Daily work post Aug 23 2026.

I decided to post daily things I accomplish. I wont call it work because I am barely breathing and its mostly here and there spotty development time NOT NOSE to the grindstone. Hell I am mostly sleeping or in so much pain I cant function. But today I did good…

Server & Deployment Stabilization

  • Diagnosed and resolved a fatal Node.js server crash on the GoDaddy PaaS beta by identifying missing dependencies; generated and uploaded package-lock.json to successfully trigger the npm install build step.
  • Restored real-time client synchronization by updating the inline WebSocket endpoint to the new GoDaddy app URL, completely avoiding further DNS conflicts with the main website routing.

Data Sanitization & Security

  • Built and implemented a client-side “Bulletproof Emoji Resolver” (resolveItemIcon) to dynamically restore 4-byte emojis that were being truncated to ? by standard MySQL UTF-8 encoding.
  • Hardened the client against XSS injection by adding aggressive regex sanitization (.replace(/[<>]/g, '')) to the item resolver, ensuring the front-end mathematically destroys malicious HTML payloads before they touch the DOM.

UI & CSS Optimization

  • Fixed the PC vs. Mobile footer overlap by applying a CSS transform: scale(0.65) to the D-Pad strictly for desktop views, retaining the 100% touch-friendly scale for mobile.
  • Standardized the bottom global coordinates and added an opacity: 0 !important fade animation to safely slide out nested columns when the D-Pad is hidden, preventing tacky overlaps with the bottom banner.

Game Logic & Real-Time Sync Fixes

  • Resolved the “ghost item” re-trigger bug by abandoning display: none DOM deletions (which caused DB sync loops) in favor of an is-consumed CSS class that drops items to 0% opacity and disables pointer events.
  • Created and wired up a new broadcastDeletePin Socket.IO function to instantly sync invisible/consumed item states across all clients in real-time, masking the 200ms database auto-save latency.
  • Patched multiple JavaScript race conditions (classList of null, learnedSkills of undefined) by adding early-return hard stops to the combat render and enemy execution loops, preventing the engine from crashing if network latency ends a combat encounter asynchronously.
  • Cleaned the monolith file by removing massive duplicate JSON loops and redundant variable declarations generated during previous saves.

Architecture & Planning

Established the roadmap for ripping out the old WordPress shortcode logic (coin-flip/d20 mechanics) to port into the new, custom-built standalone web application for leaner session management.

Documented the precise, code-accurate Data Flow for the upcoming database integration phase (Auth ➔ Map Hydration ➔ Client Assignment ➔ State Sync).

Cataloged the absolute separation of Player Tools (Default View) vs. GM Tools (Authenticated View) based on current DOM logic.