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Emberfall/HANDOFF.md
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2026-10-23 00:07:22 +11:00

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HANDOFF.md — Session Handoff (OVERWRITE at the end of every phase or when context is getting long)

Read order for a new session: NOTES.md → STATUS.md → this file → then work. If this file disagrees with the code, trust the code and fix this file.

1. Where we are

  • Last completed step: 10.7 — Error handling gaps: malformed JSON → 400 INVALID_JSON, body over limit → 413 PAYLOAD_TOO_LARGE, unknown /api/* → 404 JSON, session regenerate throw → next(err) — TICKED in STATUS.md
  • Next step: Phase 10.8 — POST /api/character/allocate (stat point allocation)
  • Updated: 2026-10-22
  • Was the last session cut off mid-task? No

2. Verified state (run these first)

Command Expected
npm install succeeds
npm run migrate applies 001–006 / "nothing to do"
npm test 202 passing, 0 failing (85 unit + 112 integration incl. 4 rate-limiting + 5 error-handling tests)
npm run seed:dev creates demo user "demo"/"demo123", hero "Aldric" (warrior), starter gear
npm start + curl localhost:3000/ 200 HTML landing page
npm start + curl localhost:3000/api/health {"ok":true}
curl -X POST localhost:3000/api/auth/login -H 'Content-Type: application/json' -d '{bad' 400 {"ok":false,"error":{"code":"INVALID_JSON",...}}
curl -X POST localhost:3000/api/auth/login -H 'Content-Type: application/json' -d '{"data":"x"' --data-binary @<(python3 -c "print('x'*12000)") 413 {"ok":false,"error":{"code":"PAYLOAD_TOO_LARGE",...}}
curl localhost:3000/api/nonexistent 404 {"ok":false,"error":{"code":"NOT_FOUND",...}}

3. What exists now (files that matter)

  • src/app.js — JSON parser error handling added: SyntaxError (400 INVALID_JSON), PayloadTooLargeError (413 PAYLOAD_TOO_LARGE). Catch-all for /api/* paths always returns JSON.
  • src/routes/auth.js — Session regenerate/destroy callbacks use next(err) instead of throw.
  • tests/integration/step-10.7.test.js — 5 tests: malformed JSON on login, malformed JSON on character, body over limit, unknown /api/*, session regenerate error.

4. Half-finished / fragile things

  • No leaderboard UI yet (stub page exists; real UI in 10.17).
  • HP never regenerates naturally; only level-up restores it.
  • No restart-persistence test for sessions.
  • 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).
  • Starter gear documented but not auto-created on character creation.
  • GET /api/zones documented in API.md but not implemented (Issue #2).
  • Mobile nav uses emoji icons (⚔️ 🏕️ 🎒) — verify they render acceptably on all platforms.
  • 10.8 next: POST /api/character/allocate — stat point allocation endpoint.

5. Decisions & deviations from the docs

  • 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.
  • D-015: Desktop tabs hidden via CSS below 700px; mobile nav shown via CSS; JS syncMobileNav() keeps active state in sync.
  • D-016: applyXpGain in src/game/leveling.js is the single shared function for XP gain logic, used by both huntService and expeditionService.
  • D-017: Landing page public/index.html uses credentials: 'include' in fetch to /api/auth/me to check session state; Play button shown only when hasHero is true.
  • D-018: Link-checker test skips API endpoints (/api/...) since they're not static files.
  • D-019: Rate limiters use process.env.NODE_ENV === 'test' ? 100 : 100 for test env (relaxed to avoid test interference; prod limit same as test).

6. Gotchas learned

  • npm test must be node --test with NO path/glob; files must be named *.test.js.
  • 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.
  • 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.
  • SQL SELECT id from inventory returns the auto-increment row id; rename with AS inventory_id when you also need item_id.
  • Transaction callback args must match the call order exactly. (This is the 10.1 bug — double-check param/call order in every new transaction.)
  • Error responses from route-level AppErrors do NOT include data field.
  • setNow affects ALL now() calls including those in service logic.
  • Shop API returns { ok: true, data: { stock: [...], character: {...} } } — field is stock, not stocks.
  • Shop stock items have flat fields (itemId, buyPrice), not nested (item.id).
  • New characters have NO inventory items (starter gear not auto-created yet).
  • GET /api/zones documented in API.md but not implemented.
  • Hero profile endpoint is PUBLIC — no requireAuth middleware.
  • 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 relaxed limits; 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.
  • Character profile response has energy at data.energy.current, NOT data.character.energy.
  • 10.3: expeditionService.js import changed from const { now, setNow } = require('../utils/time') to const time = require('../utils/time') — the destructured now variable was shadowed by the local opts.now ?? time.now() pattern.
  • 10.3: _opts cannot be sent via HTTP (functions don't serialize to JSON); test the rng injectable via direct service call instead.
  • 10.4: req.session.username must be set in both handleRegister and handleLogin — register was the gap. /me reads it, so without it username is always empty string.
  • 10.5: Link-checker test path: __dirname is tests/integration/, so ../../public resolves correctly. API endpoints (/api/...) must be excluded since they're not static files.
  • 10.6: Rate limiters add X-RateLimit-Limit and X-RateLimit-Remaining headers by default in express-rate-limit — use these to verify the limiter is real in tests.
  • 10.6: Global /api limiter must be mounted BEFORE auth routes so it covers them; auth-specific limiters are stricter and will trigger first.
  • 10.6: max: 100 in test env (not 1000) to avoid interference with other tests that also login. The 429 shape test uses a mini-app with max: 10 to validate the exact JSON body.
  • 10.7: Express JSON parser throws SyntaxError with status: 400 for malformed JSON and PayloadTooLargeError with status: 413 for oversized body — catch these in the error handler before the ZodError check.
  • 10.7: req.path.startsWith('/api/') is more reliable than req.accepts('html') for deciding JSON vs HTML on unknown paths — Node.js fetch defaults to accepting HTML.
  • 10.7: Session store callbacks (regenerate, destroy) must use next(err) not throw — throw inside a callback is not caught by Express's error handler and can crash the process.

7. Next-step briefing

  • Next step: 10.8 — Add POST /api/character/allocate endpoint:
    • Body: {str,agi,int,vit} as points to add (zod .strict(), non-negative integers)
    • Use existing allocatePoints from src/game/leveling.js
    • One transaction; reject if total exceeds unspent_points (422 NOT_ENOUGH_POINTS)
    • Return {character, derived}
    • Tests: spend partial points, overspend → 422, negative/float/unknown keys → 400, cross-user rejection