chore: more feedback fixes (#129)
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## Summary

- Fix `NaN` displayed in Sync New Content / Force Unlock notifications by guarding against undefined counts
- Poll server for exploration claimability before showing Collect button to prevent client/server desync
- Return authoritative materials list from craft API to prevent client desync causing false affordability
- Add test coverage for `sync-new-content` and `explore/claimable` endpoints

Closes #125
Closes #127
Closes #128

## Test plan

- [ ] Trigger a sync with new content and verify the notification shows a real count instead of `NaN`
- [ ] Start an exploration, wait for it to complete, and verify the Collect button only appears after the server confirms claimable
- [ ] Attempt to craft a recipe and verify the material counts in the UI update to match the server's authoritative values

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #129
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #129.
This commit is contained in:
2026-03-24 13:20:37 -07:00
committed by Naomi Carrigan
parent 790d35420f
commit 6e573bea14
11 changed files with 484 additions and 49 deletions
+12 -1
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@@ -148,11 +148,22 @@ craftRouter.post("/", async(context) => {
const bonusType = recipe.bonus.type;
const bonusValue = recipe.bonus.value;
const { materials } = state.exploration;
const {
craftedGoldMultiplier,
craftedEssenceMultiplier,
craftedClickMultiplier,
craftedCombatMultiplier,
} = updatedMultipliers;
const response: CraftRecipeResponse = {
bonusType,
bonusValue,
craftedClickMultiplier,
craftedCombatMultiplier,
craftedEssenceMultiplier,
craftedGoldMultiplier,
materials,
recipeId,
...updatedMultipliers,
};
return context.json(response);
} catch (error) {
+2
View File
@@ -586,6 +586,8 @@ const patchQuestRewards = (state: GameState): number => {
return `${reward.type}:${String(reward.targetId ?? reward.amount ?? "")}`;
}));
for (const reward of defaultQuest.rewards) {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const key = `${reward.type}:${String(reward.targetId ?? reward.amount ?? "")}`;
if (!existingKeys.has(key)) {
savedQuest.rewards.push(structuredClone(reward));
+60
View File
@@ -7,6 +7,7 @@
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-statements -- Route handlers require many statements */
/* eslint-disable complexity -- Route handlers have inherent complexity */
/* eslint-disable max-lines -- Route file requires multiple handlers */
import { Hono } from "hono";
import { defaultExplorations } from "../data/explorations.js";
import { initialExploration } from "../data/initialState.js";
@@ -15,6 +16,7 @@ import { authMiddleware } from "../middleware/auth.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
import type {
ExploreClaimableResponse,
ExploreCollectEventResult,
ExploreCollectRequest,
ExploreCollectResponse,
@@ -49,6 +51,64 @@ const pickNothingMessage = (): string => {
return nothingMessages[index] ?? nothingMessages[0] ?? "";
};
exploreRouter.get("/claimable", async(context) => {
try {
const discordId = context.get("discordId");
const areaId = context.req.query("areaId");
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime query validation
if (!areaId) {
return context.json({ error: "areaId is required" }, 400);
}
const explorationArea = defaultExplorations.find((a) => {
return a.id === areaId;
});
if (!explorationArea) {
return context.json({ error: "Unknown exploration area" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
if (!state.exploration) {
const response: ExploreClaimableResponse = { claimable: false };
return context.json(response);
}
const area = state.exploration.areas.find((a) => {
return a.id === areaId;
});
if (!area || area.status !== "in_progress") {
const response: ExploreClaimableResponse = { claimable: false };
return context.json(response);
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const startedAt = area.startedAt ?? 0;
const durationMs = explorationArea.durationSeconds * 1000;
const expiresAt = startedAt + durationMs;
const claimable = Date.now() >= expiresAt;
const response: ExploreClaimableResponse = { claimable };
return context.json(response);
} catch (error) {
void logger.error(
"explore_claimable",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
exploreRouter.post("/start", async(context) => {
try {
const discordId = context.get("discordId");
+186
View File
@@ -557,6 +557,192 @@ describe("debug route", () => {
});
});
const syncNewContent = () =>
app.fetch(new Request("http://localhost/debug/sync-new-content", { method: "POST" }));
describe("POST /sync-new-content", () => {
it("returns 404 when no game state found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await syncNewContent();
expect(res.status).toBe(404);
});
it("returns 200 with zero counts when state already has all content", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
});
it("injects missing entries when arrays are empty", async () => {
const state = makeState({ adventurers: [], bosses: [], quests: [], upgrades: [], achievements: [], equipment: [], zones: [] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { adventurersAdded: number; bossesAdded: number };
expect(body.adventurersAdded).toBeGreaterThan(0);
expect(body.bossesAdded).toBeGreaterThan(0);
});
it("injects missing exploration areas when exploration has no areas", async () => {
const state = makeState({ exploration: makeExploration([]) });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { explorationAreasAdded: number };
expect(body.explorationAreasAdded).toBeGreaterThan(0);
});
it("skips existing exploration areas when building the id set", async () => {
const state = makeState({ exploration: makeExploration([
{ id: "verdant_meadow", status: "available", completedOnce: false } as GameState["exploration"]["areas"][0],
]) });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { explorationAreasAdded: number };
// One area already existed so total injected is one less than full count
expect(body.explorationAreasAdded).toBeGreaterThan(0);
});
it("returns explorationAreasAdded=0 when exploration state is undefined", async () => {
const state = makeState({ exploration: undefined as unknown as GameState["exploration"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { explorationAreasAdded: number };
expect(body.explorationAreasAdded).toBe(0);
});
it("patches quest rewards when saved quest has fewer rewards than default", async () => {
const state = makeState({
quests: [{ id: "first_steps", status: "available", rewards: [] }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
const quest = body.state.quests.find((q) => q.id === "first_steps");
expect(quest?.rewards.length).toBeGreaterThan(0);
});
it("skips quest reward patching for quests not in defaults", async () => {
const state = makeState({
quests: [{ id: "nonexistent_quest", status: "available", rewards: [] }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
const quest = body.state.quests.find((q) => q.id === "nonexistent_quest");
expect(quest?.rewards).toStrictEqual([]);
});
it("does not re-add rewards that are already present in the saved quest", async () => {
const state = makeState({
quests: [{ id: "first_steps", status: "available", rewards: [{ type: "adventurer", targetId: "militia" }] }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
const quest = body.state.quests.find((q) => q.id === "first_steps");
// Reward already present so count stays the same
expect(quest?.rewards.filter((r) => r.targetId === "militia").length).toBe(1);
});
it("patches boss upgrade rewards when saved boss has fewer rewards than default", async () => {
const state = makeState({
bosses: [{ id: "troll_king", status: "available", upgradeRewards: [] }] as GameState["bosses"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
const boss = body.state.bosses.find((b) => b.id === "troll_king");
expect(boss?.upgradeRewards.length).toBeGreaterThan(0);
});
it("skips boss reward patching for bosses not in defaults", async () => {
const state = makeState({
bosses: [{ id: "nonexistent_boss", status: "available", upgradeRewards: [] }] as GameState["bosses"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
const boss = body.state.bosses.find((b) => b.id === "nonexistent_boss");
expect(boss?.upgradeRewards).toStrictEqual([]);
});
it("sorts multiple legacy items to the end when their ids are not in the defaults", async () => {
const state = makeState({
achievements: [
{ id: "legacy_achievement_a", status: "locked" },
{ id: "legacy_achievement_b", status: "locked" },
] as GameState["achievements"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
});
it("uses amount field when building the reward key for quests with amount-based rewards", async () => {
const state = makeState({
quests: [{ id: "dragon_lair", status: "available", rewards: [{ type: "gold", amount: 500 }] }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
});
it("falls back to empty string when reward has neither targetId nor amount", async () => {
const state = makeState({
quests: [{ id: "first_steps", status: "available", rewards: [{ type: "unknown" }] }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
});
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 syncNewContent();
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.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await syncNewContent();
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 syncNewContent();
expect(res.status).toBe(500);
});
});
describe("POST /hard-reset", () => {
it("returns 404 when no player found", async () => {
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(null);
+93
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@@ -77,6 +77,99 @@ describe("explore route", () => {
body: JSON.stringify(body),
}));
const getClaimable = (areaId?: string) => {
const url = areaId === undefined
? "http://localhost/explore/claimable"
: `http://localhost/explore/claimable?areaId=${areaId}`;
return app.fetch(new Request(url));
};
describe("GET /claimable", () => {
it("returns 400 when areaId is missing", async () => {
const res = await getClaimable();
expect(res.status).toBe(400);
});
it("returns 404 for unknown area", async () => {
const res = await getClaimable("nonexistent_area");
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(404);
});
it("returns claimable=false when no exploration state exists", async () => {
const state = makeState({ exploration: undefined });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable=false when area is not in_progress", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable=false when exploration is still in progress", async () => {
const state = makeState({
exploration: {
areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: Date.now(), completedOnce: false }] as GameState["exploration"]["areas"],
materials: [],
craftedRecipeIds: [],
craftedGoldMultiplier: 1,
craftedEssenceMultiplier: 1,
craftedClickMultiplier: 1,
craftedCombatMultiplier: 1,
},
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable=true when exploration is complete", async () => {
const state = makeState({
exploration: {
areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
materials: [],
craftedRecipeIds: [],
craftedGoldMultiplier: 1,
craftedEssenceMultiplier: 1,
craftedClickMultiplier: 1,
craftedCombatMultiplier: 1,
},
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(true);
});
it("returns 500 when the database throws", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(500);
});
});
describe("POST /start", () => {
it("returns 400 when areaId is missing", async () => {
const res = await postStart({});