Commit Graph

66 Commits

Author SHA1 Message Date
Lucas 'Paperboy' Rose-Winters b5d35ac2b0 feat: add mobile-friendly debug mode for parser troubleshooting
Add comprehensive debug logging system that's accessible on mobile devices
where browser console is impractical.

**New Features:**
- Debug mode toggle in extension settings (🔍 Debug Mode)
- Mobile-friendly debug panel with slide-up UI
- Red bug FAB button to toggle debug log viewer
- Copy logs to clipboard functionality
- Auto-scrolling log display with timestamps
- Stores last 100 log entries to prevent memory issues

**Parser Enhancements:**
- All parser logs now use debugLog() helper function
- Logs only appear in UI when debug mode is enabled
- Console.log still works for desktop debugging
- Full visibility into parsing pipeline:
  - Raw AI response preview
  - Code blocks found and matched
  - Stats extraction (health, energy, mood, etc.)
  - Inventory parsing (v1 and v2)
  - Final values saved to settings

**UI Components:**
- src/systems/ui/debug.js: Debug panel creation and management
- style.css: Mobile-first debug panel styles (FAB + slide-up panel)
- Desktop view: Smaller panel in bottom-right corner

**Settings:**
- src/core/config.js: Added debugMode default (false)
- src/core/state.js: Added debug logs storage array
- settings.html: Added debug mode checkbox
- index.js: Wire up debug toggle and initialize UI

**Usage for Mobile Users:**
1. Enable "Debug Mode" in RPG Companion settings
2. Red bug button appears (bottom-left)
3. Tap bug button to view logs
4. Use "Copy" to share logs for troubleshooting
5. Logs show exactly what AI generated and how parser handled it

This addresses the issue where users on mobile can't access browser
console to diagnose parsing problems (vanishing attributes, placeholder
characters, etc.). Now they can view and share logs directly.
2025-10-22 07:22:28 +11:00
Lucas 'Paperboy' Rose-Winters e345715090 feat: add draggable mobile refresh button with improved UX
- Repositioned mobile refresh button to bottom-right (80px from bottom)
- Implemented full drag-to-reposition functionality
  * Touch and mouse support with 200ms/10px threshold
  * RequestAnimationFrame for smooth dragging
  * Position saved to extensionSettings.mobileRefreshPosition
  * Viewport constraints with 10px padding
- Fixed sticky tap highlight issue
  * Added -webkit-tap-highlight-color: transparent
  * Added blur() on click to remove focus
  * Set user-select: none and touch-action: none
- Show/hide based on panel state
  * Only visible when panel is expanded (rpg-mobile-open)
  * Listens to rpg-panel-toggled events
  * Auto-hides when panel closes
- Prevent accidental refresh after drag
  * just-dragged flag prevents click for 100ms
  * Click handler checks flag before executing
- Changed from absolute to fixed positioning for viewport-wide dragging
- Added mobileRefreshPosition to default settings (bottom: 80px, right: 20px)
- z-index: 99 (below FAB toggle at 100)
2025-10-21 21:39:56 +11:00
Spicy_Marinara 776d0823a2 Fix parser to support both text and emoji formats for Info Box and Present Characters trackers 2025-10-20 14:49:30 +02:00
Spicy Marinara 599356fafb Merge pull request #13 from paperboygold/feature/inventory-bugfixes
feat: inventory bugfixes, status polish, editable inventory fields
2025-10-20 02:03:06 +02:00
Lucas 'Paperboy' Rose-Winters dc603b8b49 feat(inventory): granular item-level validation and auto-capitalization
Enhances validation to clean corrupted items at load time while preserving
valid ones, rather than discarding entire sections. Also auto-capitalizes
first letter of items for consistency.

New capability - Granular Item Cleaning:

1. **cleanItemString()** (src/utils/security.js):
   - Parses item string, removes bad items, re-serializes clean ones
   - Applies ALL parsing rules: markdown, sanitization, length limits
   - Used at load time to clean persisted data immediately
   - Returns "None" if no valid items remain

2. **Enhanced validateStoredInventory()**:
   - Now cleans items within each location
   - Only removes locations if ALL items are invalid
   - Example: "Home": "Sword, __proto__, Shield" → "Home": "Sword, Shield"
   - Example: "Bad": "__proto__, constructor" → location removed

3. **Enhanced validateInventoryStructure()** (src/core/persistence.js):
   - Cleans onPerson, stored, and assets at load time
   - Logs exactly what was cleaned for debugging
   - Auto-saves cleaned data back to storage

Auto-Capitalization:

- Added to cleanSingleItem() in itemParser.js
- Capitalizes first letter of each item after all cleaning
- Preserves rest of case: "iPhone" → "iPhone" (not "Iphone")
- Examples: "sword" → "Sword", "3x potions" → "3x potions"

Behavior examples:

Before (threw away entire array):
- "Home": "Sword, " + "A".repeat(600) + ", Shield"
  → Entire location lost

After (granular cleaning):
- "Home": "Sword, " + "A".repeat(600) + ", Shield"
  → "Home": "Sword, AAA...(500 chars), Shield"

Before (kept corrupted data):
- onPerson: "sword, __proto__, shield"
  → Stored as-is, filtered only at render

After (cleaned at load):
- onPerson: "Sword, Shield"
  → Cleaned and saved immediately, capitalized

Benefits:
- ✓ Preserves valid items when some are corrupted
- ✓ Cleans data at source, not just at render
- ✓ Detailed logging of what was cleaned
- ✓ Consistent capitalization across all items
- ✓ Single source of truth for "valid item"
2025-10-20 07:50:43 +11:00
Lucas 'Paperboy' Rose-Winters e21e71b03a fix(inventory): ensure stored locations always initialized properly
Fixes Bug #3: Locations disappearing when switching tabs or on reload.

Root cause: inventory.stored could become corrupted (null, array, or
undefined) due to incomplete validation during load/save operations.

Solution - Defense in Depth:

1. **Persistence Layer** (src/core/persistence.js):
   - New validateInventoryStructure() function
   - Validates on loadSettings() and loadChatData()
   - Checks all v2 fields (onPerson, stored, assets, version)
   - Ensures stored is always a plain object
   - Validates stored keys/values using validateStoredInventory()
   - Auto-repairs corrupted data with console warnings
   - Persists repairs immediately

2. **Form State Management** (src/systems/interaction/inventoryActions.js):
   - Enhanced restoreFormStates() to detect deleted locations
   - Cleans up orphaned form states automatically
   - Prevents errors from forms referencing non-existent locations

Validation checks:
- ✓ inventory.stored is object (not null/array/undefined)
- ✓ All stored keys are safe (no __proto__, constructor, etc.)
- ✓ All stored values are strings
- ✓ onPerson and assets are strings
- ✓ version field exists

Auto-repair scenarios:
- Corrupted stored → reset to {}
- Invalid onPerson/assets → reset to "None"
- Missing version → set to 2
- Dangerous keys → removed with warning

Result:
- Locations persist across tab switches ✓
- Empty locations persist ✓
- Data corruption auto-repaired on load ✓
- Orphaned form states cleaned up ✓
- No crashes from invalid data ✓

Fixes: Location disappears when switching tabs or reloading
2025-10-20 07:19:46 +11:00
Spicy_Marinara f5418841cb Add preset switching feature and clean up console logs
- Add 'Use separate preset for tracker generation' setting
- Implement automatic preset switching using /preset slash command
- Import getCurrentPresetName() from SillyTavern's regex engine
- Automatically import 'RPG Companion Trackers' preset on first load
- Comment out non-essential console.log statements
- Keep initialization, error, and migration logs for debugging
2025-10-19 20:05:17 +02:00
Spicy_Marinara 4a3170c661 Fix extension settings menu and persist committedTrackerData
- Fixed extension settings not appearing in Extensions tab by appending to correct container (#extensions_settings2)
- Added Discord and Support Creator buttons directly in JavaScript
- Added persistence for committedTrackerData to maintain state across refreshes and restarts
- Updated saveChatData() to include committedTrackerData in chat metadata
- Updated loadChatData() to restore committedTrackerData from saved chat data
2025-10-18 13:21:41 +02:00
Lucas 'Paperboy' Rose-Winters d9b784d745 fix(init): add defensive error handling for edge cases
Added comprehensive error handling to prevent extension initialization failures:

- Added settings validation in loadSettings() to detect corrupt data
- Improved error recovery in main initialization with granular try-catch blocks
- Enhanced HTML regex import with structure validation and detailed error logging
- Added detection for conflicting old manual formatting regex scripts
- Added user-friendly toastr notifications for initialization errors and conflicts
- Each init step now has independent error handling to prevent cascade failures

This fixes issues where invalid extension_settings could prevent the extension
from loading entirely. The extension will now gracefully handle corrupt data,
warn about conflicts, and fall back to defaults when necessary.

Related to user report where extension wouldn't load with certain settings.json
configurations containing old manual formatting regexes or malformed data.
2025-10-18 16:01:10 +11:00
Lucas 'Paperboy' Rose-Winters 73050a085b feat(inventory): add list/grid view modes with individual item management
Implemented comprehensive individual item management system with toggleable view modes:

- Added item parsing utilities (parseItems/serializeItems) for comma-separated strings
- Implemented list view (full-width rows) and grid view (responsive cards)
- Added view mode toggle buttons per inventory section (onPerson, stored, assets)
- View preferences persist per-section in settings
- Replaced text-based editing with add/remove item controls
- Added inline forms for adding new items (matching existing UX patterns)
- Applied theme accent color (--rpg-highlight) to all outlines and active states
- Updated all tabs (desktop/mobile/inventory subtabs) with theme-consistent styling

Technical improvements:
- Created itemParser.js utility module for item string manipulation
- Enhanced inventory rendering with conditional list/grid HTML generation
- Added switchViewMode handler with settings persistence
- Fixed [object Object] display bug with comprehensive type checking
- All buttons and items now use transparent backgrounds with theme accent borders
2025-10-17 17:30:57 +11:00
Lucas 'Paperboy' Rose-Winters 1f948cd5d8 feat(inventory): wire up v2 system to main panel with full interactivity
- Add inventory section to template.html between Thoughts and bottom controls
- Wire up renderInventory() to all event handlers (message received, character changed, swipes)
- Initialize inventory container reference and event listeners in index.js
- Add showInventory toggle checkbox to settings with visibility control
- Update layout.js to handle inventory section and divider visibility
- Add renderInventory parameter to updateRPGData for separate mode support
- Update state.js and config.js with inventory container and showInventory setting

Inventory is now fully integrated as a visible, interactive panel section that persists across all user interactions.
2025-10-17 15:36:15 +11:00
Lucas 'Paperboy' Rose-Winters 39ec36f105 feat(inventory): add automatic v1→v2 migration on settings/chat load
Integrate inventory migration into persistence layer:
- Call migrateInventory() automatically when loading settings
- Call migrateInventory() automatically when loading chat data
- Save migrated data back to persistence immediately
- Update default reset inventory to v2 format
- Add console logging for migration status

Migration behavior:
- Only runs when FEATURE_FLAGS.useNewInventory is true
- Automatically detects v1 string format and converts to v2
- Handles null/undefined/empty/malformed data gracefully
- Logs migration source (v1, null, default) to console
- Persists migrated inventory immediately after conversion
- Migration runs once per load - subsequent loads see v2

Migration scenarios:
1. Old save with v1 string → migrates to v2.onPerson, saves
2. No save data → uses v2 defaults from state.js
3. Already v2 → no migration, no save
4. Chat data with v1 → migrates to v2, updates chat metadata

Changes:
- MODIFIED: src/core/persistence.js (+29 lines)
  - Updated loadSettings() with migration hook
  - Updated loadChatData() with migration hook
  - Changed default reset inventory from 'None' to v2 object

Part of inventory system v2 implementation
Dependencies: inventory types and migration utility
2025-10-17 15:06:53 +11:00
Lucas 'Paperboy' Rose-Winters 110bdb3b64 feat(inventory): implement v2 data structure and JSDoc types (Epic 7.1)
Create structured inventory system with categorized storage:
- Add JSDoc type definitions (InventoryV2, InventoryV1, MigrationResult)
- Implement migration utility for v1 → v2 conversion
- Update state.js with v2 inventory structure and feature flag
- Update config.js to match new inventory defaults

Changes:
- NEW: src/types/inventory.js (30 lines) - Type definitions
- NEW: src/utils/migration.js (84 lines) - Migration logic
- MODIFIED: src/core/state.js - v2 inventory + FEATURE_FLAGS
- MODIFIED: src/core/config.js - v2 inventory defaults

Inventory v2 structure:
{
  version: 2,
  onPerson: "Sword, 3x Potions",     // Plaintext string
  stored: {
    "Home": "Clothes, Tools",         // Location → items
    "Bank": "Gold, Documents"
  },
  assets: "Motorcycle, House"         // Plaintext string
}

Migration handles all edge cases:
- v1 string → v2.onPerson
- null/undefined → v2 defaults
- "None" → v2 defaults
- Already v2 → no changes

Context overhead: +40 chars (~5% increase) for organized multi-location storage

Part of Epic 7: New Inventory System
Implements: docs/IMPLEMENTATION_PLAN.md Epic 7.1
2025-10-17 14:58:07 +11:00
Lucas 'Paperboy' Rose-Winters 0764bc63a1 feat(integration): extract SillyTavern event handlers to dedicated module
- Create src/systems/integration/sillytavern.js with all event handlers
- Move commitTrackerData() (deferred from Epic 1)
- Move sendPlotProgression() to plotProgression.js
- Move updateGenerationModeUI() to layout.js
- Add registerAllEvents() and unregisterAllEvents() to events.js
- Centralize event registration in index.js initialization

This completes Epic 6: Integration Layer Extraction
~340 lines extracted from index.js
index.js reduced from ~783 lines to 423 lines
2025-10-17 14:20:58 +11:00
Lucas 'Paperboy' Rose-Winters f4dfd368e1 refactor(features): extract dice system to standalone module
Extract dice rolling functionality from modals.js into dedicated
feature module at src/systems/features/dice.js. This includes:
- rollDice() - core rolling logic with animation
- executeRollCommand() - dice notation parser
- updateDiceDisplay() - sidebar display updates
- clearDiceRoll() - clear last roll
- addDiceQuickReply() - quick reply integration

Also fixes ES6 module binding issue with pendingDiceRoll by adding
getPendingDiceRoll() getter function in state.js to ensure correct
value retrieval across module boundaries.

Reduces modals.js from 568 to 499 lines (-69 lines).
Creates dice.js with 113 lines of focused dice functionality.
2025-10-17 13:25:38 +11:00
Lucas 'Paperboy' Rose-Winters 5c34407d2c refactor(core): extract core modules (state, persistence, config, events)
Extract core system modules from monolithic index.js into modular architecture:

- src/core/state.js: All extension state variables with controlled setters
- src/core/persistence.js: Settings and chat data persistence functions
- src/core/config.js: Extension metadata and default configuration
- src/core/events.js: SillyTavern event system wrapper

Updated index.js to import and use new core modules.
Removed ~220 lines of state/persistence code from index.js.

Part of Epic 1: Foundation & Core Systems (Phase 1.1-1.2)
2025-10-17 09:13:19 +11:00