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.jsonto successfully trigger thenpm installbuild 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
bottomglobal coordinates and added anopacity: 0 !importantfade 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: noneDOM deletions (which caused DB sync loops) in favor of anis-consumedCSS class that drops items to 0% opacity and disables pointer events. - Created and wired up a new
broadcastDeletePinSocket.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.