generated from nhcarrigan/template
feat: debug panel with force unlocks and hard reset (#65)
## Summary - Adds a new **Debug** tab to the game UI with two self-service tools for players with broken save state - **Force Unlocks**: scans the player's save and grants any zones, quests, bosses, and exploration areas they've earned but that are still locked — shows a breakdown of what was unlocked (or reports nothing needed fixing) - **Hard Reset**: wipes progress back to a fresh save (preserving lifetime stats), guarded behind a confirmation modal to prevent accidental clicks ## Files added - `apps/api/src/routes/debug.ts` — two POST endpoints (`/force-unlocks`, `/hard-reset`) - `apps/web/src/components/game/debugPanel.tsx` — the Debug tab UI - `apps/web/src/components/ui/confirmationModal.tsx` — reusable confirmation modal ## Files modified - `apps/api/src/index.ts` — registers the debug router - `packages/types/src/interfaces/api.ts` — adds `ForceUnlocksResponse` type - `packages/types/src/index.ts` — exports the new type - `apps/web/src/api/client.ts` — adds `forceUnlocks()` and `debugHardReset()` API calls - `apps/web/src/context/gameContext.tsx` — wires both functions into game context - `apps/web/src/components/game/gameLayout.tsx` — adds the Debug tab - `apps/web/src/styles.css` — styles for action buttons, cards, result messages, and confirmation modal ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #65 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #65.
This commit is contained in:
@@ -13,6 +13,7 @@ import { apotheosisRouter } from "./routes/apotheosis.js";
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import { authRouter } from "./routes/auth.js";
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import { bossRouter } from "./routes/boss.js";
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import { craftRouter } from "./routes/craft.js";
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import { debugRouter } from "./routes/debug.js";
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import { exploreRouter } from "./routes/explore.js";
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import { frontendRouter } from "./routes/frontend.js";
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import { gameRouter } from "./routes/game.js";
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@@ -35,6 +36,7 @@ app.use(
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);
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app.route("/about", aboutRouter);
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app.route("/debug", debugRouter);
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app.route("/fe", frontendRouter);
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app.route("/auth", authRouter);
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app.route("/game", gameRouter);
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@@ -0,0 +1,441 @@
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/**
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* @file Debug routes for administrative player state corrections.
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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/* eslint-disable max-lines-per-function -- Route handlers require many steps */
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/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
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import { createHmac } from "node:crypto";
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import { Hono } from "hono";
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import { defaultBosses } from "../data/bosses.js";
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import { defaultExplorations } from "../data/explorations.js";
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import { initialGameState } from "../data/initialState.js";
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import { defaultQuests } from "../data/quests.js";
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import { currentSchemaVersion } from "../data/schemaVersion.js";
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import { defaultZones } from "../data/zones.js";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { logger } from "../services/logger.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type { GameState } from "@elysium/types";
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/**
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* Computes the HMAC-SHA256 of data using the given secret.
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* @param data - The data string to sign.
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* @param secret - The HMAC secret key.
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* @returns The hex-encoded HMAC digest.
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*/
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const computeHmac = (data: string, secret: string): string => {
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return createHmac("sha256", secret).update(data).
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digest("hex");
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};
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/**
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* Unlocks any zones whose required boss and quest conditions are satisfied.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of zones that were unlocked.
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*/
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const applyZoneUnlocks = (state: GameState): number => {
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let count = 0;
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for (const zoneDefinition of defaultZones) {
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const zoneInState = state.zones.find((z) => {
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return z.id === zoneDefinition.id;
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});
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if (!zoneInState || zoneInState.status !== "locked") {
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continue;
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}
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const requiredBossDefeated
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= zoneDefinition.unlockBossId === null
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|| state.bosses.some((b) => {
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return b.id === zoneDefinition.unlockBossId && b.status === "defeated";
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});
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const requiredQuestCompleted
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= zoneDefinition.unlockQuestId === null
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|| state.quests.some((q) => {
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return (
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q.id === zoneDefinition.unlockQuestId && q.status === "completed"
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);
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});
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if (requiredBossDefeated && requiredQuestCompleted) {
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zoneInState.status = "unlocked";
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count = count + 1;
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}
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}
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return count;
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};
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interface QuestUnlockCheck {
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questId: string;
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zoneId: string;
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prerequisiteIds: Array<string>;
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state: GameState;
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completedQuestIds: Set<string>;
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}
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/**
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* Determines whether a quest should be made available given the current state.
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* @param options - The options for the quest unlock check.
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* @param options.questId - The ID of the quest to check.
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* @param options.zoneId - The zone the quest belongs to.
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* @param options.prerequisiteIds - The quest IDs that must be completed first.
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* @param options.state - The current game state.
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* @param options.completedQuestIds - Set of already-completed quest IDs.
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* @returns True when the quest should be unlocked.
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*/
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const shouldUnlockQuest = ({
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questId,
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zoneId,
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prerequisiteIds,
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state,
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completedQuestIds,
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}: QuestUnlockCheck): boolean => {
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const questInState = state.quests.find((q) => {
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return q.id === questId;
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});
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if (!questInState || questInState.status !== "locked") {
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return false;
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}
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const zoneInState = state.zones.find((z) => {
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return z.id === zoneId;
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});
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if (!zoneInState || zoneInState.status === "locked") {
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return false;
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}
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return prerequisiteIds.every((id) => {
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return completedQuestIds.has(id);
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});
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};
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/**
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* Makes available any quests whose zone is unlocked and prerequisites are met.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of quests that were made available.
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*/
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const applyQuestUnlocks = (state: GameState): number => {
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let count = 0;
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const completedQuestIds = new Set(
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state.quests.
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filter((q) => {
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return q.status === "completed";
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}).
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map((q) => {
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return q.id;
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}),
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);
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for (const questDefinition of defaultQuests) {
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if (
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!shouldUnlockQuest({
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completedQuestIds: completedQuestIds,
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prerequisiteIds: questDefinition.prerequisiteIds,
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questId: questDefinition.id,
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state: state,
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zoneId: questDefinition.zoneId,
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})
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) {
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continue;
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}
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const questInState = state.quests.find((q) => {
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return q.id === questDefinition.id;
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});
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 4 -- @preserve */
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if (questInState) {
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questInState.status = "available";
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count = count + 1;
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}
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}
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return count;
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};
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interface BossUnlockCheck {
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bossId: string;
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previousBossId: string | undefined;
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isFirstInZone: boolean;
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prestigeRequirement: number;
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state: GameState;
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prestigeCount: number;
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}
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/**
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* Determines whether a boss should be made available given the current state.
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* @param options - The options for the boss unlock check.
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* @param options.bossId - The ID of the boss to check.
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* @param options.previousBossId - The ID of the previous boss in the zone.
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* @param options.isFirstInZone - Whether this boss is the first in its zone.
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* @param options.prestigeRequirement - The prestige level required for this boss.
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* @param options.state - The current game state.
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* @param options.prestigeCount - The player's current prestige count.
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* @returns True when the boss should be made available.
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*/
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const shouldUnlockBoss = ({
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bossId,
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previousBossId,
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isFirstInZone,
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prestigeRequirement,
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state,
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prestigeCount,
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}: BossUnlockCheck): boolean => {
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const bossInState = state.bosses.find((b) => {
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return b.id === bossId;
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});
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if (!bossInState || bossInState.status !== "locked") {
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return false;
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}
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if (prestigeRequirement > prestigeCount) {
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return false;
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}
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if (isFirstInZone) {
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return true;
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}
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 3 -- @preserve */
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if (previousBossId === undefined) {
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return false;
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}
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const previousBossInState = state.bosses.find((b) => {
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return b.id === previousBossId;
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});
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return previousBossInState?.status === "defeated";
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};
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/**
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* Makes available any bosses that should be accessible based on zone status
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* and sequential defeat order within each zone.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of bosses that were made available.
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*/
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const applyBossUnlocks = (state: GameState): number => {
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let count = 0;
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const prestigeCount = state.prestige.count;
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for (const zoneDefinition of defaultZones) {
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const zoneInState = state.zones.find((z) => {
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return z.id === zoneDefinition.id;
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});
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if (!zoneInState || zoneInState.status === "locked") {
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continue;
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}
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const bossesInZone = defaultBosses.filter((b) => {
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return b.zoneId === zoneDefinition.id;
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});
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for (let index = 0; index < bossesInZone.length; index = index + 1) {
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const bossDefinition = bossesInZone[index];
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 3 -- @preserve */
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if (!bossDefinition) {
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continue;
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}
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const previousBossDefinition = bossesInZone[index - 1];
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const unlock = shouldUnlockBoss({
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bossId: bossDefinition.id,
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isFirstInZone: index === 0,
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prestigeCount: prestigeCount,
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prestigeRequirement: bossDefinition.prestigeRequirement,
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previousBossId: previousBossDefinition?.id,
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state: state,
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});
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if (unlock) {
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const bossInState = state.bosses.find((b) => {
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return b.id === bossDefinition.id;
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});
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 4 -- @preserve */
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if (bossInState) {
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bossInState.status = "available";
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count = count + 1;
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}
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}
|
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}
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}
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return count;
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};
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|
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/**
|
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* Makes available any exploration areas whose parent zone is now unlocked.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of exploration areas that were made available.
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*/
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const applyExplorationUnlocks = (state: GameState): number => {
|
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if (state.exploration === undefined) {
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return 0;
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}
|
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let count = 0;
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const unlockedZoneIds = new Set(
|
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state.zones.
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filter((z) => {
|
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return z.status === "unlocked";
|
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}).
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map((z) => {
|
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return z.id;
|
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}),
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);
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|
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for (const areaDefinition of defaultExplorations) {
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if (!unlockedZoneIds.has(areaDefinition.zoneId)) {
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continue;
|
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}
|
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const areaInState = state.exploration.areas.find((a) => {
|
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return a.id === areaDefinition.id;
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});
|
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if (areaInState && areaInState.status === "locked") {
|
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areaInState.status = "available";
|
||||
count = count + 1;
|
||||
}
|
||||
}
|
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return count;
|
||||
};
|
||||
|
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/**
|
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* Applies all missing unlock corrections to a game state in-place.
|
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* Delegates to per-category helpers and aggregates the results.
|
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* @param state - The player's current game state (mutated directly).
|
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* @returns Counts of each entity type that was corrected.
|
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*/
|
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const applyForceUnlocks = (
|
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state: GameState,
|
||||
): {
|
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bossesUnlocked: number;
|
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explorationUnlocked: number;
|
||||
questsUnlocked: number;
|
||||
zonesUnlocked: number;
|
||||
} => {
|
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const zonesUnlocked = applyZoneUnlocks(state);
|
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const questsUnlocked = applyQuestUnlocks(state);
|
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const bossesUnlocked = applyBossUnlocks(state);
|
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const explorationUnlocked = applyExplorationUnlocks(state);
|
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return { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked };
|
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};
|
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|
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const debugRouter = new Hono<HonoEnvironment>();
|
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debugRouter.use(authMiddleware);
|
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|
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debugRouter.post("/force-unlocks", async(context) => {
|
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try {
|
||||
const discordId = context.get("discordId");
|
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|
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const gameStateRecord = await prisma.gameState.findUnique({
|
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where: { discordId },
|
||||
});
|
||||
if (!gameStateRecord) {
|
||||
return context.json({ error: "No game state found" }, 404);
|
||||
}
|
||||
|
||||
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma stores state as JSON object */
|
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const state = gameStateRecord.state as unknown as GameState;
|
||||
|
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const { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked }
|
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= applyForceUnlocks(state);
|
||||
|
||||
const updatedAt = Date.now();
|
||||
await prisma.gameState.update({
|
||||
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
|
||||
data: { state: state as object, updatedAt: updatedAt },
|
||||
where: { discordId },
|
||||
});
|
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|
||||
const secret = process.env.ANTI_CHEAT_SECRET;
|
||||
const signature
|
||||
= secret === undefined
|
||||
? undefined
|
||||
: computeHmac(JSON.stringify(state), secret);
|
||||
|
||||
return context.json({
|
||||
bossesUnlocked,
|
||||
explorationUnlocked,
|
||||
questsUnlocked,
|
||||
signature,
|
||||
state,
|
||||
zonesUnlocked,
|
||||
});
|
||||
} catch (error) {
|
||||
void logger.error(
|
||||
"debug_force_unlocks",
|
||||
error instanceof Error
|
||||
? error
|
||||
: new Error(String(error)),
|
||||
);
|
||||
return context.json({ error: "Internal server error" }, 500);
|
||||
}
|
||||
});
|
||||
|
||||
debugRouter.post("/hard-reset", async(context) => {
|
||||
try {
|
||||
const discordId = context.get("discordId");
|
||||
|
||||
const playerRecord = await prisma.player.findUnique({
|
||||
where: { discordId },
|
||||
});
|
||||
if (!playerRecord) {
|
||||
return context.json({ error: "No player found" }, 404);
|
||||
}
|
||||
|
||||
const freshState = initialGameState(
|
||||
{
|
||||
avatar: playerRecord.avatar,
|
||||
characterName: playerRecord.characterName,
|
||||
createdAt: playerRecord.createdAt,
|
||||
discordId: playerRecord.discordId,
|
||||
discriminator: playerRecord.discriminator,
|
||||
lastSavedAt: Date.now(),
|
||||
lifetimeAchievementsUnlocked: playerRecord.lifetimeAchievementsUnlocked,
|
||||
lifetimeAdventurersRecruited: playerRecord.lifetimeAdventurersRecruited,
|
||||
lifetimeBossesDefeated: playerRecord.lifetimeBossesDefeated,
|
||||
lifetimeClicks: playerRecord.lifetimeClicks,
|
||||
lifetimeGoldEarned: playerRecord.lifetimeGoldEarned,
|
||||
lifetimeQuestsCompleted: playerRecord.lifetimeQuestsCompleted,
|
||||
totalClicks: 0,
|
||||
totalGoldEarned: 0,
|
||||
username: playerRecord.username,
|
||||
},
|
||||
playerRecord.characterName,
|
||||
);
|
||||
|
||||
const createdAt = Date.now();
|
||||
await prisma.gameState.upsert({
|
||||
create: {
|
||||
discordId: discordId,
|
||||
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
|
||||
state: freshState as object,
|
||||
updatedAt: createdAt,
|
||||
},
|
||||
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
|
||||
update: { state: freshState as object, updatedAt: createdAt },
|
||||
where: { discordId },
|
||||
});
|
||||
|
||||
const secret = process.env.ANTI_CHEAT_SECRET;
|
||||
const signature
|
||||
= secret === undefined
|
||||
? undefined
|
||||
: computeHmac(JSON.stringify(freshState), secret);
|
||||
|
||||
return context.json({
|
||||
currentSchemaVersion: currentSchemaVersion,
|
||||
loginBonus: null,
|
||||
loginStreak: playerRecord.loginStreak,
|
||||
offlineEssence: 0,
|
||||
offlineGold: 0,
|
||||
offlineSeconds: 0,
|
||||
schemaOutdated: false,
|
||||
signature: signature,
|
||||
state: freshState,
|
||||
});
|
||||
} catch (error) {
|
||||
void logger.error(
|
||||
"debug_hard_reset",
|
||||
error instanceof Error
|
||||
? error
|
||||
: new Error(String(error)),
|
||||
);
|
||||
return context.json({ error: "Internal server error" }, 500);
|
||||
}
|
||||
});
|
||||
|
||||
export { debugRouter };
|
||||
@@ -0,0 +1,450 @@
|
||||
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
|
||||
/* eslint-disable max-lines -- Test suites naturally have many cases */
|
||||
/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
|
||||
import { beforeEach, describe, expect, it, vi } from "vitest";
|
||||
import { Hono } from "hono";
|
||||
import type { GameState } from "@elysium/types";
|
||||
|
||||
vi.mock("../../src/db/client.js", () => ({
|
||||
prisma: {
|
||||
gameState: { findUnique: vi.fn(), update: vi.fn(), upsert: vi.fn() },
|
||||
player: { findUnique: vi.fn() },
|
||||
},
|
||||
}));
|
||||
|
||||
vi.mock("../../src/middleware/auth.js", () => ({
|
||||
authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
|
||||
c.set("discordId", "test_discord_id");
|
||||
await next();
|
||||
}),
|
||||
}));
|
||||
|
||||
vi.mock("../../src/services/logger.js", () => ({
|
||||
logger: {
|
||||
error: vi.fn().mockResolvedValue(undefined),
|
||||
log: vi.fn().mockResolvedValue(undefined),
|
||||
},
|
||||
}));
|
||||
|
||||
const DISCORD_ID = "test_discord_id";
|
||||
|
||||
const makeExploration = (areas: GameState["exploration"]["areas"] = []): GameState["exploration"] => ({
|
||||
areas: areas,
|
||||
craftedCombatMultiplier: 1,
|
||||
craftedClickMultiplier: 1,
|
||||
craftedEssenceMultiplier: 1,
|
||||
craftedGoldMultiplier: 1,
|
||||
craftedRecipeIds: [],
|
||||
materials: [],
|
||||
});
|
||||
|
||||
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
|
||||
achievements: [],
|
||||
adventurers: [],
|
||||
baseClickPower: 1,
|
||||
bosses: [],
|
||||
companions: { activeCompanionId: null, unlockedCompanionIds: [] },
|
||||
equipment: [],
|
||||
exploration: makeExploration(),
|
||||
lastTickAt: 0,
|
||||
player: { avatar: null, characterName: "T", discordId: DISCORD_ID, discriminator: "0", totalClicks: 0, totalGoldEarned: 0, username: "u" },
|
||||
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||
quests: [],
|
||||
resources: { crystals: 0, essence: 0, gold: 0, runestones: 0 },
|
||||
schemaVersion: 1,
|
||||
upgrades: [],
|
||||
zones: [],
|
||||
...overrides,
|
||||
} as GameState);
|
||||
|
||||
const makePlayer = (overrides: Record<string, unknown> = {}) => ({
|
||||
avatar: null,
|
||||
characterName: "TestChar",
|
||||
createdAt: 0,
|
||||
discordId: DISCORD_ID,
|
||||
discriminator: "0",
|
||||
lifetimeAchievementsUnlocked: 0,
|
||||
lifetimeAdventurersRecruited: 0,
|
||||
lifetimeBossesDefeated: 0,
|
||||
lifetimeClicks: 0,
|
||||
lifetimeGoldEarned: 0,
|
||||
lifetimeQuestsCompleted: 0,
|
||||
loginStreak: 1,
|
||||
username: "test_user",
|
||||
...overrides,
|
||||
});
|
||||
|
||||
describe("debug route", () => {
|
||||
let app: Hono;
|
||||
let prisma: {
|
||||
gameState: {
|
||||
findUnique: ReturnType<typeof vi.fn>;
|
||||
update: ReturnType<typeof vi.fn>;
|
||||
upsert: ReturnType<typeof vi.fn>;
|
||||
};
|
||||
player: { findUnique: ReturnType<typeof vi.fn> };
|
||||
};
|
||||
|
||||
beforeEach(async () => {
|
||||
vi.clearAllMocks();
|
||||
const { debugRouter } = await import("../../src/routes/debug.js");
|
||||
const { prisma: p } = await import("../../src/db/client.js");
|
||||
prisma = p as typeof prisma;
|
||||
app = new Hono();
|
||||
app.route("/debug", debugRouter);
|
||||
});
|
||||
|
||||
const forceUnlocks = () =>
|
||||
app.fetch(new Request("http://localhost/debug/force-unlocks", { method: "POST" }));
|
||||
|
||||
const hardReset = () =>
|
||||
app.fetch(new Request("http://localhost/debug/hard-reset", { method: "POST" }));
|
||||
|
||||
describe("POST /force-unlocks", () => {
|
||||
it("returns 404 when no game state found", async () => {
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
|
||||
const res = await forceUnlocks();
|
||||
expect(res.status).toBe(404);
|
||||
});
|
||||
|
||||
it("returns 200 with all zeros when no stale locks exist", async () => {
|
||||
const state = makeState({
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as {
|
||||
bossesUnlocked: number;
|
||||
explorationUnlocked: number;
|
||||
questsUnlocked: number;
|
||||
zonesUnlocked: number;
|
||||
};
|
||||
expect(body.zonesUnlocked).toBe(0);
|
||||
expect(body.explorationUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("unlocks verdant_vale when it is locked and has no requirements", async () => {
|
||||
const state = makeState({
|
||||
zones: [{ id: "verdant_vale", status: "locked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { zonesUnlocked: number };
|
||||
expect(body.zonesUnlocked).toBe(1);
|
||||
});
|
||||
|
||||
it("does not unlock zone when boss condition is not met", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
|
||||
quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
|
||||
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { zonesUnlocked: number };
|
||||
expect(body.zonesUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("does not unlock zone when quest condition is not met", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
|
||||
quests: [{ id: "ancient_ruins", status: "active" }] as GameState["quests"],
|
||||
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { zonesUnlocked: number };
|
||||
expect(body.zonesUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("unlocks zone when both boss and quest conditions are met", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
|
||||
quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
|
||||
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { zonesUnlocked: number };
|
||||
expect(body.zonesUnlocked).toBe(1);
|
||||
});
|
||||
|
||||
it("unlocks a quest when zone is unlocked and prerequisites are met", async () => {
|
||||
const state = makeState({
|
||||
quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { questsUnlocked: number };
|
||||
expect(body.questsUnlocked).toBe(1);
|
||||
});
|
||||
|
||||
it("does not unlock quest when zone is locked", async () => {
|
||||
/*
|
||||
* Use shattered_ruins (requires forest_giant defeated) so applyZoneUnlocks
|
||||
* cannot auto-unlock it, keeping it locked when applyQuestUnlocks runs.
|
||||
*/
|
||||
const state = makeState({
|
||||
bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
|
||||
quests: [{ id: "necromancer_tower", status: "locked" }] as GameState["quests"],
|
||||
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { questsUnlocked: number };
|
||||
expect(body.questsUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("does not unlock quest when zone is not in state", async () => {
|
||||
const state = makeState({
|
||||
quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
|
||||
zones: [] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { questsUnlocked: number };
|
||||
expect(body.questsUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("does not unlock quest when it is already available", async () => {
|
||||
const state = makeState({
|
||||
quests: [{ id: "first_steps", status: "available" }] as GameState["quests"],
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { questsUnlocked: number };
|
||||
expect(body.questsUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("does not unlock quest when prerequisites are not completed", async () => {
|
||||
const state = makeState({
|
||||
quests: [{ id: "goblin_camp", status: "locked" }] as GameState["quests"],
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { questsUnlocked: number };
|
||||
expect(body.questsUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("unlocks the first boss in a zone when the zone is unlocked", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "troll_king", status: "locked" }] as GameState["bosses"],
|
||||
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { bossesUnlocked: number };
|
||||
expect(body.bossesUnlocked).toBe(1);
|
||||
});
|
||||
|
||||
it("does not unlock boss when prestige requirement is not met", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "the_first_light", status: "locked" }] as GameState["bosses"],
|
||||
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||
zones: [{ id: "celestial_reaches", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { bossesUnlocked: number };
|
||||
expect(body.bossesUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("does not unlock boss when previous boss is not defeated", async () => {
|
||||
const state = makeState({
|
||||
bosses: [
|
||||
{ id: "troll_king", status: "available" },
|
||||
{ id: "lich_queen", status: "locked" },
|
||||
] as GameState["bosses"],
|
||||
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { bossesUnlocked: number };
|
||||
expect(body.bossesUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("does not unlock boss when previous boss is not in state", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "lich_queen", status: "locked" }] as GameState["bosses"],
|
||||
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { bossesUnlocked: number };
|
||||
expect(body.bossesUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("unlocks next boss when previous boss is defeated", async () => {
|
||||
const state = makeState({
|
||||
bosses: [
|
||||
{ id: "troll_king", status: "defeated" },
|
||||
{ id: "lich_queen", status: "locked" },
|
||||
] as GameState["bosses"],
|
||||
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { bossesUnlocked: number };
|
||||
expect(body.bossesUnlocked).toBe(1);
|
||||
});
|
||||
|
||||
it("returns explorationUnlocked=0 when exploration is undefined", async () => {
|
||||
const state = makeState({
|
||||
exploration: undefined as unknown as GameState["exploration"],
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { explorationUnlocked: number };
|
||||
expect(body.explorationUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("unlocks exploration area when its zone is unlocked", async () => {
|
||||
const state = makeState({
|
||||
exploration: makeExploration([
|
||||
{ id: "verdant_meadow", status: "locked" } as GameState["exploration"]["areas"][0],
|
||||
]),
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { explorationUnlocked: number };
|
||||
expect(body.explorationUnlocked).toBe(1);
|
||||
});
|
||||
|
||||
it("does not unlock exploration area when zone is not unlocked", async () => {
|
||||
const state = makeState({
|
||||
exploration: makeExploration([
|
||||
{ id: "vm_e1", status: "locked" } as GameState["exploration"]["areas"][0],
|
||||
]),
|
||||
zones: [] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { explorationUnlocked: number };
|
||||
expect(body.explorationUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("does not unlock exploration area when it is already available", async () => {
|
||||
const state = makeState({
|
||||
exploration: makeExploration([
|
||||
{ id: "verdant_meadow", status: "available" } as GameState["exploration"]["areas"][0],
|
||||
]),
|
||||
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
const body = await res.json() as { explorationUnlocked: number };
|
||||
expect(body.explorationUnlocked).toBe(0);
|
||||
});
|
||||
|
||||
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
||||
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
||||
const state = makeState();
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { signature: string | undefined };
|
||||
expect(body.signature).toBeDefined();
|
||||
delete process.env.ANTI_CHEAT_SECRET;
|
||||
});
|
||||
|
||||
it("omits signature when ANTI_CHEAT_SECRET is not set", async () => {
|
||||
delete process.env.ANTI_CHEAT_SECRET;
|
||||
const state = makeState();
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await forceUnlocks();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { signature: string | undefined };
|
||||
expect(body.signature).toBeUndefined();
|
||||
});
|
||||
|
||||
it("returns 500 when DB throws an Error", async () => {
|
||||
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
||||
const res = await forceUnlocks();
|
||||
expect(res.status).toBe(500);
|
||||
});
|
||||
|
||||
it("returns 500 when DB throws a non-Error value", async () => {
|
||||
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw error");
|
||||
const res = await forceUnlocks();
|
||||
expect(res.status).toBe(500);
|
||||
});
|
||||
});
|
||||
|
||||
describe("POST /hard-reset", () => {
|
||||
it("returns 404 when no player found", async () => {
|
||||
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(null);
|
||||
const res = await hardReset();
|
||||
expect(res.status).toBe(404);
|
||||
});
|
||||
|
||||
it("returns 200 with a fresh state on success", async () => {
|
||||
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
|
||||
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
|
||||
const res = await hardReset();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as {
|
||||
loginBonus: null;
|
||||
loginStreak: number;
|
||||
schemaOutdated: boolean;
|
||||
};
|
||||
expect(body.loginBonus).toBeNull();
|
||||
expect(body.schemaOutdated).toBe(false);
|
||||
expect(body.loginStreak).toBe(1);
|
||||
});
|
||||
|
||||
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
||||
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
||||
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
|
||||
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
|
||||
const res = await hardReset();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { signature: string | undefined };
|
||||
expect(body.signature).toBeDefined();
|
||||
delete process.env.ANTI_CHEAT_SECRET;
|
||||
});
|
||||
|
||||
it("returns 500 when DB throws an Error", async () => {
|
||||
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
||||
const res = await hardReset();
|
||||
expect(res.status).toBe(500);
|
||||
});
|
||||
|
||||
it("returns 500 when DB throws a non-Error value", async () => {
|
||||
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce("raw error");
|
||||
const res = await hardReset();
|
||||
expect(res.status).toBe(500);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -21,6 +21,7 @@ import type {
|
||||
ExploreCollectResponse,
|
||||
ExploreStartRequest,
|
||||
ExploreStartResponse,
|
||||
ForceUnlocksResponse,
|
||||
LoadResponse,
|
||||
PrestigeRequest,
|
||||
PrestigeResponse,
|
||||
@@ -256,6 +257,24 @@ const craftRecipe = async(
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Sends a request to fix any missing unlocks in the player's game state.
|
||||
* @returns The corrected game state and counts of what was unlocked.
|
||||
*/
|
||||
const forceUnlocks = async(): Promise<ForceUnlocksResponse> => {
|
||||
return await fetchJson<ForceUnlocksResponse>("/debug/force-unlocks", {
|
||||
method: "POST",
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Performs a complete hard reset of the player's game state via the debug endpoint.
|
||||
* @returns The fresh game state as a LoadResponse.
|
||||
*/
|
||||
const debugHardReset = async(): Promise<LoadResponse> => {
|
||||
return await fetchJson<LoadResponse>("/debug/hard-reset", { method: "POST" });
|
||||
};
|
||||
|
||||
/**
|
||||
* Fetches a public player profile by Discord ID.
|
||||
* @param discordId - The Discord ID of the player to look up.
|
||||
@@ -288,6 +307,8 @@ export {
|
||||
challengeBoss,
|
||||
collectExploration,
|
||||
craftRecipe,
|
||||
debugHardReset,
|
||||
forceUnlocks,
|
||||
getAbout,
|
||||
getAuthUrl,
|
||||
getPublicProfile,
|
||||
|
||||
@@ -0,0 +1,145 @@
|
||||
/**
|
||||
* @file Debug panel component with administrative tools for correcting player state.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
/* eslint-disable max-lines-per-function -- Panel has multiple async handlers and conditional renders */
|
||||
/* eslint-disable stylistic/max-len -- Debug descriptions require full explanatory text */
|
||||
import { type JSX, useState } from "react";
|
||||
import { useGame } from "../../context/gameContext.js";
|
||||
import { ConfirmationModal } from "../ui/confirmationModal.js";
|
||||
|
||||
type ActiveModal = "force-unlocks" | "hard-reset" | null;
|
||||
|
||||
/**
|
||||
* Renders the debug panel with tools for fixing stuck game state.
|
||||
* @returns The JSX element.
|
||||
*/
|
||||
const DebugPanel = (): JSX.Element => {
|
||||
const { forceUnlocks, debugHardReset, isLoading } = useGame();
|
||||
const [ activeModal, setActiveModal ] = useState<ActiveModal>(null);
|
||||
const [ forceUnlocksResult, setForceUnlocksResult ] = useState<string | null>(null);
|
||||
|
||||
function handleOpenForceUnlocks(): void {
|
||||
setForceUnlocksResult(null);
|
||||
setActiveModal("force-unlocks");
|
||||
}
|
||||
|
||||
function handleOpenHardReset(): void {
|
||||
setActiveModal("hard-reset");
|
||||
}
|
||||
|
||||
function handleCancel(): void {
|
||||
setActiveModal(null);
|
||||
}
|
||||
|
||||
function handleConfirmForceUnlocks(): void {
|
||||
setActiveModal(null);
|
||||
void (async(): Promise<void> => {
|
||||
const result = await forceUnlocks();
|
||||
const parts: Array<string> = [];
|
||||
if (result.zonesUnlocked > 0) {
|
||||
parts.push(`${String(result.zonesUnlocked)} zone(s)`);
|
||||
}
|
||||
if (result.questsUnlocked > 0) {
|
||||
parts.push(`${String(result.questsUnlocked)} quest(s)`);
|
||||
}
|
||||
if (result.bossesUnlocked > 0) {
|
||||
parts.push(`${String(result.bossesUnlocked)} boss(es)`);
|
||||
}
|
||||
if (result.explorationUnlocked > 0) {
|
||||
parts.push(`${String(result.explorationUnlocked)} exploration area(s)`);
|
||||
}
|
||||
const total
|
||||
= result.zonesUnlocked
|
||||
+ result.questsUnlocked
|
||||
+ result.bossesUnlocked
|
||||
+ result.explorationUnlocked;
|
||||
const message
|
||||
= parts.length === 0
|
||||
? "Everything looks correct — no missing unlocks were found."
|
||||
: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
|
||||
setForceUnlocksResult(message);
|
||||
})();
|
||||
}
|
||||
|
||||
function handleConfirmHardReset(): void {
|
||||
setActiveModal(null);
|
||||
void debugHardReset();
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="panel">
|
||||
<h2>{"🔧 Debug Tools"}</h2>
|
||||
<p className="panel-description">
|
||||
{
|
||||
"These tools are intended to fix broken game state. Use them with care — some operations are irreversible."
|
||||
}
|
||||
</p>
|
||||
|
||||
<div className="debug-actions">
|
||||
<div className="debug-action-card">
|
||||
<h3>{"🔓 Force Unlocks"}</h3>
|
||||
<p>
|
||||
{
|
||||
"Scans your game state and unlocks any zones, quests, and bosses that you have earned but that are still incorrectly locked."
|
||||
}
|
||||
</p>
|
||||
<button
|
||||
className="action-button"
|
||||
disabled={isLoading}
|
||||
onClick={handleOpenForceUnlocks}
|
||||
type="button"
|
||||
>
|
||||
{"Force Unlocks"}
|
||||
</button>
|
||||
{forceUnlocksResult !== null
|
||||
&& <p className="debug-result-message">{forceUnlocksResult}</p>
|
||||
}
|
||||
</div>
|
||||
|
||||
<div className="debug-action-card">
|
||||
<h3>{"💀 Hard Reset"}</h3>
|
||||
<p>
|
||||
{
|
||||
"Completely wipes all progress and resets your account to a brand-new state. This cannot be undone."
|
||||
}
|
||||
</p>
|
||||
<button
|
||||
className="action-button action-button-danger"
|
||||
disabled={isLoading}
|
||||
onClick={handleOpenHardReset}
|
||||
type="button"
|
||||
>
|
||||
{"Hard Reset"}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{activeModal === "force-unlocks"
|
||||
&& <ConfirmationModal
|
||||
confirmLabel="Yes, Force Unlocks"
|
||||
description="This will scan your save data and grant access to any zones, quests, and bosses that you have already earned but are incorrectly locked. This operation is safe and non-destructive."
|
||||
isLoading={isLoading}
|
||||
onCancel={handleCancel}
|
||||
onConfirm={handleConfirmForceUnlocks}
|
||||
title="Force Unlocks"
|
||||
/>
|
||||
}
|
||||
|
||||
{activeModal === "hard-reset"
|
||||
&& <ConfirmationModal
|
||||
confirmLabel="Yes, Wipe Everything"
|
||||
description="This will permanently delete all of your current progress — gold, adventurers, upgrades, bosses, quests, and zones — and reset your account to a brand-new state. Lifetime stats are preserved, but everything else will be gone forever."
|
||||
isLoading={isLoading}
|
||||
onCancel={handleCancel}
|
||||
onConfirm={handleConfirmHardReset}
|
||||
title="⚠️ Hard Reset — This Cannot Be Undone"
|
||||
/>
|
||||
}
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export { DebugPanel };
|
||||
@@ -23,6 +23,7 @@ import { CodexToast } from "./codexToast.js";
|
||||
import { CompanionPanel } from "./companionPanel.js";
|
||||
import { CraftingPanel } from "./craftingPanel.js";
|
||||
import { DailyChallengePanel } from "./dailyChallengePanel.js";
|
||||
import { DebugPanel } from "./debugPanel.js";
|
||||
import { EditProfileModal } from "./editProfileModal.js";
|
||||
import { EquipmentPanel } from "./equipmentPanel.js";
|
||||
import { ExplorationPanel } from "./explorationPanel.js";
|
||||
@@ -57,7 +58,8 @@ type Tab =
|
||||
| "crafting"
|
||||
| "character"
|
||||
| "companions"
|
||||
| "story";
|
||||
| "story"
|
||||
| "debug";
|
||||
|
||||
const baseTabs: Array<{ id: Tab; label: string }> = [
|
||||
{ id: "adventurers", label: "⚔️ Adventurers" },
|
||||
@@ -78,6 +80,7 @@ const baseTabs: Array<{ id: Tab; label: string }> = [
|
||||
{ id: "story", label: "📖 Story" },
|
||||
{ id: "codex", label: "🗺️ Codex" },
|
||||
{ id: "about", label: "ℹ️ About" },
|
||||
{ id: "debug", label: "🔧 Debug" },
|
||||
];
|
||||
|
||||
/**
|
||||
@@ -242,6 +245,7 @@ const GameLayout = (): JSX.Element => {
|
||||
{activeTab === "story" && <StoryPanel />}
|
||||
{activeTab === "codex" && <CodexPanel />}
|
||||
{activeTab === "about" && <AboutPanel />}
|
||||
{activeTab === "debug" && <DebugPanel />}
|
||||
</div>
|
||||
</main>
|
||||
</div>
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
/**
|
||||
* @file Reusable confirmation modal component for destructive operations.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
import type { JSX } from "react";
|
||||
|
||||
interface ConfirmationModalProperties {
|
||||
readonly title: string;
|
||||
readonly description: string;
|
||||
readonly confirmLabel: string;
|
||||
readonly onConfirm: ()=> void;
|
||||
readonly onCancel: ()=> void;
|
||||
readonly isLoading: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders a confirmation modal for destructive operations.
|
||||
* @param props - The modal properties.
|
||||
* @param props.title - The modal heading.
|
||||
* @param props.description - Warning text explaining what the operation does.
|
||||
* @param props.confirmLabel - Label for the confirm button.
|
||||
* @param props.onConfirm - Callback fired when the player confirms.
|
||||
* @param props.onCancel - Callback fired when the player cancels.
|
||||
* @param props.isLoading - Whether the operation is currently in progress.
|
||||
* @returns The JSX element.
|
||||
*/
|
||||
const ConfirmationModal = ({
|
||||
title,
|
||||
description,
|
||||
confirmLabel,
|
||||
onConfirm,
|
||||
onCancel,
|
||||
isLoading,
|
||||
}: ConfirmationModalProperties): JSX.Element => {
|
||||
return (
|
||||
<div className="modal-overlay">
|
||||
<div className="modal">
|
||||
<h2>{title}</h2>
|
||||
<p>{description}</p>
|
||||
<p className="modal-note">{"Are you sure you want to do this?"}</p>
|
||||
<div className="modal-actions">
|
||||
<button
|
||||
className="modal-close-button modal-button-danger"
|
||||
disabled={isLoading}
|
||||
onClick={onConfirm}
|
||||
type="button"
|
||||
>
|
||||
{isLoading
|
||||
? "Working..."
|
||||
: confirmLabel}
|
||||
</button>
|
||||
<button
|
||||
className="modal-close-button"
|
||||
disabled={isLoading}
|
||||
onClick={onCancel}
|
||||
type="button"
|
||||
>
|
||||
{"Cancel"}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export { ConfirmationModal };
|
||||
@@ -42,6 +42,8 @@ import {
|
||||
challengeBoss as challengeBossApi,
|
||||
collectExploration as collectExplorationApi,
|
||||
craftRecipe as craftRecipeApi,
|
||||
debugHardReset as debugHardResetApi,
|
||||
forceUnlocks as forceUnlocksApi,
|
||||
loadGame,
|
||||
prestige as prestigeApi,
|
||||
resetProgress as resetProgressApi,
|
||||
@@ -546,6 +548,24 @@ interface GameContextValue {
|
||||
*/
|
||||
resetProgress: ()=> Promise<void>;
|
||||
|
||||
/**
|
||||
* Force-unlock any zones, quests, and bosses the player has earned but that
|
||||
* are still incorrectly locked due to a state bug.
|
||||
* @returns Counts of what was corrected.
|
||||
*/
|
||||
forceUnlocks: ()=> Promise<{
|
||||
bossesUnlocked: number;
|
||||
explorationUnlocked: number;
|
||||
questsUnlocked: number;
|
||||
zonesUnlocked: number;
|
||||
}>;
|
||||
|
||||
/**
|
||||
* Completely wipe the player's progress back to a brand-new save via the
|
||||
* debug endpoint.
|
||||
*/
|
||||
debugHardReset: ()=> Promise<void>;
|
||||
|
||||
/**
|
||||
* Last auto-boss fight result — null until the first auto fight completes or
|
||||
* when auto-boss is toggled off.
|
||||
@@ -2025,6 +2045,61 @@ export const GameProvider = ({
|
||||
}
|
||||
}, []);
|
||||
|
||||
const forceUnlocks = useCallback(async() => {
|
||||
try {
|
||||
const data = await forceUnlocksApi();
|
||||
setState(data.state);
|
||||
if (data.signature !== undefined) {
|
||||
signatureReference.current = data.signature;
|
||||
localStorage.setItem("elysium_save_signature", data.signature);
|
||||
}
|
||||
return {
|
||||
bossesUnlocked: data.bossesUnlocked,
|
||||
explorationUnlocked: data.explorationUnlocked,
|
||||
questsUnlocked: data.questsUnlocked,
|
||||
zonesUnlocked: data.zonesUnlocked,
|
||||
};
|
||||
} catch (error_: unknown) {
|
||||
setError(
|
||||
error_ instanceof Error
|
||||
? error_.message
|
||||
: "Failed to force unlocks",
|
||||
);
|
||||
return {
|
||||
bossesUnlocked: 0,
|
||||
explorationUnlocked: 0,
|
||||
questsUnlocked: 0,
|
||||
zonesUnlocked: 0,
|
||||
};
|
||||
}
|
||||
}, []);
|
||||
|
||||
const debugHardReset = useCallback(async() => {
|
||||
setIsLoading(true);
|
||||
setError(null);
|
||||
try {
|
||||
const data = await debugHardResetApi();
|
||||
setState(data.state);
|
||||
setLastSavedAt(data.state.player.lastSavedAt);
|
||||
setSchemaOutdated(false);
|
||||
setOfflineGold(0);
|
||||
setOfflineEssence(0);
|
||||
setLoginBonus(null);
|
||||
if (data.signature !== undefined) {
|
||||
signatureReference.current = data.signature;
|
||||
localStorage.setItem("elysium_save_signature", data.signature);
|
||||
}
|
||||
} catch (error_: unknown) {
|
||||
setError(
|
||||
error_ instanceof Error
|
||||
? error_.message
|
||||
: "Failed to reset progress",
|
||||
);
|
||||
} finally {
|
||||
setIsLoading(false);
|
||||
}
|
||||
}, []);
|
||||
|
||||
const dismissLoginBonus = useCallback(() => {
|
||||
setLoginBonus(null);
|
||||
}, []);
|
||||
@@ -2054,6 +2129,7 @@ export const GameProvider = ({
|
||||
completedQuestToasts,
|
||||
craftRecipe,
|
||||
currentSchemaVersion,
|
||||
debugHardReset,
|
||||
dismissAchievement,
|
||||
dismissApotheosisToast,
|
||||
dismissBattle,
|
||||
@@ -2072,6 +2148,7 @@ export const GameProvider = ({
|
||||
failedQuestToasts,
|
||||
flushBossLoreToasts,
|
||||
forceSync,
|
||||
forceUnlocks,
|
||||
formatNumber,
|
||||
handleClick,
|
||||
isLoading,
|
||||
@@ -2125,6 +2202,7 @@ export const GameProvider = ({
|
||||
completeChapter,
|
||||
craftRecipe,
|
||||
currentSchemaVersion,
|
||||
debugHardReset,
|
||||
dismissAchievement,
|
||||
dismissApotheosisToast,
|
||||
dismissBattle,
|
||||
@@ -2142,6 +2220,7 @@ export const GameProvider = ({
|
||||
error,
|
||||
flushBossLoreToasts,
|
||||
forceSync,
|
||||
forceUnlocks,
|
||||
handleClick,
|
||||
isLoading,
|
||||
isSyncing,
|
||||
|
||||
@@ -4515,3 +4515,84 @@ body::before {
|
||||
object-fit: cover;
|
||||
width: 80px;
|
||||
}
|
||||
|
||||
/* ===================== ACTION BUTTONS ===================== */
|
||||
.action-button {
|
||||
background: var(--colour-accent);
|
||||
border: none;
|
||||
border-radius: var(--radius);
|
||||
color: #fff;
|
||||
cursor: pointer;
|
||||
font-size: 0.9rem;
|
||||
font-weight: 700;
|
||||
margin-top: 0.5rem;
|
||||
padding: 0.55rem 1.25rem;
|
||||
transition: background 0.15s;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.action-button:hover:not(:disabled) {
|
||||
background: var(--colour-accent-light);
|
||||
}
|
||||
|
||||
.action-button:disabled {
|
||||
cursor: not-allowed;
|
||||
opacity: 0.5;
|
||||
}
|
||||
|
||||
.action-button-danger {
|
||||
background: var(--colour-error);
|
||||
}
|
||||
|
||||
.action-button-danger:hover:not(:disabled) {
|
||||
background: #f87171;
|
||||
}
|
||||
|
||||
/* ===================== MODAL VARIANTS ===================== */
|
||||
.modal-button-danger {
|
||||
background: var(--colour-error);
|
||||
}
|
||||
|
||||
.modal-button-danger:hover:not(:disabled) {
|
||||
background: #f87171;
|
||||
}
|
||||
|
||||
/* ===================== DEBUG PANEL ===================== */
|
||||
.debug-actions {
|
||||
display: grid;
|
||||
gap: 1rem;
|
||||
grid-template-columns: repeat(auto-fit, minmax(260px, 1fr));
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.debug-action-card {
|
||||
background: var(--colour-surface);
|
||||
border: 1px solid var(--colour-border);
|
||||
border-radius: var(--radius-lg);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
padding: 1.25rem;
|
||||
}
|
||||
|
||||
.debug-action-card h3 {
|
||||
color: var(--colour-accent-light);
|
||||
font-size: 1rem;
|
||||
margin: 0 0 0.5rem;
|
||||
}
|
||||
|
||||
.debug-action-card > p {
|
||||
color: var(--colour-text-muted);
|
||||
flex: 1;
|
||||
font-size: 0.875rem;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.debug-result-message {
|
||||
background: rgba(16, 185, 129, 0.1);
|
||||
border: 1px solid var(--colour-success);
|
||||
border-radius: var(--radius);
|
||||
color: var(--colour-success);
|
||||
font-size: 0.8rem;
|
||||
margin-top: 0.75rem;
|
||||
padding: 0.5rem 0.75rem;
|
||||
}
|
||||
|
||||
@@ -60,6 +60,7 @@ export type {
|
||||
ExploreCollectResponse,
|
||||
ExploreStartRequest,
|
||||
ExploreStartResponse,
|
||||
ForceUnlocksResponse,
|
||||
GiteaRelease,
|
||||
LeaderboardCategory,
|
||||
LeaderboardEntry,
|
||||
|
||||
@@ -398,6 +398,39 @@ interface CraftRecipeResponse {
|
||||
craftedCombatMultiplier: number;
|
||||
}
|
||||
|
||||
interface ForceUnlocksResponse {
|
||||
|
||||
/**
|
||||
* The corrected game state after applying all missing unlocks.
|
||||
*/
|
||||
state: GameState;
|
||||
|
||||
/**
|
||||
* Number of zones that were unlocked by this operation.
|
||||
*/
|
||||
zonesUnlocked: number;
|
||||
|
||||
/**
|
||||
* Number of quests that were made available by this operation.
|
||||
*/
|
||||
questsUnlocked: number;
|
||||
|
||||
/**
|
||||
* Number of bosses that were made available by this operation.
|
||||
*/
|
||||
bossesUnlocked: number;
|
||||
|
||||
/**
|
||||
* Number of exploration areas that were made available by this operation.
|
||||
*/
|
||||
explorationUnlocked: number;
|
||||
|
||||
/**
|
||||
* HMAC-SHA256 signature of the corrected state for anti-cheat chain continuity.
|
||||
*/
|
||||
signature?: string;
|
||||
}
|
||||
|
||||
export type {
|
||||
AboutResponse,
|
||||
ApiError,
|
||||
@@ -417,6 +450,7 @@ export type {
|
||||
ExploreCollectResponse,
|
||||
ExploreStartRequest,
|
||||
ExploreStartResponse,
|
||||
ForceUnlocksResponse,
|
||||
GiteaRelease,
|
||||
LeaderboardCategory,
|
||||
LeaderboardEntry,
|
||||
|
||||
Reference in New Issue
Block a user