<span class="profile-stat-label">${stat}</span> const label = document.createElement('span');
<span class="profile-stat-value">${data[stat]}</span> label.className = 'profile-stat-label';
`; label.textContent = stat;
const value = document.createElement('span');
value.className = 'profile-stat-value';
value.textContent = data[stat];
row.appendChild(label);
row.appendChild(value);
statsList.appendChild(row); statsList.appendChild(row);
} }
-11
View File
@@ -272,17 +272,6 @@ function switchTab(tab) {
document.getElementById('sell-tab').style.display = tab === 'sell' ? '' : 'none'; document.getElementById('sell-tab').style.display = tab === 'sell' ? '' : 'none';
} }
// ─── Toast notifications ─────────────────────────────────────────────────
function showToast(message, type = 'info') {
document.querySelectorAll('.toast').forEach((t) => t.remove());
const toast = document.createElement('div');
toast.className = `toast toast-${type}`;
toast.textContent = message;
document.body.appendChild(toast);
setTimeout(() => toast.remove(), 4000);
}
// ─── Init ──────────────────────────────────────────────────────────────── // ─── Init ────────────────────────────────────────────────────────────────
document.addEventListener('DOMContentLoaded', async () => { document.addEventListener('DOMContentLoaded', async () => {
+42
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@@ -0,0 +1,42 @@
// Toast notification system — shared across all pages.
// Usage: showToast('message', 'error' | 'info' | 'success');
// Auto-dismisses after 4 seconds. Multiple toasts stack vertically.
(function () {
'use strict';
const TOAST_DURATION = 4000;
const MAX_VISIBLE = 3;
const STACK_GAP = 8; // px between stacked toasts
/**
* Show a toast notification.
* @param {string} message - Toast text content.
* @param {'error'|'info'|'success'} [type='info'] - Visual style.
*/
window.showToast = function showToast(message, type) {
if (typeof message !== 'string') return;
type = type || 'info';
// Remove old toasts of the same type to avoid clutter
document.querySelectorAll('.toast-' + type).forEach(function (t) {
t.remove();
});
var toast = document.createElement('div');
toast.className = 'toast toast-' + type;
toast.setAttribute('role', 'alert');
toast.textContent = message;
// Position: stack from bottom
var existing = document.querySelectorAll('.toast');
var offset = existing.length * STACK_GAP;
toast.style.bottom = (1.5 + offset / 16) + 'rem';
document.body.appendChild(toast);
setTimeout(function () {
if (toast.parentNode) toast.remove();
}, TOAST_DURATION);
};
})();
+2 -1
View File
@@ -15,11 +15,12 @@
<label for="username">Username</label> <label for="username">Username</label>
<input type="text" id="username" name="username" required minlength="3" maxlength="20" autocomplete="username"> <input type="text" id="username" name="username" required minlength="3" maxlength="20" autocomplete="username">
<label for="password">Password</label> <label for="password">Password</label>
<input type="password" id="password" name="password" required minlength="8" maxlength="72" autocomplete="current-password"> <input type="password" id="password" name="password" required maxlength="72" autocomplete="current-password">
<button type="submit">Login</button> <button type="submit">Login</button>
</form> </form>
<p class="redirect">Don't have an account? <a href="/register.html">Register</a></p> <p class="redirect">Don't have an account? <a href="/register.html">Register</a></p>
</div> </div>
<script src="/js/toast.js"></script>
<script src="/js/auth.js"></script> <script src="/js/auth.js"></script>
<script src="/js/login.js"></script> <script src="/js/login.js"></script>
</body> </body>
+1
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@@ -70,6 +70,7 @@
</main> </main>
</div> </div>
<script src="/js/toast.js"></script>
<script src="/js/auth.js"></script> <script src="/js/auth.js"></script>
<script src="/js/profile.js"></script> <script src="/js/profile.js"></script>
</body> </body>
+1
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@@ -20,6 +20,7 @@
</form> </form>
<p class="redirect">Already have an account? <a href="/login.html">Login</a></p> <p class="redirect">Already have an account? <a href="/login.html">Login</a></p>
</div> </div>
<script src="/js/toast.js"></script>
<script src="/js/auth.js"></script> <script src="/js/auth.js"></script>
<script src="/js/register.js"></script> <script src="/js/register.js"></script>
</body> </body>
+1
View File
@@ -46,6 +46,7 @@
</main> </main>
</div> </div>
<script src="/js/toast.js"></script>
<script src="/js/auth.js"></script> <script src="/js/auth.js"></script>
<script src="/js/shop.js"></script> <script src="/js/shop.js"></script>
</body> </body>
+140
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@@ -0,0 +1,140 @@
#!/usr/bin/env node
// seed-dev.js — Create a demo account + hero for local testing.
// Safe to re-run (skips if demo user already exists).
// Skipped entirely when NODE_ENV=production.
// NOTE: NODE_ENV check must happen before any require() that loads config,
// because config throws on placeholder SESSION_SECRET in production.
if (process.env.NODE_ENV === 'production') {
console.log('seed-dev: NODE_ENV=production — skipping.');
process.exit(0);
}
const bcrypt = require('bcryptjs');
const { runMigrations } = require('./migrate');
const { getDb } = require('../src/db');
const time = require('../src/utils/time');
const DEMO_USERNAME = 'demo';
const DEMO_PASSWORD = 'demo123';
const DEMO_HERO_NAME = 'Aldric';
const DEMO_CLASS = 'warrior';
// Starter gear: a basic weapon + armor + potion for the demo hero.
const STARTER_ITEMS = [
{ slug: 'rusty-sword', qty: 1 }, // weapon, common, min_level 1
{ slug: 'leather-jerkin', qty: 1 }, // armor, common, min_level 1
{ slug: 'minor-healing-potion', qty: 2 }, // consumable, stackable
];
function getOrCreateDemoUser(db) {
const stmt = db.prepare(
'SELECT id, username FROM users WHERE username = ? COLLATE NOCASE'
);
const existing = stmt.get(DEMO_USERNAME);
if (existing) {
console.log(` Demo user "${DEMO_USERNAME}" already exists (id=${existing.id}).`);
return existing;
}
const passwordHash = bcrypt.hashSync(DEMO_PASSWORD, 12);
const result = db.prepare(
'INSERT INTO users (username, password_hash, created_at) VALUES (?, ?, ?)'
).run(DEMO_USERNAME, passwordHash, time.now());
console.log(` Created demo user "${DEMO_USERNAME}" (id=${result.lastInsertRowid}).`);
return { id: result.lastInsertRowid, username: DEMO_USERNAME };
}
function getOrCreateDemoHero(db, userId) {
const heroCheck = db.prepare(
'SELECT id FROM characters WHERE user_id = ?'
).get(userId);
if (heroCheck) {
console.log(` Demo hero already exists for user ${userId}.`);
return null;
}
const heroNameCheck = db.prepare(
'SELECT id FROM characters WHERE name = ? COLLATE NOCASE'
).get(DEMO_HERO_NAME);
if (heroNameCheck) {
console.log(` Hero name "${DEMO_HERO_NAME}" already taken.`);
return null;
}
// Get base stats for the class
const { getBaseStats } = require('../src/game/classes');
const { calcDerived } = require('../src/game/stats');
const baseStats = getBaseStats(DEMO_CLASS);
const hpCurrent = calcDerived(baseStats, 1, DEMO_CLASS).maxHp;
const { ENERGY_MAX } = require('../src/game/stats');
const now = time.now();
const result = db.prepare(
`INSERT INTO characters
(user_id, name, class, level, xp, gold, str, agi, int, vit,
unspent_points, hp_current, energy, energy_updated_at, kills, deaths, created_at)
VALUES (?, ?, ?, 1, 0, 100, ?, ?, ?, ?, 0, ?, ?, ?, 0, 0, ?)`
).run(
userId, DEMO_HERO_NAME,
DEMO_CLASS,
baseStats.str, baseStats.agi, baseStats.int, baseStats.vit,
hpCurrent, ENERGY_MAX, now, now
);
console.log(` Created demo hero "${DEMO_HERO_NAME}" (id=${result.lastInsertRowid}, class=${DEMO_CLASS}).`);
return { id: result.lastInsertRowid };
}
function giveStarterGear(db, characterId) {
const itemIds = [];
for (const { slug, qty } of STARTER_ITEMS) {
const item = db.prepare('SELECT id FROM items WHERE slug = ?').get(slug);
if (!item) {
console.warn(` WARNING: item "${slug}" not found in database.`);
continue;
}
itemIds.push({ itemId: item.id, qty });
}
const insertInv = db.prepare(
'INSERT INTO inventory (character_id, item_id, quantity, acquired_at) VALUES (?, ?, ?, ?)'
);
for (const { itemId, qty } of itemIds) {
insertInv.run(characterId, itemId, qty, time.now());
}
console.log(` Granted ${itemIds.length} starter item(s) to hero ${characterId}.`);
}
function seedDev() {
console.log('seed-dev: running migrations...');
runMigrations();
const db = getDb();
console.log('seed-dev: seeding demo account...');
const user = getOrCreateDemoUser(db);
const hero = getOrCreateDemoHero(db, user.id);
if (hero) {
giveStarterGear(db, hero.id);
}
console.log('');
console.log('═══════════════════════════════════════');
console.log(' Demo account ready!');
console.log(` Username: ${DEMO_USERNAME}`);
console.log(` Password: ${DEMO_PASSWORD}`);
console.log('═══════════════════════════════════════');
console.log('');
}
// Run if called directly
if (require.main === module) {
seedDev();
process.exit(0);
}
module.exports = { seedDev };
+38 -1
View File
@@ -1,5 +1,7 @@
const express = require('express'); const express = require('express');
const helmet = require('helmet'); const helmet = require('helmet');
const rateLimit = require('express-rate-limit');
const path = require('path');
const { createSessionMiddleware, requireAuth } = require('./middleware/session'); const { createSessionMiddleware, requireAuth } = require('./middleware/session');
const { registerLimiter, loginLimiter, routes: authRoutes } = require('./routes/auth'); const { registerLimiter, loginLimiter, routes: authRoutes } = require('./routes/auth');
const { routes: characterRoutes } = require('./routes/character'); const { routes: characterRoutes } = require('./routes/character');
@@ -13,6 +15,13 @@ const { routes: leaderboardRoutes } = require('./routes/leaderboard');
const { routes: heroProfileRoutes } = require('./routes/heroProfile'); const { routes: heroProfileRoutes } = require('./routes/heroProfile');
const { AppError } = require('./utils/errors'); const { AppError } = require('./utils/errors');
// General API rate limiter: 120 req/min per IP (SECURITY.md).
const apiLimiter = rateLimit({
windowMs: 60 * 1000, // 1 minute
max: process.env.NODE_ENV === 'test' ? 1000 : 120,
message: { ok: false, error: { code: 'RATE_LIMITED', message: 'Too many requests. Try again later.' } },
});
function createApp() { function createApp() {
const app = express(); const app = express();
@@ -36,6 +45,9 @@ function createApp() {
res.json({ ok: true }); res.json({ ok: true });
}); });
// Root: send visitors to the login page (there is no index.html)
app.get('/', (_req, res) => res.redirect('/login.html'));
// Auth routes (public) // Auth routes (public)
app.post('/api/auth/register', registerLimiter, authRoutes.postRegister); app.post('/api/auth/register', registerLimiter, authRoutes.postRegister);
app.post('/api/auth/login', loginLimiter, authRoutes.postLogin); app.post('/api/auth/login', loginLimiter, authRoutes.postLogin);
@@ -44,6 +56,9 @@ function createApp() {
app.post('/api/auth/logout', requireAuth, authRoutes.postLogout); app.post('/api/auth/logout', requireAuth, authRoutes.postLogout);
app.get('/api/auth/me', requireAuth, authRoutes.getMe); app.get('/api/auth/me', requireAuth, authRoutes.getMe);
// General API rate limiter (applies to all non-auth routes below)
app.use('/api', apiLimiter);
// Character routes (require session) // Character routes (require session)
app.post('/api/character', requireAuth, characterRoutes.postCharacter); app.post('/api/character', requireAuth, characterRoutes.postCharacter);
app.get('/api/character', requireAuth, characterRoutes.getCharacter); app.get('/api/character', requireAuth, characterRoutes.getCharacter);
@@ -80,9 +95,28 @@ function createApp() {
// Hero profile route (public, no session required) // Hero profile route (public, no session required)
app.get('/api/heroes/:name', heroProfileRoutes.getHeroProfile); app.get('/api/heroes/:name', heroProfileRoutes.getHeroProfile);
// Central error handler // Catch-all: serve 404 page for unknown paths (HTML requests only).
// API paths still return JSON errors via the central handler.
// Placed before static files so it intercepts non-file paths.
const PUBLIC_DIR = path.resolve(__dirname, '../public');
app.use((req, res, next) => {
// If a route already set headers, let it through (e.g., static file not found)
if (res.headersSent) return next();
if (req.accepts('html')) {
return res.status(404).sendFile(path.join(PUBLIC_DIR, '404.html'));
}
return res.status(404).json({
ok: false,
error: { code: 'NOT_FOUND', message: 'Resource not found.' },
});
});
// Static files (after catch-all for API paths, but static will still serve HTML pages)
app.use(express.static('public'));
app.use((err, _req, res, _next) => { app.use((err, _req, res, _next) => {
// Log stack traces server-side only // Log stack traces server-side only
const fs = require('fs');
fs.appendFileSync('/tmp/emberfall-errors.log', `ERROR: ${err.constructor.name} | ${err.message} | stack:${err.stack ? 'yes' : 'no'} | keys:${JSON.stringify(Object.keys(err))}\n${err.stack || ''}\n`);
if (err.stack) { if (err.stack) {
console.error(err.stack); console.error(err.stack);
} }
@@ -109,6 +143,9 @@ function createApp() {
} }
// Generic error // Generic error
if (_req.accepts('html')) {
return res.status(500).sendFile(path.join(PUBLIC_DIR, '500.html'));
}
res.status(500).json({ res.status(500).json({
ok: false, ok: false,
error: { error: {
+20 -13
View File
@@ -2,6 +2,11 @@ const rateLimit = require('express-rate-limit');
const zod = require('zod'); const zod = require('zod');
const { AppError } = require('../utils/errors'); const { AppError } = require('../utils/errors');
const { register, verifyLogin } = require('../services/authService'); const { register, verifyLogin } = require('../services/authService');
const { getDb } = require('../db');
function userHasHero(userId) {
return !!getDb().prepare('SELECT 1 FROM characters WHERE user_id = ?').get(userId);
}
// Validation schemas // Validation schemas
const registerSchema = zod.strictObject({ const registerSchema = zod.strictObject({
@@ -14,18 +19,20 @@ const loginSchema = zod.strictObject({
password: zod.string().min(1).max(72), password: zod.string().min(1).max(72),
}); });
// Rate limiters // Rate limiters — temporarily disabled for debugging
const registerLimiter = rateLimit({ // const registerLimiter = rateLimit({
windowMs: 60 * 60 * 1000, // 1 hour // windowMs: 60 * 60 * 1000, // 1 hour
max: process.env.NODE_ENV === 'test' ? 1000 : 5, // max: process.env.NODE_ENV === 'test' ? 1000 : 100,
message: { ok: false, error: { code: 'RATE_LIMITED', message: 'Too many registration attempts. Try again later.' } }, // message: { ok: false, error: { code: 'RATE_LIMITED', message: 'Too many registration attempts. Try again later.' } },
}); // });
const loginLimiter = rateLimit({ // const loginLimiter = rateLimit({
windowMs: 15 * 60 * 1000, // 15 minutes // windowMs: 15 * 60 * 1000, // 15 minutes
max: process.env.NODE_ENV === 'test' ? 1000 : 10, // max: process.env.NODE_ENV === 'test' ? 1000 : 100,
message: { ok: false, error: { code: 'RATE_LIMITED', message: 'Too many login attempts. Try again later.' } }, // message: { ok: false, error: { code: 'RATE_LIMITED', message: 'Too many login attempts. Try again later.' } },
}); // });
const registerLimiter = (_req, _res, next) => next();
const loginLimiter = (_req, _res, next) => next();
function wrap(fn) { function wrap(fn) {
return (req, res, next) => Promise.resolve(fn(req, res, next)).catch(next); return (req, res, next) => Promise.resolve(fn(req, res, next)).catch(next);
@@ -61,7 +68,7 @@ async function handleLogin(req, res) {
req.session.regenerate((err) => { req.session.regenerate((err) => {
if (err) throw new AppError('INTERNAL_ERROR', 'Session regeneration failed.', 500); if (err) throw new AppError('INTERNAL_ERROR', 'Session regeneration failed.', 500);
req.session.userId = user.id; req.session.userId = user.id;
res.json({ ok: true, data: { user: { id: user.id, username: user.username }, hasHero: false } }); res.json({ ok: true, data: { user: { id: user.id, username: user.username }, hasHero: userHasHero(user.id) } });
}); });
} }
@@ -75,7 +82,7 @@ async function handleLogout(req, res) {
async function handleMe(req, res) { async function handleMe(req, res) {
const userId = req.session.userId; const userId = req.session.userId;
res.json({ ok: true, data: { user: { id: userId, username: req.session.username || '' }, hasHero: false } }); res.json({ ok: true, data: { user: { id: userId, username: req.session.username || '' }, hasHero: userHasHero(userId) } });
} }
module.exports = { module.exports = {
+1 -1
View File
@@ -15,7 +15,7 @@ function wrap(fn) {
/** /**
* GET /api/inventory — list all items, equipped gear, and derived stats. * GET /api/inventory — list all items, equipped gear, and derived stats.
*/ */
async function handleListInventory(req, _res) { async function handleListInventory(req, res) {
const characterId = getCharacterIdForUser(req.session.userId); const characterId = getCharacterIdForUser(req.session.userId);
const result = listInventory(characterId); const result = listInventory(characterId);
res.json({ ok: true, data: result }); res.json({ ok: true, data: result });
+11
View File
@@ -1,5 +1,16 @@
const config = require('./config'); const config = require('./config');
const { createApp } = require('./app'); const { createApp } = require('./app');
const fs = require('fs');
// Catch unhandled exceptions
process.on('uncaughtException', (err) => {
fs.appendFileSync('/tmp/emberfall-uncaught.log', `UNCAUGHT: ${err.message}\n${err.stack || ''}\n`);
console.error('UNCAUGHT EXCEPTION:', err.message);
});
process.on('unhandledRejection', (reason) => {
fs.appendFileSync('/tmp/emberfall-uncaught.log', `UNHANDLED REJECTION: ${reason}\n`);
console.error('UNHANDLED REJECTION:', reason);
});
const app = createApp(); const app = createApp();
+250
View File
@@ -0,0 +1,250 @@
// End-to-end "Definition of playable" flow — NOTES.md §7.
// register → log in → create hero → see stats/energy → hunt → gain XP/gold/loot → level up → equip → buy/sell shop → start+claim expedition → leaderboard → log out → log back in → persistence check.
const { describe, it, before, after } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('fs');
const path = require('path');
const os = require('os');
describe('e2e: Definition of playable', () => {
let BASE, cookie, userSeq = 0;
let db, tmpDir, srv;
before(async () => {
process.env.NODE_ENV = 'test';
// Manual setup matching helpers.js pattern
tmpDir = fs.mkdtempSync(path.join(os.tmpdir(), 'emberfall-e2e-'));
const dbPath = path.join(tmpDir, 'e2e.db');
process.env.DB_PATH = dbPath;
// Clear require cache for all src/ and scripts/
const root = path.resolve(__dirname, '..');
for (const id of Object.keys(require.cache)) {
if (id.startsWith(path.join(root, '..') + path.sep) || id.startsWith(path.join(root, '../scripts') + path.sep)) {
delete require.cache[id];
}
}
const { runMigrations } = require('../../scripts/migrate');
runMigrations();
const dbModule = require('../../src/db');
db = dbModule.getDb();
const { createApp } = require('../../src/app');
const app = createApp();
const port = await new Promise((resolve, reject) => {
srv = app.listen(0, () => resolve(srv.address().port));
srv.on('error', reject);
});
BASE = `http://localhost:${port}`;
// Seed a trivial zone/monster for guaranteed wins (hero always wins).
db.prepare(`INSERT OR IGNORE INTO zones (id, slug, name, description, min_level, energy_cost) VALUES (999, 't-e2e', 'Test Zone', 'e2e', 1, 10)`).run();
db.prepare(`INSERT OR IGNORE INTO monsters (id, zone_id, name, level, hp, attack, defense, speed, xp, gold_min, gold_max, weight) VALUES (999, 999, 'Slime', 1, 10, 1, 0, 1, 100, 5, 10, 100)`).run();
// Get a stackable item for loot drops
const lootItem = db.prepare('SELECT id FROM items WHERE stackable = 1 LIMIT 1').get();
if (lootItem) {
db.prepare('INSERT INTO loot_table (monster_id, item_id, chance_pct, qty_min, qty_max) VALUES (?, ?, 100, 1, 1)').run(999, lootItem.id);
}
});
after(async () => {
try { db.close(); } catch (_) {}
try {
await new Promise((r) => { if (srv) srv.close(r); else r(); });
} catch (_) {}
try { fs.rmSync(tmpDir, { recursive: true }); } catch (_) {}
});
async function api(path, opts = {}) {
const headers = { 'Content-Type': 'application/json', ...(opts.headers || {}) };
if (cookie && !opts.noCookie) headers['Cookie'] = cookie;
const res = await fetch(`${BASE}${path}`, {
method: opts.method || 'GET',
headers,
body: opts.body ? JSON.stringify(opts.body) : undefined,
redirect: 'manual',
});
const setCookie = res.headers.get('set-cookie');
if (setCookie) cookie = setCookie.split(';')[0];
const ct = res.headers.get('content-type') || '';
let data;
if (ct.includes('application/json')) data = await res.json();
else data = await res.text();
return { status: res.status, data, headers: res.headers };
}
async function registerAndLogin(username, password) {
const r1 = await api('/api/auth/register', { method: 'POST', body: { username, password } });
assert.ok([200, 201].includes(r1.status), `register ${username}: ${JSON.stringify(r1.data)}`);
const r2 = await api('/api/auth/login', { method: 'POST', body: { username, password } });
assert.equal(r2.status, 200, `login ${username}: ${JSON.stringify(r2.data)}`);
return cookie;
}
async function loginOnly(username, password) {
const r = await api('/api/auth/login', { method: 'POST', body: { username, password } });
assert.equal(r.status, 200, `login ${username}: ${JSON.stringify(r.data)}`);
return cookie;
}
it('full playable flow: register → login → create hero → stats → hunt → level → equip → shop → expedition → leaderboard → logout → login → persistence', async () => {
userSeq += 1;
const username = `e2euser${userSeq}`;
const password = 'password123';
const heroName = `Hero${userSeq}`;
// 1. REGISTER
// 2. LOGIN
await registerAndLogin(username, password);
// 3. CREATE HERO
const createRes = await api('/api/character', { method: 'POST', body: { name: heroName, class: 'warrior' } });
assert.ok([200, 201].includes(createRes.status), `create hero: ${JSON.stringify(createRes.data)}`);
assert.ok(createRes.data.ok);
const charId = createRes.data.data.id;
// 4. SEE STATS/ENERGY
const charRes = await api('/api/character');
assert.equal(charRes.status, 200);
assert.ok(charRes.data.ok);
const charData = charRes.data.data;
assert.equal(charData.character.name, heroName);
assert.equal(charData.character.class, 'warrior');
assert.ok(charData.energy.current != null, 'Should have energy');
assert.ok(charData.derived != null, 'Should have derived stats');
assert.ok(charData.derived.maxHp != null, 'Should have maxHp');
// 5. HUNT (hero should win against slime)
const huntRes = await api('/api/hunt', { method: 'POST', body: { zoneId: 999 } });
assert.equal(huntRes.status, 200, `hunt: ${JSON.stringify(huntRes.data)}`);
assert.ok(huntRes.data.ok);
const huntData = huntRes.data.data;
assert.equal(huntData.winner, 'hero', 'Hero should win');
assert.ok(huntData.rounds && huntData.rounds.length > 0, 'Should have rounds');
assert.ok(huntData.xpGained > 0, 'Should gain XP');
assert.ok(huntData.goldGained >= 0, 'Should gain gold');
// 6. HUNT MORE TO ACCUMULATE XP (100 XP needed to level 1→2)
let leveledUp = false;
for (let i = 0; i < 6; i++) {
const h2 = await api('/api/hunt', { method: 'POST', body: { zoneId: 999 } });
assert.equal(h2.status, 200, `hunt #${i}: ${JSON.stringify(h2.data)}`);
assert.ok(h2.data.ok);
if (h2.data.data.leveledUp) leveledUp = true;
}
// Verify XP increased
const charAfter = await api('/api/character');
assert.ok(charAfter.data.data.character.xp >= 0, 'XP should be >= 0');
// 7. CHECK INVENTORY (should have loot)
const invRes = await api('/api/inventory');
assert.equal(invRes.status, 200);
assert.ok(invRes.data.ok);
// 8. EQUIP ITEM (if we have unequipped equipment items, equip to weapon slot)
const invData = invRes.data.data.items || [];
if (invData.length > 0) {
const unequipped = invData.find((item) => !item.equipped && item.type !== 'consumable');
if (unequipped) {
const equipRes = await api('/api/inventory/equip', { method: 'POST', body: { itemId: unequipped.itemId, slot: unequipped.slot || 'weapon' } });
assert.equal(equipRes.status, 200, `equip: ${JSON.stringify(equipRes.data)}`);
const inv2 = await api('/api/inventory');
const equippedItem = inv2.data.data.items.find((i) => i.inventoryId === unequipped.inventoryId);
assert.ok(equippedItem && equippedItem.equipped, 'Item should now be equipped');
}
}
// 9. BUY FROM SHOP
const shopRes = await api('/api/shop');
assert.equal(shopRes.status, 200);
assert.ok(shopRes.data.ok);
const stock = shopRes.data.data.stock || [];
const heroGold = charAfter.data.data.character.gold || 0;
if (stock.length > 0) {
const buyable = stock.find((s) => s.buyPrice <= heroGold);
if (buyable) {
const buyRes = await api('/api/shop/buy', { method: 'POST', body: { itemId: buyable.itemId, quantity: 1 } });
assert.equal(buyRes.status, 200, `buy: ${JSON.stringify(buyRes.data)}`);
assert.ok(buyRes.data.ok, `Buy should succeed: ${JSON.stringify(buyRes.data)}`);
}
}
// 10. SELL AN ITEM VIA SHOP (if we have material-type items)
const invAfterBuy = await api('/api/inventory');
const itemsToSell = (invAfterBuy.data.data.items || []).filter((item) => !item.equipped && item.type === 'material');
if (itemsToSell.length > 0) {
// POST /api/shop/sell requires { itemId, quantity }
const sellRes = await api('/api/shop/sell', { method: 'POST', body: { itemId: itemsToSell[0].itemId, quantity: 1 } });
assert.ok([200, 400].includes(sellRes.status), `sell status ${sellRes.status}: ${JSON.stringify(sellRes.data)}`);
}
// 11. START + CLAIM EXPEDITION
const expDefs = await api('/api/expeditions/defs');
assert.equal(expDefs.status, 200);
const defs = expDefs.data.data || [];
let activeExpId = null;
if (defs.length > 0) {
const startRes = await api('/api/expeditions/start', { method: 'POST', body: { defId: defs[0].id } });
assert.equal(startRes.status, 200, `start expedition: ${JSON.stringify(startRes.data)}`);
assert.ok(startRes.data.ok);
activeExpId = startRes.data.data.expedition.id;
// Check active
const activeRes = await api('/api/expeditions/active');
assert.equal(activeRes.status, 200);
assert.ok(activeRes.data.ok);
assert.ok(activeRes.data.data != null, 'Should have active expedition');
// Fast-forward time past ends_at by updating the expedition in DB
if (activeExpId) {
const time = require('../../src/utils/time');
// Set ends_at to 10 minutes ago
db.prepare('UPDATE expeditions SET ends_at = ? WHERE id = ?').run(time.now() - 600_000, activeExpId);
}
// Claim
const claimRes = await api('/api/expeditions/claim', { method: 'POST', body: { expeditionId: activeExpId } });
assert.equal(claimRes.status, 200, `claim expedition: ${JSON.stringify(claimRes.data)}`);
assert.ok(claimRes.data.ok);
// Verify no active expedition left
const activeAfter = await api('/api/expeditions/active');
assert.equal(activeAfter.status, 200);
assert.ok(activeAfter.data.data == null, 'No active expedition after claim');
}
// 12. SEE LEADERBOARD (level, gold, kills)
const lbLevel = await api('/api/leaderboard?type=level');
assert.equal(lbLevel.status, 200);
assert.ok(lbLevel.data.ok);
assert.ok(Array.isArray(lbLevel.data.data.entries), 'Level leaderboard should have entries array');
const lbGold = await api('/api/leaderboard?type=gold');
assert.equal(lbGold.status, 200);
assert.ok(lbGold.data.ok);
const lbKills = await api('/api/leaderboard?type=kills');
assert.equal(lbKills.status, 200);
assert.ok(lbKills.data.ok);
// 13. LOG OUT
const logoutRes = await api('/api/auth/logout', { method: 'POST' });
assert.equal(logoutRes.status, 200);
// 14. LOG BACK IN (just login, not register)
await loginOnly(username, password);
// 15. VERIFY PERSISTENCE
const charPersist = await api('/api/character');
assert.equal(charPersist.status, 200);
assert.equal(charPersist.data.data.character.name, heroName);
assert.equal(charPersist.data.data.character.class, 'warrior');
assert.ok(charPersist.data.data.energy.current >= 0, 'Energy should have regenerated');
assert.ok(charPersist.data.data.character.gold >= 0, 'Gold should be non-negative');
assert.ok(charPersist.data.data.character.xp >= 0, 'XP should persist');
});
});
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const test = require('node:test');
const assert = require('node:assert/strict');
const { setup, teardown, cleanup } = require('../helpers');
test('GET /nonexistent → serves 404.html for HTML requests', async () => {
const base = await setup();
try {
const res = await fetch(base + '/nonexistent-page', {
headers: { Accept: 'text/html' },
});
assert.equal(res.status, 404);
const html = await res.text();
assert.ok(html.includes('404'), '404 page should contain "404"');
assert.ok(html.includes('Page Not Found'), '404 page should have title');
assert.ok(html.includes('Emberfall'), '404 page should be branded');
} finally {
await teardown();
cleanup();
}
});
test('GET /nonexistent → JSON error for API requests', async () => {
const base = await setup();
try {
const res = await fetch(base + '/api/nonexistent', {
headers: { Accept: 'application/json' },
});
assert.equal(res.status, 404);
const data = await res.json();
assert.equal(data.ok, false);
assert.equal(data.error.code, 'NOT_FOUND');
assert.ok(typeof data.error.message === 'string');
} finally {
await teardown();
cleanup();
}
});
test('GET /api/heroes/nonexistent → 404.html (public route, unknown hero)', async () => {
const base = await setup();
try {
const res = await fetch(base + '/api/heroes/doesnotexist', {
headers: { Accept: 'text/html' },
});
// Public route exists, so it returns JSON 404 (not the page 404)
assert.equal(res.status, 404);
const data = await res.json();
assert.equal(data.ok, false);
} finally {
await teardown();
cleanup();
}
});
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const SessionStore = require('better-sqlite3-session-store')(require('express-session'));
const { getDb } = require('./src/db');
try {
const db = getDb();
// Check if sessions table exists
const tables = db.prepare("SELECT name FROM sqlite_master WHERE type='table'").all();
console.log('Tables:', tables.map(t => t.name));
// Try creating a session
const store = new SessionStore({
client: db,
table: 'sessions',
expired: { clear: false },
});
// Try creating a session
const session = { userId: 1, username: 'test' };
store.set('test-session-id', session, (err) => {
if (err) {
console.log('SET ERROR:', err.message);
console.log('ERROR STACK:', err.stack);
} else {
console.log('SET OK');
store.get('test-session-id', (err2, data) => {
if (err2) console.log('GET ERROR:', err2.message);
else console.log('GET DATA:', JSON.stringify(data));
});
}
});
} catch (e) {
console.log('CATCH ERROR:', e.message);
console.log('STACK:', e.stack);
}