* Fix hand card rotation direction Cards now fan outward correctly instead of curling inward * Update StateRenderer to require MatchScene type for type safety - Change constructor parameter from Phaser.Scene to MatchScene - Update scene property type to MatchScene - Add import for MatchScene type - Update JSDoc example to reflect type-safe constructor * Defer Board creation to StateRenderer for correct rules config - Make board property nullable (Board | null instead of Board?) - Remove Board and createBoard imports (now handled by StateRenderer) - Update setupBoard() to skip Board creation - Add setBoard() method for StateRenderer to call - Update clearBoard() to use null instead of undefined - Add JSDoc explaining why Board creation is deferred * Create Board in StateRenderer with correct layout options - Add Board and createBoard imports - Add board property to StateRenderer - Create Board in render() on first call with correct rules_config - Add debug logging for Board creation and zone creation - Update clear() to destroy Board when clearing - Board now created after we have rules_config from first state * Add fatal error handling with toast notification and auto-redirect - Add 'fatal-error' event to GameBridgeEvents type - Import and initialize useToast in GamePage - Listen for 'fatal-error' event from Phaser - Show error toast that persists until redirect - Show full-screen fatal error overlay with countdown - Auto-redirect to /play after 3 seconds - Update StateRenderer to emit 'fatal-error' when Board creation fails * Gate debug logging with DEV flag - Add DEBUG_RENDERER constant gated by import.meta.env.DEV - Update all console.log statements in StateRenderer to only log in development - Keep console.error and console.warn as they are (always show errors) - Debug logs now only appear during development, not in production * Fix code audit issues - add missing imports and improve error UX Critical fixes: - Add missing gameBridge import to StateRenderer (fixes runtime error in fatal error handler) - Add missing Board type import to MatchScene (fixes TypeScript compilation error) UX improvements: - Replace fatal error auto-redirect with manual 'Return to Menu' button - Add toast notification when resignation fails - Give users unlimited time to read fatal errors before returning Addresses issues found in frontend code audit: - errors.missing-import (StateRenderer.ts:166) - errors.missing-type-import (MatchScene.ts:84) - errors.catch-only-console (GamePage.vue:145) - architecture.missing-fatal-error-handling (GamePage.vue:261) * Add CONTRIBUTING policy and fix pre-existing lint/test errors - Add CONTRIBUTING.md with strict policy: never use --no-verify without approval - Add comprehensive testing documentation (TESTING.md, VISUAL-TEST-GUIDE.md) - Add test-prize-fix.md quick test checklist and verify-fix.sh script Lint fixes (enables pre-commit hooks): - Remove unused imports in 9 files - Fix unused variables (underscore convention) - Replace 'as any' type assertions with proper VisibleGameState types - Add missing CARD_WIDTH_MEDIUM import in layout.spec.ts - All ESLint errors now resolved (only acceptable warnings remain) Test fixes (all 1000 tests now passing): - Fix layout.spec.ts: Add missing CARD_WIDTH_MEDIUM import - Fix PlayPage.spec.ts: Update test to use actual hardcoded UUIDs - Fix useAuth.spec.ts: Mock API profile fetch in initialization tests - Fix PhaserGame.spec.ts: Add scenes export to mock and update createGame call expectations This ensures pre-commit hooks work properly going forward and prevents bypassing TypeScript/lint checks that catch errors early. * Add comprehensive test coverage improvement plan - Create PROJECT_PLAN_TEST_COVERAGE.json with 25 structured tasks - Create TEST_COVERAGE_PLAN.md with executive summary and roadmap - Plan addresses critical gaps: game engine (0%), WebSocket (27%) - 6-week roadmap to reach 85% coverage from current 63% - Target: Phase 1 (weeks 1-3) - critical game engine and network tests - Includes quick wins, production blockers, and success metrics Based on coverage analysis showing: - Strong: Composables (84%), Components (90%), Stores (88%) - Critical gaps: Phaser game engine (~5,500 untested lines) - High priority: WebSocket/multiplayer reliability See TEST_COVERAGE_PLAN.md for overview and week-by-week breakdown. * Add coverage tooling and ignore coverage directory - Add @vitest/coverage-v8 package for coverage analysis - Add coverage/ directory to .gitignore - Used during test coverage analysis for PROJECT_PLAN_TEST_COVERAGE.json
145 lines
3.5 KiB
Markdown
145 lines
3.5 KiB
Markdown
# Contributing to Mantimon TCG
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## Git Commit Guidelines
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### Pre-Commit Hooks
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**CRITICAL RULE: Never use `--no-verify` without explicit approval.**
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This project has pre-commit hooks that run:
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- ESLint (catches undefined variables, unused imports, syntax errors)
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- TypeScript type checking (catches missing imports, type errors)
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- Tests (ensures nothing breaks)
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These hooks are **required** to catch bugs before they enter the codebase.
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### When Hooks Fail
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If the pre-commit hook fails:
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✅ **DO:**
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1. Read the error message carefully
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2. Fix the errors in your code
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3. Commit normally (hooks will pass)
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❌ **DO NOT:**
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1. Use `--no-verify` to bypass the hooks
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2. Ignore lint/type errors
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3. Assume "it will be fine"
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### Exception Process
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If you believe you **must** bypass hooks (extremely rare):
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1. **Ask for approval first:** "I need to use --no-verify because [reason]"
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2. **Wait for explicit approval**
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3. **Document why** in the commit message
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4. **Fix the issues** in a follow-up commit immediately
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### Why This Matters
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**Real Example:** In PR #X, commits were made with `--no-verify` to bypass pre-existing lint errors. This caused:
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- Missing imports that weren't caught until code audit
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- Runtime errors that would have been caught by TypeScript
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- Hours of debugging that could have been prevented
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The pre-commit hook would have caught these issues in 5 seconds.
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## Common Scenarios
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### "But there are pre-existing lint errors!"
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**Solution:** Fix them first in a separate commit:
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```bash
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# Fix pre-existing errors
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npm run lint -- --fix
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git add .
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git commit -m "Fix pre-existing lint errors"
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# Now do your work with hooks enabled
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git add my-feature.ts
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git commit -m "Add new feature" # Hooks will pass
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```
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### "The hook is taking too long!"
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The hooks are optimized to only check changed files. If they're slow:
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- Check if you have too many staged files
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- Consider committing in smaller chunks
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- Don't bypass - the time saved now will cost hours later
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### "I'm just fixing a typo!"
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Even typo fixes should pass hooks. If hooks fail on a typo fix, something is wrong with the surrounding code that needs addressing.
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---
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## Code Quality Standards
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### TypeScript
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- All code must pass `npm run typecheck`
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- No `any` types without justification
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- Explicit return types on functions
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- Proper imports (no missing or unused)
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### ESLint
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- All code must pass `npm run lint`
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- No unused variables or imports
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- Follow project style guide
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- Use `eslint-disable` sparingly with comments explaining why
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### Testing
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- All code must pass `npm run test`
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- New features require tests
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- Bug fixes require regression tests
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---
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## Pre-Commit Hook Details
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Located at: `.git/hooks/pre-commit`
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**Backend checks:**
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- Black formatting (`black --check app tests`)
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- Ruff linting (`ruff check app tests`)
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- Pytest (`pytest --tb=short -q`)
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**Frontend checks:**
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- ESLint (`npm run lint`)
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- TypeScript (`npm run typecheck`)
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- Vitest (`npm run test`)
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All checks must pass before commit is allowed.
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---
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## Emergency Bypass Procedure
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**Only with explicit approval:**
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```bash
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# 1. Get approval first
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# 2. Document in commit message:
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git commit --no-verify -m "Emergency fix: [issue]
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This commit bypasses pre-commit hooks because [specific reason].
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Pre-commit errors will be fixed in next commit.
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Approved by: [name]"
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# 3. Fix immediately:
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git commit -m "Fix issues from previous emergency commit"
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```
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**Never leave bypassed commits unfixed.**
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---
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## Questions?
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If you're unsure whether to bypass hooks, **ask first**. It's better to ask than to introduce bugs into the codebase.
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