Commit Graph

730 Commits

Author SHA1 Message Date
Disco DeDisco
de4dcd7979 my-sea deck glow: single (monodeck) stack matches the levity/gravity --ninUser halo — make every deck match
Bring the single/non-polarized deck stack's hover/active glow in line with the
tuned --ninUser halo levity + gravity already use (0.5rem blur / 0.5rem spread /
0.3 alpha) so every deck reads identically (user-spec 2026-05-30). Added a
per-deck `$_glow-single` var (parity w. `$_glow-levity`/`$_glow-gravity`, each
independently tunable). The monodeck keeps its own neutral --terUser hover
border; only the glow box-shadow changed.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 01:19:14 -04:00
Disco DeDisco
b7d871388e my-sea deck-stack + spread-card glow: unify hover-reveal / click-persist + --ninUser halo — TDD
Unify the glow/FLIP interaction across the owner picker (my_sea) + the read-only
spectator (my_sea_visit), then carry the same selection halo onto the spread
cards + deck-stack faces.

DECK STACK (user-spec 2026-05-30) — the owner revealed the FLIP only on click
(persisted) but never on hover; the spectator revealed it on hover but never
persisted. Now BOTH do both:
- `.sea-stack-ok` reveal is a single shared rule in _card-deck.scss — opacity
  fades in on hover/focus (ephemeral) OR via the JS-set `.sea-deck-stack--active`
  class (click-persist, same class the face-glow rides). The owner's inline
  `display` toggling is gone (`_showOk`/`_hideOk` just flip `--active`); the
  spectator's hover-only override in _gameboard.scss is removed.
- Interactivity stays gated on `--active`, NOT hover: hover is a purely VISUAL
  preview (matching the spectator's disabled FLIP). This preserves the owner's
  two-step deal — were the FLIP click-through on hover, a single stack-click
  would land on the centred FLIP + deal early (caught by the draw FT).
- Spectator persist wired in my_sea_visit.html (click a stack → `--active`,
  click elsewhere clears); its FLIP stays `.btn-disabled` (read-only).

SPREAD CARDS — the same hover-glow + active-persist now on EVERY spread card,
building on the cover/cross rules. The prior `.sea-card-slot--focused` glow
(0-1-0) was silently overridden by the filled-card drop-shadow ladder (up to
0-4-0) and never rendered (verified live); `!important` (consistent w. the
existing `opacity:1 !important` there) makes the halo win on hover + focus. The
halo is symmetric (rotation-invariant). No colour change — box-shadow only.

DECK FACE HALO — the levity + gravity stack glows now mirror the card halo's
tuned geometry (0.5rem blur / 0.5rem spread / 0.3 alpha), each in its own
polarity colour (--ninUser / --quaUser); single keeps its own tone.

Verified live in Firefox: deck FLIP persists on click + fades on hover; the card
halo wins over the drop-shadow on hover/focus across crown/cover/(reversed-)cross;
levity/gravity deck glows match the card halo. Draw FTs green (single-draw, hand-
completion, AUTO DRAW, auto-drawn-slot reopen) — the two-step deal + card focus
survive the display→opacity switch.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 01:11:39 -04:00
Disco DeDisco
7e876557aa my-sea spectate: broadcast spread on modal-close + sequence the spectator's AUTO DRAW reveal — TDD
Two follow-ons to the spectate spread-sync, both over the `mysea_<owner>` consumer:

SPREAD ON MODAL-CLOSE — the spread only reached spectators piggy-backed on the
first `sea_draw`, so a visitor sat on a stale layout until a card landed. The
owner's SPREAD modal now broadcasts her chosen spread the moment she closes it
(backdrop / Escape / guard-OK) — before any draw:
- new hand-less `sea_spread` event: view `_notify_sea_spread` → consumer relay →
  visitor `_applySpread` (re-lays-out `[data-spread]` + re-captions, no hand
  touched).
- new POST `/gameboard/my-sea/spread` the modal-close handler calls, guarded by
  `_lastSpread` so re-opening + closing without a change doesn't re-broadcast.
  When an active row has an EMPTY hand it also persists the spread onto the row
  (so a fresh spectator load lands right too) — stays within the "spread locks
  at first card" policy; never overwrites a drawn hand's spread.

SEQUENCED AUTO DRAW — AUTO DRAW commits all six cards in ONE POST (navigate-away
safety) → one `sea_draw` carrying the whole hand, so the spectator saw them pop
in at once ("async as intended, but not in sequence"). The visitor's `_applyHand`
now reveals only the freshly-added entries, one per ~420ms tick (in DRAW_ORDER,
first immediately) — a lone manual-draw card still reveals instantly. Already-
shown cards (`_isShown` by slot card-id) are left untouched, so a cumulative
re-broadcast never re-animates.

Coverage:
- ITs: MySeaSpreadBroadcastViewTest — login/405/unknown-spread guards, broadcast
  call, empty-hand persist, no-overwrite-of-drawn-spread, broadcast-failure
  resilience.
- channels: spectate consumer relays the hand-less `sea_spread` event.
- Live-verified in Firefox: a 3-card hand fills 1 slot synchronously then the
  rest after the stagger; user visually confirmed the full deal sequence + the
  modal-close spread propagation.

311 gameboard ITs + 7 spectate channels green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 00:45:00 -04:00
Disco DeDisco
9678d187b4 my-sea spectate: live spread-sync + owner seat-ring push + visit caption fix — TDD
Three fixes to the my-sea spectator (bud-sea), all flowing over the existing
`mysea_<owner>` spectate consumer:

VISIT CAPTIONS (.sea-pos-label) — two bugs left every CROWN/COVER/… caption
blank on my_sea_visit:
- empty-hand: `label_by_position` was built from `latest_draw_slots`, which
  returns [] when the owner's hand is empty (only a significator placed) — so
  an owner mid-setup showed no captions, while her OWN my_sea (whose JS seeds
  labels from the POSITION_LABELS constant) showed them. Now the view pulls
  captions straight from POSITION_LABELS[spread], drawn-cards-independent.
- `--seciUser` typo (used once, never defined) → invalid colour dropped → the
  labels inherited the body colour, contrasting on some palettes but blending
  into the felt on others (read as "missing"). → `--secUser`.

SPREAD-SYNC — the owner's live draw pushed only the hand, not the spread, so a
post-DEL spread switch landed the new cards into the OLD spread's cells (the
asymmetry the user hit: owner on desire-obstacle-solution, visitor still laid
out as escape-velocity). The spread now rides each `sea_draw` broadcast;
`_applySpread` re-sets `data-spread` (CSS keys cell visibility off it),
re-captions from a server-sourced POSITION_LABELS json_script, + clears stale
fills before `_applyHand` repopulates against the right layout.

OWNER-SIDE LIVE SEAT PUSH — the owner's my_sea now subscribes to her own
spectate WS for `sea_seats`, so visitors arriving (deposit → 2C-6C) / leaving
(BYE) appear without a refresh, same broadcast the spectators get. The visit
page's inline `_renderSeats` is hoisted into my-sea-seats.js as the shared
`mySeaRenderSeats(seats, myToken)` (+ `mySeaConnectSeatRing`); each page passes
its own self-token (owner page passes '' — her 1C isn't --self server-side).

Coverage:
- ITs: MySeaVisitEmptyHandLabelsTest (captions present + rendered for an empty
  hand); MySeaLockHandViewTest broadcast test asserts the spread arg; spectate
  consumer test asserts the hand+spread relay (channels).
- Jasmine: 6 new MySeaSeatsSpec cases for mySeaRenderSeats (per-seat rebuild,
  --self by token, owner-page no-self, no-duplicate re-render, one-shot flare).
- Live-verified in Firefox: captions paint khaki on the brown palette; a
  desire-obstacle-solution sync flips data-spread + relabels Solution/Obstacle/
  Desire + hides leave/cover/lay.

[[feedback-jsonfield-exclude-sqlite-null]] not implicated; spread map is a plain
dict lookup. 304 gameboard ITs + Jasmine green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 00:35:18 -04:00
Disco DeDisco
877e0f544a my-sea: seated chairs settle to --secUser; owner sees all seated members; gear menu column; visit hex scales — TDD
Four my-sea / my_sea_visit fixes from user feedback.

1. Seated-chair snap-back: `.my-sea-landing .table-seat.seated .fa-chair`
   forced PERMANENT --terUser + --ninUser glow, out-specifying _room.scss's
   --secUser settle — so a seated chair eased in (the .seat-just-seated flare)
   then SNAPPED back to the glow. Removed it; the steady look is now the
   _room.scss --secUser as spec'd. The viewer's --self marker moves off the
   chair onto the position label so the chair can rest at --secUser.

2. Owner multi-seat: my_sea.html's landing rendered a hardcoded 1C-only seat
   loop, so the owner only ever saw herself even after refresh. It now renders
   the shared `_my_sea_seats(request.user)` ring — owner 1C + present visitors
   2C-6C — the same list the spectator + broadcasts use. (Live owner-side push
   is a follow-on; this fixes the on-refresh case.)

3. Gear sea menu: NVM + BYE laid out in a ROW because the BYE form is
   display:contents + applets.js force-sets the menu to display:block on open
   (can't flex the menu itself). Wrap them in the shared `.menu-btns` flex
   container and override it to a COLUMN in portrait / ROW in landscape (DRY —
   same container the room/applet menus use).

4. Visit hex scale: my_sea_visit didn't load room.js, so scaleTable() never ran
   and the table-hex rendered unscaled (unlike the owner's my_sea). Load room.js
   on the visit page too.

62 gameboard ITs (gear NVM + owner-seat + visit) green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 00:04:04 -04:00
Disco DeDisco
0693a422d2 my-sea: second spectate broadcast — seat ring updates live on deposit / BYE — TDD
Extends the async-witness WS so a visitor joining (deposit) or leaving (BYE)
pushes the seat ring to the other watchers — they see members come + go without
a refresh, same channel as the live draw.

- views.py: `_my_sea_seats(owner)` extracted (owner 1C + present invitees 2C-6C
  by deposit order, sans per-viewer is_self) — used by BOTH the my_sea_visit
  render (layers is_self on) AND a new guarded `_notify_sea_seats(owner_id)`
  broadcast. Fired from my_sea_visit_insert_token (seat taken) +
  my_sea_visit_leave (seat freed).
- consumers.py: MySeaSpectateConsumer gains a `sea_seats` handler.
- my_sea_visit.html: the WS client re-renders the `.table-seat` ring from a
  `sea_seats` message, re-marking the viewer's own --self chair via the embedded
  seat token + re-firing the one-shot seated glow (localStorage-gated).

Tests: +1 channels relay IT (sea_seats received) + 2 view ITs (deposit / BYE
each broadcast the ring). Existing multi-seat ITs stay green on the refactored
helper. Client re-render needs live 3-party verification on staging.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 23:42:22 -04:00
Disco DeDisco
32836704b7 my_sea_visit: add --visible on live-filled spectator slots so the card lands at final opacity (no empty->filled ease race)
register's _fillSlot sets --filled (opacity:0) but not --visible — the owner
adds --visible on stage-dismiss, but the spectator fills directly w. no modal,
so the live card raced the empty->filled opacity transition (the long-standing
my_sea ease-in-before-ease-out glitch). Add --visible in the same tick after
register so the card matches the refreshed state: instant for the outer slots,
the intended sea-cover/cross-appear fade for cover/cross.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 23:36:59 -04:00
Disco DeDisco
01ee8dc1fb my-sea: async witness — spectators see the owner's draw land live via WS, no refresh — TDD
The bud watching @owner's sea now sees each card appear in real time instead of
having to refresh. Follows the epic RoomConsumer broadcast pattern (view ->
group_send -> consumer handler -> send_json), keyed on the owner (mysea_<owner>)
since my-sea has no Room.

- apps/gameboard/consumers.py: MySeaSpectateConsumer — read-only WS; membership
  gate matches voice (owner OR present invitee: ACCEPTED + deposited + not
  left). Relays a `sea_draw` event carrying the owner's full hand.
- apps/gameboard/routing.py + core/asgi.py: ws/my-sea-spectate/<owner_id>/.
- gameboard/views.py: _notify_sea_draw(owner_id, hand) — best-effort, guarded
  group_send so a down/missing channel layer can't break the solo draw. Fired
  from my_sea_lock (both the create + the mid-draw-upsert branch) and from
  my_sea_delete (empty hand -> clears the spectators' cross).
- my_sea_visit.html: a WS listener fills the cross live — SeaDeal.register(card,
  '.sea-pos-'+pos, isLevity) reuses _fillSlot (incl. the --rank-long squeeze) +
  seeds the slot clickable into the stage; a DEL re-empties cleared slots.
  Capped reconnect for transient blips.

Tests: 5 channels ITs (owner/present-invitee connect + receive; unauth /
stranger / accepted-not-present rejected); +2 view ITs (lock broadcasts owner+
hand; lock still 200s when the broadcast raises). Client fill needs live
two-party verification on staging (Redis up).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 23:14:48 -04:00
Disco DeDisco
a85f5b6f44 my-sea slot: render the 5+-char numeral squeeze (--rank-long) server-side so it survives a refresh — TDD
sea.js's _fillSlot adds .sea-card-slot--rank-long on draw (corner_rank length
>= 5) to squeeze long Roman numerals (XVIII, XLVIII, ...) into the slot, but
_my_sea_slot.html didn't — so a saved hand stretched the numeral back out on
refresh (server render). Add the same length>=5 class server-side. Fixes both
the owner picker + the spectator cross (shared partial). +3 ITs (long / short /
boundary).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 23:06:19 -04:00
Disco DeDisco
260c1c1325 my_sea_visit: give the visitor a top-left deck stack (owner's deck) with a hover-revealed disabled FLIP — TDD
Mirrors the owner's deck stack onto the spectator hex, DRY:
- new shared _my_sea_deck_stack.html partial (mono DECK / dubbo DECKS by
  is_polarized) rendered by BOTH the owner picker (my_sea.html, flip_disabled=
  hand_complete) AND the visitor cross (flip_disabled=True). Owner markup is
  byte-identical, so its assertions hold.
- the visitor's stack uses the OWNER's deck (everyone at @owner's sea plays the
  owner's deck — the visitor's own equipped deck is irrelevant), pinned
  top-left (--visit) across the table from the owner who deals bottom-right.
- dubbodeck: the Gravity/Levity name flips above the face + upside-down to
  signal someone across the table is dealing.
- the read-only FLIP (disabled ×) is hidden until its stack is hovered/focused,
  then eases in (same opacity 0->1 over 0.3s as the shared flip-btn-base
  reveal; inlined since _gameboard precedes _card-deck in the import order) so a
  permanent × doesn't clutter the stack.

ITs: stack keys on the owner's deck (not the viewer's), dubbo renders 2 named
stacks, FLIP is the disabled state, no stack when the owner has no deck. Owner
deck-stack IT + FT stay green (identical markup).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 23:01:21 -04:00
Disco DeDisco
c3594d27ed my_sea_visit: share the owner picker styling (--duoUser felt + fill) when showing the draw — TDD
The bud-sea (visitor) VIEW DRAW rendered the cross but kept data-phase=landing,
so it sat on the --priUser landing bg instead of the owner's --duoUser picker
felt, and its #id_my_sea_visit_draw wrapper wasn't a flex container so the
picker didn't fill/centre like the owner's.

DRY fix (no new visit-only styling):
- VIEW DRAW toggle now flips .my-sea-page data-phase landing<->picker, so the
  cross reuses the shared .my-sea-page[data-phase=picker] --duoUser felt rule.
- .my-sea-visit-draw is display:contents, so its .my-sea-picker child becomes a
  direct flex item of .my-sea-page and fills/centres via the existing
  .my-sea-picker sizing.

FT asserts the page flips to data-phase=picker on VIEW DRAW.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 22:42:00 -04:00
Disco DeDisco
02d2d565a3 RWS card faces: thin the contour stroke for the english deck so it doesn't double the card's own border
The image-mode contour stroke (4 cardinal drop-shadows) follows the PNG alpha.
Minchiate faces are transparent-cut to their irregular outline, so the stroke
cleaves to the shape; RWS faces are clean cream rectangles that carry their own
printed border, so the full 0.2rem stroke reads as a redundant uniform double-
frame. Rather than re-process 78 images, thin the stroke for the equipped
english deck via CSS only.

- _card-deck.scss: the cardinal-stroke offset is now `var(--img-stroke-w,
  0.2rem)` (default unchanged for Minchiate/Earthman); `body.deck-family-english`
  sets it to 0.08rem (a crisp edge, not a frame). Custom props inherit, so the
  body class cascades into every image card on the page.
- base.html: body gains `deck-family-<equipped-deck-family>` when authenticated
  with an equipped deck.

Aesthetic polish — may be reverted (revert = drop the body class + the
`--img-stroke-w` var + the english rule).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 22:28:11 -04:00
Disco DeDisco
c4e738ad16 my-sea voice: persist the call across in-sea reloads via auto-rejoin; pngquant the RWS card back — TDD
Voice-persistence follow-up (user-spec item 6). Every my-sea navigation is a
full page reload that kills the WebSocket + peer connections; true no-reload
nav would need an SPA refactor of the heavily-tested draw IIFEs. Instead we
auto-rejoin: bindVoiceBtn remembers the active room in sessionStorage on join
and silently re-joins it on the next my-sea page if voice is still available
there (mic permission persists for the session, so no prompt). Same user-
visible result (a brief reconnect, not seamless) with no risk to the draw flows.

- burger-btn.js: sessionStorage 'mysea-voice-room' remember/forget helpers +
  window.mySeaVoiceForget; bindVoiceBtn refactored to startCall()/withVoiceRoom()
  and auto-rejoins on bind when the remembered room === the active btn's room.
  A failed join (e.g. INSECURE_CONTEXT) forgets the room so it doesn't retry.
- _my_sea_gear.html: the NVM-disconnect guard confirm + BYE forget the room
  (and leave the mesh) — an explicit leave shouldn't auto-rejoin.
- BurgerSpec: +4 auto-rejoin specs (match / different-sea / inactive / remember
  + forget). 438 Jasmine specs green.

Also (bundled, user's parallel work): pngquant the resaved RWS deck card back
(tarot-rider-waite-smith-back.png) from 733KB truecolor+a to a 264KB 8-bit
palette PNG, matching its companion card faces. Dimensions preserved (the
rotated 401x694).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 22:08:45 -04:00
Disco DeDisco
2cbc1bf292 my-sea spectator: render all present members on the hex (2C-6C), not just the viewer — TDD
The spectator hex showed only owner 1C + the viewer in 2C; other present
visitors were invisible. The view now builds a  list — owner 1C + each
present invitee in 2C-6C by deposit order (capped at MY_SEA_MAX_VISITORS) — so
every viewer sees the same absolute seating, with their own seat marked
.table-seat--self (a subtle --terUser tint).

- my_sea_visit:  context (present/empty + token + label + is_self).
- my_sea_visit.html: seat ring loops  instead of a hardcoded 1C/2C.
- _room.scss: .table-seat--self chair tint.
- +1 IT (3 present visitors → 2C-4C seated, viewer is the --self one); the
  both-seated IT updated for the --self marker. 292 gameboard ITs green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 22:01:23 -04:00
Disco DeDisco
cb7ca4b5f3 voice consumer: cap live connections at 6 per room (defense-in-depth) — TDD
The deposit gate already caps PRESENCE at 5 visitors (+owner = 6), so voice
membership is bounded — but a present member opening multiple tabs could still
oversubscribe the mesh. RoomVoiceConsumer now claims a slot on connect via an
atomic cache counter (cache.incr — atomic on Redis + LocMem) and refuses past
VOICE_MAX_MEMBERS=6; the slot frees on disconnect (26h TTL backstop so a leaked
slot self-clears). Room-agnostic, so epic rooms inherit it.

+1 channels test: 6 connections fit, the 7th is refused, a disconnect reopens a
slot. 9 voice consumer channels tests green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 21:56:24 -04:00
Disco DeDisco
92d46b3dce my-sea voice: volume-reactive equalizer glow + muted (--priRd/.fa-ban) state — TDD
Phase 5b of the my-sea voice batch. Resolves the Bug-B-vs-item-7 conflict per
user call 2026-05-29: a click while connected MUTES (leaving stays on BYE/NVM),
and the item-7 "--priRd/.fa-ban disconnected" visual maps onto the MUTED state.
Replaces Phase 3's 2x-pulse stand-in with a real Web-Audio equalizer.

- voice-mesh.js: an AnalyserNode taps each incoming peer stream (lazy
  AudioContext); `inputLevel()` returns the loudest current RMS (~0..1) across
  peers. Analysers torn down per-peer + on call end.
- voice-glow.js: the live-mic glow now resolves to — alone → `.voice-pulse`
  (steady 2s cadence); others connected → `.voice-eq`, whose `--voice-level`
  CSS var is fed each frame from inputLevel() via a self-stopping rAF loop;
  muted → `.voice-muted` modifier on either (recolor only). rAF cancelled on
  destroy.
- _burger.scss: `.voice-eq` box-shadow spread+alpha scale with `--voice-level`
  (no keyframe — audio drives it); `.voice-muted` recolors to --priRd (halo
  stays --ninUser) + flips the voice sub-btn icon to .fa-ban. Drops the unused
  `.voice-pulse--fast`.
- VoiceGlowSpec: +4 specs (equalizer swap, muted-alone, muted-with-others,
  unmute clears); VoiceMeshSpec: +1 (inputLevel 0 with no analysers). 438
  Jasmine specs green.

Live-verify on staging (audio can't be auto-tested): the equalizer reacting to
real speech + the muted/unmuted colour swap on a live call.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 21:46:08 -04:00
Disco DeDisco
f0b9f02c7c my-sea voice: cap visitors at 5 (6 seats) + free a seat on leave — TDD
Phase 5a of the my-sea voice batch (user-spec 2026-05-29). The owner holds 1C;
at most 5 visitors fill 2C–6C, which also caps the voice mesh (voice requires a
deposited seat, so seat-capping caps membership).

- SeaInvite: MY_SEA_MAX_VISITORS=5 + present_count(owner) / table_has_room(owner)
  classmethods (present = ACCEPTED + deposited + not LEFT).
- my_sea_visit_insert_token: a fresh deposit into a full table is bounced
  (?full=1, no token spent, no seat); a visitor who BYEs frees their seat
  (is_present → False) for the next visitor.
- my_sea_visit_gate:  context → the gate shows 'TABLE FULL' + inert
  rails instead of INSERT TOKEN for a not-yet-present visitor.
- 6 capacity ITs (count/room, full-table bounce, leave-frees-seat, gate flag,
  already-seated not blocked). 291 gameboard ITs green.

Remaining Phase 5 (live-verify / needs a spec call): disconnect visuals
(--priRd/.fa-ban, item 7) + the true Web-Audio equalizer (item 5) + consumer-
level voice-member enforcement + multi-seat (3C–6C) spectator viz.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 21:35:22 -04:00
Disco DeDisco
da97c623c9 voice: fail loud on insecure-context join (mic blocked over HTTP) instead of silent reject — TDD
getUserMedia is only exposed in a secure context (HTTPS, or the localhost
exemption). Reached over plain HTTP on a LAN IP — the dev server from a phone
at http://192.168.x.x:8000 — iOS/Android leave navigator.mediaDevices
undefined, so join() fetched TURN creds (a confusing 200) then silently
rejected deep in a .then() with no mic prompt. Desktop works because
127.0.0.1 IS a secure context. (Not a regression — voice never worked on the
HTTP dev server from mobile.)

- voice-mesh.js: _micSupported() seam + an early INSECURE_CONTEXT reject in
  join() before any network, so the failure is fast + diagnosable.
- burger-btn.js: bindVoiceBtn catches the rejected join, rolls back the
  optimistic .in-call/dataset.inCall (so the next click retries), and surfaces
  a Brief — 'Voice needs HTTPS (or localhost) — your browser blocked the mic
  here.' — instead of failing invisibly.
- VoiceMeshSpec: +2 specs (join rejects INSECURE_CONTEXT; btn rolls back +
  Briefs on reject). Jasmine green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 21:29:42 -04:00
Disco DeDisco
6799749ede my-sea voice: guard before NVM disconnects voice + harden mute (honor pre-stream mute) — TDD
Phase 4 of the my-sea voice batch (user-spec 2026-05-29).

── Voice-disconnect guard (item 6, the achievable slice) ──
Every my-sea navigation is a full page reload, which tears the WebRTC mesh
down — so voice can't literally persist across a reload without an SPA-style
no-reload nav (a separate, larger refactor, deferred). What ships now: the
gear-menu NVM warns before dropping the call.

- _my_sea_gear.html: the NVM routes through an inline, dependency-free
  `mySeaGuardedNav(event, url)`. When voice is LIVE (VoiceRoom.localStream) AND
  the target leaves my_sea (`url` has no `/my-sea`), it pops the shared guard
  portal — "Leave the Sea? You'll disconnect from voice." — before navigating;
  confirm proceeds, dismiss stays. NVMs that stay within my_sea, or any nav
  with no live mic, go straight through. Covers all NVMs (owner my_sea, the
  gatekeeper, the spectator) since they all include this partial.

── Bug B: desktop mute (mute robustness) ──
- voice-mesh.js: extracted `_applyMute()` and call it from join (post-
  getUserMedia) as well as toggleMute. On desktop the first join pops a mic-
  permission prompt; a mute toggled while that prompt is open used to be lost
  because the stream didn't exist yet — re-applying after it resolves makes the
  mute stick. Teardown resets `muted=false` so a rejoin starts clean.
- voice-glow.js: setVoiceState now syncs the voice btn's own flags
  (.in-call / .muted / dataset.inCall) to the mesh truth, so a rejoin starts
  clean and the glow's DOM fallback can't get stuck "live".

Tests: +5 VoiceMeshSpec mute specs (incl. the pre-stream-mute Bug-B case);
+2 NVM-guard FTs (warn when live / pass through when not); 3 gear-NVM ITs
updated for the mySeaGuardedNav markup. 286 gameboard ITs + 433 Jasmine specs
green.

Note: true cross-view voice persistence (no-reload within-my_sea nav) + the
desktop-mute live confirmation remain to verify on staging w. Redis up.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 21:22:21 -04:00
Disco DeDisco
b021d8017c my-sea voice: voice-btn glow/pulse state machine (sea-precedence, pulse-while-alone, 2x on 2nd party) — TDD
Phase 3 of the my-sea voice batch (user-spec 2026-05-29). A --quaUser/--ninUser
glow + pulse machine for the burger btn + its voice sub-btn, driven by the
voice sub-btn availability (voice_active) + the live mesh state.

- voice-mesh.js: VoiceRoom gains a state-change hook — setOnStateChange(cb) +
  peerCount() + _notify({inCall, peerCount, muted}), fired on join, every peer
  add/drop, mute toggle, and teardown. No behaviour change without a subscriber
  (VoiceMeshSpec stays green).
- voice-glow.js (new): the glow machine. PRE-JOIN nudge — burger glows when the
  fan is closed (sea draw-nudge keeps burger precedence; voice reclaims it once
  the sea glow clears), voice sub-btn glows when the fan opens. LIVE — the glow
  PULSES on whichever surface shows (voice sub-btn fan-open, burger fan-closed):
  base 2s cadence while alone, doubled (.voice-pulse--fast) once a 2nd party
  connects (equalizer stand-in; a true volume-reactive equalizer is a live-only
  enhancement). Class writes are reconciled (idempotent) so the burger-class
  MutationObserver doesn't feed back on itself.
- _burger.scss: .voice-glow + @keyframes voice-pulse + .voice-pulse(--fast).
- loaded on my_sea.html + my_sea_visit.html (after burger-btn.js).
- VoiceGlowSpec.js (18 specs) + registered in SpecRunner; MySeaSeatsSpec flare
  window updated 1.5s → 2s (Phase 2 bump). 428 Jasmine specs green.

Live-verify on staging: the actual glow colours/cadence + the equalizer
upgrade (item 5) and disconnect states (item 7) land in later phases.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 21:06:02 -04:00
Disco DeDisco
7bd8e3256a my-sea spectator: render owner's draw as the identical interactive cross stage; owner seated in 1C when paid OR drawn — TDD
Phase 1 + 2 of the my-sea spectator/voice batch (user-spec 2026-05-29).

── Phase 1: spectator VIEW DRAW parity ──
The visitor's VIEW DRAW rendered _my_sea_readonly_draw.html — a flat
`.my-sea-scroll` strip that, out of its applet context, blew a single card up
to fill the viewport. It now renders the SAME `.my-sea-cross` picker +
`_sea_stage` modal the owner sees, populated from the owner's draw, read-only
but fully interactive (click card → magnified stage, hover, SPIN, FYI). No
FLIP / DEL / AUTO DRAW / deck-stacks / spread combobox — the visitor watches.

- `_saved_by_position(saved_hand)` extracted as a shared helper (owner picker
  + spectator render build the IDENTICAL cross); my_sea refactored onto it.
- my_sea_visit context gains `saved_by_position`, `label_by_position`,
  `default_spread`, and the OWNER's `sea_deck_data` (so sea.js resolves each
  clicked slot's full card face for the stage).
- new `_my_sea_visit_cross.html` mirrors the owner cross + includes `_sea_stage`
  under `#id_sea_overlay`; my_sea_visit.html embeds the owner deck JSON + loads
  stage-card.js + sea.js + a trimmed seed IIFE (reconstructs SeaDeal's
  `_seaHand` from the filled slots so each card is clickable into the stage).
- deletes the obsolete `_my_sea_readonly_draw.html`.

── Phase 2: owner 1C seating ──
The owner is "seated" in 1C whenever committed to a draw cycle — paid for one
(deposit reserved / paid-through credit) OR partially/completely drawn — not
only once a card lands. Previously a paid-but-undrawn owner (the PAID DRAW
landing) and the visitor's view of her showed the semi-opaque `.fa-ban`
default. Seat 1C now carries persistent `.seated` + `.fa-circle-check`
(sync on refresh; the one-shot flare just settles into it).

- my_sea: new `seat1_seated = hand_non_empty or show_paid_draw`; my_sea.html
  seat 1C keys on it (class + data-seat-token + status icon).
- my_sea_visit: `seat1_present = owner drawn OR owner paid` so the visitor
  sees the owner seated on the spectator hex under the same conditions.
- seat flare bumped 1.5s → 2s (my-sea-seats.js GLOW_MS + _room.scss keyframe).

Tests: +2 spectator-cross ITs, +1 spectator-cross FT (Phase 1); +4 owner-seat
ITs, +2 visitor both-seated/owner-seated ITs, +1 owner-seating FT (Phase 2).
286 gameboard ITs/UTs green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 20:48:31 -04:00
Disco DeDisco
1ac380dfc5 my-buds async add: insert new row before .applet-list-buffer, not after — keeps spacer last
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`_appendBudEntry` queried `.bud-entry-buffer` (a class that doesn't exist — the
shell renders `.applet-list-buffer`), so the lookup missed and the row fell
through to appendChild, landing BELOW the trailing spacer <li> and leaving a
visible gap between the list and the new bud. Query the real class so the new
row inserts before the spacer. FT now asserts the buffer stays last-child.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 12:56:03 -04:00
Disco DeDisco
af8452f22d my-buds async add: render full row (anchor + the <Title> + data-tt-* attrs) so the appended entry's tooltip isn't empty — TDD
Adding a bud appended a stripped `@handle`-only <li> — no `applet-list-entry`
class, no bud-page anchor, no ` the <Title>` span, no data-tt-* attrs — so the
new row rendered without its title and its tooltip came up empty next to the
server-rendered rows above it.

- add_bud (billboard/views.py) — bud payload now carries `at_handle` (server-
  computed; the client can't replicate at_handle's truncate_email fallback for
  username-less buds) + `title` (active_title_display). IT asserts both.
- _bud_add_panel.html `_appendBudEntry` — rebuilt to mirror _my_buds_item.html
  exactly: both classes, data-tt-title/description/email/shoptalk, the
  bud-name anchor into /billboard/buds/<id>/, and the trailing ` the <Title>`.

New FT pins the regression: appended row carries the attrs + anchor + title and
its portal populates non-empty on row-lock. AddBudViewTest + append FT green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 11:56:31 -04:00
Disco DeDisco
3bf35ad539 remove dead my-sea invite accept/decline endpoints — acceptance is now implicit on bud-page sea-btn visit (accept-on-GET)
The @mailman Post's OK/BYE block + _invite_actions.html were dropped by the
bud-landing-page sprint; with accept-on-GET on my_sea_visit shipped in f5ee83b
the explicit endpoints have no trigger left. Removes:

- my_sea_invite_accept / my_sea_invite_decline views + the _sea_invite_for_request
  / _redirect_to_invite_log helpers they alone used (gameboard/views.py)
- the my-sea/invite/accept + my-sea/invite/decline URL routes (gameboard/urls.py)
- _invite_actions.html partial (already un-included from post.html)
- MySeaInviteAcceptDeclineTest (gameboard ITs); MySeaInvitePostRenderTest now
  asserts the form actions are gone by literal path/class instead of reverse()

There is no decline surface now — an un-clicked invite simply lapses after 24h.
post.html comment trimmed to match. 515 gameboard+billboard ITs/UTs green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 11:52:38 -04:00
Disco DeDisco
f5ee83be0a bud page sea-btn cascade: live-invite window + accept-on-GET + glow handoff; my-buds tooltip clamp + row hover/lock — TDD
Fixes the Bill Bud invite cascade so the sea sub-btn actually lights + leads
to the bud's my_sea, and gives the My Buds row tooltip viewport clamping +
hover/lock styling.

SeaInvite.invitee_access_open (gameboard/models.py): new invitee-facing
access window — a non-terminal invite (PENDING/ACCEPTED) within 24h of being
proffered OR within 24h of the invitee's last gate token deposit. Re-arms on
each deposit; DECLINED/LEFT/EXPIRED stay shut. Distinct from is_expired
(which only models the PENDING lapse). 8 UTs.

bud_page (billboard/views.py): sea_btn_active / sea_first_draw_pending now key
on invitee_access_open across PENDING + ACCEPTED, not PENDING-only. Old design
darkened the btn the instant the user accepted, so they could never reach the
bud's sea from here post-accept — that was the red .fa-ban the user saw. ITs
updated: accepted-within-window now lights; added stale-accepted-dark +
recent-deposit-relights cases.

my_sea_visit (gameboard/views.py): accept-on-GET — a still-pending, non-expired
invite from the owner to the visitor is accepted implicitly on arrival (the
sea-btn cascade + @mailman post-attribution anchor both land here, so the click
IS the acceptance). Previously PENDING → 403, so the cascade dead-ended. ITs:
pending-invitee now auto-accepts (200); expired-pending still 403s; stranger
still 403s.

bud.html: burger → sea_btn glow-handoff machine (the my_sea.html cascade minus
the spread-modal stage) so the glow rides the affordance chain to the click
target; active sea click clears glow, preserves .active, navigates.

my-buds-tooltip.js: clamp the position:fixed #id_tooltip_portal to the viewport
on row-lock — same 1rem-inset shape as game-kit.js / sky-wheel.js / wallet.js
(measure after .active, clamp left, prefer above / flip below). Reset on clear.

_billboard.scss: .bud-entry hover + .row-locked highlight (rows aren't
.row-3col so the existing rule missed them) — fill --secUser, flip the
--terUser handle to --quiUser, trailing title to readable --priUser.

520 billboard+gameboard ITs/UTs green; affected sea-btn-cascade FT green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 11:36:25 -04:00
Disco DeDisco
d87f26003b CI: wrap test-two-browser-FTs commands in _retry_failed.sh
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Pipeline #351 hit a NoSuchWindowException / browsing-context-discarded flake on the LAST channels FT (test_first_done_polarity_sees_other_group_settling_message) — typical cumulative-Firefox-memory-pressure failure on a multi-browser test run as the 22nd in its bucket. Test passes locally and in isolation; no code regression.

The other two FT stages (test-FTs-room, test-FTs-non-room) already route through `_retry_failed.sh`, which parses Django's FAIL:/ERROR: lines from stdout and re-runs only the failed labels. Wrapping the three two-browser-FTs commands (two-browser / sequential / channels tags) in the same script gives the channels suite the same flake recovery without slowing the happy path (first-run-green short-circuits to exit 0).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 14:32:04 -04:00
Disco DeDisco
b563e96f82 RWS deck: flip has_card_images=True to light up image-mode rendering — TDD
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The 79 resized + pngquant'd RWS card-face PNGs at cards-faces/english/rider-waite-smith/ are now in place (commit 1e1a0a5). This data migration sets the `tarot-rider-waite-smith` DeckVariant's `has_card_images` flag to True so the existing image-mode branches across all 6 card+stat-block surfaces (sprint A.0-A.8 of [[project-image-based-deck-face-rendering]]) light up for RWS the same way they already do for Minchiate:

- card face becomes the .png; rank + suit + name + qualifier + arcana all migrate to the adjacent stat block
- deck-stack icon (_deck_stack_icon.html) uses the RWS card-back PNG instead of the SCSS placeholder rect-fill
- monodeck collapse still applies (is_polarized stays False, set by 0012); my_sea picker renders a single deck stack instead of dual gravity/levity halves

Inverts the IT `test_rws_has_card_images_false` → `test_rws_has_card_images_true`. 1475 ITs green; full epic suite (480) green.

No template change needed — the {% if deck.has_card_images %} branches were shipped in sprints A.3-A.7.5 for Minchiate and are deck-agnostic.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 14:01:57 -04:00
Disco DeDisco
1e1a0a5ab8 deck images: resize Minchiate + RWS to 700px height + re-pngquant; drop orphan MySeaInviteAcceptanceLogTest — TDD
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Card art was loading slowly enough on fast networks that animations were firing on empty <img> objects. Photoshop pass dropped both decks to 700px height (~50% linear from Minchiate's prior 1024px and ~57% from RWS's prior 1646px), then pngquant `--quality=65-85 --speed=1 --strip --skip-if-larger` reclaimed the per-pixel bit-rate cost of the fresh PSD save:

  Minchiate: 36.5 MB → 19.1 MB (avg 381 KB → 199 KB)  [-48%]
  RWS:       76.3 MB → 15.8 MB (avg 989 KB → 205 KB)  [-79%]
  Combined:  112.8 MB → 35 MB across 177 cards         [-69%]

RWS dropped the most because it was previously at 960×1646 vs Minchiate's 615×1024 — the higher source resolution had more room to give up. 700px height @ ~420px width is still 2× Retina coverage for the Sea Stage modal (the largest display surface at ~350px wide on desktop). No code change needed — `TarotCard.image_url` resolves the same filenames; the swap is purely on-disk.

Drop `MySeaInviteAcceptanceLogTest` (whole class, single test_invitee_sees_invite_line_with_ok_bye method) from functional_tests/test_game_my_sea.py — orphaned by the bud landing page sprint that removed `.invite-ok-btn` / `.invite-bye-btn` / `.invite-actions` from the @mailman invite Line unconditionally. The salvageable "invites you to" prose assertion is now covered by functional_tests/test_bill_mailman_invite_post.py::MailmanPostStructureTest plus apps/billboard/tests/integrated/test_mail.py::LogSeaInviteTest::test_prose_interpolates_owner_handle_and_default_possessive.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 13:52:14 -04:00
Disco DeDisco
6cc11924e3 bud landing page: /billboard/buds/<id>/ + my_buds tooltip portal + @mailman post-attribution anchor — TDD
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Replaces the @mailman invite Line's inline OK/BYE block w. a dedicated per-bud surface. Three new FTs (test_bill_bud_page, test_bill_my_buds_tooltip, test_bill_mailman_invite_post — landed red 2026-05-27 PM) drive: per-bud landing page rendering 4-btn apparatus + shoptalk textarea + invite-cascade glow handoff; my-buds row tooltip portal w. .tt-title/.tt-description/.tt-email/.tt-shoptalk/.tt-milestone slots; mailman Brief surfacing on any authenticated page-load via context processor + base.html JSON-script.

Models: new `BudshipNote(user, bud, shoptalk[CharField max=160], edited_at)` w. unique_together — per-relation personal note about a bud, never visible to the bud. Lazy-created on first shoptalk save so absence of a row reads as 'never edited' (drives .tt-milestone slot presence).

URLs (billboard): `buds/<uuid:bud_id>/` (bud_page), `buds/<uuid:bud_id>/shoptalk` (save_bud_shoptalk), `buds/<uuid:bud_id>/delete` (delete_bud).

Views: bud_page auto-adds the bud on first visit (mirrors share_post implicit-add); resolves `pending_invite` as non-expired PENDING SeaInvite(owner=bud, invitee=request.user) → drives `sea_btn_active` + `sea_first_draw_pending` flags that _burger.html already reads on my_sea + room. my_buds enriches each bud w. `.shoptalk_text` + `.milestone_dt` so the row template can render data-tt-* attrs without an extra template tag.

mail.py: INVITE_TEMPLATE now interpolates `owner_id` into an `<a class="post-attribution" href="/billboard/buds/{owner_id}/">{handle}</a>` wrapper around the owner's handle. post.html's existing safe-filter branch (gated on author username == 'mailman') passes it through unescaped. Removed the {% if line.sea_invite %} include path — _invite_actions.html left in place for archival.

Templates: new bud.html (header + shoptalk form + apparatus + gear + burger fan + sea_btn nav inline JS); new _bud_gear.html (NVM→my_buds, DEL→guard portal "Delete this bud?" → POST delete_bud); new _bud_tooltip.html (portal w. .tt-* slots); _my_buds_item.html wraps `@handle` in an anchor to bud_page + carries data-tt-* attrs + " the {{ active_title_display }}"; my_buds.html includes the tooltip portal + loads my-buds-tooltip.js.

JS: new my-buds-tooltip.js binds row clicks → .row-locked + populates #id_tooltip_portal from data-tt-* attrs; anchor clicks pass through to navigate; .tt-milestone is removed from DOM (not just emptied) when never-edited so the FT can distinguish absent vs cleared-after-edit.

SCSS: extend landscape gear-btn rule + #id_*_menu rule w. `.bud-page` + `#id_bud_menu` (otherwise gear-btn collided w. bud-btn in landscape on bud.html). Bump active burger sub-btn z-index to 1 so click hit-test picks the active sub-btn during the 0.25s fan arc-out animation (otherwise a later-in-DOM inactive btn obscured the active target during transition).

Cross-page Brief surface: new `mail_brief_payload` context processor injects the user's oldest unread MAIL_ACCEPTANCE Brief into every authenticated response; base.html renders the JSON-script + auto-fires Brief.showBanner. Mark-read still rides view_post's existing GET unread-flip — no new endpoint.

Pre-existing MySeaInvitePostRenderTest (test_sea_invite_views.py) inverted to match the new contract: the .invite-actions sweep is unconditional (PENDING / ACCEPTED / DECLINED all carry prose only); pinned the post-attribution anchor + bud-page href in its place.

1518 ITs green (1475 app ITs + 43 sprint ITs), 23 sprint FTs green (5 my_buds tooltip + 13 bud page + 5 mailman invite post). Jasmine specs from sprint plan deferred — FT coverage of burger-glow / row-lock / portal-populate paths suffices and the textarea blur-POST flow isn't implemented in this sprint (form is server-action only, save-on-blur AJAX is a follow-on).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 11:45:20 -04:00
Disco DeDisco
c41cf7ed36 coturn: activate [coturn] inventory host (turn.earthmanrpg.me + v4/v6)
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Uncomment + fill the [coturn] group so the play has a host to target (empty group was the 'no hosts matched' / 'no hosts to target' error). Secret stays vault-only — deliberately omitted from the host line (host_vars override group_vars).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 14:30:38 -04:00
Disco DeDisco
68239ac5d4 coturn: wire COTURN_* into app env template (gamearray.env.j2)
COTURN_SHARED_SECRET={{ coturn_secret }} (vault) + literal host/realm. Only the shared secret is sensitive; it must equal the coturn droplet's static-auth-secret. Host/realm are public.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 14:16:33 -04:00
Disco DeDisco
c9a61e5614 coturn: optional dual-stack TURN via guarded coturn_public_ip6
Set coturn_public_ip6 in inventory to advertise IPv6 relay candidates (2nd external-ip) AND emit matching v6 denied-peer-ip ranges (::1, fe80::/10, fc00::/7) for SSRF parity with the v4 lockdown. Unset → byte-identical pure-IPv4 config as before, so it's zero-risk opt-in. Droplet now has IPv6 on; this makes the conf dual-stack-ready.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 14:10:28 -04:00
Disco DeDisco
41217d5438 my-sea voice Phase C: WebRTC mesh signaling app + TURN endpoint + voice-btn wiring + coturn infra — TDD
Phase C (final) of the my-sea invite → spectator → voice blueprint. Self-
hosted WebRTC mesh voice, built room-general but wired for my-sea only; epic
6-seat rooms reuse the same consumer later (key on Room.id). Media never
touches the server — only signaling is relayed. Built from the blueprint's
distilled spec (disco-voice-mesh.pdf unreadable in-env: no poppler/pypdf).

- C1: new apps/voice/ — RoomVoiceConsumer (AsyncJsonWebsocketConsumer):
  signaling-only relay (room group voice.<room_id> + per-peer peer.<uuid>;
  hello→present handshake, offer/answer/ice routed by target/source, left on
  disconnect). room_id is a STRING kwarg (mysea-<owner_id> now). _can_join
  gates: mysea → owner OR present invitee (token deposited, not left); epic
  UUID → seated gamer (later). routing.py ws/voice/<str:room_id>/; asgi.py
  aggregates epic + voice urlpatterns under AuthMiddlewareStack.
  voice-mesh.js: VoiceRoom client (getUserMedia AEC/NS/AGC, mesh
  RTCPeerConnection, newcomer-offers handshake, tuneOpus SDP munge =
  inbandfec+dtx+40kbps cap, mute via getAudioTracks().enabled), lazy-loaded.
- C2: apps/api VoiceTURNCredentialsAPI at /api/voice/turn-credentials/ —
  coturn use-auth-secret REST scheme: username=<expiry>:<user_id>,
  credential=base64(HMAC-SHA1(username, COTURN_SHARED_SECRET)) + stun/turn
  iceServers + ttl. Authenticated-only. 4 ITs (HMAC shape, auth gate).
- C3: settings COTURN_SHARED_SECRET / COTURN_TURN_HOST / COTURN_REALM /
  COTURN_TTL env block.
- C4: #id_voice_btn wiring — _burger.html renders .active + data-room-id when
  voice_active; burger-btn.js bindVoiceBtn (active click → lazy-load
  voice-mesh.js → join / toggle-mute; inactive → existing 2-pulse flash).
  my_sea (owner) + my_sea_visit (spectator) views compute voice_active
  (open 24h window) + voice_room_id=mysea-<owner_id>; spectator page now
  includes the burger. 4 voice-context ITs.
- C5: infra/coturn.conf.j2 (use-auth-secret, the external-ip footgun, relay
  port range, TLS 5349, peer-IP lockdown) + infra/coturn-playbook.yaml
  (dedicated droplet, PySwiss-style split: install coturn, template conf, ufw
  3478/5349/49152-65535, systemd enable) + [coturn] inventory placeholder.
  *** Manual ops step: provision the droplet + fill inventory before voice
  works on staging/prod; CI/local need none of it. ***
- C6: 8 channels ITs (@tag channels) — connect/auth/_can_join gate (owner,
  present invitee, stranger, not-present, anon) + hello/present handshake +
  offer routing + left-on-disconnect. Scope-injected; TransactionTestCase.
- JS: VoiceMeshSpec.js (tuneOpus) + voice-mesh.js registered in SpecRunner.

1440 IT/UT green; voice channels IT + full Jasmine + voice-btn FT green.
Voice infra is code-complete — provision the coturn droplet to go live.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:57:09 -04:00
Disco DeDisco
d0c39b51b6 my-sea spectator Phase B: seat-2C occupancy + visitor token gate + one-shot seated glow + gear BYE — TDD
Phase B of the my-sea invite → spectator → voice blueprint. An ACCEPTED
invitee can watch the owner's my-sea read-only, deposit a token to occupy
seat 2C (opening a 24h voice window for Phase C), and BYE out. Owner's
my_sea.html is left structurally intact — the spectator gets a dedicated,
simpler my_sea_visit.html; the read-only draw reuses the existing
`latest_draw_slots` payload (no picker surgery).

- B1: my_sea_visit(owner_id) spectator view — 403 unless an ACCEPTED
  SeaInvite(owner, request.user); owner bounced to their own my_sea. Context
  forces owner-only controls off (sea_btn_active=False, read_only=True);
  renders the table hex (1C owner / 2C visitor) + owner draw read-only.
- B2: visitor gate — my_sea_visit_gate reuses my_sea_gate.html w. a
  spectator branch (titles the OWNER's Sea, INSERT posts to the visitor
  endpoint, bud-panel suppressed, gear NVM→visit + BYE). Single-step
  my_sea_visit_insert_token selects+debits the visitor's token (same
  priority chain) and records token_deposited_at + a 24h voice_until on the
  SeaInvite → seat 2C present. Center btn flips GATE VIEW → VIEW DRAW.
- B3: spectator gear BYE — my_sea_visit_leave sets status=LEFT, left_at,
  clears voice_until (frees 2C, ends voice), redirects /gameboard/.
  _my_sea_gear.html gains a `leave_url`-gated BYE below NVM (owner pages
  pass no leave_url, so unchanged).
- B-seat: one-shot "seated" glow per user-spec 2026-05-27 — new shared
  apps/gameboard/my-sea-seats.js: on first view (localStorage-gated by a
  per-occupancy data-seat-token) an occupied seat flares --terUser +
  --ninUser glow ~1.5s then settles to full-opacity --secUser (.fa-ban
  already swapped to .fa-circle-check). _room.scss adds .seated /
  .seat-just-seated + the my-sea-seat-flare keyframes (mirrors the room's
  .active→.role-confirmed handoff). Wired on BOTH the spectator page (load)
  and the owner page (load + on the FREE DRAW seat-1 transition).
  MySeaSeatsSpec.js Jasmine spec covers the gating + timed class removal.
- B5: MySeaSpectatorFlowTest FT — accept → visit → GATE VIEW → deposit →
  VIEW DRAW + seat 2C seated.

URLs: my-sea/visit/<uuid:owner_id>/ (+ /gate/, /insert, /leave). 470 IT/UT
green; spectator FT + full Jasmine suite green. Phase C (WebRTC mesh voice
+ coturn droplet) next — the 24h voice_until window set here drives it.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:35:00 -04:00
Disco DeDisco
fb8563eed2 my-sea bud-invite Phase A: SeaInvite model + @mailman log + OK/BYE accept/decline — TDD
Phase A of the my-sea invite → @mailman → spectator → voice blueprint
(magical-dancing-quasar.md). Pure Django; no new infra this phase (the coturn
droplet lands in Phase C5). Mirrors the @taxman ledger shape throughout.

- A1: SeaInvite model (gameboard) — single source of truth for a my-sea invite
  (owner / invitee / status / timestamps + OneToOne FK to its @mailman Line).
  is_expired / voice_active / is_present / expires_at properties; 12 UTs.
  created_at uses default=timezone.now (MySeaDraw precedent) for testable 24h
  expiry; a token deposit makes the invite non-expiring per spec.
- A2: reserved @mailman system user — get_or_create_mailman + "mailman" added
  to RESERVED_USERNAMES + seed migration lyric/0015. Email domain confirmed
  w. user as mailman@earthmanrpg.local (matches adman/taxman).
- A3: billboard KIND_MAIL_ACCEPTANCE on Post + Brief; extends the post_save
  unsolicited-line guard (_SYSTEM_AUTHOR_POST_KINDS) + migration billboard/0009.
- A4: apps/billboard/mail.py log_sea_invite — appends one interactive Line +
  invitee Brief on the invitee's "Acceptances & rejections" Post, links the
  Line back onto the SeaInvite; "Listen!—@owner invites you to {poss} drawing
  table" prose via at_handle + resolve_pronouns. Unregistered invitee no-ops.
- A5: post.html renders OK .btn-confirm / BYE .btn-abandon (PENDING) or a
  status badge (ACCEPTED / DECLINED / LEFT / EXPIRED) from line.sea_invite.status
  via new _partials/_invite_actions.html; 'mailman' added to the system-author
  |safe + read-only-input + bud-panel-suppression branches.
- A6: real my_sea_invite (replaces the coming-soon stub) — resolves recipient,
  dedups outstanding PENDING/ACCEPTED, creates SeaInvite + logs the @mailman
  line; new my_sea_invite_accept / my_sea_invite_decline endpoints (invitee-only,
  redirect back to the invite-log Post; accept links invitee FK + stamps
  accepted_at). 16 ITs.
- A7: updated MySeaBudBtnInviteTest (stub→real invite) + new
  MySeaInviteAcceptanceLogTest FT (invitee opens their log Post, sees the line
  + OK/BYE). Both green.

457 IT/UT green. Phase B (invitee spectator seat-2 + visitor token gate) +
Phase C (WebRTC mesh voice + coturn droplet) to follow.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:14:06 -04:00
Disco DeDisco
1c799d35ca room-stage FTs: realign 4 fails to new my-sea NVM + spread-modal + landscape kit-bag UX — TDD
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CI #346 test-FTs-room had 4 consistent fails (failed on both the first run
AND the retry, so real, not flakes). All 4 are test-side — the shipped
features are correct; the FTs lagged behind deliberate UX changes + a
race they never needed to depend on.

test_game_my_sea.py
- test_nvm_navigates_back_to_gameboard → renamed test_nvm_navigates_back_to_
  my_sea_hex; asserts /gameboard/my-sea/$ now. NVM on the gatekeeper navigates
  to the table hex, not out to /gameboard/ (changed 5cade51: gatekeeper +
  picker NVM → hex; only landing + sign-gate eject to /gameboard/). Sibling
  test_gear_btn_opens_menu_with_nvm_only still passes (only checks the onclick
  contains /gameboard/).
- test_default_spread_is_situation_action_outcome → add _open_spread_modal(self).
  The spread combobox moved into #id_sea_spread_modal (burger Sea sub-btn
  sprint); .sea-select-current .text returned '' while the modal was hidden.
  Mirrors the already-updated sibling test_picking_spread_swaps_*.

test_trinket_carte_blanche.py (the recurring #344/#345/#346 carte fail)
- Sign-gate Brief: replace the hard wait_for_slow(find .my-sea-sign-gate-brief)
  + NVM-click with dismiss_brief_if_present(). The Brief fires via
  Brief.showBanner on DOM-ready; its appearance is a DOM-ready-vs-note.js-load
  race, so under CI contention it sometimes never lands in-window and ANY hard
  wait throws NoSuchElement. a39053d misdiagnosed this as a timeout (→
  wait_for_slow); it is not. The test never asserts the Brief — it only clears
  it to unblock a later click. dismiss_brief_if_present removes it if present +
  no-ops if absent: robust to the race.
- Kit-bag token select: JS-click the #id_kit_bag_dialog CARTE token. In
  landscape (CI default viewport) the kit-bag dialog is a vertical bar that
  slides in via a max-width transition (burger landscape refactor), so a
  Selenium .click races the animation + can't scroll the token into the
  overflow container ("could not be scrolled into view"). execute_script fires
  the bound handler directly. Applied in both carte tests
  (open_kit_and_select_carte + the in-use attribution flow); token-rails stays
  a normal click (it lives on the gate page, not in the dialog).

Verification: all 4 methods green locally (landscape viewport) —
test_carte_in_use_game_kit_shows_room_attribution 10.8s; the multi-slot carte
+ both my-sea methods 35.5s.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 02:00:35 -04:00
Disco DeDisco
c30b63cd5d burger Sea sub-btn: first-draw --priYl glow handoff (phase 3/3) — TDD
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Final slice of the Sea sub-btn rollout (phase 1 = .active wiring 3ae85b9; phase 2 = modal extraction + CONT DRAW 6fbeed7). Adds a --priYl + --ninUser glow that rides the affordance chain to teach the user where to click pre-first-draw.

## The handoff chain

  burger  →  click  →  sea_btn  →  click  →  .sea-select  →  click  →  end

- Modal close (Esc / backdrop / DEL guard-OK) restarts the cycle on the burger.
- Burger fan close w/o sea_btn click ALSO restarts on the burger.
- AUTO DRAW guard-OK ends the cycle permanently (user found the path).
- `#id_sea_action_btn` data-state → 'gate-view' (last card landed via ANY path — AUTO DRAW or manual FLIP) ALSO ends permanently.

## SCSS

`static_src/scss/_burger.scss` — `.glow-handoff` on burger / sea_btn = --priYl color + border + --ninUser glow.
`static_src/scss/_gameboard.scss` — `.glow-handoff` on .sea-select = --terUser border + --ninUser glow (no font-color change per spec).

## Server side

`apps/gameboard/views.py` — new `sea_first_draw_pending = show_picker and not hand_non_empty`. True when picker is active w. an empty hand (paid-draw entry, or page reload of a freshly-entered picker). The FREE-DRAW → picker transition fires client-side w. show_picker=False on the rendered template, so the FREE DRAW JS handler seeds the burger glow itself in that path.

`templates/apps/gameboard/_partials/_burger.html` — `#id_burger_btn` conditionally renders `class="glow-handoff"` when `sea_first_draw_pending`.

`templates/apps/gameboard/my_sea.html` — FREE DRAW transition handler adds `.glow-handoff` to burger at the same SEAT_ANIM_MS moment data-phase swaps to 'picker' (covers the client-side path).

## JS state machine

`templates/apps/gameboard/my_sea.html` — new inline IIFE owns the .glow-handoff transitions:
- `burger.click` → if .glow-handoff on burger, transfer to sea_btn.
- `sea_btn.click` → if .glow-handoff on sea_btn, transfer to .sea-select.
- `.sea-select.click` → end this cycle (just clear the glow; cycle restarts on next modal open).
- AUTO DRAW guard-OK (via doc-level click listener) → sets `autoDrawConfirmed`.
- Modal `hidden`-attr observer: AUTO DRAW path → endPermanently; any other close (Esc / backdrop / DEL) → startOnBurger (skip if glow already permanently ended).
- Burger `class`-attr observer: fan closes (`.active` removed) while glow on sea_btn → restart on burger.
- `#id_sea_action_btn` `data-state`-attr observer: flips to 'gate-view' (last card landed via ANY path — AUTO DRAW finishing OR manual FLIP filling the final slot) → endPermanently.

The data-state observer makes the "stop glowing when all slots filled" guarantee async + decoupled from how the cards arrived.

## CONT DRAW polish (drag-in from prior commit's spec gap)

`apps/gameboard/views.py` — `show_cont_draw` now additionally requires `bool(active_draw.hand)` (at least one card drawn). Pre-draw NVM-to-landing falls through to the existing 3-way state machine (PAID DRAW / GATE VIEW / FREE DRAW) instead of misleading w. CONT DRAW that lands back on an empty picker.

## Tests (4 new ITs)

`apps/gameboard/tests/integrated/test_views.py::MySeaViewTest`:
- `test_burger_renders_glow_handoff_class_when_sea_first_draw_pending` — paid-draw entry to picker w. empty hand → burger has .glow-handoff.
- `test_burger_omits_glow_handoff_when_hand_non_empty` — mid-draw → no .glow-handoff.
- `test_burger_omits_glow_handoff_on_landing` — landing → no .glow-handoff (FREE DRAW handler seeds client-side instead).
- `test_force_landing_hides_cont_draw_when_hand_empty` — pre-first-draw NVM → no CONT DRAW.

(JS state-machine behaviour is verified visually; not Jasmine-tested since the IIFE lives inline on my_sea.html, not as a separate module.)

## Verification

All 1374 IT+UT green (+4 from Phase 3). Visual verification of glow handoff + hand-complete auto-end confirmed.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-27 00:39:46 -04:00
Disco DeDisco
a39053d3f6 CI #345 fixes: bud-kit mutual exclusion test → portrait viewport; carte sign-gate-brief wait → wait_for_slow
Two CI #345 failures addressed:

## test_bud_active_fades_kit_btn (test_core_bud_btn.py)

Real regression — earlier sprint scoped `html.bud-open #id_kit_btn { opacity: 0 }` to `@media (orientation: portrait)` (in `_bud.scss`) because in landscape kit_btn sits at the TOP of the right sidebar + bud_panel slides across the BOTTOM, no visual conflict. The default CI landscape viewport (1366x900) rendered the fade rule inert → the kit_btn stayed at opacity 1 → assertEqual(opacity, 0.0) failed.

Fix: `BudKitMutualExclusionTest.setUp` now resizes to portrait (800x1200) so the fade rule actually fires. Both `test_bud_active_fades_kit_btn` + `test_kit_active_fades_bud_btn` now exercise the rule in the orientation where it lives.

## test_carte_blanche_equip_and_multi_slot_gatekeeper (test_trinket_carte_blanche.py)

CI flake — the test waits up to 10s (`wait_for` default) for `.my-sea-sign-gate-brief` to appear after navigating to /gameboard/. Under CI contention the Brief's DOM-ready handler can land past 10s; CI #345 hit a NoSuchElement timeout. The screendump confirmed the Brief WAS in the DOM, just past the wait window.

Fix: bump that one wait to `wait_for_slow` (60s ceiling). Same pattern used elsewhere (Jasmine spec runner, sig select countdown).

## Verification

Both fixed tests green locally. No model / view / template touches.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-27 00:19:34 -04:00
Disco DeDisco
6fbeed78d8 burger Sea sub-btn: spread-form modal + relocated deck stacks + mid-draw CONT DRAW escape — TDD (phase 2/3)
Second slice of the Sea sub-btn rollout (phase 1 = .active wiring in 3ae85b9; phase 3 = --priYl glow handoff to come).

## Spread modal (#id_sea_spread_modal)

`templates/apps/gameboard/my_sea.html` — `.sea-form-col` (spread combobox + AUTO DRAW + DEL btns) now lives inside `<div id="id_sea_spread_modal" class="my-sea-spread-modal" hidden>`. Hidden by default; opens on #id_sea_btn click (per the inline `<script>` block). The deck stacks (`.sea-stacks` + `.sea-stacks-label`) are extracted to a new `.my-sea-stacks-wrap` sibling that stays visible on the page so the FLIP affordance remains usable while the modal is closed.

## Modal SCSS

`static_src/scss/_gameboard.scss`:
- `.my-sea-spread-modal` — position:fixed inset:0; z-index:320 (above all corner btns); pointer-events:none w. children opting back in. `&[hidden]` makes it explicit that the closed state stays display:none.
- `.my-sea-spread-modal__backdrop` — full-viewport semi-transparent w. backdrop-filter blur; pointer-events:auto so click-outside closes.
- `.my-sea-spread-modal__panel` — opaque card, border + shadow, max-width:90vw. `.sea-form-col` inside drops its fixed 16rem width + uses min-width.
- `.my-sea-stacks-wrap` — position:absolute bottom:4.5rem right:1rem (clear of bud/burger); z-index:5 (above .my-sea-cross, below modal).

## Modal JS

`templates/apps/gameboard/my_sea.html` — new inline `<script>` at the bottom owns:
- `#id_sea_btn` click → opens modal (guarded on `.active` so the burger-btn.js inactive-flash handler still runs for inactive sub-btns).
- Escape key → close.
- Backdrop click → close.
- `#id_guard_portal .guard-yes` click (delegated) → close. This is the key UX detail user-spec'd: AUTO DRAW + DEL both open a guard portal that positions itself against the visible action/del btn — closing the modal on the btn click itself would dump the portal at (0,0). Closing on guard OK instead means the portal positions correctly + the modal closes only when the action is confirmed. NVM (`.guard-no`) leaves the modal up so the user can retry.

Also `apps/epic/static/apps/epic/burger-btn.js` — delegated fan click now closes the burger fan when an ACTIVE sub-btn is clicked (was: no-op for active). The per-page sub-btn handler runs in target phase BEFORE the fan-bubble handler, so the action kicks off w. a clean visual.

Client-side `.active` sync: server renders sea_btn inactive on the landing page (show_picker=False there). The DRAW SEA → picker transition is client-side (no re-render), so the IIFE in my_sea.html now flips `seaBtn.classList.add('active')` at the same SEAT_ANIM_MS moment data-phase swaps to 'picker'. Sea_btn stays `.active` for the rest of the picker phase, INCLUDING after hand_complete — DEL + GATE VIEW both live inside the modal + the user needs them accessible (earlier iteration deactivated on hand_complete; reverted on user feedback).

## Mid-draw NVM → CONT DRAW (apps/gameboard/views.py + my_sea.html)

Earlier iteration's gear-menu NVM nav-backed to `/gameboard/my-sea/` mid-draw, but the server's `hand_non_empty` branch re-rendered the picker on the next GET — looping the user right back into the spread. New `?phase=landing` escape hatch:

- `views.py`: `force_landing = request.GET.get('phase') == 'landing'`; `show_picker = (hand_non_empty or (phase_param and show_paid_draw)) and not force_landing`. New context var `show_cont_draw = force_landing and active_draw and not active_draw.is_hand_complete`.
- `my_sea.html` landing: new `{% if show_cont_draw %} CONT DRAW {% elif show_paid_draw %} ... ` branch on the table-center action-btn. CONT DRAW is an `<a href="{% url 'my_sea' %}">` (plain navigation, no `?phase=landing` so the next GET falls through to the hand_non_empty picker branch).
- `my_sea.html` gear include: picker phase passes `nvm_url={% url 'my_sea' %}?phase=landing` so the gear NVM exits to the landing-with-CONT-DRAW state instead of looping back into the picker.

## Tests

`apps/gameboard/tests/integrated/test_views.py` — 4 ITs added/updated:
- `test_sea_btn_stays_active_when_hand_complete` (replaced the prior "returns to inactive" assertion — sea_btn now stays active per user spec).
- `test_gear_nvm_navs_to_my_sea_landing_on_picker_phase` (updated URL to include `?phase=landing`).
- `test_force_landing_renders_cont_draw_btn_mid_draw` (NEW) — verifies CONT DRAW renders + FREE DRAW absent.
- `test_force_landing_hides_cont_draw_when_no_active_draw` (NEW) — regression guard: sig'd user w. no draw still sees FREE DRAW.
- `test_force_landing_hides_cont_draw_when_hand_complete` (NEW) — CONT DRAW absent for completed hands.

`functional_tests/test_game_my_sea.py` — new module-level `_open_spread_modal(test)` helper + applied to 7 tests that touch in-modal selectors (combobox / action_btn / del):
- `MySeaSpreadFormTest.test_picking_spread_swaps_data_spread_and_position_visibility`
- `MySeaSpreadFormTest.test_per_spread_position_labels_render_and_update`
- `MySeaCardDrawTest.test_action_btn_transitions_to_gate_view_on_hand_complete` (also: close modal before manual FLIP draws, use innerText for hidden-element text checks)
- `MySeaCardDrawTest.test_auto_drawn_slots_can_reopen_stage_modal_on_click`
- `MySeaCardDrawTest.test_form_col_renders_decks_lock_hand_del_and_reversal_pct`
- `MySeaLockHandTest.test_del_click_opens_shared_guard_portal`
- `MySeaLockHandTest.test_del_confirm_clears_hand_and_returns_to_gate_view_landing`

JS .click() is used inside `_open_spread_modal` (not Selenium .click) because the fan sub-btns spend ~0.25s mid-animation stacked at the burger centre — Selenium would hit a click-intercept by whichever sub-btn is z-topmost during the transform.

## Verification

All 1370 IT+UT green (+5 new MySeaViewTest, +1 from earlier phase 1 carry-over). 7 updated FTs green when re-run together.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-27 00:15:30 -04:00
Disco DeDisco
3ae85b962b burger sea sub-btn: wire .active = show_picker and not hand_complete (phase 1/3) — TDD
First slice of the "Sea sub-btn opens the spread modal" feature push.

## Server (apps/gameboard/views.py)

`my_sea` view now passes `sea_btn_active = show_picker and not hand_complete` in context. Picker phase w. cards still to draw → True; landing / sign-gate / hand-complete states → False. The condition mirrors the AUTO-DRAW-vs-GATE-VIEW state machine — sea_btn lights up exactly when AUTO DRAW is the live action btn, returns to inactive at the same moment AUTO DRAW becomes GATE VIEW + the deck FLIP gains .btn-disabled.

## Template (_partials/_burger.html)

`#id_sea_btn` conditionally renders the `.active` class:
```
<button id="id_sea_btn" type="button" class="burger-fan-btn{% if sea_btn_active %} active{% endif %}" ...>
```

Per the burger sub-btn CSS that landed in 894d65f, .active means opacity 1 + skip the --priRd inactive-click flash. The other 4 sub-btns (sky/earth/voice/text/...) remain inactive scaffolding for later sprints to wire one-by-one.

## Tests (apps/gameboard/tests/integrated/test_views.py)

3 new ITs on MySeaViewTest:
- `test_sea_btn_is_inactive_on_landing_phase` — fresh user / landing → no .active class.
- `test_sea_btn_is_active_on_picker_phase_with_partial_hand` — sig + 1-card MySeaDraw → .active class present.
- `test_sea_btn_returns_to_inactive_when_hand_complete` — 3-card spread w. all 3 positions drawn → hand_complete True → sea_btn back to inactive (regression guard for the GATE VIEW transition).

## Verification

All 12 MySeaViewTest green (+3 new). No JS / CSS touches — pure server + template change. Phase 2 (modal extraction + .sea-stacks relocate) + Phase 3 (--priYl glow handoff) land in follow-up commits.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 23:24:27 -04:00
Disco DeDisco
5cade51d03 my-sea gear NVM: gatekeeper + picker nav-back to table hex instead of ejecting to gameboard — TDD
User-spec'd 2026-05-26: the gear menu's NVM was always nav-backing to /gameboard/ from every my-sea state, which ejects the user one step further than they want when bailing on the gatekeeper or the spread/crucifix picker. Both should nav-back to the my-sea TABLE HEX (the landing) — one step back, not all the way out.

## templates/apps/gameboard/_partials/_my_sea_gear.html

Now takes an optional `nvm_url` context variable; falls back to `{% url 'gameboard' %}` when unset. The onclick handler reads `{{ nvm_url }}` so callers can override per-page.

## templates/apps/gameboard/my_sea.html

```
{% if show_picker %}{% url 'my_sea' as nvm_url %}{% endif %}
{% include "apps/gameboard/_partials/_my_sea_gear.html" %}
```

Picker phase → nvm_url = my_sea landing (table hex). Sign-gate + landing phases fall through to the default (gameboard) — landing's NVM = "back out of my-sea entirely", which is the existing behaviour.

## templates/apps/gameboard/my_sea_gate.html

```
{% url 'my_sea' as nvm_url %}
{% include "apps/gameboard/_partials/_my_sea_gear.html" %}
```

Gatekeeper unconditionally nav-backs to the my-sea landing.

## Tests

`apps/gameboard/tests/integrated/test_views.py`:
- `MySeaViewTest.test_gear_nvm_navs_to_gameboard_on_landing_phase` — landing NVM still goes to /gameboard/ (regression guard).
- `MySeaViewTest.test_gear_nvm_navs_to_my_sea_landing_on_picker_phase` — picker NVM goes to /gameboard/my-sea/ (seeds a non-empty hand to trigger show_picker per views.py:277's `hand_non_empty or (phase_param and show_paid_draw)` logic).
- `MySeaGateViewTest.test_gear_nvm_navs_to_my_sea_landing_not_gameboard` — gatekeeper NVM goes to /gameboard/my-sea/ (and explicitly NOT /gameboard/).

## Verification

All 1364 IT+UT green. No FTs assert the gear-menu NVM target URL (per pre-change grep) so no test fixes required there.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 22:39:26 -04:00
Disco DeDisco
ca960d1d43 my_sea.html: persist burger + bud btns across all 3 phases — TDD
Bud + burger now render unconditionally on /gameboard/my-sea/ alongside the always-on gear-btn (was sprint-6c) + base-html kit-btn. Persists through sign-gate, landing, and picker phases so the user can reach the cross-cutting menu / invite affordance from every state.

## templates/apps/gameboard/my_sea.html

3 new includes/scripts placed at the bottom of `<div class="my-sea-page">` alongside the existing `_my_sea_gear.html`:
- `_my_sea_bud_panel.html` — bud btn + slide-out (POSTs to `my_sea_invite` stub, same shape as on my_sea_gate.html)
- `_burger.html` — burger btn + fan of 5 sub-btns
- `<script src="...burger-btn.js">` — the delegated click + flash handler

All unconditional (outside the if/else nesting that branches on user_has_sig / show_picker), so they survive every phase transition.

## apps/gameboard/tests/integrated/test_views.py

3 new ITs on MySeaViewTest — one per phase:
- `test_my_sea_renders_bud_btn_and_burger_in_sign_gate_phase` (no significator)
- `test_my_sea_renders_bud_btn_and_burger_in_landing_phase` (significator set, no draw)
- `test_my_sea_renders_bud_btn_and_burger_in_picker_phase` (significator + empty MySeaDraw row + ?phase=picker)

Each asserts both `id="id_bud_btn"` + `id="id_burger_btn"`. Sign-gate phase also asserts burger-btn.js loaded.

## Verification

All 215 gameboard IT+UT green (+3 new). No JS / model touches; pure template additions.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 22:27:44 -04:00
Disco DeDisco
894d65fd6b burger sub-btns: opacity-0.6 inactive default + 2-pulse --priRd flash w. fa-ban swap on click — TDD
Adds the active/inactive distinction to the 5 burger fan sub-btns. Default state is INACTIVE (opacity 0.6, real icon visible); active conditions get wired one-by-one in later sprints as each surface matures.

## Markup (templates/apps/gameboard/_partials/_burger.html)

Each sub-btn now renders BOTH icons:
- `<i class="fa-solid fa-<real> burger-fan-icon--on">` (sky/earth/sea/voice/text)
- `<i class="fa-solid fa-ban burger-fan-icon--off">`

CSS keeps the real icon visible by default in both .active + inactive states. The fa-ban only surfaces during the .flash-inactive pulse below (icon swap is tied to the pulse class, not to inactive state per se — user-spec'd).

## SCSS (static_src/scss/_burger.scss)

- `#id_burger_btn.active ~ ... .burger-fan-btn.active { opacity: 1 }` — active sub-btn fully visible.
- `#id_burger_btn.active ~ ... .burger-fan-btn:not(.active) { opacity: 0.6 }` — inactive default.
- `.burger-fan-icon--on / --off` stacked absolute-position so the swap doesn't shift the layout box.
- `.burger-fan-btn.flash-inactive` — adds --priRd border + glow (box-shadow modeled on sig-select's SAVE SIG countdown but lighter), AND swaps to fa-ban via `.burger-fan-icon--on { display: none } / --off { display: inline-block }`.

The `#id_burger_btn` itself (the trigger btn) is explicitly NOT subject to inactive/active opacity treatment — only the sub-btns.

## JS (apps/epic/static/apps/epic/burger-btn.js)

Delegated click handler on `#id_burger_fan`: any `.burger-fan-btn` click that DOESN'T carry `.active` runs `_flashInactive(subBtn)` — 2 pulses, 180ms ON / 120ms OFF (tighter than sig-select's 600ms cadence per user spec). Active sub-btns will route to their per-feature handlers in later sprints; for now they no-op.

## Tests

- `apps/epic/tests/integrated/test_views.py::RoomBurgerBtnRenderTest::test_each_sub_btn_renders_dual_icon_for_inactive_flash_swap` — asserts `burger-fan-icon--on` + `--off` appear 5 times each (one per sub-btn). fa-ban itself isn't counted directly — `_table_positions.html` also renders fa-ban for non-starter seats — but the burger-fan-icon classes are unique to the fan.
- `static_src/tests/BurgerSpec.js` — 5 new specs under `describe("inactive sub-btn flash")`:
  - adds .flash-inactive on click
  - removes after ~180ms (first ON window)
  - re-adds after ~480ms (second ON window during the 2nd pulse)
  - settles back to default after ~800ms (full 2-pulse cycle)
  - does NOT flash when sub-btn carries .active

Uses `jasmine.clock()` for deterministic timing. Mirror-copied to `static/tests/BurgerSpec.js` for the Jasmine FT runner.

## Verification

1358 IT+UT green. Jasmine FT runs all specs (incl. the 5 new flash specs) green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 22:23:03 -04:00
Disco DeDisco
6809681e5a my_sea_gate burger; _bud_apparatus shared shell; CI #344 tray-anchor fix — TDD
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Continuation of the burger sprint into the my-sea gatekeeper + a couple companion cleanups the visual + CI runs surfaced.

## my_sea_gate.html burger

`templates/apps/gameboard/_partials/_room_burger.html` → `_burger.html` (git mv) — now lives at a non-room-scoped path since it's reused across templates. Updated room.html's include path.

`templates/apps/gameboard/my_sea_gate.html` — includes `_burger.html` + loads `burger-btn.js`. Burger renders unconditionally on the my-sea gatekeeper, same affordance as the room gatekeeper.

`apps/gameboard/tests/integrated/test_views.py::MySeaGateViewTest` — new `test_gate_view_renders_burger_btn_and_fan` IT asserts burger_btn + burger_fan + 5 sub-btns w. correct ids + burger-btn.js loaded on `/gameboard/my-sea/gate/`.

## Burger fade rule reinstated

`static_src/scss/_burger.scss` — `html.bud-open #id_burger_btn { opacity: 0; pointer-events: none; }` reinstated, scoped to landscape only. User-confirmed: even after the z-index drop the burger needs to disappear when bud_panel is open in landscape (panel + bud_ok races vs. burger pointer-events). Portrait keeps burger visible since the panel sits BELOW the burger w. no overlap.

## "friend@example.com" → "bud@example.com" placeholder

Renamed in 4 bud-panel templates + the FT asserting it:
- `templates/apps/gameboard/_partials/_my_sea_bud_panel.html`
- `templates/apps/billboard/_partials/_bud_panel.html`
- `templates/apps/billboard/_partials/_bud_invite_panel.html`
- `templates/apps/billboard/_partials/_bud_add_panel.html`
- `functional_tests/test_core_sharing.py`

"bud" matches the broader naming convention (bud_btn, my-buds, share-w.-a-bud, etc.) — `friend` was an outlier.

## _bud_apparatus.html shared shell refactor

New `templates/apps/billboard/_partials/_bud_apparatus.html` — single shared markup partial for the four bud-btn use cases. Contains btn + panel + input + OK + (optional) suggestions div + bud-btn.js script. Each of the 4 specific partials becomes a thin wrapper that `{% include %}`s the shell + renders its own `<script>bindBudBtn({...})</script>` block w. per-use-case submitUrl / onSuccess / duplicateTargetSelector.

Context vars accepted by the shell:
- `aria_label` — string for #id_bud_btn aria-label
- `sharer_name` — optional; renders `data-sharer-name=` on #id_bud_panel (post-share only)
- `include_suggestions` — bool; renders suggestions div + autocomplete script (false on my_buds where the pool == request.user.buds == nothing useful to suggest)

Per-call wrappers are now ~10-50 lines instead of 30-120 lines of duplicate markup. Behaviour is identical; only DRY-ed up.

## CI #344 tray-anchor regression fix

`apps/epic/static/apps/epic/tray.js` — `_computeBounds` in landscape used `id_gear_btn || id_kit_btn` as the bottom anchor (wrap height = anchor.top). After the burger sprint relocated kit_btn to the TOP of the right sidebar (top:0.5rem), kit_btn.top ≈ 8px → wrap.height collapsed to 8px → tray couldn't slide → `test_dragging_tray_btn_down_opens_tray_in_landscape` failed.

Fix: anchor fallback chain is now `id_burger_btn || id_bud_btn` (the new bottom-anchored btns) → `window.innerHeight - 3.5rem` reserved fallback (for pages that have neither). Burger renders unconditionally on room.html so the SIG_SELECT tray test now finds its anchor + lays out the wrap correctly.

## Verification

- IT+UT 1357 green (+1 from MySeaGateViewTest burger).
- Jasmine specs green.
- `test_dragging_tray_btn_down_opens_tray_in_landscape` green (was the CI #344 failure).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 21:57:45 -04:00
Disco DeDisco
03feaee9f2 burger z-index drop 318→314 to match .gear-btn; FT base dismiss_brief_if_present helper — TDD
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Follow-up to 3ca986f. Lands the FT fixes the burger sprint surfaced + tightens the burger's z-stack so the existing kit_btn / bud_btn / bud_panel / dialog naturally cover it on overlap (vs. the explicit opacity-fade rules the first iteration tried).

## Burger z-index drop

`static_src/scss/_burger.scss`:
- `#id_burger_btn` z 318 → 314 (matches the page-level `.gear-btn` z). Below kit_btn + bud_btn (318), bud_panel (317), kit_bag_dialog (316) — so every overlapping surface visually covers the burger when it appears. The earlier `html.bud-open #id_burger_btn { opacity: 0 }` + `html:has(#id_kit_bag_dialog[open]) #id_burger_btn { opacity: 0 }` rules are now redundant + deleted.
- `#id_burger_fan` z 317 → 313 (stays just below burger so burger remains clickable when fan is open).

`static_src/scss/_game-kit.scss`:
- `#id_kit_bag_dialog` z 319 → 316 (reverts an earlier iteration that bumped it above burger). 316 keeps the dialog BELOW kit_btn + bud_btn so those stay visible + clickable when dialog opens — user re-clicks kit_btn to close. Resolves "kit btn disappears when dialog open" reported on iPad portrait.

`static_src/scss/_bud.scss`:
- `html.bud-open #id_kit_btn { opacity: 0 }` now wrapped in `@media (orientation: portrait)`. In landscape kit_btn lives at the TOP of the right sidebar + bud_panel sits at the BOTTOM — no visual conflict, kit stays visible.

## FT base — dismiss_brief_if_present()

`functional_tests/base.py`:
- New helper on both `FunctionalTest` + `ChannelsFunctionalTest`:
  ```python
  def dismiss_brief_if_present(self, banner_selector=".note-banner", browser=None):
  ```
- Removes any matching Brief banner from the DOM via `execute_script`. No-op if absent. Default selector matches every Brief shape; pass a specific selector to target one kind. DOM-removal rather than NVM-click bypasses the dismiss_url POST flow that some Briefs (FREE/PAID DRAW) wire up — use this when the test cares about the page state AFTER a Brief, not the dismissal mechanics.

## FT — test_trinket_coin_on_a_string.py

Two methods (`test_coin_deposit_unequips_from_kit_bag_and_fills_one_slot`, `test_coin_in_use_game_kit_shows_room_attribution_and_btn_disabled`) updated:

1. `self.dismiss_brief_if_present()` right after `wait_for(id_game_kit)`. `coin@test.io` is created fresh w/o a significator, so the `_my_sea_sign_gate_brief.html` auto-spawns on `/gameboard/` + intercepts the create-game btn click. Dismissing the banner clears the runway.

2. `self.wait_for(... dialog.rect["width"] > 50 ...)` after `kit_btn.click()` + before interacting w. tokens inside the dialog. The landscape kit_bag_dialog animates `max-width 0 → 5rem` over 0.25s; the existing wait_for(find_token).click() found the COIN .token in the DOM immediately + raced the animation — Selenium's scrollIntoView fails on a 0-width container. Waiting for the rect to widen past 50px (≈ 3rem) confirms layout has rendered.

## Verification

- All 4 previously-failing FTs from the burger sprint re-run green:
  - CarteBlanche.test_carte_blanche_equip_and_multi_slot_gatekeeper (was flaking; passed on retry — pre-existing tooltip-population race, not in scope)
  - CoinOnAString.test_coin_deposit_unequips_from_kit_bag_and_fills_one_slot
  - CoinOnAString.test_coin_in_use_game_kit_shows_room_attribution_and_btn_disabled
  - GatekeeperTest.test_second_gamer_drops_token_into_open_slot
- IT+UT suite still 1356 green (no touches to model/view code).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 21:39:36 -04:00
Disco DeDisco
3ca986fb45 room.html burger btn + 5-fan; universal landscape btn refactor; kit_bag_dialog vertical bar — TDD
Major feature push staging room.html for sprint A.8 — adds the burger btn + fan-of-five sub-btns affordance, then rotates the whole landscape btn layout to make room for it. The landscape refactor is universal (not .room-page-scoped) so every page that hosts these btns reads consistently.

## Burger btn + fan-of-five (room.html only)

`templates/apps/gameboard/_partials/_room_burger.html` (NEW) — `#id_burger_btn` (.fa-burger) + `#id_burger_fan` containing 5 sub-btns: `#id_voice_btn` (headset), `#id_sky_btn` (cloud), `#id_earth_btn` (earth-americas), `#id_sea_btn` (bridge-water), `#id_text_btn` (keyboard). Pure scaffolding — no click handlers in this sprint; wire-up lands later as each surface matures.

`apps/epic/static/apps/epic/burger-btn.js` (NEW) — toggle `.active` on click; Escape + click-outside close; opening burger auto-closes the kit dialog (`#id_kit_bag_dialog`) + the bud slide-out panel (`html.bud-open`) by dispatching a click to the owning btn (routes through that btn's own toggle/close path — no fetch on close). `bindBurger()` returns an `AbortController` so test code (+ any future re-bind callers) can detach all listeners cleanly via `ac.abort()`.

`static_src/scss/_burger.scss` (NEW) — burger sits parallel to gear-above-kit but on the bud-side. Portrait: bottom:4.2rem; left:0.5rem (above #id_bud_btn). Landscape: bottom:0.5rem; right:4.2rem (to the LEFT of #id_bud_btn). Fan is a CSS radial menu w. each sub-btn's `--angle = --base + --i * 30deg`. Portrait `--base: 0deg` (arc 12→4 o'clock), landscape `--base: -90deg` (arc 9→1 o'clock). Sub-btn radius `--r: 7.75rem`. Indices: voice=0, sky=1, earth=2, sea=3, text=4 (user-spec'd clockwise order).

room.html includes the partial + the script; the burger renders unconditionally regardless of `gate_status` / `table_status`.

## Universal landscape btn refactor

Sprint replaces the prior centred-in-sidebar landscape arrangement w. a kit-at-top + bud-at-bottom + gear/burger as horizontal partners. Applies to every page in landscape (was scoped to .room-page in the first iteration).

`_game-kit.scss` — kit_btn landscape moves to top:0.5rem; right:0.5rem (was bottom:0.5rem centred in sidebar). The 0.5rem right literal (not the calc((--sidebar-w - 3rem)/2)=1rem) produces a 0.7rem edge-to-edge gap w. gear at right:4.2rem — matching the portrait gear-above-kit gap exactly.

`_bud.scss` — bud_btn landscape moves to bottom:0.5rem; right:0.5rem (was top:0.5rem centred in sidebar). Same 0.5rem literal as kit_btn. bud_panel #id_recipient relocates to bottom:0.5rem (was top:0.5rem) + transform-origin flips to right center. .bud-suggestions rise upward from above the panel (bottom:4rem) instead of dropping from below.

`_applets.scss` — .gear-btn landscape moves to top:0.5rem; right:4.2rem (was centred bottom:3.95rem). All applet menus anchor at top:2.6rem; right:4.2rem (beneath the gear's leftward arc) extending DOWN-LEFT into the viewport. #id_room_menu joins the shared portrait position list (was bespoke in _room.scss).

`_room.scss` — bespoke #id_room_menu rule deleted entirely. The menu now inherits %applet-menu + the shared portrait position list — same chrome + behaviour as #id_post_menu / #id_billscroll_menu. Earlier iteration tried flex-direction:row in landscape; reverted per user request — "lose all scss specificity" wins.

`_card-deck.scss` — obsolete `#id_room_menu { right: 2.5rem; }` override in the XL+landscape block deleted. Was a same-specificity hack to beat _applets.scss's old centred position; no longer needed w. the consolidated rule.

## kit_bag_dialog vertical bar in landscape

`_game-kit.scss` — when open in landscape, dialog covers the right sidebar (top:0; bottom:0; right:0; width: var(--sidebar-w)). Slides in from off-viewport right by animating max-width 0 → var(--sidebar-w). Opaque bg (rgba(--priUser, 1) — was 0.97). z-index: 319 (above burger at 318) so it lands in front of the burger btn when open. Top-edge border → left-edge border.

Inner content flips to `flex-direction: column-reverse` so DOM order Deck→Dice→Trinket→Tokens paints visually bottom→top. .kit-bag-section also column-reverse → icon row above label. .kit-bag-label drops vertical-rl + the rotate(180deg) scaleX(1.3) transform, reads horizontally. .kit-bag-row--scroll flips to column + overflow-y for the Tokens scrollable row.

`game-kit.js attachTooltip()` — 2-axis tooltip clamp matching sky-wheel.js + wallet.js's pattern. Horizontal: left edge stays within [1rem, viewport-ttW-1rem]. Vertical: prefer ABOVE the element; flip BELOW when tooltip is too tall to fit above (e.g. landscape kit bar w. Tokens row near top). Resets top/bottom on mouseleave so next show measures fresh.

## Tests

`apps/epic/tests/integrated/test_views.py` (+1 class, 6 ITs) — RoomBurgerBtnRenderTest: burger_btn renders, fan container renders, 5 sub-btns w. correct ids, icons match spec, burger-btn.js loaded, burger persists thru table_status.

`static_src/tests/BurgerSpec.js` (NEW, 19 Jasmine specs) — bindBurger() returns AbortController; click toggle; Escape close; click-outside close; opening burger closes kit dialog + bud panel when set; AbortController teardown removes listeners.

All 1356 IT+UT green (+6 new from RoomBurgerBtnRenderTest, was 1350). Jasmine suite green (was 220-something specs, +19 BurgerSpec).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 20:40:33 -04:00
Disco DeDisco
3ad372bc36 FT fix CI #342: seed log_tax_debit in test_saved_draw_renders_brief_banner — @taxman ledger sprint left the FT stale
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CI pipeline #342 surfaced two errors, both on the same selector failure path:

1. `test_saved_draw_renders_brief_banner_with_next_free_draw_timestamp` (test_game_my_sea.py:1233) — DEFINITELY caused by my @taxman ledger sprint (f44a282). The Brief banner on /gameboard/my-sea/ is now server-driven via the `free_draw_brief_payload` context var, which `my_sea_lock` emits via `log_tax_debit` on the first card of a cycle. This FT bypasses `my_sea_lock` by ORM-creating the MySeaDraw row (`_save_draw_for_user` helper) — no tax-debit emitted, no payload, no banner, selector fails. Fix: explicitly call `log_tax_debit(self.gamer, "free_draw_locked")` after the ORM seed, mirroring what `my_sea_lock` would have done in the real flow. Kept the seed scoped to test 3 only (the only test that asserts the Brief); the other tests using `_save_draw_for_user` (picker phase, saved hand slots, DEL portal, etc.) don't need it.

2. `test_carte_blanche_equip_and_multi_slot_gatekeeper` (test_trinket_carte_blanche.py:82) — selector for `.my-sea-sign-gate-brief` (added in `a133a9c` per polish-9 race fix) fails ONLY in the CI batched run, NOT in isolation (3× local runs pass, including running the full carte test class). The most likely chain: the my_sea FT above fails alphabetically FIRST in the batch, raises NoSuchElement after the 10s wait_for timeout. That can leave the test runner / geckodriver / Firefox in a transient bad state that the next test (carte blanche) inherits. Common signature for this kind of CI-only cascade w. one root cause: fix the upstream test, downstream clears too.

Local sweep: the my_sea fix in isolation passes (12.881s); the full carte class passes (34.456s, 3 tests). Expectation: CI pipeline #343 will clear both errors w. this one-line fix.

If carte still fails on the next CI run after the my_sea fix lands, the next step is to inspect the CI screendump for the carte failure (not synced to local) to see what state the page was actually in.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 18:19:11 -04:00
Disco DeDisco
c84b3ba9f3 .btn font-family: explicit Segoe UI / system-ui stack — kills the Firefox UA-default inheritance trap
User reported the Firefox inspector "consistently said Georgia but renders sans-serif" on .btn-primary buttons (CONT GAME, OK, etc.). Root cause: Firefox's UA stylesheet sets a hard font-family on `<button>` elements that overrides any inherited body font, but the inspector's computed-style panel reports the inherited value (Georgia from `body`) and silently masks the UA override. On Windows that UA default is Segoe UI — which the user had grown accustomed to.

Fix: explicit `font-family: "Segoe UI", system-ui, sans-serif;` on `.btn` in `_button-pad.scss:11`. Three benefits:
- Inspector + render now agree (no more "lies about Georgia").
- Cross-OS uniformity: Windows → Segoe UI, macOS w. Office → Segoe UI, otherwise system-ui → San Francisco, Linux → OS UI font, last-ditch sans-serif.
- Kills the `<a class="btn">` vs `<button class="btn">` typeface split flagged in [[feedback-btn-vs-anchor-font-family]] (anchors used to render serif via inheritance, buttons sans-serif via UA default — both now render Segoe regardless of element).

Memory update: `feedback_btn_vs_anchor_font_family.md` rewritten — the "prefer <button> over <a> for typeface consistency" rule is OBSOLETE; element choice is now purely semantic (button for actions, anchor for navigation, form for POSTs). The iter-6b form-wrap SCSS-pin trap stays valid + carries over.

No tests needed — pure visual / cross-OS rendering change.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 18:03:05 -04:00
Disco DeDisco
4ddc0f810c sprint A.8 gatekeeper: token deposit ↔ withdraw redact-pair on the room scroll — TDD
User-spec 2026-05-26 sprint A.8 push into room.html — first thread: symmetric "redact-and-replace" logging in the gatekeeper, mirroring how Sig Select already does it for embody/disembody. The deposit path already recorded SLOT_FILLED on the room scroll, but the return/release paths emitted nothing — so the user could withdraw a token without any provenance trail. Now every state transition records a new GameEvent AND marks its most-recent unretracted counterpart as `data.retracted=True`, which the existing scroll template renders strikethrough + Redact-tagged.

Drama (apps/drama/models.py):
- Unified withdraw prose. SLOT_RETURNED + SLOT_RELEASED now both render as "withdraws {poss} {token} from slot {#}." (mirrors SLOT_FILLED's "deposits a {token} for slot {#} (expires in N days).") so the redact-pair reads as a clean visual mirror in the scroll. Token-display + slot-number fields match the deposit event's shape. The verb distinction stays in the data layer (SLOT_RETURNED = full token return, SLOT_RELEASED = per-slot CARTE release without surrendering the CARTE itself); the prose collapses to one shape so the user sees consistency.

Epic views (apps/epic/views.py):
- New `_retract_prior_event(room, actor, verbs, slot_number=None)` helper centralizes the redact-pair pattern that was inlined three times in sig_ready. Takes a verb tuple so a deposit can retract either SLOT_RETURNED or SLOT_RELEASED (both represent a withdraw of the slot in question). No-op if no matching unretracted prior exists. Slot-number filter via `data__slot_number` so multiple deposits from the same actor (different slots) don't shadow each other.
- `confirm_token` (deposit) — both paths (CARTE per-slot + non-CARTE confirmation) now call _retract_prior_event(SLOT_RETURNED|SLOT_RELEASED) before recording the new SLOT_FILLED. Re-deposit after a withdraw strikes the prior withdraw entry.
- `return_token` (CARTE full return) — snapshots the affected slot_numbers BEFORE the bulk update so each gets its own retract + SLOT_RETURNED record. Per-slot symmetry confirmed w. user: a 6-slot CARTE return produces 6 new "withdraws" entries + the corresponding 6 deposits become strikethrough.
- `return_token` (non-CARTE single-slot return) — emits SLOT_RETURNED + retracts prior SLOT_FILLED only when the slot was FILLED (was_filled guard); a RESERVED→EMPTY cancel never recorded a SLOT_FILLED, so no redact-pair fires.
- `release_slot` (per-slot CARTE release without surrendering CARTE) — emits SLOT_RELEASED + retracts the prior SLOT_FILLED on that slot.

Tests:
- `apps/drama/tests/integrated/test_models.py`: two existing prose UTs updated to assert the new unified withdraw shape (token + slot + pronoun) instead of the legacy "withdraws from the gate" / "releases slot N" wordings.
- `apps/epic/tests/integrated/test_token_redact_pair.py` (NEW, 10 ITs):
  - `TokenWithdrawRedactPairTest` (4) — non-CARTE return emits SLOT_RETURNED, retracts prior SLOT_FILLED, renders w. unified prose, NO entry for RESERVED-only cancels.
  - `TokenRedepositAfterWithdrawTest` (2) — confirm_token after a prior withdraw retracts the prior SLOT_RETURNED and the new SLOT_FILLED starts unretracted.
  - `CarteFullReturnPerSlotRedactPairTest` (2) — 3-slot CARTE return emits 3 SLOT_RETURNED entries (one per slot); each slot's prior SLOT_FILLED gets retracted.
  - `ReleaseSlotRedactPairTest` (2) — per-slot release emits SLOT_RELEASED + retracts that slot's SLOT_FILLED.

Existing scroll template (`templates/core/_partials/_scroll.html`) needs no change — `event.struck` already drives `data-label="{redact|frame}"` + the `.struck` strikethrough class. CSS already in place in `_billboard.scss:430-433`. The Frame/Redact filter checkbox in `templates/apps/billboard/scroll.html` already toggles visibility per label w. localStorage persistence per room.

Pre-existing in `git status`, bundled per project commit-everything rule:
- `static_src/scss/_button-pad.scss` — single blank-line whitespace tweak (no semantic change).

All 1350 IT+UT green (1340 before + 10 new).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 17:55:26 -04:00
Disco DeDisco
c0f4711589 my_sea AUTO DRAW: flash FLIP btn per-card for monodecks too — fall back to --single stack
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User-spec 2026-05-26 PM: "AUTO DRAW on my_sea.html, when featuring gravity and levity decks, displays the FLIP .btn-reveal atop each card just before the next dealt card appears in the next card slot. Can you update the monodeck AUTO DRAW animation sequence to feature this FLIP .btn-reveal every time the AUTO DRAW runs here too?"

`placeNext` (inside `_autoDraw` in the my_sea.html inline IIFE) was querying `.sea-deck-stack--levity` / `.sea-deck-stack--gravity` only — polarized decks (Earthman) render those stacks + flash their FLIP btn between dealt cards via `_showOk(stack)`. Monodecks (Minchiate, RWS) render only `.sea-deck-stack--single`, so the polarity-keyed query returned null and the per-card FLIP-flash never fired.

One-line fix: `|| picker.querySelector(".sea-deck-stack--single")` fallback after the polarity-keyed query. `_showOk` + `_hideOk` already operate uniformly on whatever stack is passed in (the `.sea-stack-ok` btn renders identically in both template branches), so no other changes needed.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 16:42:56 -04:00