Commit Graph
12 Commits
Author SHA1 Message Date
prosolis b07abc1d13 adventure: let a player back out from the web, not only in Matrix
Three verbs to match gogobee's: call off an expedition, turn back out of
somebody else's party, send the pet sitter home. Which one this page
offers is derived here rather than pushed — leadership is already legible
in the party seats and the sitter's standing is already in the babysit
offer, so nothing new crosses the wire.

Two things running it turned up that no test would have. An applied
abandon left "Pull out of the run" sitting under a verdict saying the
expedition was over, so an applied verb now also hides the other verbs it
just made untrue. And a party member was being offered that same button
in the first place, beside the one that actually works — Pete knows from
the seat it just read that gogobee would refuse it, so it is withheld.

Also: heal the Matrix handle onto push rows stored before the column
existed, on its own endpoint rather than through the subscribe upsert,
which resets both watermarks and would have silenced the digest for
anybody who reads the site regularly. And stack the board row below sm —
four flex columns that wrapped to six lines on a phone, pre-existing.
2026-07-24 21:42:59 -07:00
prosolis c2a40dad64 adventure: show the party, the pets, and what you missed
Four small surfaces the game has had all along and the web has never shown.

The party roster on the adventurer page is the one with a bug behind it. The
board resolved an expedition by owner id, so a player seated on somebody else's
run has been reading as "idle in town" while standing in a tier-4 dungeon.
Seats now ride the roster detail beside the supply and threat numbers, and an
opted-out player's seat is anonymised rather than dropped: a party of three
rendered as a pair contradicts everything printed next to it.

Pets show their levelling. They have earned XP from every won fight since that
wiring was fixed and the only place a level ever appeared was a Matrix line
that scrolled away. The threshold comes from the engine, in the engine's own
centi-XP, because a copy of the curve here would drift the first time a band
moved.

"While you were away" is the one panel on the site about the reader rather than
the realm. Two stamps behind it, not one: a single column would show the news,
move the clock, and render an empty box over the same events on the reader's
first refresh.

And the story permalink names its region, which has been hardcoded empty behind
a `// reserved` comment since the page shipped.
2026-07-24 20:26:19 -07:00
prosolis 8c3f2b0d07 adventure: tell the story of a run, not just how it ended
Pete only ever heard that an expedition happened once it was over — a zone
cleared, a retreat, a death. The run itself was narrated into one Matrix DM
and thrown away. The map on the adventurer page has always shown where
somebody is; this shows what happened there.

Beats arrive on their own channel, append-only and idempotent on
(run_id, seq). They are the one thing gogobee pushes that is history rather
than state, so they accumulate instead of replacing — and they stay off the
dispatch queue so a chatty run can never spend the retry budget a death
dispatch depends on.

The run header is derived from the beats rather than pushed: a run whose
start beat never arrived still gets a readable, unattributed log instead of
being dropped for want of a name.

An unknown beat kind renders as its own noun rather than 400ing. That is the
same lesson the dispatch ingest learned the hard way, and the regression test
covers the class, not the case.

Claude-Session: https://claude.ai/code/session_012bxpQQJDjC1mTtLN3VVtBQ
2026-07-24 16:33:48 -07:00
prosolis 1159e64505 auth: clear session cookie under both host-only and parent-domain scope
Logout emitted a single Set-Cookie scoped to the configured cookie domain
(parodia.dev). A browser holding the session under the older host-only scope
(news.parodia.dev, from before the cookie domain widened for the games site)
was never cleared, so logout looked like a no-op and stranded the user on a
stale session logout couldn't reach. Clear both scopes.

Also surface the who-page owner unlock's previously-silent misses: a genuine
lookup/decode error, and a signed-in session that carries no username. Both
used to fail with err discarded and no log, making a stuck owner undiagnosable.
2026-07-17 18:57:01 -07:00
prosolis 9d9cfd9f9a adventure: fix three review findings on the who page
- timelineLine named the viewer as their own rival on a lost duel: a
  rival_result arrives on the loser's page via the opponent column, so
  naming the opponent field pointed at themselves. Thread the page
  character's name through and name the other party.
- buildMapView drew a frontier room twice when two visited rooms both
  had a door to it (Nodes carried the id twice). Place each id once.
- proseGuard's board query ran before the IsGUIDSeen dedup, so a retried
  dispatch paid for it and threw it away. Check dedup first.
2026-07-17 10:31:15 -07:00
prosolis 6219224ea9 adventure: count the treasures an adventurer has actually found
A treasure_found fact turns loot into a trophy: a story-grade find lands on the
who page as a stat tile, a named row in a Treasures found showcase, and a trail
entry linking back to the dispatch. A realm-first hoard rides the priority tier
the way zone_first does, and gets the same star and callout.

The item name travels in the fact's stakes field, which the events log now keeps
(a new nullable column, backfilled to NULL for older rows). Counting is only ever
from the fact, never the vault snapshot, so a bought sword is never a trophy and a
history that predates the fact is a clean zero.

This is a new event_type, so Pete's ingest must be deployed before gogobee emits
one, or the first finds park forever on the retry ladder.
2026-07-17 09:02:19 -07:00
prosolis 1589c36e96 adventure: let an owner equip and unequip from their own page
The one adventure ask that carries intent back to the game box, built the
mischief way: no new network route, Pete records the equip/unequip and gogobee
polls it and files a verdict. The who page grows Equip / Take off buttons on the
owner's own worn and backpack panels, and a pending-changes strip that shows
'queued' until the verdict lands, never claiming a change it can't see.

The item handle is the inventory row id, sent only on wearable magic items, so a
non-zero id is also what gates the button. gogobee resolves the owner by
localpart, never a name.
2026-07-17 08:44:28 -07:00
prosolis e90deda498 adventure: draw the dungeon as a fog-of-war map, not a room tally 2026-07-17 08:18:17 -07:00
prosolis 4ce025a82c adventure: show the item, not just its name and price
Renders what gogobee now sends: descriptions, the engine's own effect
summary, slot and skill tags, and a Worn panel with the bond count. One row
template for all three panels — worn, backpack, vault show the same facts and
only the frame differs.

The one distinction worth the wrapper struct: "inert" is a real problem state
— the item is on you doing nothing because all three bonds are spoken for.
The same item in a backpack isn't inert, it's just not worn yet. Rendering
both the same would invent a problem the player doesn't have, on the exact
panel they'd go to to fix it. An ItemView can't tell you which panel it's in,
so itemRow carries it, and TestWhoInertOnlyWhenWorn pins it.

Effect arrives resolved and Pete renders it as given. If it ever disagrees
with what an item does in a fight, that's a gogobee bug — deriving it here
from tier and slot would just be a second opinion that drifts.

No migration: detail rides as a JSON blob.
2026-07-17 06:45:06 -07:00
prosolis cbe9e67b3e adventure: keep the facts, not just the sentence we made of them
gogobee already sends boss/opponent/zone/outcome/level on every dispatch.
renderAdventure melted them into prose and only the prose was persisted, so
"how many bosses has she downed" was answerable only by parsing English back
out of a headline.

adventure_events keeps the fact as fact. It's the one adventure table that's a
log rather than a snapshot: the roster answers where Josie is now and is
replaced every tick; this answers what she has ever done, which no snapshot
can. INSERT OR IGNORE on the guid because gogobee retries a fact whose ack it
lost, and this is the only adventure store where a duplicate is permanently
wrong — the roster forgives one by replacing itself, a double-counted kill is
in the tally forever.

On top of it the who page grows two public sections, counted from dispatches
that were already public: the record (tallies, per-boss and per-zone, realm
firsts, milestones) and the trail (the last 40 facts, each linking to the
dispatch that told it). One read feeds both — the pool is MaxOpenConns(1), so
six COUNT queries would serialize for an answer that fits in memory.

Only the trail is capped. A limit on the read would truncate a *tally* rather
than a list, and a veteran's kill count frozen at 40 reads as a fact instead of
a missing page. Only the subject of a fact earns a trophy: a duel you lost
still names you, and it belongs on your trail but not in your record.

Trophies count forward only. Every adventurer's past is prose in the feed and
can't be counted back out, so they show no record until they next do something
— a clean absence rather than a wall of zeroes.

No treasures: there's no loot fact on the wire, and inventory is current-state
with no history, so counting the vault would score a bought sword as a trophy.
Needs a fact type upstream.
2026-07-16 23:57:23 -07:00
prosolis 4189c03a82 mischief: tighten the detail page's live poll and drop dead state
The who-page poll now keeps the location line honest both ways (a mark
that came back to town stops showing its old expedition) and stops
polling once the adventurer leaves the board. Also collapses a redundant
branch in ResolveMischiefOrder and removes the always-false whoPage.Stale.
2026-07-14 23:12:01 -07:00
prosolis 16711e13e6 adventure: a click-through page for every adventurer on the board
Each roster name becomes /adventure/who/{token}. Anyone sees the public sheet —
stats and equipped gear, decoded from the detail_json gogobee now hangs on each
board entry — with a live JSON re-poll so an open tab tracks HP and room as they
move. The signed-in owner sees the same page enriched with their private
inventory, vault, house, and pets, unlocked by an ownership join in the new
player_self_detail table (localpart owns token) — Pete never reverses the
anonymous token to decide it. buyerLocalpart is extracted so the storefront and
the ownership check lowercase the session name the same way.
2026-07-14 22:22:52 -07:00