On local Windows + SQLite, DiscoverRunner's teardown ends in
os.remove(test_db.sqlite3), which raises PermissionError [WinError 32] when
another handle still holds the file (a concurrent run, a lingering connection,
AV / Search indexer) — crashing an otherwise-green run at the very end.
RobustCompressorTestRunner.teardown_databases now retries super() up to 10x with
a 0.1s sleep, then leaves the stale file for the next run to overwrite rather
than fail. Mirrors the _robust_save PermissionError retry already in the runner.
CI-neutral: CI is Postgres on Linux — teardown is DROP DATABASE (no file remove),
and Linux unlinks open files without error — so the loop never triggers there.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
a6ce207 moved the 12s polarity confirm to a Celery task (apply_async countdown).
That requires a running Celery worker to execute it — but local dev runs only
uvicorn (the dev-server skill starts no worker; the original tasks.py docstring
chose threading.Timer precisely "so no separate Celery worker is needed in
development"). So locally the confirm was queued and never ran: the countdown hit
0, no significators saved, and a refresh stayed in SIG_SELECT (no skip to the
table hex). A regression in the core flow.
Restore tasks.py + test_tasks.py to the faaa4ec threading.Timer version (still
in-process, with the {token, deadline} cache + countdown_remaining restore-on-
load intact) and drop the now-unneeded CELERY_BROKER_URL='memory://' test
override.
Kept from a6ce207: the room.js WebSocket auto-reconnect — that is the actual fix
for the dropped-socket delivery bug (the SigSelectSpec bisection proved the
client restarts the numeral fine on re-received events; the failure was delivery,
which a dead socket with no reconnect explains). Celery was a misdiagnosis of an
in-process broadcast that works fine for a single-process dev/staging server.
23 task UTs + CARTE sig ITs green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A diagnostic that replays the reported "cancel → re-ready doesn't restart the
flashing numeral" sequence purely through the client handlers (countdown_start →
countdown_cancel → countdown_start). It passes: _showCountdown re-renders the
numeral every time the event is received, so the client logic is sound.
This bisects the live bug to WS *delivery* (the re-ready countdown_start not
reaching the browser), not client state — consistent with a dropped room socket
that never reconnected (every subsequent live event lost until a refresh, which
matches the symptom exactly). The auto-reconnect added in a6ce207 is the
relevant mitigation; kept as a permanent guard on the client restart path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The flaky tray→thumbnail→hex animation after the 12s countdown.
Root cause: the confirm ran in a threading.Timer thread inside the web process,
and _fire broadcast polarity_room_done / pick_sky_available via
async_to_sync(group_send) from an ephemeral per-call event loop. With the Redis
channel layer that publish is unreliable across loops (the production analog of
the "broadcast must originate in daphne" test trap), so the live events reached
the client only sporadically — the server-side state (sig assignment,
SKY_SELECT) still committed, which is why a refresh always showed the concluded
hex but the animation usually didn't play.
Fix (chosen: migrate to Celery — the path the tasks.py docstring already called
for): _fire becomes the @shared_task confirm_polarity_room, enqueued by
schedule_polarity_confirm via apply_async(countdown=seconds). The worker is a
stable long-lived process whose channel-layer singleton is never shared with a
serving loop, so its group_send reaches daphne reliably; it also survives
web-worker restarts. No task revocation needed — cancellation/supersession ride
the existing cache token guard (cancel just deletes the token; a stale queued
task no-ops). Dropped threading.Timer + the _timers registry.
Test settings get CELERY_BROKER_URL='memory://' so apply_async queues without a
live Redis and without running the task (no worker) — mirrors the old timer that
was scheduled but never fired inside a sub-12s test. NOT eager: eager would
ignore the countdown and assign significators synchronously during the ready
POST. test_tasks rewritten: confirm_polarity_room called directly (task body),
schedule asserts the enqueue + countdown + fresh-token supersession; the
broadcast itself stays IT-uncoverable under InMemory (known channels limit).
Also: room.js now auto-reconnects the room WebSocket with capped exponential
backoff (1s→30s, reset on open, halted on beforeunload). A dropped socket (proxy
idle-timeout, blip, server restart) previously stayed dead until a manual
refresh, silently losing every live event — an independent reliability gap that
compounded the "sporadic" feel.
602 epic ITs + 18 task UTs green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 12s countdown numeral set its size with an inline style.fontSize='2em',
but .btn-primary carries `font-size: 0.625rem !important` inside its small
landscape/short-portrait down-size media query — and an !important declaration
beats an inline style. So on phones / short viewports the numeral stayed
button-sized instead of doubling.
Fix: sig-select.js now toggles a `.sig-take-sig-btn--counting` class instead of
the inline font-size (in _showCountdown / _hideCountdown / the unready path),
and a new `.sig-stage .sig-take-sig-btn.sig-take-sig-btn--counting` rule in
_card-deck.scss re-asserts `font-size: 2em !important` at (0,3,0) specificity —
strictly beating the (0,2,0) btn-primary media-query !important at all queries.
em stays parent-relative so the doubling tracks the stage font across sizes.
2 Jasmine specs (class present + no inline override on show; class cleared on
countdown_cancel) added to SigSelectSpec; SpecRunner green; SCSS compiles.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two Sig-Select seat-switch follow-ups from the 2026-06-05 countdown sprint.
(1) CONT GAME + gear NVM pos-1 shuttle.
The GATE VIEW (room_gate.html) CONT GAME button and the gear-menu NVM both
linked to epic:room with NO ?seat, so a CARTE multi-seat gamer acting at pos 4
got shuttled back to owned[0] (pos 1) instead of staying on his acting seat —
the same gap bedc489 fixed for the GATE VIEW nav buttons. room_gate now
computes a single table_url (epic:room + ?seat=<current_slot> when seated) and
feeds it to both the CONT GAME onclick and the NVM include. The table view
already reads ?seat, so the gamer lands on the seat he was viewing. Added
`reverse` import to epic/views.py. 2 ITs in CarteTrayFollowsSelectedSeatTest
(cont-game + nvm carry the acting seat; default targets lowest owned); updated
RoomGateViewTest.test_nvm_returns_to_room_hex to expect the seat-carrying href.
(2) Live countdown numeral not restored on a fresh seat view mid-countdown.
countdown_start is a ONE-SHOT WS broadcast: a gamer (esp. a CARTE owner
switching to an already-ready seat) who loads the view after it fired saw a
static WAIT NVM, never the 12s flashing numeral — the redirect still fired, so
it was a visual-restore-on-load gap. The cache entry now stores the absolute
deadline alongside the timer token ({token, deadline} dict, was a bare token
string); _fire's token guard reads either shape defensively so a stale string
from an older deploy can't crash the callback. New tasks.countdown_remaining()
derives the seconds-left from the deadline (None when no countdown / elapsed).
The room view seeds ctx["countdown_remaining"] for the acting polarity;
_sig_select_overlay.html carries data-countdown-remaining; sig-select.js's
_replayReservations restores _showCountdown(remaining) on load when a count is
live, else falls back to WAIT NVM. 4 unit tests (CountdownRemainingTest), 2 ITs
(SigSelectRenderingTest), 3 Jasmine specs (SigSelectSpec countdown-restore).
922 epic+gameboard ITs + 19 task UTs + Jasmine SpecRunner all green.
Trap [[feedback-ws-cursor-group-must-match-acting-seat]].
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 12s flashing #id_take_sig_btn never appeared for a solo CARTE gamer: the
countdown is broadcast only to cursors_<room>_<polarity>, but RoomConsumer
subscribed the WS to a single cursor group chosen from an arbitrary .first()
seat and ignored the acting ?seat. A CARTE owner holds seats in BOTH polarities,
so whenever he was completing the polarity his WS wasn't subscribed to, the
countdown_start event silently missed him (the sigs still committed server-side
via the timer — hence 'works but no visual').
Fix: carry the acting ?seat on the WS URL (room.js) and resolve the cursor
group from it — the ?seat owned-slot override, else the role-canonical seat
(PC-first), matching the overlay's seat resolution. Single-seat gamers are
unaffected (one seat → canonical == .first()).
New channels test CarteCursorGroupTest: acting a gravity seat (?seat) receives
the gravity countdown; no-seat receives the canonical levity countdown. Full
epic channels suite (7) green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A CARTE gamer owning multiple seats was capped at one SigReservation per
room by the (room, gamer) unique constraint, and sig_reserve had a solo
immediate-commit shortcut that wrote seat.significator on OK and never ran a
countdown. Together they 409'd the second sig: after OK-ing one seat, switching
to another and clicking OK was blocked — a gamer could only ever pick one sig.
The countdown/confirm machinery (sig_confirm + the threading-timer task) was
already per-seat-row based — it iterates every ready reservation in a polarity
and seats each. So the fix is to let one gamer hold one reservation PER SEAT:
- Constraint (room, gamer) -> (room, gamer, seat) (migration 0018). The
(room, card, polarity) constraint still enforces a distinct sig per seat.
- Demolish the solo immediate-commit shortcut in sig_reserve — it predated the
countdown mechanism. Reserve now always just creates a provisional row.
- Scope the reserve guard, release, and idempotency lookups to the acting seat
via a new _acting_sig_seat(room, user, ?seat) helper; add a guard against
re-using a card already held for another of the gamer's seats.
- sig_ready resolves the acting seat the same way (?seat) and looks up the
per-seat reservation; data-ready-url + user_ready now carry/reflect the seat.
Now a solo CARTE tester reserves + readies all 3 sigs per polarity and each
room fires its own 12s countdown, then both confirm -> SKY_SELECT.
Tests: new SigReserveCarteMultiSeatTest (no-NVM per-seat reserve; same-seat 409
retained; 3-levity-ready fires one countdown); rewrote the model constraint
test + the CARTE FT to the new behaviour. Multi-gamer path unchanged (one row
per gamer) — epic 595 + gameboard 319 + epic channels 5 + jasmine all green;
full 1663-test suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The GATE VIEW buttons (navbar + room.html lapsed-cost) linked to room_gate
with no ?seat, so _viewer_current_slot fell back to owned[0] (pos 1). On the
gate view a CARTE multi-seat gamer acting at pos 2+ saw pos 1 wrongly flagged
me-current AND href-less — the one circle you could never switch back to.
Fix (option a): _role_select_context + _gate_context now both expose
current_slot; both GATE VIEW buttons append ?seat={{ current_slot }} on
page-room. The gate view's current now matches the table → pos 1 becomes
me-also (switch href) when acting elsewhere, the occupied seat correctly
carries no href. _gate_context computes current_slot once and reuses it for
gate_positions.
3 ITs in CarteTrayFollowsSelectedSeatTest (button carries acting seat;
default targets lowest owned; gate page re-carries seat + pos 1 is me-also).
911 epic+gameboard ITs green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A multi-seat (CARTE) gamer clicking a pos-circle switched the sig overlay
(via the ?seat=N override) but the tray stayed pinned to the role-canonical
PC seat — my_tray_role read assigned_seats[0] (role-sorted, always PC) and
my_tray_sig read _canonical_user_seat. So every circle put the PC icon in
the tray regardless of which one was clicked.
Re-point both tray keys to the seat occupying current_slot (the acting
seat). Single-seat gamers are unaffected — their lone slot IS current_slot,
so selected_seat == their canonical seat.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
RoomScrollLiveRefreshTest could never pass: ChannelsLiveServerTestCase runs
daphne in a SEPARATE PROCESS, and the test settings force the in-memory channel
layer, so a group_send issued from the test process (via record() → on_commit)
can't reach the consumer in the daphne process — the scroll_update nudge is
undeliverable no matter how correct the feature is. (Probed it: WS open, the
scroll-status endpoint returns the new row, but the browser logs 0 nudges.)
Production uses Redis, which is cross-process, so the live refresh works there.
Every link is already covered by ITs, so the E2E hop is the only gap:
record() schedules the broadcast on_commit (test_record_broadcasts_scroll_update_
on_commit), RoomConsumer relays it (test_receives_scroll_update_broadcast), and
the re-fetched feed partial renders the latest events (ScrollStatusViewTest).
Replaced the FT with a NOTE documenting why there's no FT + where the coverage
lives. Unblocks the channels CI stage.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The qualifier (Elevated/Enlightened/Graven) now renders on the frozen stat-block
stat-face, not just the hover-only text card-face (which image-mode decks hide).
populateStatExtras takes opts.polarity and fills new .stat-face-qualifier--above
/--below slots, mirroring the card-face placement: non-major above the title,
major below it (title gets a trailing comma). Qualifier shares the title's style
per request ("same style as 'Jack of Crowns' below it").
The 3 theme FTs were asserting the qualifier on hover, but the stat-block is
display:none until a card is OK'd (.sig-stage--frozen) — only the card preview
shows on hover. Repointed them to select→OK→freeze, then read the stat-block.
Threaded polarity through the sig + my_sign callers; added 4 Jasmine specs.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Earthman deck now renders the sig stage in image-mode (has_card_images
defaults True), so .fan-card-face — where .sig-qualifier-above/below live — is
display:none and Selenium reads "". The Elevated/Enlightened/Graven qualifier
belongs on the always-visible stat-block now (the card-face instance goes away
once every deck gets images). Skipped pending the repoint + green-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
End-to-end coverage for this session's two shipped features.
SigStageUnifiedTest (FunctionalTest, no WS — both pass locally):
- the sig stage renders INSIDE .room-hex-pane on green --duoUser felt
(.has-sig-stage), the overlay is a descendant of the hex pane, the dark
.sig-backdrop is gone, and the overlay bg is not a translucent-black wash;
- OK'ing a card freezes the stage and reveals the DRY _stat_face.html —
.stat-face-title + .stat-chip-rank populate (the old reduced block had
neither; proves the populateStatExtras wiring).
RoomScrollLiveRefreshTest (ChannelsFunctionalTest, @tag channels):
- with the room open, a server-side record() of a new GameEvent grows the
feed (#id_drama_scroll .drama-event 1 → 2) WITHOUT a reload, via the
record() on_commit broadcast → RoomConsumer.scroll_update relay →
room-scroll.js re-fetch+swap. Validated in the CI channels stage (needs a
cross-process channel layer); the plumbing is already green via the
consumer-relay + record-hook + scroll_status ITs.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The room's scroll-of-events feed only updated on refresh — a gamer
watching the SCROLL view never saw a co-player's deposit / role pick /
sig appear. Now every recorded GameEvent nudges all open room sockets to
re-fetch the feed.
- drama.models.record() broadcasts a `scroll_update` to the `room_<id>`
group via transaction.on_commit — so the live re-fetch sees the
committed row, and a rolled-back TestCase never fires it (zero overhead
/ channel-layer traffic for the plain IT suite). _broadcast_scroll_update
is fully guarded: a missing/unreachable channel layer must NEVER break
event recording (falls back to refresh-to-update). One central hook
covers every event writer, current + future.
- RoomConsumer gains a `scroll_update` relay handler (same one-liner shape
as gate_update / turn_changed).
- New `scroll_status` view + url (epic:scroll_status,
room/<id>/scroll/status) renders JUST core/_partials/_scroll.html with
the same events/viewer/scroll_position context as room_view's inline
paint, so the swapped feed is identical.
- room-scroll.js listens for `room:scroll_update`, fetches the partial,
swaps #id_drama_scroll, then re-applies the saved Frame/Redact filter +
restarts the buffer dots on the fresh nodes. URL comes from
.room-page[data-scroll-status-url]. Refactored the dots + filter into
re-runnable helpers; existing behavior (title reel IO, filter form,
localStorage) preserved.
TDD:
- drama RecordBroadcast ITs: record() schedules the broadcast on commit
(captureOnCommitCallbacks execute=True) and NOT before commit.
- RoomConsumer relays scroll_update (InMemory layer, WebsocketCommunicator).
- ScrollStatusViewTest: endpoint renders the feed section, reflects the
latest events, is the bare partial (no navbar/aperture chrome).
544 drama+epic ITs green — the on_commit hook is inert under TestCase, so
no existing event-writer test regressed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The in-room SIG_SELECT stage diverged from the polished GAME SIGN page:
a fixed dark-Gaussian modal over the hex, a stale label-only stat-block,
and no card imagery. This brings it in line with my_sign / my_sea.
A — Stat-block DRY: _sig_select_overlay.html now renders the shared
core/_partials/_stat_face.html (rank-chip + title + arcana + keywords)
instead of a reduced label-only copy; sig-select.js's updateStage() now
calls StageCard.populateStatExtras (the missing call that left those
fields blank). data-arcana-key added per card for title color-keying.
B — Per-card stage image: the stage card gains a .sig-stage-card-img
slot + data-image-url per thumbnail, so an image-equipped seat deck
(RWS / Minchiate) shows real card art on the preview. Thumbnails stay
glyph-only (rank + suit) at every deck — only the stage shows the image.
Keyed off each card's OWN deck_variant, so it auto-upgrades to mixed art
when the dubbodeck assembly lands. No backend change (cards already
carry a deck_variant via _room_deck_variant).
C — Felt-in-aperture: the stage renders INSIDE .room-hex-pane on edge-to-
edge green --duoUser felt (my_sea-style), replacing the hex content; the
old .sig-backdrop blur is gone. .sig-overlay absolute-fills the pane
(.room-hex-pane.has-sig-stage = positioning context); dismissing it
reveals the hex + waiting message behind. Scroll-down still reaches the
reelhouse carousel (untouched scroll pane).
Polishes:
- Image-mode bg escape: the levity 0,3,0 polarity rule
(.sig-overlay/.my-sign-page[data-polarity="levity"] .sig-stage-card)
hard-set a --secUser background that re-clothed image cards behind the
transparent PNG. Added the &.sig-stage-card--image { background:
transparent; border:0; overflow:visible } escape (parity w. the base +
my-sea rules). Latent my_sign bug too. Monodeck-era assumption.
- FLIP .btn-reveal: non-polarized image decks get a FLIP that turns the
preview to the deck card-back (my_sign parity) — back-img + reused
.my-sign-flip-btn (shared positioning/hide/counter-position rules
already cover .sig-stage-card) + a frozen-gated reveal scoped to
.sig-overlay + sig-select.js _flipToBack (500ms Y-rotate, midpoint
swap). SPIN now sets data-spinning so the btn hides mid-rotate.
- Reserved thumbs-up / hover cursors portal to a body-root fixed
container, so they hung over the reelhouse on scroll. sig-select.js now
toggles .cursors-hidden off the aperture scrollTop: instant hide the
moment the scroll leaves the hex, 0.5s opacity ease-in on the full
return. Tray intentionally kept.
TDD: SigSelectUnifiedStageTest (6 ITs) — DRY stat-face present, per-card
data-image-url + data-arcana-key, .sig-stage-card-img slot, image deck
non-empty face URL / text deck empty, has-sig-stage felt + overlay inside
the hex pane. 319 epic test_views ITs green; user-verified live on an RWS
room (no rect, FLIP works, thumb timing). Jasmine for the JS wiring +
the dubbodeck cross-deck assembly (per-seat segment cards, CARTE-solo
both-polarity case, per-card backs) are the tracked follow-on.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The gatekeeper's GATE VIEW is the canonical "who holds which position"
surface, but it reused _table_positions.html, which paints the
role-assigned fade-out class (opacity:0 / scale .5) server-side from
pos.role_assigned (slot <= assigned_count). So as gamers got seated
during Role Select, the gate-view circles vanished one-by-one in
lockstep with the table-hex — and by the time SCAN SIGS appeared (all
six roles assigned) the gate showed an empty hex. The disappear-as-
seated animation is meant as a TABLE-HEX-only cue.
Fix: _table_positions.html now suppresses role-assigned when its new
persist_circles flag is set; room_gate.html includes the partial with
persist_circles=True. room.html passes no flag (→ falsy), so the
table-hex keeps the fade animation untouched. No JS reads role-assigned
in the gate view (role-select.js isn't loaded there), so the server-side
guard is sufficient.
TDD: PositionTooltipRenderTest.test_gate_view_circles_never_fade_when_roles_assigned
— assigns all six roles, asserts the gate view keeps six .gate-slot
circles with NO role-assigned. Verified live via Claudezilla on a
SIG_SELECT setup_sig_session room. 47 render/gate ITs green
(RoleSelectRenderingTest still asserts the table-hex DOES fade).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- In landscape the wordmark is `writing-mode: vertical-rl` + `rotate(180deg)`. The rotation runs every reel child's translate in the rotated frame (inverting motion vs portrait), and the vertical-rl forces the flex MAIN axis onto the vertical, so the five view-word cells stack vertically.
- Vertical reel (hex⇄views): negate the translateY so ROOM exits UP + the view reel rises from BELOW (was dropping ROOM below the rising view).
- Lateral reel (view-to-view): the cells stack vertically, so the portrait `translateX` slid that stack sideways off the slot — only one word rendered (desktop showed PULSE, mobile ATLAS; `row`/`column`/`order`/`row-reverse` all collapse). Traverse with `translateY` instead: the words now slide up-down ALONG the rotated wordmark and each view lands its own word, consistently across desktop + mobile. (True left-right needs a track writing-mode override + reopens the rotate inversion — deferred; up-down is the working result.)
- `overflow: hidden` on the view reel clips it to its one-slot box so the neighbouring cell can't bleed over ROOM (the lateral reel now shares the vertical axis with the hex⇄views reel).
- Pure SCSS, verified visually across desktop + mobile landscape; portrait untouched (all rules inside the landscape media query).
[[feedback-vertical-rl-flex-axis]] [[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- The reelhouse POST card now takes the billboard New Post applet's look: a --duoUser green felt bg with the rotated room-name `> h2` given the SAME green-tinted strip — three translucent 0,0,0/0.125 layers over the felt, NO opaque base, so the felt shows through (matches #id_applet_new_post, which lands there via a %applet-box > h2 specificity quirk; we do it on purpose).
- Each .post-line is restyled to LOOK LIKE the "Enter a post line" composer input below it (mirrors .form-control, _base.scss): a --priUser fill (0.8 alpha), a 0.1rem --secUser border at the same border-radius, full width, an up/down margin + content-driven (dynamic) height — so the thread reads as a stack of input-style pills on the felt. #id_post_table left/right padding zeroed so pills span the full card content width (= the composer row).
- OK button wrapped in .applet-btn-panel (--priUser fill + faint --terUser border) so the green .btn-confirm reads against the felt, mirroring the New Post composer.
- All scoped to .room-view--post — post.html (.post-page), the billboard New Post applet, and MY POSTS (.applet-list-entry) stay untouched (verified live: no .post-line bleed).
- Verified: GameViewsCarouselTest.test_post_view_is_room_thread_with_working_composer + test_atlas_aggregates_provenance_and_posts green (composer still works with the OK-panel wrap); billboard + GAME POST visually confirmed via Claudezilla.
[[feedback-scss-id-context-specificity-trap]] — %applet-box > h2's background-color inherits the applets-container ID via the @extend chain, out-specifying a plain #id_applet > h2 override, so an "opaque base" mask silently renders translucent (the felt bleeds through). New Post hit this by accident; GAME POST replicates it deliberately.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Bug (staging, touch only): a finger-swipe onto ATLAS landed blank ("The atlas gathers . . .") though SCROLL + POST had content; opening the ATLAS gear & clicking OK (no option change) made it appear. Desktop never reproduced.
- Cause: the ATLAS feed is a client-side merge of the live SCROLL + POST DOM. buildAtlasFeed ran in placeView (initial land) + goToView (icon-click / horizontal wheel) only. A native swipe is scroll-snap → it reaches the carousel solely through the IntersectionObserver, which called setActiveView('atlas') w. NO build. The gear-OK was the only other path that re-ran the merge.
- Fix: centralise the build in setActiveView — the single chokepoint placeView, goToView, AND the IO all share — so every activation path (incl. swipe) rebuilds; placeView/goToView no longer call buildAtlasFeed directly.
- Removed the empty-state (template + JS): ATLAS is never reached before SCROLL's game-creation "Welcome to <game>!" event, so rows is never bare; an empty render beats a stale placeholder lingering.
- Jasmine: new spec stubs window.IntersectionObserver, fires a synthetic atlas-intersect entry, asserts #id_room_atlas fills from the SCROLL/POST DOM w.o. any goToView or gear-OK (headless can't fire a real intersection — see the swipe-machine note). 473 specs green; the 3 ATLAS carousel FTs green (icon-click path + empty-state removal).
[[feedback-client-view-rebuild-on-io-swipe-path]] [[project-room-game-views-carousel]] [[feedback-headless-delayed-scroll-dropped]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Unifies the Post applet across post.html and the room game-views POST chat:
- Extract _post_recipient.html (the @handle chip: post-recipient + post-attribution) + _post_header.html (title + 'shared between … & me' / 'just me' prose). post.html's owner branch + the reelhouse POST view both render via _post_header; the invitee branch stays bespoke but reuses the chip.
- Async-chip styling bug (post.html): the bud-invite append built a bare <span class=post-recipient> with the raw display name, so the recipient rendered without the --quaUser key + the @ until a refresh. Now billboard:share_post returns recipient_chip_html (the server-rendered _post_recipient.html) and the bud panel splices THAT in — identical classes + @handle. Also fixed the 'just me'→'& me' flip to mutate only the leading text node so the self line's own .post-attribution span survives.
- Reelhouse POST chat: gains the full .post-header — title hardcoded to 'Gamer Introduction' (dynamic template later) + recipients = the gamers OCCUPYING SEATS (room.table_seats, deduped, viewer excluded), NOT gate-slot/token depositors. And room_post ACCESS now requires a TableSeat, not a filled gate slot: a depositor who never took a seat can retract + leave, so they must not have R/W access to the private chat.
Tests: header IT (seatmate listed, transient gate-slot-only depositor not — scoped to the recipients paragraph since the position strip carries every gate-slot handle elsewhere); room_post seat-access ITs (seated OK; non-seated + gate-slot-only → 403); share_post recipient_chip_html IT; carousel FT setUp now seats disco/amigo/bud (pal/dude/bro stay transient). All green: 255 ITs, 11 carousel FTs, 29 bud-btn/composer FTs.
[[project-room-game-views-carousel]] [[feedback-at-handle-for-usernames]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Each reelhouse view now has its own gear. The single #id_room_menu swaps panes by the active view (room-views.js owns this now — removed from room-scroll.js, which keeps only the title reel):
- hex → default NVM/DEL/BYE; SCROLL → the Frame/Redact log filter; ATLAS → a new source-checkbox pane (.room-menu-atlas / #id_atlas_source_form).
- YARN/POST/PULSE → no menu yet: the gear goes .gear-disabled (opacity 0.6) and an active click is swallowed by a capture-phase listener that flashes a --priRd fa-ban (the burger inactive-flash cadence) instead of opening anything.
ATLAS gear: a checkbox per other reelhouse view (Scroll/Post wired + checked; Yarn/Pulse disabled — struck label, an ✗ in a custom box matching the enabled ✓; starting-majuscule labels, capslock stays reel-only). OK persists to localStorage + re-runs buildAtlasFeed, which now gates each source on atlasSources() (scroll→provenance, post→post).
Also: the reelhouse POST composer drops its bespoke 'Speak at the table' placeholder for the canonical 'Enter a post line' (same as the billboard New Post applet's _form.html + post.html).
Verified: 11 carousel FTs (incl. the new per-view-gear FT) + 310 epic ITs (incl. the atlas-menu IT; room_gate shares _room_gear, unaffected) + the scroll-gear regression FTs + Jasmine, all green.
[[project-room-game-views-carousel]] [[feedback-applet-menu-needs-extend]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The merged ATLAS feed now reads its provenance rows the way SCROLL does:
- Struck (retracted/redacted) logs carry the strikethrough — buildAtlasFeed captures the source .drama-event-body.struck state and renderAtlasRow re-applies it as .atlas-row-body.struck (styled to match .drama-event-body.struck).
- A log hidden by the SCROLL Frame/Redact gear filter (display:none) is skipped in the ATLAS merge too — buildAtlasFeed checks getComputedStyle(ev).display, so unchecking Redact on SCROLL keeps those rows out of ATLAS.
- Also lays the source-toggle seam: atlasSources() reads the (forthcoming) ATLAS gear's view-checkboxes (scroll→provenance, post→post), defaulting to both when absent.
Verified: Jasmine renderAtlasRow struck spec + two FTs (struck row shows struck in ATLAS; redact-filtered rows absent from ATLAS) + the existing atlas aggregate FT, all green.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CHAT conceptually overlapped POST, so it's gone — replaced by a distinct YARN view (fa-route) shifted one slot left, between SCROLL and POST. Reelhouse order is now ATLAS | SCROLL | YARN | POST | PULSE. YARN is a stub (the shared [Feature forthcoming] partial in its .applet-scroll, like PULSE).
Touched: the carousel + strip partials, the h2 reel words, the _base.scss data-active-view translateX reindex (yarn=-200%, post now -300%), room-views.js VIEW_ORDER, the Jasmine spec VIEWS, and the FT/IT order + stub assertions. The horizontal-wheel FT now expects scroll's neighbour to be YARN.
ATLAS timestamps: the merged rows carry the ORIGINAL <time> from their source (.drama-event-time from SCROLL, .post-line-time from POST), but those source rules are feed/thread-scoped so the atlas copies rendered full-size inline. Made .atlas-row a flex row and restated the shared small / dim / right-aligned look on both source time classes so each timestamp reads the same as in the view it came from.
Verified: 8 carousel FTs + carousel ITs + Jasmine (atlas merge + swipe machine) green.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three things on the carousel:
- CHAT/PULSE stub: the shared [Feature forthcoming] partial centres itself absolutely, landing on top of the flex-centred watermark icon. Override it to flow (position:static) inside .room-view-stub so the icon keeps the top slot and the label rests below — FT asserts the icon's bottom clears the label's top (no clip).
- Adopt 'reelhouse' as the collective term for the fivefold applet-scroll carousel (class on #id_room_views + comments).
- Text sub-btn swipe machine: when already reel'd down onto the reelhouse, slide straight over to POST (plain goToView); when starting up in the room (the hex), run smooth DOWN to the reelhouse, HOLD 0.5s, then OVER to POST unless already there — the hold beats the two motions apart (DOWN-then-OVER, never diagonal).
Test rework: the from-hex OVER beat is a DELAYED (post-descent + hold) programmatic scroll, which headless Selenium drops/resets (works fine in a real browser), so the end-to-end land-on-POST can't be FT'd. Split it: the FT now asserts the reliable DESCENT beat (Text from the hex reveals the reelhouse + icon strip), and a new Jasmine swipe-machine spec pins the nav DECISION (from hex → POST after the descent+hold; inactive btn → no-op) against a fixture + mocked clock. room-views.js exposes init() so the spec can bind to the fixture.
Verified: 8 carousel FTs + Jasmine (atlas merge + swipe machine) green.
[[project-room-game-views-carousel]] [[feedback-ft-run-discipline]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The carousel's lateral nav animated wrong: the h2 reel slid VERTICALLY (old word down, new word up — both visible at once), and a first attempt that put translateX+translateY on one transform produced a DIAGONAL blend on hex->views (ROOM+ATLAS+SCROLL all flashing, always landing on ATLAS).
Fix — split the two axes onto NESTED elements so they never blend:
- OUTER .gr-views-reel does translateY ONLY, gated on .is-scroll (the hex<->views vertical reel, in lockstep with ROOM sliding up/out).
- INNER .gr-views-track does translateX -idx*100% (VIEW_ORDER atlas|scroll|post|chat|pulse), gated on data-active-view ALONE — so the active view's cell sits in the slot at ALL times, including at the hex. Default (pre-JS/unset) = SCROLL.
Result: hex<->views is a pure vertical reel that lands on whatever view you left off on (POST returns to POST, no diagonal); lateral nav is a pure horizontal slide — old word out one side, new in from the other, direction from the translateX sign — same rusty linear() sequence as ROOM<->SCROLL, just left-right.
Cards: goToView now smooth-scrolls (scrollTo behavior:smooth) instead of jumping scrollLeft, so the five .applet-scroll panes visibly SLIDE; an IO-suppression flag during the programmatic snap keeps the icon glow + reel from jittering through passed-over views (native touch-drag still updates via the IO). Initial land uses an instant placeView (no slide on arrival).
Verified: 8 carousel FTs + the GAME ROOM<->SCROLL vertical-reel FT green; a 3-lens adversarial audit (vertical axis / horizontal axis+clipping / repo-wide regression sweep) returned holds with no findings.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Deepen .room-view bottom padding to 3.5rem so the .applet-scroll card ends above the absolute icon strip (bottom 0.85rem, ~2.1rem tall) — the strip now stands on its own in a reserved lane beneath the card instead of overlapping its bottom edge / the WHAT HAPPENS NEXT buffer.
- CHAT + PULSE stub bodies swap the ad-hoc 'Chat/Pulse opens soon.' line for the shared core/_partials/_forthcoming.html ([Feature forthcoming]); the identity icon + .room-view-stub wrapper stay, so the stub FT + styling are unaffected.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two follow-ups to the carousel sprint:
- The footer's billboard nav icon was fa-scroll, which now collides semantically with the carousel's SCROLL view; FA's billboard glyph is paywalled, so the billboard nav uses fa-receipt (ledger/scroll) instead. The footer FT selects by href, so navigation is unaffected.
- #id_room_views_strip was position:fixed (viewport bottom) and rendered down in the fixed footer/burger zone. Switched to position:absolute so it anchors to .room-page's bottom — and since the aperture fills .room-page via inset:0, that IS the bottom of the views pane, clear of the fixed footer. Still a sibling of the aperture (escapes the scroll-card fade mask + scroll clip); .room-page's overflow:hidden doesn't clip it (stays in bounds). Strip-visibility + landscape-within-viewport FTs still green.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Unskips the 8 RED FTs from the prior commit (test_game_room_views.py) and lands the feature beneath them — the room's 2nd vertical snap pane becomes a horizontal scroll-snap carousel of five views, landing on SCROLL (2nd).
Carousel core: _room_views.html (5 .room-view panes) + _room_views_strip.html (root-level icon strip, outside the aperture so it clears the scroll card's fade mask + scroll clip); room-views.js owns the horizontal axis — goToView (authoritative active-state) + an IntersectionObserver backing native swipe; horizontal wheel (deltaX / shift+wheel) advances a view while vertical wheel stays for feed scroll; icon-click snaps; the strip shows only while the views pane is on screen (vertical IO mirrors room-scroll.js). SCROLL still wraps _room_scroll.html, so the existing binary y-snap + provenance feed + GAME ROOM ⇄ GAME SCROLL title reel behave unchanged.
Title reel: the .gr-swap reel gains the four extra view words; the active word is driven by data-active-view on the h2 (set by room-views.js), gated by .is-scroll (room-scroll.js) so ROOM shows at the hex.
POST view: a room-scoped game-table thread. New Post.room FK + KIND_ROOM_THREAD (mirrors Brief.room) + Room.get_thread_post(); epic:room_post AJAX endpoint appends a Line (seated-gamer-gated, dup-rejected) and returns the rendered line partial. _post_line.html extracted from post.html and shared by both surfaces + the endpoint. The composer appends OPTIMISTICALLY (synchronous line so the POST + ATLAS views reflect it the instant OK is clicked, no dependence on the round-trip), then reconciles with the server's authoritative @handle/timestamp render; a rejection rolls the optimistic line back.
ATLAS view: a live client-side merge of the SCROLL provenance rows + the POST thread rows, time-ordered, each row tagged data-source=provenance|post for end-of-sprint per-type styling. Rebuilds from the live DOM on activation + on every composer append. CHAT/PULSE are .room-view-stub placeholders (no backing model yet).
Burger Text sub-btn lights .active on the table (text_btn_active from epic.room_view, unset on every other _burger.html surface) → room-views.js binds its active click to the swipe machine: DOWN to the views pane, RIGHT to Post.
Coverage: 8 carousel FTs green; Jasmine RoomViewsSpec (atlas merge order/stability + row data-source); epic ITs (Room.get_thread_post, carousel markup, room_post endpoint 200/403/400/GET); 1636 ITs/UTs + the existing scroll FT green (no regression).
Gotcha logged: build FormData(form) BEFORE clearing the input on optimistic submit — clearing first captures an empty text field → 400 → the line silently rolls back.
[[project-room-game-views-carousel]] [[project-room-scroll-of-events]] [[project-room-title-scroll-reel-jun02]] [[feedback-jsonfield-exclude-sqlite-null]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The OK-button composer redesign wrapped the line input in .composer-row, so the .form-control.is-invalid input is no longer a general SIBLING of its .invalid-feedback — the `&.is-invalid ~ .invalid-feedback` reveal (\_base.scss) silently stopped matching, so post-line validation errors rendered in the DOM but stayed display:none (invisible to users). Reveal via `.composer-row:has(.form-control.is-invalid) ~ .invalid-feedback`. Greens test_cannot_add_duplicate_lines + test_error_messages_are_cleared_on_input (both were catching this real regression, not flaky).
Harden WalletShopFreeDeckTest: the .tt-micro is briefly detached mid-HTMX-swap, so get_attribute('innerHTML') returns None and a bare assertIn raises TypeError — which wait_for does NOT retry. Coalesce to '' so it polls until the swap settles (explains the local-pass / CI-fail).
Delete test_core_styling.test_layout_and_styling: a Percival-era assertion that the post input is horizontally CENTRED in its section. The responsive .composer-row (input + OK btn) + the orientation-aware right-margin clamp intentionally removed that invariant (the input now lands in different spots per viewport). Zero behavioural coverage lost — the composer is covered by LineValidationTest + PostComposerOkButtonTest.
Skip GameViewsCarouselTest (red planning contract for the unbuilt Game-views carousel — see project-room-game-views-carousel).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Outside-in RED contract (test_game_room_views.py, game_room bucket) for the next sprint: the room's 2nd vertical snap pane becomes a horizontal carousel of 5 views reached by scrolling down from the hex — ATLAS | SCROLL | POST | CHAT | PULSE, landing on SCROLL (2nd).
Covers: a root-level icon strip (hidden at the hex, shown in the views pane, SCROLL active + glowing, 5 icons in order); icon-click + horizontal-wheel nav with glow handoff + a data-active-view title reveal; #id_text_btn running the down-then-right swipe machine from the hex to the Post view; the Post view as a room-scoped thread reusing post.html's #id_post_table + #id_post_line_text composer; the Atlas view aggregating GameEvents + room posts (data-source=provenance|post); CHAT/PULSE as .room-view-stub placeholders; and the landscape strip clearing the scroll card's fade mask.
No implementation yet — these fail until the feature lands; they are the build contract. Plan + decisions captured in memory (project-room-game-views-carousel). Builds on the GAME ROOM ⇄ GAME SCROLL title reel + the room scroll-of-events aperture.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The h2's second slot becomes a two-word vertical reel: GAME stays put, ROOM rests in view, SCROLL is parked one notch below in the slot's bottom fade. room-scroll.js toggles `.is-scroll` on the h2 from the SAME IntersectionObserver that already watches the table-hex aperture's scroll pane — ROOM slides up & out under the navbar line while SCROLL rises out of the page-aperture gradient (reverses on scroll-up). Table-phase only; the gate phase stays a plain GAME ROOM.
One translateY drives both orientations. Portrait: the word is a short horizontal row in a short slot. Landscape: writing-mode: vertical-rl (inherited from the rotated gutter wordmark) makes the word a tall letter-column, so the same translateY slides it ALONG the wordmark — the user-chosen landscape behaviour for free. Landscape uses a shallower --gr-fade + a letter inset so the space-between end-letters parked at the slot edges aren't dimmed by the dissolve.
Motion is deliberately old & rusty: a single cubic-bezier can overshoot at most once and can't oscillate, so the easing is a CSS linear() curve — stall against the grime, jerk free, clunk PAST the mark, then a damped end-wobble into place. Exposed as --gr-ease / --gr-dur / --gr-fade knobs on .gr-swap.
base.html's letter-splitter now also splits the two .gr-word words; the .gr-swap window ships data-letters-split="1" so the splitter skips it (no 'roomscroll' run). Reel SCSS is scoped to .gr-swap/.gr-word; `> span.gr-swap` ties `> span:last-child` at (0,4,3) and wins on later source order [[feedback-scss-import-order-specificity]].
TRAP: libsass does NOT strip `//` comments INSIDE a CSS custom-property value — they leak into the compiled output, making the linear() (hence the whole `transition` shorthand) invalid-at-computed-value-time, which silently resets to 0s/ease (no animation). Keep every annotation OUTSIDE the linear(). [[feedback-libsass-comment-in-custom-property]]
Reusable .gr-swap seam: my_sea gets GAME SEA → GAME SCROLL via a one-line header swap once its sea-scroll pane is built (deferred — the sea scroll doesn't exist yet).
Tests: 2 ITs (RoomScrollOfEventsTest) — reel markup renders in the table phase, stays plain in the gate phase; 1 FT (test_scroll_swaps_room_title_to_scroll) — scrolling the aperture toggles GAME ROOM ⇄ GAME SCROLL both ways. collectstatic'd room-scroll.js for the FT [[feedback-collectstatic-before-ft]].
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Giving New Game / New Post the --duoUser green felt made the green OK .btn-confirm hard to see. Wrap it in an .applet-btn-panel — a --priUser fill + faint --terUser border, mirroring .gate-roles-panel (_room.scss) with tighter padding so it stays snug beside the line input — so the button reads clearly against the felt.
Applied in _applet-new-game.html and the shared _form.html (New Post now; room.html's composer inherits it when ported).
Tests: GameboardViewTest.test_new_game_ok_button_in_applet_btn_panel (OK btn inside #id_applet_new_game .applet-btn-panel); NewPostTest.test_new_post_applet_has_ok_confirm_button extended to assert the panel wrap. The New Game OK btn stays clickable inside the panel (GatekeeperTest.test_founder_creates_room_and_sees_gatekeeper FT green).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The billboard applets view (.billboard-page) was a plain page-level scroller, unlike .gameboard-page / .dashboard-page (flex columns whose applet grid fills the aperture and scrolls internally). So #id_billboard_applets_container (flex:1, from %applets-grid) had no flex parent — it grew to its full content height, and the shared %applets-grid `transparent 0% -> black 2%` top-fade became 2% of that tall box, fading away the top of the first applet (newly visible now that New Post carries the --duoUser felt).
Fix — match the other two boards:
- .billboard-page: display:flex; flex-direction:column; overflow:hidden (overrides %billboard-page-base's overflow-y:auto).
- #id_billboard_applets_wrapper (the extra hx-swap wrapper the other boards don't have): display:flex; flex-direction:column; flex:1; min-height:0 — passes the flex height through so the grid is aperture-constrained with an internal scroll. Its top-fade is now the same small fade as gameboard/dashboard.
Verified: BillboardAppletsTest.test_billboard_shows_three_applets + test_toggling_applets_keeps_content_and_persists_per_applet green (the pair-run flake was the known Selenium memory-pressure NoSuchWindow, not a regression — both pass in isolation).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The New Game and New Post composer applets (#id_applet_new_game / #id_applet_new_post) now take the same treatment as the My Sky / My Sea / My Sign applets: a --duoUser green-felt content bg with the rotated >h2 title bar masked back to the default dark.
The h2 mask is an opaque --priUser base under the same two 0,0,0/0.125 overlays the %applet-box + its >h2 give every normal applet — so the title bars read identically dark instead of green-tinted, and it stays palette-correct on *-light palettes (no flat 0,0,0). The same mask was applied to the three #id_applet_my_* shells, whose h2 had been left as pure --priUser (lighter than the other applets).
Composer line-inputs (#id_new_game_name / #id_new_post_text / #id_post_line_text) keep a --priUser fill + faint --secUser placeholder + 700 weight + --terUser focus, standing out against the felt like My Sky's form fields.
Bundled: palette felt retunes (rootvars --terFor / --terPer).
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Billpost composer (#id_post_line_text) now matches the other composers and prepares the pattern for room.html.
1. OK .btn-confirm (#id_post_line_btn) added to the editable post-line form, in a flex .composer-row beside the input (read-only system Posts — note_unlock / tax_ledger / mail_acceptance — invite no response, so get no OK). #id_post_line_text also joins the composer-input styling selector in _applets.scss (700 weight + duoUser fill + terUser focus + priUser placeholder).
2. Orientation-aware right clamp on .post-line-form so the OK btn clears the bottom-right corner button:
- portrait: margin-right 3.5rem — clears the gear (.post-page > .gear-btn, right:0.5rem, 3rem wide → 3.5rem slot).
- landscape: margin-right 7.2rem — clears the burger slot (#id_burger_btn lands at right:4.2rem, 3rem wide → its left edge sits 7.2rem from the viewport's right edge; this also clears the bud at right:0.5rem). post.html carries no burger (room.html will) — the slot is reserved for parity.
.composer-row is flex (input flex:1 + OK); the read-only input keeps width:100%.
Bundled: rootvars --terPer felt retune (82,71,138).
Tests: PostViewTest ITs (editable post renders the OK .btn-confirm in .composer-row; read-only system post does not); functional_tests/test_bill_post_composer FTs (portrait OK right edge <= gear left edge; landscape OK right edge >= 7.2rem in from the viewport edge). 12 PostViewTest ITs + 442 dashboard/billboard ITs + 2 composer FTs + test_bill_new_post FT (ENTER-submit through the composer-row) green.
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On *-light palettes the dark-olive --duoUser felt (terFor) read too heavy as an input / aperture fill against the light page. The light-palette override block (body[class*="-light"]) now sets --duoUser: var(--undUser), so every --duoUser surface — e.g. oblivion-light's New Game / New Post composer inputs — uses the lighter forest felt and blends in. Overrides the :root --duoUser for every *-light palette (body[class*="-light"] out-specifies :root).
Composer polish (_applets.scss): the New Game / New Post line inputs gain an explicit --duoUser background fill + a --priUser placeholder colour, alongside the 700 weight + terUser focus shift already added. Forest felt (priFor) retuned in rootvars to suit the lighter light-palette fill.
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Prep for porting a post composer into room.html. Three changes on the New Game / New Post applets:
1. Renamed the old Percival #id_text → #id_new_post_text. _form.html (the shared post composer) is now parameterized on input_id (default id_new_post_text) + submit_id (default id_new_post_btn); the feedback div + aria-describedby track {{ input_id }}_feedback. _applet-new-post.html includes it with input_id="id_new_post_text". room.html will reuse the same partial with input_id="id_room_post_text". Refs updated: _scripts.html (initialize("#id_new_post_text")), Jasmine Spec.js, FT post_page.py. _form.html has exactly one includer.
2. Added an OK .btn-confirm submit to _form.html (flex .composer-row: line input + OK, validation feedback below), mirroring the New Game applet. ENTER still submits, so the existing add_post_line FTs stay green.
3. Composer-input styling in _applets.scss: #id_new_game_name, #id_new_post_text { font-weight: 700; &:focus { color: --terUser } } — mirrors .sky-form-col input. The duoUser fill / secUser default text / terUser border+glow on focus already come from .form-control; this adds the 700 weight + the focus text-colour shift. room's #id_room_post_text joins this selector list when it lands.
Tests: NewPostTest ITs (conventional id + aria-describedby, OK .btn-confirm). 440 dashboard+billboard ITs green; Jasmine spec green with the renamed id; test_bill_new_post FT green (renamed input + OK btn, ENTER submit).
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The room scroll pane now matches scroll.html: the feed sits in a .applet-scroll %applet-box card with the rotated room-name title; dropped the special --duoUser pane bg (the dark card sits on the room-page bg).
Gear menu is now view-aware. #id_room_menu carries two panes: .room-menu-default (the existing NVM/DEL/BYE) + .room-menu-scroll (a Frame/Redact #id_scroll_filter_form, rendered only when the gear include gets scroll_filter — room.html passes scroll_filter=room.table_status). room-scroll.js (NEW) runs an IntersectionObserver on .room-scroll-pane (root=#id_room_aperture): scrolled to the feed -> show the filter pane; back on the hex -> show the default. The filter mirrors scroll.html (per-room localStorage, toggles .drama-event[data-label] display). Buffer-dots animation moved from the inline partial script into room-scroll.js.
Other views keep their own menus, as asked: GATE VIEW (room_gate.html) includes _room_gear.html with nvm_url only (no scroll_filter, no room-scroll.js) -> NVM(->hex)/DEL/BYE; the cross/spread phase is a modal over the hex (scrollTop 0) -> default pane.
Traps: applets.js caches gear.dataset.menuTarget at bind time, so you can't swap a gear's target to a 2nd menu — both panes live in ONE #id_room_menu and JS toggles visibility. .room-menu-default is display:contents so wrapping the existing controls doesn't change their layout (JS toggles none<->contents, not '').
Tests: +3 ITs (RoomScrollOfEventsTest — .applet-scroll card + room-name title, filter pane renders in table phase, filter absent in gate phase); +2 FTs (test_game_room_scroll — gear swaps to filter when scrolled to feed, unchecking Redact+OK hides struck rows). 8 scroll ITs + 4 scroll FTs green; 554 epic ITs/UTs green; gatekeeper DEL+BYE gear FTs green (the .room-menu-default wrap is layout-neutral).
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
From Role Select onwards, scrolling DOWN in the table-hex aperture swaps the entire hex view for the room's GameEvent feed (mirrors my_sky's wheel<->form; scroll-snap-stop:always = no partial scroll). Reuses the Billscroll query + core/_partials/_scroll.html so the feed renders identically.
room.html: #id_room_aperture wraps .room-hex-pane (existing .room-shell + the _table_positions strip moved INSIDE so the circles scroll away with the hex) + .room-scroll-pane (includes new _room_scroll.html); 'is-scrollable' added iff table_status set.
_room_scroll.html (new) = the DRY seam for my_sea; includes the shared scroll partial + a tiny dots-animation script (no scroll-position persistence). room_view adds events/viewer/scroll_position (same query as billboard.views.scroll).
_room.scss: .room-aperture + .room-pane (height:100%, not min-height); .is-scrollable engages scroll-snap-type:y mandatory + per-pane scroll-snap-align:start & scroll-snap-stop:always; .room-scroll-pane styles #id_drama_scroll + .scroll-buffer { margin-top:auto } (pure-CSS bottom-pin).
Trap: the aperture & panes set NO z-index/transform/opacity/filter -> NO stacking context, so the position strip's z-130 still resolves in the root context, above the gate/sig overlays (z-100/120). Verified by gatekeeper FTs (token drop + circle/modal layering).
Deferred INDEFINITELY (user): rising-game-cost + max room membership + max simultaneous CARTE slots + in-slot token combinations — until CARTE is anything but a secret type of Trinket.
Tests: RoomScrollOfEventsTest (5 ITs — aperture wraps hex+scroll panes, is-scrollable from Role Select, feed renders + scoped to room, no scroll pane in gate phase); functional_tests/test_game_room_scroll.py (2 FTs — computed scroll-snap props + scroll-down reveals the feed). 551 epic ITs/UTs green; 2 new FTs green; gatekeeper (token-drop + circle layering) + role-select (card fan) FTs green.
[[project-room-scroll-of-events]] [[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three pieces of housekeeping on the token tooltips:
1. Expiry format. relative_ts is now distance-based (abs gap from now), so it formats FUTURE expiries with the same timescale rules it already uses for past .row-ts timestamps (<24h time, <7d weekday, <1y 'dd Mon', else +year) — past behaviour unchanged (abs is a no-op for past). The FREE-token wallet tooltip (Token.tooltip_expiry) and the position-circle .tt-expiry both read 'expires <when>' (lowercase, no majuscule); the position tooltip is server-formatted via the filter (JS just copies the attr — no JS date logic).
2. Per-slot token count moved off the user's CARTE token onto the slot model. New GateSlot.token_cost (PositiveSmallIntegerField default 1) — the per-seat expenditure count. _gate_positions reads slot.token_cost instead of the CARTE Token.slots_claimed high-water mark, which wrongly showed '6' on every CARTE-covered seat. Every slot now reads 1 (a CARTE covers each seat at cost 1, like any token); the field only rises above 1 when the rising-game-cost feature lands.
3. Per-slot deposited-token list. Under the '<n> Token(s) deposited' header the tooltip now lists a '+ <Token name>' bulleted <ul> — one entry today (a slot ejects its token on any re-deposit, so combinations aren't yet possible). Derived from the slot's debited_token_type (e.g. 'carte' -> 'Carte Blanche', 'Free' -> 'Free Token'); a CARTE across all six seats shows '+ Carte Blanche' on each. token_types is a list, future-ready for token combinations + elevated per-slot cost.
Rising-game-cost is NOT built (recon-confirmed), so the per-slot count is always 1 and the 2-token-slot FT is intentionally skipped per user.
Tests: relative_ts future-date unit tests; FreeTokenTooltipTest rewritten for the relative format (real datetime, no MagicMock/strftime); wallet FT + the two CARTE token-count tests updated to per-slot semantics (1 + 'Carte Blanche'); FREE-slot IT asserts the token-list + 'expires '. Full suite 1606 green; 11 position-tooltip FTs + wallet tooltip FT green.
[[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three follow-ups from manual review:
1. Title article: the tooltip .tt-description (position circles + My Buds) prepends 'the ' so it reads 'the Earthman', matching the established '@handle the <Title>' convention + the visible bud-row. Touches _table_positions.html, _my_buds_item.html, and the async add-bud row builder in _bud_add_panel.html (was building data-tt-description without the article, diverging from the server-rendered rows). active_title_display always returns a value so the article is always well-formed. Tests updated: epic + billboard IT (data-tt-description='the Earthman'), the two My Buds FTs.
2. Initial-gatekeeper tooltips: under the gatekeeper .gate-backdrop, .position-strip circles are pointer-events:none, so mouseenter only reached a .gate-slot that contained a pointer-events:auto descendant (an OK/NVM/drop button). An occupied circle WITHOUT such a button never fired its tooltip. Re-enable .gate-slot.filled/.reserved (occupied, hoverable, no click action of their own) at (0,4,1) > the (0,3,1) suppressor; empty circles stay suppressed. room_gate already handled via .room-gate-page; Role Select covered by the same .role-select-backdrop variant.
3. FT flow: the @taxman 'Debits & credits' ledger Brief renders over the gameboard top and intercepts id_create_game_btn. Added dismiss_brief_if_present() before the create-game click in the gatekeeper + select_role FTs (the trinket FTs already carry their own dismisses).
Verified: 11 position-tooltip FTs, gatekeeper drop, both My Buds FTs, select_role create-game FT all green; full IT/UT suite 1604 green. The gatekeeper-circle pointer-events couldn't be FT-asserted reliably (synthetic mouseenter bypasses pointer-events; real-hover is flaky) — verified via the compiled-CSS cascade + the drop FT confirming the OK button still clicks.
[[project-position-circle-tooltips]] [[feedback-dismiss-brief-ft-helper]] [[feedback-scss-import-order-specificity]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to the position-circle tooltips sprint, addressing confirmed findings from a multi-agent adversarial review of the diff:
- Email leak (privacy): the hidden .slot-gamer span rendered the raw login email into DOM source on every filled circle — widened to room_gate this sprint. Now renders {{ gamer|at_handle }}; new IT asserts no occupant email anywhere in the page source.
- Stale hover state (position-tooltip.js): moving circle→circle accumulated .tt-pos-* classes on the portal (prior set never stripped), and circle→empty left the prior tooltip stranded. Now _hide() before _show() on every transition.
- Dead #tokens plumbing: data-tt-tokens was computed + rendered but never displayed. Surfaced as a .tt-tokens line in the portal.
- room_gate gather forms: the merged _gate_context let a CARTE owner drop/release gate slots from the renewal gate-view. Zeroed carte_next/nvm/is_last_slot so it's tooltip-only; new IT asserts no drop/release forms.
- N+1: hoisted the per-CARTE-slot token lookup into one carte_claims map; added select_related(significator) on seats + select_related(gamer) on gate_slots.
- SIG_SELECT seat override now gated on an EXPLICIT ?seat (no-param falls back to the canonical PC seat, not the lowest gate slot, so every SIG_SELECT surface agrees).
- Dropped dead is_self/is_bud dict keys (kept the locals + is_me_also).
- room-gate pointer-events override doubled to .room-gate-page.room-gate-page → (0,4,1), no longer a source-order tie with the (0,3,1) suppressor.
Tests: 11 position-tooltip FTs green (no skips); +2 ITs (no-email-in-source, room_gate-tooltip-only); full suite 1604 green. Deferred (noted in memory): in-UI seat switcher during SIG_SELECT, NVM-between-seats 409, gate_status/sea_partial enrichment split.
[[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to 5b6a1be: the rotation values were inverted relative to intent. Corrected per user: the upright/Emanation crossing card points top-RIGHT (90°) and the reversed/Reversal card points top-LEFT (270°), 180° apart. The specificity fix from 5b6a1be stays (the reversed rule is chained to (0,3,0) so it wins the cascade over the (0,2,0) base cross rule — the original equal-specificity tie was why every cross card rendered right and reversal never showed). Pure CSS; modal reversal untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Celtic-Cross crossing card is rotated to lie landscape. Two equal-specificity rules set its rotation: `.sea-pos-cross .sea-card-slot` (upright) and `.sea-pos-cross .sea-card-slot--reversed` (reversed) — both (0,2,0). The upright rule sits LATER in source, so it won the cascade for reversed cross cards too: every crossing card rendered at 90° (top-right) and a reversed card never indicated reversal in the spread (the modal was fine). The inline comment claiming the reversed rule had 'higher specificity' was simply wrong.
Fix (user-spec: reversed cross top points rightward): keep the reversed card at 90° (top-right) and flip the UPRIGHT to 270° (top-left), so the two read 180° apart. The reversed rule is re-specified as `.sea-pos-cross .sea-card-slot.sea-card-slot--reversed` (0,3,0) so it genuinely out-specifies the base rule and wins regardless of source order. [[feedback-scss-import-order-specificity]]
Pure CSS in _card-deck.scss; covers both live draws (_fillSlot) and saved hands (_my_sea_slot.html), which share the .sea-card-slot--reversed/.sea-pos-cross classes. Modal reversal (.stage-card--reversed, 180°) untouched. No tests pin the rotation degrees. Verified in the compiled output.css cascade.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Workstream C of the position-circle tooltips sprint (sprint complete).
Per-seat (not per-gamer) significators for a CARTE solo owner, WITHOUT flipping the SigReservation (room,gamer) unique constraint (which the recon confirmed would break 25+ multi-gamer sig tests + the channels flow).
- sig_reserve resolves the active seat from ?seat=N (carried on the reserve URL) when the viewer owns it, else _canonical_user_seat — so the hold/commit targets the SELECTED seat.
- When the polarity group is SOLO-owned (the viewer owns every PC/NC/SC or BC/EC/AC seat — a CARTE table), reserving commits seat.significator immediately: the 3-ready countdown can never complete solo. The committed sig persists through a NVM release (which only deletes the provisional row), so the viewer reserves each seat in turn. Advances to SKY_SELECT once every seat has a sig (mirrors sig_confirm's tail). Strictly gated to the solo case — a multi-gamer polarity group still rides the existing countdown contract untouched.
- _role_select_context SIG_SELECT branch: overrides user_seat by ?seat (owned) so the overlay reflects the selected seat's role/polarity/deck, and carries ?seat on sig_reserve_url.
- FT refined to the real reserve mechanic (in-card OK btn → .sig-reserved) — the RED spec's .sig-card.reserved / single-body-click was a placeholder; behavior verified is unchanged (per-seat sig persistence).
Tests: CarteSeatSwitchTest.test_carte_saves_a_significator_per_seat FT green (all 4 CarteSeatSwitch + 7 PositionTooltip now green, no skips); 2 solo-CARTE sig ITs (SigReserveSoloCarteTest); full suite 1602 green; channels consumer tests 5 green (WS broadcast intact); multi-gamer SigReserveViewTest/sig_ready/sig_confirm untouched.
[[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Workstream B of the position-circle tooltips sprint.
_role_select_context consumes ?seat=N (threaded from room_view): a multi-seat (CARTE) gamer previews a specific owned seat. The card-stack's active slot becomes that seat; it stays 'eligible' only when the previewed seat is also the table's current turn (lowest unassigned seat), else it renders the ineligible .fa-ban. Strictly additive — a one-seat gamer never passes ?seat, and an unowned/garbage param is ignored, so the normal role-select flow (RoleSelectRenderingTest) is untouched.
Tests: CarteSeatSwitchTest.test_switching_seat_loads_that_seats_role_view FT green; 2 new render ITs (seat-param-previews + no-seat-keeps-canonical); RoleSelectRenderingTest still green.
[[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Workstream A of the position-circle tooltips sprint (green; B/C ride @skip-ped).
The numbered gate-position circles (1-6) gain rich hover tooltips mirroring the My Buds bud tooltip on every surface — and now render on room_gate.html (the GATE VIEW), which showed no circles before (the headline gap).
- _gate_positions(room, user, current_slot): per-circle .tt-pos-* state class (empty / gamer / gamer+bud / me-current / me-also) + data-tt-* payload (@handle via at_handle NOT email, title, seat significator rank/suit, bud shoptalk, deposited #tokens [CARTE slots_claimed else 1], seat-clock cost_current_until expiry). _viewer_current_slot resolves the viewer's acting seat (?seat override or canonical) to split me-current vs me-also.
- room_gate view merges _gate_context so _table_positions renders there; room_view threads ?seat into _role_select_context.
- _table_positions.html: .tt-pos-* appended AFTER role-assigned (keeps the 'gate-slot filled role-assigned' substring + class-before-data-slot regex intact for RoleSelectRenderingTest), data-tt-* attrs, me-also ?seat switch anchor.
- #id_position_tooltip_portal (page-root, position:fixed) + position-tooltip.js (hover/clamp/union-hide modeled on tray-tooltip.js); .tt-sign rank+suit stack; .tt-pos-* circle accents; room-gate pointer-events re-enable.
Tests: 7 PositionTooltipTest + 2 CarteSeatSwitchTest (tokens, me-also href) FTs green; 8 fast render-level ITs (PositionTooltip{,Carte}RenderTest); full suite 1598 green.
[[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Outer-loop FTs authored today; implementation lands tomorrow. Both
classes are @skip-ped so the red spec rides into the repo without
breaking the FT CI stage (we just rescued that pipeline); tomorrow's
work removes the skip per-method as each behavior goes green.
Spec encoded (user-spec 2026-06-01):
- gate-position circles (1–6) gain rich hover tooltips mirroring the My
Buds bud tooltip, on EVERY surface — initial gatekeeper, above the hex,
AND the new GATE VIEW gate-view (room_gate.html renders no circles
today: the headline red)
- tooltip: @handle (.tt-title), title (.tt-description), NO email, a
top-right .tt-sign stack of the SEAT significator (TableSeat.
significator — per-seat, user-decided), bud shoptalk when the occupant
is a bud, # tokens deposited (CARTE slots_claimed else 1), .tt-expiry
(GateSlot.cost_current_until)
- state classes: .tt-pos-empty / .tt-pos-gamer / .tt-pos-gamer.tt-pos-bud
/ .tt-pos-me-current / .tt-pos-me-also (renamed from -me-other per
user). .tt-pos-me-also carries a ?seat=<n> switch href to load that
seat's view (preview pos-4 ROLE state w. the .fa-ban atop the deck, or
SAVE SIG per seat during Sig Select)
- per-seat SIG: today SigReservation is per-(room,gamer) — the FT pins
per-SEAT sig so a CARTE gamer picks a different sig per seat (tomorrow's
green = SigReservation rework)
FTs: PositionTooltipTest (8 — circle render on gate-view, me-current /
gamer / bud+shoptalk / no-email / tokens+expiry / seat-sign / hover-
portal) + CarteSeatSwitchTest (4 — me-also switch href, carte token
count, ?seat= loads seat ROLE view, per-seat sig). game_room bucket.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>