Commit Graph

9 Commits

Author SHA1 Message Date
Thomas Hallock b36df3a40c fix(worksheets): ten-frames not rendering in mastery mode
Fixed two critical bugs preventing ten-frames from rendering:

1. **Mastery mode not handled** (typstGenerator.ts:61)
   - Code only checked for 'smart' | 'manual' modes
   - Mastery mode fell into manual path, tried to use boolean flags that don't exist
   - Resulted in all display options being `undefined`
   - Fix: Check for both 'smart' OR 'mastery' modes (both use displayRules)

2. **Typst array membership syntax** (already fixed in previous commit)
   - Used `(i in array)` which doesn't work in Typst
   - Changed to `array.contains(i)`

Added comprehensive unit tests (tenFrames.test.ts):
- Problem analysis tests (regrouping detection)
- Display rule evaluation tests
- Full Typst template generation tests
- Mastery mode specific tests
- All 14 tests now passing

Added debug logging to trace display rules resolution:
- displayRules.ts: Shows rule evaluation per problem
- typstGenerator.ts: Shows enriched problems and Typst data
- Helps diagnose future issues

The issue was that mastery mode (which uses displayRules like smart mode)
was being treated as manual mode (which uses boolean flags), resulting in
undefined display options.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-10 10:06:27 -06:00
Thomas Hallock cd75df7221 chore: restore stashed work from previous session
Recover all changes from stash including:
- Linter/formatter updates across codebase
- Settings permission updates for git checkout

This commit captures the complete state of work that was
stashed during the previous session's git operations.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-08 14:59:40 -06:00
Thomas Hallock aafb64f3e3 fix(rithmomachia): correct makeMove parameter types for capture handling
- Fix TypeScript error: pass undefined for pyramidFace parameter
- Properly structure capture data as 5th parameter
- Add target piece lookup for capture relations

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-29 11:02:47 -05:00
Thomas Hallock d568955d6a feat(arcade): add yjs-demo collaborative game and Yjs persistence layer
- Add yjs-demo arcade game with collaborative state management
- Add Yjs persistence layer for real-time sync
- Update socket server with Yjs support
- Update Rithmomachia game component
- Add yjs type definitions

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-29 09:46:20 -05:00
Thomas Hallock f9af0f169e chore: biome formatting fixes 2025-10-11 07:17:38 -05:00
Thomas Hallock bda5bc6c0e fix: prevent database imports from being bundled into client code
**Problem:**
- player-ownership.ts imported drizzle-orm and @/db at top level
- When RoomMemoryPairsProvider imported client-safe utilities, Webpack bundled ALL imports including database code
- This caused hydration error: "The 'original' argument must be of type Function"
- Node.js util.promisify was being called in browser context

**Solution:**
1. Created player-ownership.client.ts with ONLY client-safe utilities
   - No database imports
   - Safe to import from 'use client' components
   - Contains: buildPlayerOwnershipFromRoomData(), buildPlayerMetadata(), helper functions

2. Updated player-ownership.ts to re-export client utilities and add server-only functions
   - Re-exports everything from .client.ts
   - Adds buildPlayerOwnershipMap() (async, database-backed)
   - Safe to import from server components/API routes

3. Updated RoomMemoryPairsProvider to import from .client.ts

**Result:**
- No more hydration errors on /arcade/room
- Client bundle doesn't include database code
- Server code can still use both client and server utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 11:40:46 -05:00
Thomas Hallock 2b7ff237cc fix: correct TypeScript build configuration to prevent .js pollution in src/
**Problem:**
- TypeScript was compiling .js files directly into src/ alongside .ts files
- This broke the app and polluted source control with build artifacts

**Solution:**
1. Moved socket-server.ts from root to src/socket-server.ts
   - Updated imports to remove './src/' prefix (now './lib/...')
2. Updated tsconfig.server.json:
   - Added rootDir: "./src" to ensure clean dist/ structure
   - Updated include path from "socket-server.ts" to "src/socket-server.ts"
3. server.js already correctly requires from ./dist/*

**Result:**
- TypeScript now compiles to dist/ with clean structure:
  - src/socket-server.ts → dist/socket-server.js ✓
  - src/db/index.ts → dist/db/index.js ✓
  - No dist/src/ subdirectory ✓
  - No .js files created in src/ ✓
- Dev server starts successfully
- Build artifacts properly separated from source code

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 11:18:02 -05:00
Thomas Hallock 83b9a4d976 fix: compile TypeScript server files to JavaScript for production
- Add tsconfig.server.json to compile server-side TypeScript
- Install tsc-alias to resolve path aliases (@/*) in compiled JS
- Update build script to run tsc + tsc-alias before Next.js build
- Update dev script to compile server files before starting
- Remove tsx runtime dependencies from server.js
- Add compiled JS files for socket-server, db, and arcade modules

This enables production builds to run with pure Node.js without
requiring tsx or ts-node at runtime, as required for Docker deployment.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-10 07:55:18 -05:00
Thomas Hallock 22541df99f fix: use UUID player IDs in session creation fallback
- Changed CreateSessionOptions.activePlayers from number[] to string[]
- Updated socket-server.ts fallback from [1] to [data.userId]
- Added debug logging to validateFlipCard to diagnose turn validation issues

This ensures that when a session is created without explicit activePlayers,
it uses the actual UUID of the requesting player instead of the numeric value 1.
2025-10-06 13:04:33 -05:00