feat: debug panel with force unlocks and hard reset (#65)
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## 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:
2026-03-18 12:37:06 -07:00
committed by Naomi Carrigan
parent 219d299e9f
commit 03b6c847b3
11 changed files with 1327 additions and 1 deletions
+2
View File
@@ -13,6 +13,7 @@ import { apotheosisRouter } from "./routes/apotheosis.js";
import { authRouter } from "./routes/auth.js";
import { bossRouter } from "./routes/boss.js";
import { craftRouter } from "./routes/craft.js";
import { debugRouter } from "./routes/debug.js";
import { exploreRouter } from "./routes/explore.js";
import { frontendRouter } from "./routes/frontend.js";
import { gameRouter } from "./routes/game.js";
@@ -35,6 +36,7 @@ app.use(
);
app.route("/about", aboutRouter);
app.route("/debug", debugRouter);
app.route("/fe", frontendRouter);
app.route("/auth", authRouter);
app.route("/game", gameRouter);
+441
View File
@@ -0,0 +1,441 @@
/**
* @file Debug routes for administrative player state corrections.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
import { createHmac } from "node:crypto";
import { Hono } from "hono";
import { defaultBosses } from "../data/bosses.js";
import { defaultExplorations } from "../data/explorations.js";
import { initialGameState } from "../data/initialState.js";
import { defaultQuests } from "../data/quests.js";
import { currentSchemaVersion } from "../data/schemaVersion.js";
import { defaultZones } from "../data/zones.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
import type { GameState } from "@elysium/types";
/**
* Computes the HMAC-SHA256 of data using the given secret.
* @param data - The data string to sign.
* @param secret - The HMAC secret key.
* @returns The hex-encoded HMAC digest.
*/
const computeHmac = (data: string, secret: string): string => {
return createHmac("sha256", secret).update(data).
digest("hex");
};
/**
* Unlocks any zones whose required boss and quest conditions are satisfied.
* @param state - The player's current game state (mutated directly).
* @returns The number of zones that were unlocked.
*/
const applyZoneUnlocks = (state: GameState): number => {
let count = 0;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status !== "locked") {
continue;
}
const requiredBossDefeated
= zoneDefinition.unlockBossId === null
|| state.bosses.some((b) => {
return b.id === zoneDefinition.unlockBossId && b.status === "defeated";
});
const requiredQuestCompleted
= zoneDefinition.unlockQuestId === null
|| state.quests.some((q) => {
return (
q.id === zoneDefinition.unlockQuestId && q.status === "completed"
);
});
if (requiredBossDefeated && requiredQuestCompleted) {
zoneInState.status = "unlocked";
count = count + 1;
}
}
return count;
};
interface QuestUnlockCheck {
questId: string;
zoneId: string;
prerequisiteIds: Array<string>;
state: GameState;
completedQuestIds: Set<string>;
}
/**
* Determines whether a quest should be made available given the current state.
* @param options - The options for the quest unlock check.
* @param options.questId - The ID of the quest to check.
* @param options.zoneId - The zone the quest belongs to.
* @param options.prerequisiteIds - The quest IDs that must be completed first.
* @param options.state - The current game state.
* @param options.completedQuestIds - Set of already-completed quest IDs.
* @returns True when the quest should be unlocked.
*/
const shouldUnlockQuest = ({
questId,
zoneId,
prerequisiteIds,
state,
completedQuestIds,
}: QuestUnlockCheck): boolean => {
const questInState = state.quests.find((q) => {
return q.id === questId;
});
if (!questInState || questInState.status !== "locked") {
return false;
}
const zoneInState = state.zones.find((z) => {
return z.id === zoneId;
});
if (!zoneInState || zoneInState.status === "locked") {
return false;
}
return prerequisiteIds.every((id) => {
return completedQuestIds.has(id);
});
};
/**
* Makes available any quests whose zone is unlocked and prerequisites are met.
* @param state - The player's current game state (mutated directly).
* @returns The number of quests that were made available.
*/
const applyQuestUnlocks = (state: GameState): number => {
let count = 0;
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
for (const questDefinition of defaultQuests) {
if (
!shouldUnlockQuest({
completedQuestIds: completedQuestIds,
prerequisiteIds: questDefinition.prerequisiteIds,
questId: questDefinition.id,
state: state,
zoneId: questDefinition.zoneId,
})
) {
continue;
}
const questInState = state.quests.find((q) => {
return q.id === questDefinition.id;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 4 -- @preserve */
if (questInState) {
questInState.status = "available";
count = count + 1;
}
}
return count;
};
interface BossUnlockCheck {
bossId: string;
previousBossId: string | undefined;
isFirstInZone: boolean;
prestigeRequirement: number;
state: GameState;
prestigeCount: number;
}
/**
* Determines whether a boss should be made available given the current state.
* @param options - The options for the boss unlock check.
* @param options.bossId - The ID of the boss to check.
* @param options.previousBossId - The ID of the previous boss in the zone.
* @param options.isFirstInZone - Whether this boss is the first in its zone.
* @param options.prestigeRequirement - The prestige level required for this boss.
* @param options.state - The current game state.
* @param options.prestigeCount - The player's current prestige count.
* @returns True when the boss should be made available.
*/
const shouldUnlockBoss = ({
bossId,
previousBossId,
isFirstInZone,
prestigeRequirement,
state,
prestigeCount,
}: BossUnlockCheck): boolean => {
const bossInState = state.bosses.find((b) => {
return b.id === bossId;
});
if (!bossInState || bossInState.status !== "locked") {
return false;
}
if (prestigeRequirement > prestigeCount) {
return false;
}
if (isFirstInZone) {
return true;
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (previousBossId === undefined) {
return false;
}
const previousBossInState = state.bosses.find((b) => {
return b.id === previousBossId;
});
return previousBossInState?.status === "defeated";
};
/**
* Makes available any bosses that should be accessible based on zone status
* and sequential defeat order within each zone.
* @param state - The player's current game state (mutated directly).
* @returns The number of bosses that were made available.
*/
const applyBossUnlocks = (state: GameState): number => {
let count = 0;
const prestigeCount = state.prestige.count;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status === "locked") {
continue;
}
const bossesInZone = defaultBosses.filter((b) => {
return b.zoneId === zoneDefinition.id;
});
for (let index = 0; index < bossesInZone.length; index = index + 1) {
const bossDefinition = bossesInZone[index];
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (!bossDefinition) {
continue;
}
const previousBossDefinition = bossesInZone[index - 1];
const unlock = shouldUnlockBoss({
bossId: bossDefinition.id,
isFirstInZone: index === 0,
prestigeCount: prestigeCount,
prestigeRequirement: bossDefinition.prestigeRequirement,
previousBossId: previousBossDefinition?.id,
state: state,
});
if (unlock) {
const bossInState = state.bosses.find((b) => {
return b.id === bossDefinition.id;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 4 -- @preserve */
if (bossInState) {
bossInState.status = "available";
count = count + 1;
}
}
}
}
return count;
};
/**
* Makes available any exploration areas whose parent zone is now unlocked.
* @param state - The player's current game state (mutated directly).
* @returns The number of exploration areas that were made available.
*/
const applyExplorationUnlocks = (state: GameState): number => {
if (state.exploration === undefined) {
return 0;
}
let count = 0;
const unlockedZoneIds = new Set(
state.zones.
filter((z) => {
return z.status === "unlocked";
}).
map((z) => {
return z.id;
}),
);
for (const areaDefinition of defaultExplorations) {
if (!unlockedZoneIds.has(areaDefinition.zoneId)) {
continue;
}
const areaInState = state.exploration.areas.find((a) => {
return a.id === areaDefinition.id;
});
if (areaInState && areaInState.status === "locked") {
areaInState.status = "available";
count = count + 1;
}
}
return count;
};
/**
* Applies all missing unlock corrections to a game state in-place.
* Delegates to per-category helpers and aggregates the results.
* @param state - The player's current game state (mutated directly).
* @returns Counts of each entity type that was corrected.
*/
const applyForceUnlocks = (
state: GameState,
): {
bossesUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
zonesUnlocked: number;
} => {
const zonesUnlocked = applyZoneUnlocks(state);
const questsUnlocked = applyQuestUnlocks(state);
const bossesUnlocked = applyBossUnlocks(state);
const explorationUnlocked = applyExplorationUnlocks(state);
return { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked };
};
const debugRouter = new Hono<HonoEnvironment>();
debugRouter.use(authMiddleware);
debugRouter.post("/force-unlocks", async(context) => {
try {
const discordId = context.get("discordId");
const gameStateRecord = await prisma.gameState.findUnique({
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 */
const state = gameStateRecord.state as unknown as GameState;
const { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked }
= 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 },
});
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 };