Files
python-tdd/src/static_src/scss
Disco DeDisco b76d3c5dff My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).

Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.

Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:32 -04:00
..
post.html: gear-btn + #id_post_menu (NVM / DEL / BYE) mirror room.html's #id_room_menu — all Posts get the gear w. NVM (→ billboard:my_posts); user-Posts (kind=USER_POST / SHARE_INVITE) additionally surface DEL for the author (POST → billboard:delete_post → hard-deletes the Post; cascades Lines via FK + clears shared_with M2M) and BYE for invitees (POST → billboard:abandon_post → removes request.user from post.shared_with; owner + other invitees keep the thread); admin-Posts (kind=NOTE_UNLOCK) intentionally render gear w. NVM only since the system thread isn't user-owned (defence-in-depth: both delete_post + abandon_post no-op on NOTE_UNLOCK so a forged POST can't bypass the menu's branch); _post_gear.html partial gates DEL/BYE on viewer_is_owner (set by view_post since the buds sprint) + post.kind, then includes the shared apps/applets/_partials/_gear.html btn; styling rides the existing applets.scss page-level pattern — .post-page joins .billboard-page / .room-page / .dashboard-page / .wallet-page / .gameboard-page / .billscroll-page in the > .gear-btn { position: fixed; bottom: 4.2rem; right: 0.5rem } rule (and the landscape footer-sidebar centred variant), #id_post_menu joins the %applet-menu extension list + the page-level fixed-menu rule (bottom: 6.6rem; right: 1rem); 5 FTs in test_bill_post_gear.py (owner DEL flow, invitee BYE flow, 3 menu-shape assertions for owner/invitee/admin) + 11 ITs across DeletePostViewTest + AbandonPostViewTest (302 redirect target, side effect, GET-is-no-op, non-owner / non-invitee / NOTE_UNLOCK protection) — TDD
2026-05-12 22:26:12 -04:00
applet rows: hover + click-lock highlight on every .applet-list-entry.row-3col (My Posts / My Buds / My Notes / My Scrolls / My Games) — bg shifts to --secUser, title to --quiUser (overriding the inherited --terUser link color + stripping the text-shadow the global .applet-list-entry a:hover rule had been baking in), body + ts cells come up from their dimmed 0.6 / 0.5 opacity to full --priUser so the dim middle/right cols pop against the --secUser fill; new apps/applets/static/apps/applets/row-lock.js IIFE module owns the touch-persistence state machine (single _lockedRow ref, .row-locked class toggle): clicking a row not currently locked → locks (clearing any prior lock); clicking the locked row again → unlocks; clicking another row → moves the lock to the new row; clicking anywhere not inside a .row-3col → clears the lock — mirrors the note-page notes-locked click-lock state machine but lighter (no DON/DOFF, no greeting swap, no fetch), one document-level click listener bound once via _bound re-entry guard so beforeEach _init() calls in specs don't pile up handlers; loaded globally via base.html next to applets.js since the rows render on both /billboard/ + /gameboard/; padding-inline 0.5rem + border-radius 0.25rem on the row container shrinks the highlight to a chip shape so hovered rows don't bleed all the way to the applet box edge; 6 Jasmine specs in RowLockSpec.js cover the four state-machine transitions + the "child element of row still locks the parent row" affordance (since the user can tap the body cell text, not just the title link) + the "only one row carries .row-locked at a time" invariant; SpecRunner.html updated (both static_src + the static/ runtime mirror the FT reads from per the project's static-src→static copy discipline) — TDD
2026-05-13 00:27:39 -04:00
.bud-duplicate-flash: auto-ease-out 3s after FYI + palette swap — note.js's Brief.showDuplicateBanner FYI handler now setTimeout(() => target.classList.remove('bud-duplicate-flash'), 3000) after the .add(); the existing transition: color 600ms ease, text-shadow 600ms ease rule on the class already covered the ease-in (default → flash), so the same rule now also covers the ease-out (flash → default) when the class drops — net behaviour: tap FYI → flash peaks → flash visibly fades back to the default text styling over ~600ms after a 3s hold, instead of persisting til page refresh; palette keys swapped per user steer — color: var(--terUser); text-shadow: var(--ninUser)color: var(--ninUser); text-shadow: var(--terUser), so the highlight reads as a lighter handle w. a gold glow rather than a gold handle w. a light glow, matching the duplicate-guard spec the user re-aligned on; affects all three flash targets uniformly (.bud-entry .bud-name on /billboard/my-buds/, .post-recipient on post.html share-flow, .gate-slot.filled on the gatekeeper invite-flow) since they all flow through the same _bud.scss .bud-duplicate-flash selector + the same Brief.showDuplicateBanner JS handler; new Jasmine spec D7b in NoteSpec.js uses jasmine.clock().install() + clock().tick(3001) to fast-forward past the dismiss window + assert the class is gone (existing D7 still pins the immediate-after-FYI peak state); existing FTs (test_bill_my_buds.test_re_add_existing_bud_shows_already_present_brief… + test_core_bud_btn duplicate-guard FTs) still green because they assert immediately after the FYI click (well inside the 3s hold) — TDD
2026-05-13 00:43:03 -04:00
btn-primary label renames + stage-card polarity color refinements — two interleaved threads from one session, committing together since both touch sig + sea stage cards ; LABEL RENAMES: PICK SIGS → SCAN SIGS (room.html #id_pick_sigs_btn), PICK SKY → CAST SKY (room.html #id_pick_sky_btn × 2), PICK SEA → DRAW SEA (room.html #id_pick_sea_btn), TAKE SIG → SAVE SIG (sig-select.js _takeSigBtn.textContent × 2 callsites + section comment) — Element IDs (id_pick_sky_btn etc.), URL names (epic:pick_sigs, epic:pick_sky), and Python state enums (TableStatus.PICK_SKY, PICK_SEA, SIG_SELECT) intentionally retained as stable identifiers; the renamed text is purely the .btn-primary user-facing label ; FT + IT mentions of the old labels swept in test_game_room_select_{sig,sky,sea,role}.py, test_billboard.py, setup_sea_session.py mgmt cmd, apps/epic/{views,utils,models,tasks,tests/integrated/test_views}.py, SigSelectSpec.js, sky_overlay/sea_overlay/dashboard/sky.html, _card-deck.scss, _sky.scss — all docstring/comment references updated for cascade-grep cleanliness ; STAGE-CARD COLOR + CLASS REFINEMENTS (earlier in session): sig-stage card text colour split per polarity — gravity gets --terUser on .fan-card-name + .fan-card-reversal-{name,qualifier} + .sig-qualifier-{above,below}, levity gets --quiUser on the same five slots; all selectors prefixed w. .sig-stage-card to match the 0,4,0 specificity of the default .sig-stage .sig-stage-card .fan-card-face .sig-qualifier-* rule (without the prefix the polarity overrides lose the cascade — .sig-qualifier-below was visibly stuck on the default --quiUser) ; .stat-face-label gets polarity-inverse colours — gravity stat-block bg is --secUser (opposite of card's --priUser) so the label takes --quiUser to stay legible; levity is the symmetric flip (label = --terUser on --priUser stat-block bg) ; levity card title/qualifier drop-shadow swapped from rgba(0,0,0,…) → rgba(255,255,255,…) — dark drop reads as harsh smudge against the inverted-frame levity --secUser bg; applied to both sig-overlay[data-polarity="levity"] stage card AND sea-stage--levity via $_sea-title-shadow-levity (former shared $_sea-title-shadow split into per-polarity {levity,gravity} variants) ; reversal-face class/content alignment so each .fan-card-reversal-* class always carries its semantic content — DOM order per arcana type controls visual layout after the 180° SPIN (DOM-second appears visually on top): Major → title in .fan-card-reversal-name @ DOM-second (visually top after spin), qualifier in .fan-card-reversal-qualifier @ DOM-first; Non-major → title in .fan-card-reversal-name @ DOM-first (visually bottom after spin), qualifier in .fan-card-reversal-qualifier @ DOM-second (preserves the original "qualifier word reads first after spin" layout for Middle/Minor arcana — e.g. "Relieving / Eight of Crowns" not "Eight of Crowns / Relieving") ; _tarot_fan.html renders per-arcana DOM order directly (Django template branches handle both layouts); sig + sea overlays render a fixed two-<p> skeleton (one DOM order) so stage-card.js's populator dynamically rewrites the two <p>s' className per arcana — Major/override branch flips DOM-second to .fan-card-reversal-name + content, DOM-first to .fan-card-reversal-qualifier; non-major branch keeps DOM-first as .fan-card-reversal-name + title, DOM-second as .fan-card-reversal-qualifier + reversalQualifier-or-polarity-fallback ; SigSelectSpec.js + SeaDealSpec.js fixtures + Major reversed-face assertion updated for the new semantic — TDD
2026-05-18 00:25:10 -04:00
tray apparatus scales w. fluid rem; sig-select 9×2 middling breakpoint — $handle-exposed was 48px fixed while #id_tray_btn is 3rem, so on big-rem viewports (clamp(14px, 2.4vmin, 22px) → up to 22px on tall screens, btn=66) the btn's flex parent (#id_tray_handle) shrank the btn from 66×66 → 48×66 via default flex-shrink:1 in portrait (elongated tall ellipse), and in landscape the btn overflowed the 48px-tall handle vertically (extending 9px past viewport top in closed state); fix: $handle-exposed: 3rem matches the btn so it fills the exposed area at every rem; $handle-rect-h: 4.5rem (was 72px) gives the visible rail thickness a touch of breathing room around the btn at every scale; landscape rules in the same partial that hard-coded 48px / 72px (#id_tray_handle { height: 48px }, #id_tray_grip { bottom: calc(48px/2 - 0.125rem); width: 72px }) now reference the variables so they track in sync — tray.js _computeBounds() swapped from _btn.offsetWidth/Height_handle.offsetWidth/Height for the same reason: even with the SCSS fix, measuring the btn would re-introduce the offset when btn and handle drift (which they shouldn't now, but the handle is the layout-defining element so measure it directly); id_kit_btn added as fallback for id_gear_btn (which no longer renders on the room page) so the open-state landscape wrap height anchors to the bottom-right kit btn instead of the full viewport — id_tray_handle cached on the module via _handle ref alongside _btn and cleared in reset() ; sig-select grid jumped straight from 6 cols (narrow landscape) → 18 cols × 3rem at min-width: 900px, but 18×3rem + 7rem modal margins needs ~1376px to clear at rem=22 so the cards spilled off the sides on common 1280-wide laptops + the previous-era 9×2 middling layout had simply been dropped; new cascade in _card-deck.scss mirrors the comment's documented intent: 6 cols default landscape (row layout, stage beside grid) → 9 cols × 3rem at min-width: 900px (column layout, stage above grid) → 18 cols × 3rem at min-width: 1400px → 18 × 5rem at min-width: 1800px (unchanged) — verified in Claudezilla across iphone-14 portrait (rem=14, btn=42 square, handle right edge at viewport right), 816×826 portrait near-landscape (rem=19.6, btn=58.75 square no longer elongated), 1149×751 landscape mid (rem=18, btn=54 square at viewport top, 9×2 grid), 1789×1111 desktop XL (rem=22, btn=66 square at viewport top, 18×1 grid)
2026-05-17 23:21:02 -04:00