Attendance dialog in End Session flow

endSession() now pulls the session roster from Frappe, computes a
default-correct attendance proposal from Foundry actor activity, and
presents it as a dropdown grid the GM can override.

Activity = actor.system._stats.modifiedTime since session_start, OR a
non-GM owner currently online. Notice rows are preserved as-is so the
player's stated intent is respected; the GM can still flip them
manually in the dialog.

finalize_attendance runs BEFORE complete_session so a failure there
leaves the session Scheduled and re-runnable rather than Completed-
with-no-attendance.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Vassili Minaev 2026-05-11 01:32:22 -06:00
parent ed853de6a2
commit 0df05e0d0b
2 changed files with 174 additions and 2 deletions

View file

@ -147,6 +147,21 @@ export async function completeSession(sessionId) {
return result?.message ?? {};
}
export async function getSessionRoster(sessionId) {
if (!sessionId) throw new Error("getSessionRoster requires a session_id.");
const result = await bridgeFetch("get_session_roster", { session_id: sessionId });
return result?.message ?? {};
}
export async function finalizeAttendance(sessionId, attendance) {
if (!sessionId) throw new Error("finalizeAttendance requires a session_id.");
const result = await bridgeFetch("finalize_attendance", {
session_id: sessionId,
attendance: attendance ?? [],
});
return result?.message ?? {};
}
/**
* Round-trip an empty manifest push to verify URL, secret, world ID, and
* Frappe-side enablement. Surfaces the result in the Foundry UI.

View file

@ -10,6 +10,8 @@
import { MODULE_ID } from "./constants.js";
import {
completeSession,
finalizeAttendance,
getSessionRoster,
listScheduledSessions,
pushModuleInventory,
pushSnapshot,
@ -22,6 +24,124 @@ function escapeHtml(s) {
);
}
/**
* Activity check used by the attendance proposal: an actor counts as "active"
* for this session if its data was modified during the session window, or if
* a non-GM owner is currently online when End Session is run.
*/
function actorWasActive(actor, sessionStartMs) {
if (!actor) return false;
const mod = actor.system?._stats?.modifiedTime ?? actor._stats?.modifiedTime ?? 0;
if (sessionStartMs && mod >= sessionStartMs) return true;
const ownership = actor.ownership ?? {};
for (const [userId, level] of Object.entries(ownership)) {
if (userId === "default") continue;
if (level < CONST.DOCUMENT_OWNERSHIP_LEVELS.OWNER) continue;
const user = game.users.get(userId);
if (user && !user.isGM && user.active) return true;
}
return false;
}
/**
* Build an attendance proposal from a Frappe roster payload + current
* Foundry state. Returns the same player rows with a `proposed_status`
* field set:
* - Players whose status is anything other than "Signed Up" keep it.
* - "Signed Up" players become "Present" if any of their linked
* characters' actors show activity this session, else "No Show".
*
* The proposal is a default-correct starting point for the GM-facing
* dialog; every row remains overridable.
*/
export function proposeAttendance(roster) {
const sessionStartMs = roster.session_start ? Date.parse(roster.session_start) : 0;
return (roster.players ?? []).map((p) => {
if (p.status !== "Signed Up") {
return { ...p, proposed_status: p.status };
}
const anyActive = (p.characters ?? []).some((c) =>
actorWasActive(game.actors.get(c.foundry_actor_id), sessionStartMs),
);
return { ...p, proposed_status: anyActive ? "Present" : "No Show" };
});
}
/**
* Show the attendance confirmation dialog. Resolves to the final attendance
* array `[{player, status}]` on Confirm, or null on Cancel. An empty roster
* resolves to `[]` immediately without showing a dialog.
*
* The dropdown is restricted to Present / Notice / No Show every row must
* be finalized in this flow. The GM can still rerun End Session later if
* they want to revise (the Frappe handler accepts updates).
*/
async function showAttendanceDialog(proposal) {
if (!proposal.length) return [];
const STATUS_OPTIONS = ["Present", "Notice", "No Show"];
const rows = proposal
.map((p, i) => {
const characters =
(p.characters ?? []).map((c) => escapeHtml(c.character)).join(", ") ||
"<em style=\"color:#888\">—</em>";
const opts = STATUS_OPTIONS.map(
(s) =>
`<option value="${s}"${s === p.proposed_status ? " selected" : ""}>${s}</option>`,
).join("");
return `
<tr>
<td style="padding:0.25em;">${escapeHtml(p.label)}</td>
<td style="padding:0.25em; color:#666; font-size:0.9em;">${characters}</td>
<td style="padding:0.25em;">
<select data-player="${escapeHtml(p.player)}" data-row="${i}">${opts}</select>
</td>
</tr>
`;
})
.join("");
return new Promise((resolve) => {
new Dialog(
{
title: "Finalize Attendance",
content: `
<p>Confirm each player's attendance for this session.</p>
<table style="width:100%; border-collapse:collapse;">
<thead>
<tr style="border-bottom:1px solid #ccc;">
<th style="text-align:left; padding:0.25em;">Player</th>
<th style="text-align:left; padding:0.25em;">Character(s)</th>
<th style="text-align:left; padding:0.25em; width:9em;">Status</th>
</tr>
</thead>
<tbody>${rows}</tbody>
</table>
`,
buttons: {
cancel: { label: "Cancel", callback: () => resolve(null) },
confirm: {
label: "Confirm",
callback: (html) => {
const result = [];
html.find("select[data-player]").each(function () {
result.push({
player: $(this).data("player"),
status: $(this).val(),
});
});
resolve(result);
},
},
},
default: "confirm",
close: () => resolve(null),
},
{ width: 560 },
).render(true);
});
}
/**
* Push snapshots for every PC in the world, in parallel. Returns a summary
* with successful/failed counts and the names of any failures so the caller
@ -92,11 +212,24 @@ async function pickSession(sessions) {
});
}
function buildSummaryHtml(completion, snapshotResult, moduleResult) {
function summarizeAttendance(attendance) {
const counts = { Present: 0, Notice: 0, "No Show": 0, "Signed Up": 0 };
for (const a of attendance) counts[a.status] = (counts[a.status] ?? 0) + 1;
const order = ["Present", "Notice", "No Show", "Signed Up"];
return order
.filter((k) => counts[k])
.map((k) => `${counts[k]} ${k}`)
.join(", ");
}
function buildSummaryHtml(completion, snapshotResult, moduleResult, attendance) {
const parts = [
`<h3>Session Complete</h3>`,
`<p><b>${escapeHtml(completion.completed_session)}</b> marked Completed.</p>`,
];
if (attendance?.length) {
parts.push(`<p>Attendance: ${escapeHtml(summarizeAttendance(attendance))}.</p>`);
}
if (completion.next_session) {
parts.push(
`<p>Next session scheduled: <b>${escapeHtml(completion.next_session)}</b> (#${escapeHtml(completion.next_session_number)}).</p>`,
@ -151,6 +284,30 @@ export async function endSession() {
const sessionId = await pickSession(sessions);
if (!sessionId) return;
let roster;
try {
roster = await getSessionRoster(sessionId);
} catch (err) {
console.error(`[${MODULE_ID}]`, err);
ui.notifications.error(`Could not fetch session roster: ${err.message}`);
return;
}
const proposal = proposeAttendance(roster);
const attendance = await showAttendanceDialog(proposal);
if (attendance === null) return;
// Finalize attendance BEFORE marking the session Completed so that a
// failure here leaves the session Scheduled and re-runnable, rather
// than Completed with no attendance recorded.
try {
await finalizeAttendance(sessionId, attendance);
} catch (err) {
console.error(`[${MODULE_ID}]`, err);
ui.notifications.error(`Could not finalize attendance: ${err.message}`);
return;
}
let completion;
try {
completion = await completeSession(sessionId);
@ -174,7 +331,7 @@ export async function endSession() {
}
await ChatMessage.create({
content: buildSummaryHtml(completion, snapshotResult, moduleResult),
content: buildSummaryHtml(completion, snapshotResult, moduleResult, attendance),
speaker: { alias: "Seitime Bridge" },
whisper: ChatMessage.getWhisperRecipients("GM").map((u) => u.id),
});