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:
@@ -21,6 +21,7 @@ import type {
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ExploreCollectResponse,
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ExploreStartRequest,
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ExploreStartResponse,
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ForceUnlocksResponse,
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LoadResponse,
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PrestigeRequest,
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PrestigeResponse,
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@@ -256,6 +257,24 @@ const craftRecipe = async(
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});
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};
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/**
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* Sends a request to fix any missing unlocks in the player's game state.
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* @returns The corrected game state and counts of what was unlocked.
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*/
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const forceUnlocks = async(): Promise<ForceUnlocksResponse> => {
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return await fetchJson<ForceUnlocksResponse>("/debug/force-unlocks", {
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method: "POST",
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});
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};
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/**
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* Performs a complete hard reset of the player's game state via the debug endpoint.
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* @returns The fresh game state as a LoadResponse.
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*/
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const debugHardReset = async(): Promise<LoadResponse> => {
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return await fetchJson<LoadResponse>("/debug/hard-reset", { method: "POST" });
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};
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/**
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* Fetches a public player profile by Discord ID.
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* @param discordId - The Discord ID of the player to look up.
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@@ -288,6 +307,8 @@ export {
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challengeBoss,
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collectExploration,
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craftRecipe,
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debugHardReset,
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forceUnlocks,
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getAbout,
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getAuthUrl,
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getPublicProfile,
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@@ -0,0 +1,145 @@
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/**
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* @file Debug panel component with administrative tools for correcting player state.
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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 -- Panel has multiple async handlers and conditional renders */
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/* eslint-disable stylistic/max-len -- Debug descriptions require full explanatory text */
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import { type JSX, useState } from "react";
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import { useGame } from "../../context/gameContext.js";
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import { ConfirmationModal } from "../ui/confirmationModal.js";
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type ActiveModal = "force-unlocks" | "hard-reset" | null;
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/**
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* Renders the debug panel with tools for fixing stuck game state.
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* @returns The JSX element.
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*/
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const DebugPanel = (): JSX.Element => {
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const { forceUnlocks, debugHardReset, isLoading } = useGame();
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const [ activeModal, setActiveModal ] = useState<ActiveModal>(null);
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const [ forceUnlocksResult, setForceUnlocksResult ] = useState<string | null>(null);
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function handleOpenForceUnlocks(): void {
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setForceUnlocksResult(null);
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setActiveModal("force-unlocks");
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}
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function handleOpenHardReset(): void {
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setActiveModal("hard-reset");
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}
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function handleCancel(): void {
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setActiveModal(null);
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}
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function handleConfirmForceUnlocks(): void {
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setActiveModal(null);
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void (async(): Promise<void> => {
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const result = await forceUnlocks();
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const parts: Array<string> = [];
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if (result.zonesUnlocked > 0) {
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parts.push(`${String(result.zonesUnlocked)} zone(s)`);
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}
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if (result.questsUnlocked > 0) {
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parts.push(`${String(result.questsUnlocked)} quest(s)`);
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}
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if (result.bossesUnlocked > 0) {
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parts.push(`${String(result.bossesUnlocked)} boss(es)`);
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}
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if (result.explorationUnlocked > 0) {
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parts.push(`${String(result.explorationUnlocked)} exploration area(s)`);
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}
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const total
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= result.zonesUnlocked
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+ result.questsUnlocked
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+ result.bossesUnlocked
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+ result.explorationUnlocked;
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const message
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= parts.length === 0
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? "Everything looks correct — no missing unlocks were found."
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: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
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setForceUnlocksResult(message);
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})();
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}
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function handleConfirmHardReset(): void {
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setActiveModal(null);
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void debugHardReset();
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}
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return (
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<div className="panel">
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<h2>{"🔧 Debug Tools"}</h2>
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<p className="panel-description">
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{
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"These tools are intended to fix broken game state. Use them with care — some operations are irreversible."
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}
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</p>
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<div className="debug-actions">
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<div className="debug-action-card">
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<h3>{"🔓 Force Unlocks"}</h3>
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<p>
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{
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"Scans your game state and unlocks any zones, quests, and bosses that you have earned but that are still incorrectly locked."
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}
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</p>
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<button
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className="action-button"
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disabled={isLoading}
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onClick={handleOpenForceUnlocks}
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type="button"
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>
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{"Force Unlocks"}
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</button>
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{forceUnlocksResult !== null
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&& <p className="debug-result-message">{forceUnlocksResult}</p>
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}
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</div>
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<div className="debug-action-card">
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<h3>{"💀 Hard Reset"}</h3>
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<p>
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{
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"Completely wipes all progress and resets your account to a brand-new state. This cannot be undone."
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}
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</p>
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<button
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className="action-button action-button-danger"
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disabled={isLoading}
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onClick={handleOpenHardReset}
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type="button"
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>
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{"Hard Reset"}
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</button>
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</div>
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</div>
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{activeModal === "force-unlocks"
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&& <ConfirmationModal
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confirmLabel="Yes, Force Unlocks"
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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."
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isLoading={isLoading}
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onCancel={handleCancel}
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onConfirm={handleConfirmForceUnlocks}
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title="Force Unlocks"
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/>
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}
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{activeModal === "hard-reset"
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&& <ConfirmationModal
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confirmLabel="Yes, Wipe Everything"
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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."
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isLoading={isLoading}
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onCancel={handleCancel}
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onConfirm={handleConfirmHardReset}
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title="⚠️ Hard Reset — This Cannot Be Undone"
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/>
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}
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</div>
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);
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};
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export { DebugPanel };
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@@ -23,6 +23,7 @@ import { CodexToast } from "./codexToast.js";
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import { CompanionPanel } from "./companionPanel.js";
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import { CraftingPanel } from "./craftingPanel.js";
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import { DailyChallengePanel } from "./dailyChallengePanel.js";
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import { DebugPanel } from "./debugPanel.js";
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import { EditProfileModal } from "./editProfileModal.js";
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import { EquipmentPanel } from "./equipmentPanel.js";
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import { ExplorationPanel } from "./explorationPanel.js";
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@@ -57,7 +58,8 @@ type Tab =
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| "crafting"
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| "character"
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| "companions"
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| "story";
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| "story"
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| "debug";
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const baseTabs: Array<{ id: Tab; label: string }> = [
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{ id: "adventurers", label: "⚔️ Adventurers" },
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@@ -78,6 +80,7 @@ const baseTabs: Array<{ id: Tab; label: string }> = [
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{ id: "story", label: "📖 Story" },
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{ id: "codex", label: "🗺️ Codex" },
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{ id: "about", label: "ℹ️ About" },
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{ id: "debug", label: "🔧 Debug" },
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];
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/**
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@@ -242,6 +245,7 @@ const GameLayout = (): JSX.Element => {
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{activeTab === "story" && <StoryPanel />}
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{activeTab === "codex" && <CodexPanel />}
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{activeTab === "about" && <AboutPanel />}
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{activeTab === "debug" && <DebugPanel />}
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</div>
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</main>
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</div>
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@@ -0,0 +1,68 @@
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/**
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* @file Reusable confirmation modal component for destructive operations.
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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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import type { JSX } from "react";
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interface ConfirmationModalProperties {
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readonly title: string;
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readonly description: string;
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readonly confirmLabel: string;
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readonly onConfirm: ()=> void;
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readonly onCancel: ()=> void;
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readonly isLoading: boolean;
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}
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/**
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* Renders a confirmation modal for destructive operations.
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* @param props - The modal properties.
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* @param props.title - The modal heading.
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* @param props.description - Warning text explaining what the operation does.
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* @param props.confirmLabel - Label for the confirm button.
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* @param props.onConfirm - Callback fired when the player confirms.
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* @param props.onCancel - Callback fired when the player cancels.
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* @param props.isLoading - Whether the operation is currently in progress.
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* @returns The JSX element.
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*/
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const ConfirmationModal = ({
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title,
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description,
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confirmLabel,
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onConfirm,
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onCancel,
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isLoading,
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}: ConfirmationModalProperties): JSX.Element => {
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return (
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<div className="modal-overlay">
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<div className="modal">
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<h2>{title}</h2>
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<p>{description}</p>
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<p className="modal-note">{"Are you sure you want to do this?"}</p>
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<div className="modal-actions">
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<button
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className="modal-close-button modal-button-danger"
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disabled={isLoading}
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onClick={onConfirm}
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type="button"
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>
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{isLoading
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? "Working..."
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: confirmLabel}
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</button>
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<button
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className="modal-close-button"
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disabled={isLoading}
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onClick={onCancel}
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type="button"
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>
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{"Cancel"}
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</button>
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</div>
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</div>
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</div>
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);
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};
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export { ConfirmationModal };
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@@ -42,6 +42,8 @@ import {
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challengeBoss as challengeBossApi,
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collectExploration as collectExplorationApi,
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craftRecipe as craftRecipeApi,
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debugHardReset as debugHardResetApi,
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forceUnlocks as forceUnlocksApi,
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loadGame,
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prestige as prestigeApi,
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resetProgress as resetProgressApi,
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@@ -546,6 +548,24 @@ interface GameContextValue {
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*/
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resetProgress: ()=> Promise<void>;
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/**
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* Force-unlock any zones, quests, and bosses the player has earned but that
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* are still incorrectly locked due to a state bug.
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* @returns Counts of what was corrected.
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*/
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forceUnlocks: ()=> Promise<{
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bossesUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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zonesUnlocked: number;
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}>;
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/**
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* Completely wipe the player's progress back to a brand-new save via the
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* debug endpoint.
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*/
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debugHardReset: ()=> Promise<void>;
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/**
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* Last auto-boss fight result — null until the first auto fight completes or
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* when auto-boss is toggled off.
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@@ -2025,6 +2045,61 @@ export const GameProvider = ({
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}
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}, []);
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const forceUnlocks = useCallback(async() => {
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try {
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const data = await forceUnlocksApi();
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setState(data.state);
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if (data.signature !== undefined) {
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signatureReference.current = data.signature;
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localStorage.setItem("elysium_save_signature", data.signature);
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}
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return {
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bossesUnlocked: data.bossesUnlocked,
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explorationUnlocked: data.explorationUnlocked,
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questsUnlocked: data.questsUnlocked,
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zonesUnlocked: data.zonesUnlocked,
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};
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} catch (error_: unknown) {
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setError(
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error_ instanceof Error
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? error_.message
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: "Failed to force unlocks",
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);
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return {
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bossesUnlocked: 0,
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explorationUnlocked: 0,
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questsUnlocked: 0,
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zonesUnlocked: 0,
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};
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}
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}, []);
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const debugHardReset = useCallback(async() => {
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setIsLoading(true);
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setError(null);
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try {
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const data = await debugHardResetApi();
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setState(data.state);
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setLastSavedAt(data.state.player.lastSavedAt);
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setSchemaOutdated(false);
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setOfflineGold(0);
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setOfflineEssence(0);
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setLoginBonus(null);
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if (data.signature !== undefined) {
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signatureReference.current = data.signature;
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localStorage.setItem("elysium_save_signature", data.signature);
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}
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} catch (error_: unknown) {
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setError(
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error_ instanceof Error
|
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? error_.message
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: "Failed to reset progress",
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);
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} finally {
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setIsLoading(false);
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}
|
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}, []);
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|
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const dismissLoginBonus = useCallback(() => {
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setLoginBonus(null);
|
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}, []);
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@@ -2054,6 +2129,7 @@ export const GameProvider = ({
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completedQuestToasts,
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craftRecipe,
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currentSchemaVersion,
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debugHardReset,
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dismissAchievement,
|
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dismissApotheosisToast,
|
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dismissBattle,
|
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@@ -2072,6 +2148,7 @@ export const GameProvider = ({
|
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failedQuestToasts,
|
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flushBossLoreToasts,
|
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forceSync,
|
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forceUnlocks,
|
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formatNumber,
|
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handleClick,
|
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isLoading,
|
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@@ -2125,6 +2202,7 @@ export const GameProvider = ({
|
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completeChapter,
|
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craftRecipe,
|
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currentSchemaVersion,
|
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debugHardReset,
|
||||
dismissAchievement,
|
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dismissApotheosisToast,
|
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dismissBattle,
|
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@@ -2142,6 +2220,7 @@ export const GameProvider = ({
|
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error,
|
||||
flushBossLoreToasts,
|
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forceSync,
|
||||
forceUnlocks,
|
||||
handleClick,
|
||||
isLoading,
|
||||
isSyncing,
|
||||
|
||||
@@ -4515,3 +4515,84 @@ body::before {
|
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object-fit: cover;
|
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width: 80px;
|
||||
}
|
||||
|
||||
/* ===================== ACTION BUTTONS ===================== */
|
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.action-button {
|
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background: var(--colour-accent);
|
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border: none;
|
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border-radius: var(--radius);
|
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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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user