Put the bug report behind an always-available button.
The debug report was only reachable in DEBUG mode, which is the one mode
a player hitting a real bug won't be running. Move it to a "🐛 Report a
bug" item in the game menu: a note field, a download, and a copy-as-text,
on any server.
That knowingly shows the reporter their opponents' hands and the shop
deck order. Credentials are still required, so a report only ever reaches
someone seated at that table. The buy-any-card panel stays DEBUG-only —
it changes the game; a report only reads it.
This commit is contained in:
@@ -43,14 +43,23 @@ Set via environment or a `.env` file (see `.env.example`):
|
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| `DATA_DIR` | `data` | Directory holding the SQLite DB |
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| `PORT` | `8080` | HTTP port |
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| `STATIC_DIR` | `web/dist` | Built frontend to serve |
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| `DEBUG` | off | Unlocks the in-game debug panel (see below) |
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| `DEBUG` | off | Unlocks the in-game buy-any-card panel |
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## Debugging a game that went wrong
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Any saved game can be dumped as a **debug report**: the full state (every deck
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card by card, the shop row and the order of the remaining tier decks, discards,
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pending choices, each player's banked Mana/Trumpets/apples), the round's battles
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with their lineups and *the dice they rolled*, and the entire event log.
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Any game can be dumped as a **debug report**: the full state (every deck card by
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card, the shop row and the order of the remaining tier decks, discards, pending
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choices, each player's banked Mana/Trumpets/apples), the round's battles with
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their lineups and *the dice they rolled*, and the entire event log.
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**In game**, the `⋯` menu has **🐛 Report a bug**: a note field, a
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**Download report** button, and **Copy as text**. It works on any server, DEBUG
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or not, so a bug hit in a real game can actually be reported. That does hand the
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player their opponents' hands and the shop deck order — an accepted trade, since
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a report only ever goes to someone seated at that table (`GET
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/api/debug/report`, same credentials as the WebSocket).
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**From the command line**, against the server's database:
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```sh
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mise run report # list recent games
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@@ -58,11 +67,6 @@ mise run report -- QWERT # the report, as text, for reading
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mise run report -- -json -out internal/game/testdata/bug.json QWERT
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```
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With `DEBUG=1` the in-game 🐛 panel grows two buttons — **Download JSON** and
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**Copy as text** — that pull the same report over `GET /api/debug/report`. A
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report exposes both players' hands and the shop deck order, so that endpoint is
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DEBUG-only; on a live server use `cmd/report`, which reads the database.
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The JSON form is the useful one, because it replays. Drop it in
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`internal/game/testdata/` and the battle re-runs exactly — same lineups, same
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dice, same events, right down to the log text:
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@@ -19,9 +19,10 @@ import (
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// work out which effect misfired. Report.Text() ends with a paste-ready test.
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//
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// Both forms contain hidden information — opponents' decks, the order of the
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// shop decks — so a report is an operator's artifact, not a player's. The
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// server only serves one in DEBUG mode; `go run ./cmd/report` pulls one out of
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// the database with no such gate, because by then you are the operator.
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// shop decks — and that is an accepted trade: the in-game "Report a bug" button
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// hands a player their own report on any server, DEBUG or not, because a bug
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// nobody can reproduce costs more than the little a cheat would gain.
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// `go run ./cmd/report` reads the same report out of the database.
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// DebugReportVersion is the report format's version, so an old report found on
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// disk can be recognized for what it is.
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@@ -12,9 +12,10 @@ import (
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"github.com/greyson/super-auto-pets-board-game/internal/store"
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)
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// reportServer stands up a server holding one started two-player game, and
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// returns it with the credentials for seat 0.
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func reportServer(t *testing.T, debug bool) (*httptest.Server, *game.Game, *game.Player) {
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// reportServer stands up an ordinary server — DEBUG off, the way it runs in
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// production — holding one started two-player game, and returns it with the
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// credentials for seat 0.
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func reportServer(t *testing.T) (*httptest.Server, *game.Game, *game.Player) {
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t.Helper()
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st, err := store.Open(t.TempDir())
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if err != nil {
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@@ -31,8 +32,8 @@ func reportServer(t *testing.T, debug bool) (*httptest.Server, *game.Game, *game
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if err := st.Save(g); err != nil {
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t.Fatal(err)
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}
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srv := New(st, "", debug)
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srv.rooms[g.ID] = &room{game: g, conns: map[*client]struct{}{}, debug: debug}
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srv := New(st, "", false)
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srv.rooms[g.ID] = &room{game: g, conns: map[*client]struct{}{}}
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ts := httptest.NewServer(srv.Handler())
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t.Cleanup(ts.Close)
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return ts, g, p1
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@@ -52,10 +53,10 @@ func get(t *testing.T, url string) (int, string) {
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return res.StatusCode, string(body)
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}
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// In DEBUG mode a seated player can pull the report, in both forms, and the
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// JSON one restores to the game the server is actually holding.
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// A seated player can pull the report in both forms, and the JSON one restores
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// to the game the server is actually holding.
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func TestDebugReportEndpoint(t *testing.T) {
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ts, g, p1 := reportServer(t, true)
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ts, g, p1 := reportServer(t)
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url := ts.URL + "/api/debug/report?game=" + g.ID + "&player=" + p1.ID + "&token=" + p1.Token
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status, body := get(t, url+"¬e=shop+row+looked+wrong")
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@@ -90,16 +91,16 @@ func TestDebugReportEndpoint(t *testing.T) {
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}
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}
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// A report exposes both players' decks and the shop deck order, so it must not
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// be reachable without DEBUG, and never on someone else's credentials.
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func TestDebugReportIsGated(t *testing.T) {
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ts, g, p1 := reportServer(t, false)
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// The in-game bug report button has to work on a normal server, so the endpoint
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// is not DEBUG-gated — but it is still a seated player's own artifact, and never
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// reachable on someone else's credentials.
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func TestDebugReportNeedsCredentialsNotDebugMode(t *testing.T) {
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ts, g, p1 := reportServer(t)
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status, _ := get(t, ts.URL+"/api/debug/report?game="+g.ID+"&player="+p1.ID+"&token="+p1.Token)
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if status != http.StatusNotFound {
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t.Fatalf("without DEBUG the endpoint should 404, got %d", status)
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if status != http.StatusOK {
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t.Fatalf("a player should get their report without DEBUG, got %d", status)
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}
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ts, g, p1 = reportServer(t, true)
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status, _ = get(t, ts.URL+"/api/debug/report?game="+g.ID+"&player="+p1.ID+"&token=wrong")
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if status != http.StatusForbidden {
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t.Fatalf("a bad token should 403, got %d", status)
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@@ -59,15 +59,15 @@ func (s *Server) Handler() http.Handler {
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// `format=text` renders it for reading instead of as JSON, and `note=` records
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// what looked wrong.
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//
|
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// A report holds hidden information — the opponents' decks, the order of the
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// shop decks — so a seated player must not be able to pull one mid-game. It is
|
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// DEBUG-only for that reason; on a live server, `go run ./cmd/report` reads the
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// same report straight out of the database instead.
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// This backs the in-game "Report a bug" button, so it is deliberately not
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// DEBUG-gated: a reproducible bug report is worth more than the hidden
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// information a report gives away. It does hand a seated player their
|
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// opponents' hands and the order of the shop decks, which a determined one
|
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// could read mid-game — the trade accepted here is that a player who wants to
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// cheat gains little and a player who hits a bug can actually report it.
|
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// Credentials are still required, so a report only ever goes to someone at that
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// table.
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func (s *Server) handleDebugReport(w http.ResponseWriter, req *http.Request) {
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if !s.debug {
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httpError(w, http.StatusNotFound, "debug reports are only served in DEBUG mode")
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return
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}
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q := req.URL.Query()
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r, err := s.getRoom(q.Get("game"))
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if err != nil {
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@@ -0,0 +1,66 @@
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import { useState } from 'react'
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import { createPortal } from 'react-dom'
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import type { Session } from '../types'
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import { debugReportURL, fetchDebugReportText } from '../api'
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// BugReport is the dialog behind the game menu's "Report a bug": it hands the
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// player the game's debug report — the whole state, both hands, every battle
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// with the dice it rolled, and the event log — to attach to a bug. Downloading
|
||||
// the JSON is the useful one, since that form replays in a test.
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//
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||||
// Unlike the debug card panel this is always available, not DEBUG-gated: a bug
|
||||
// is worth more than the hidden information the report gives away, and it only
|
||||
// ever goes to the player who asked for it.
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||||
export function BugReport({ session, onClose }: { session: Session; onClose: () => void }) {
|
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const [note, setNote] = useState('')
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const [status, setStatus] = useState('')
|
||||
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||||
const copyText = async () => {
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setStatus('Fetching…')
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try {
|
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await navigator.clipboard.writeText(await fetchDebugReportText(session, note))
|
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setStatus('Copied to the clipboard.')
|
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} catch {
|
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setStatus('Could not copy it — try the download instead.')
|
||||
}
|
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}
|
||||
|
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return createPortal(
|
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<div className="modal-backdrop" onClick={onClose}>
|
||||
<div className="modal bug-modal" onClick={(e) => e.stopPropagation()}>
|
||||
<h2 className="bug-title">🐛 Report a bug</h2>
|
||||
<p className="bug-blurb">
|
||||
This saves everything about the game as it stands — both decks, the shop, every
|
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battle with the dice it rolled, and the full event log — so the situation can be
|
||||
replayed exactly and fixed.
|
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</p>
|
||||
<textarea
|
||||
className="bug-note"
|
||||
value={note}
|
||||
onChange={(e) => setNote(e.target.value)}
|
||||
placeholder="What went wrong? (optional, but it helps a lot)"
|
||||
rows={3}
|
||||
autoFocus
|
||||
/>
|
||||
<div className="bug-actions">
|
||||
<a
|
||||
className="btn"
|
||||
href={debugReportURL(session, 'json', note)}
|
||||
onClick={() => setStatus('Downloaded — attach that file to the bug.')}
|
||||
download
|
||||
>
|
||||
⬇ Download report
|
||||
</a>
|
||||
<button className="btn btn-ghost" onClick={copyText}>
|
||||
📋 Copy as text
|
||||
</button>
|
||||
</div>
|
||||
{status && <div className="muted">{status}</div>}
|
||||
<button className="btn btn-ghost btn-sm" onClick={onClose}>
|
||||
Close
|
||||
</button>
|
||||
</div>
|
||||
</div>,
|
||||
document.body,
|
||||
)
|
||||
}
|
||||
@@ -1,28 +1,20 @@
|
||||
import { useEffect, useState } from 'react'
|
||||
import type { Card, ClientMessage, Session } from '../types'
|
||||
import { debugReportURL, fetchCatalog, fetchDebugReportText } from '../api'
|
||||
import type { Card, ClientMessage } from '../types'
|
||||
import { fetchCatalog } from '../api'
|
||||
import { CardView } from './CardView'
|
||||
|
||||
interface Props {
|
||||
canGrant: boolean // shop phase — grants only land then
|
||||
packs: string[] // packs in play, so the catalog matches the game
|
||||
session: Session // credentials for the debug report endpoint
|
||||
send: (msg: ClientMessage) => void
|
||||
}
|
||||
|
||||
// DebugPanel is a testing aid (server DEBUG mode only). Two things live here:
|
||||
// a grab-any-card list of every card in the packs in play, tier by tier, and
|
||||
// the debug report — a dump of the whole game (both decks, the battles and their
|
||||
// dice, the event log) that can be replayed in a test.
|
||||
export function DebugPanel({ canGrant, packs, session, send }: Props) {
|
||||
// DebugPanel is a testing aid (server DEBUG mode only): a collapsible drawer
|
||||
// listing every card in the packs in play, tier by tier. Clicking one drops it
|
||||
// into your deck for free, off-turn.
|
||||
export function DebugPanel({ canGrant, packs, send }: Props) {
|
||||
const [open, setOpen] = useState(false)
|
||||
const [catalog, setCatalog] = useState<Card[]>([])
|
||||
// What the report button last did, shown next to it and cleared on the next
|
||||
// click — a report is silent otherwise, and copying especially so.
|
||||
const [reportMsg, setReportMsg] = useState('')
|
||||
// Travels with the report, so the dump itself says what looked wrong. Shared
|
||||
// by both buttons: the download is a plain link and can't ask for it later.
|
||||
const [note, setNote] = useState('')
|
||||
|
||||
// Joined into a stable key so a fresh array identity each render doesn't refetch.
|
||||
const packKey = packs.join(',')
|
||||
@@ -34,17 +26,6 @@ export function DebugPanel({ canGrant, packs, session, send }: Props) {
|
||||
|
||||
const tiers = [...new Set(catalog.map((c) => c.tier ?? 0))].sort((a, b) => a - b)
|
||||
|
||||
const copyReport = async () => {
|
||||
setReportMsg('…')
|
||||
try {
|
||||
const text = await fetchDebugReportText(session, note)
|
||||
await navigator.clipboard.writeText(text)
|
||||
setReportMsg('copied to the clipboard')
|
||||
} catch {
|
||||
setReportMsg('failed — is the server in DEBUG mode?')
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={`debug-panel ${open ? 'is-open' : ''}`}>
|
||||
<button className="debug-toggle" onClick={() => setOpen((o) => !o)}>
|
||||
@@ -52,27 +33,6 @@ export function DebugPanel({ canGrant, packs, session, send }: Props) {
|
||||
</button>
|
||||
{open && (
|
||||
<div className="debug-body">
|
||||
<div className="debug-head">Debug report</div>
|
||||
<div className="debug-report">
|
||||
<input
|
||||
className="debug-note"
|
||||
value={note}
|
||||
onChange={(e) => setNote(e.target.value)}
|
||||
placeholder="What went wrong? (saved in the report)"
|
||||
/>
|
||||
<a
|
||||
className="debug-report-btn"
|
||||
href={debugReportURL(session, 'json', note)}
|
||||
onClick={() => setReportMsg('downloaded — replay it with rep.ReplayBattle(0)')}
|
||||
download
|
||||
>
|
||||
⬇ Download JSON
|
||||
</a>
|
||||
<button className="debug-report-btn" onClick={copyReport}>
|
||||
📋 Copy as text
|
||||
</button>
|
||||
{reportMsg && <div className="muted">{reportMsg}</div>}
|
||||
</div>
|
||||
<div className="debug-head">
|
||||
Buy any card
|
||||
{!canGrant && <span className="muted"> · only in the shop</span>}
|
||||
|
||||
@@ -11,6 +11,7 @@ import { ArrangePhase } from './ArrangePhase'
|
||||
import { BattlePhase } from './BattlePhase'
|
||||
import { GameOver } from './GameOver'
|
||||
import { DebugPanel } from './DebugPanel'
|
||||
import { BugReport } from './BugReport'
|
||||
import { EventLog, battleLogLines } from './EventLog'
|
||||
|
||||
// Table connects to the game and routes to the right phase screen.
|
||||
@@ -61,9 +62,10 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
|
||||
// this open flag is simply ignored.
|
||||
const [logOpen, setLogOpen] = useState(false)
|
||||
|
||||
// The room code and Leave button live behind a "⋯" menu in the topbar rail,
|
||||
// keeping the rail short enough for one row on a phone.
|
||||
// The room code, the bug reporter and Leave live behind a "⋯" menu in the
|
||||
// topbar rail, keeping the rail short enough for one row on a phone.
|
||||
const [menuOpen, setMenuOpen] = useState(false)
|
||||
const [bugOpen, setBugOpen] = useState(false)
|
||||
|
||||
// The battle outcome is known before the replay plays out, so we hold its
|
||||
// "result" log entry back: it's dropped from the persistent list during the
|
||||
@@ -257,6 +259,16 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
|
||||
{view.code}
|
||||
</span>
|
||||
</div>
|
||||
<button
|
||||
className="btn btn-ghost btn-sm"
|
||||
role="menuitem"
|
||||
onClick={() => {
|
||||
setMenuOpen(false)
|
||||
setBugOpen(true)
|
||||
}}
|
||||
>
|
||||
🐛 Report a bug
|
||||
</button>
|
||||
<button
|
||||
className="btn btn-ghost btn-sm"
|
||||
role="menuitem"
|
||||
@@ -323,14 +335,11 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
|
||||
)}
|
||||
{error && <div className="toast">{error}</div>}
|
||||
{view.debug && (
|
||||
<DebugPanel
|
||||
canGrant={view.phase === 'shop'}
|
||||
packs={view.packs}
|
||||
session={session}
|
||||
send={send}
|
||||
/>
|
||||
<DebugPanel canGrant={view.phase === 'shop'} packs={view.packs} send={send} />
|
||||
)}
|
||||
|
||||
{bugOpen && <BugReport session={session} onClose={() => setBugOpen(false)} />}
|
||||
|
||||
{deckPeek &&
|
||||
view.phase === 'shop' &&
|
||||
(() => {
|
||||
|
||||
+35
-32
@@ -3536,47 +3536,50 @@ h3 {
|
||||
margin-bottom: 8px;
|
||||
}
|
||||
|
||||
/* The report buttons sit above the card list, small and out of the way — they
|
||||
are used once a session, when something has already gone wrong. */
|
||||
.debug-report {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: center;
|
||||
gap: 6px;
|
||||
margin-bottom: 12px;
|
||||
padding-bottom: 12px;
|
||||
border-bottom: 1px solid rgba(255, 255, 255, 0.15);
|
||||
font-size: 0.75rem;
|
||||
/* --- bug report dialog (always available, not a DEBUG affordance) --- */
|
||||
|
||||
.bug-modal {
|
||||
width: min(460px, 92vw);
|
||||
gap: 14px;
|
||||
}
|
||||
|
||||
.debug-report-btn {
|
||||
background: rgba(255, 255, 255, 0.1);
|
||||
color: var(--cream);
|
||||
border: 1px solid var(--cocoa);
|
||||
border-radius: 6px;
|
||||
padding: 5px 8px;
|
||||
font: inherit;
|
||||
font-weight: 700;
|
||||
text-decoration: none;
|
||||
cursor: pointer;
|
||||
.bug-title {
|
||||
font-family: var(--font-display);
|
||||
font-size: 1.3rem;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.debug-report-btn:hover {
|
||||
background: rgba(255, 255, 255, 0.2);
|
||||
.bug-blurb {
|
||||
margin: 0;
|
||||
font-size: 0.85rem;
|
||||
line-height: 1.5;
|
||||
opacity: 0.8;
|
||||
}
|
||||
|
||||
.debug-report .muted {
|
||||
flex-basis: 100%;
|
||||
}
|
||||
|
||||
.debug-note {
|
||||
flex-basis: 100%;
|
||||
.bug-note {
|
||||
background: rgba(0, 0, 0, 0.3);
|
||||
color: var(--cream);
|
||||
border: 1px solid var(--cocoa);
|
||||
border-radius: 6px;
|
||||
padding: 5px 8px;
|
||||
border: 1px solid rgba(253, 243, 220, 0.25);
|
||||
border-radius: 10px;
|
||||
padding: 8px 10px;
|
||||
font: inherit;
|
||||
font-size: 0.9rem;
|
||||
resize: vertical;
|
||||
}
|
||||
|
||||
.bug-actions {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 10px;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
/* The download is an <a> so the browser saves the file; make it sit level with
|
||||
the button beside it. */
|
||||
.bug-actions a.btn {
|
||||
text-decoration: none;
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.debug-tier-label {
|
||||
|
||||
@@ -1 +1 @@
|
||||
{"root":["./src/App.tsx","./src/anim.ts","./src/api.ts","./src/main.tsx","./src/petArt.ts","./src/types.ts","./src/useBattleSpeed.ts","./src/useCatalog.ts","./src/useGame.ts","./src/useMediaQuery.ts","./src/vite-env.d.ts","./src/components/ArrangePhase.tsx","./src/components/BattlePhase.tsx","./src/components/CardView.tsx","./src/components/DebugPanel.tsx","./src/components/DiceRoll.tsx","./src/components/EventLog.tsx","./src/components/GameOver.tsx","./src/components/Home.tsx","./src/components/Lobby.tsx","./src/components/ShopPhase.tsx","./src/components/Table.tsx"],"version":"5.9.3"}
|
||||
{"root":["./src/App.tsx","./src/anim.ts","./src/api.ts","./src/main.tsx","./src/petArt.ts","./src/types.ts","./src/useBattleSpeed.ts","./src/useCatalog.ts","./src/useGame.ts","./src/useMediaQuery.ts","./src/vite-env.d.ts","./src/components/ArrangePhase.tsx","./src/components/BattlePhase.tsx","./src/components/BugReport.tsx","./src/components/CardView.tsx","./src/components/DebugPanel.tsx","./src/components/DiceRoll.tsx","./src/components/EventLog.tsx","./src/components/GameOver.tsx","./src/components/Home.tsx","./src/components/Lobby.tsx","./src/components/ShopPhase.tsx","./src/components/Table.tsx"],"version":"5.9.3"}
|
||||
Reference in New Issue
Block a user