End Session macro flow

Adds the GM-facing end-of-session orchestration. The expected use is a
Foundry macro of type Script with body:

  seitimeBridge.endSession();

Flow:
1. Fetch scheduled sessions for this world from Frappe.
2. If 0 → notify and abort. If 1 → confirm dialog. If 2+ → picker dialog.
3. POST complete_session to mark the chosen session Completed and
   schedule the next one (Frappe-side schedule_next_session).
4. Push snapshots for every PC in parallel (Promise.allSettled — partial
   failures are surfaced, not fatal).
5. Whisper a summary chat message to the GM (counts and any failed
   actor names with errors).

scripts/macros.js holds the orchestration; scripts/api.js gains thin
fetch wrappers for list_scheduled_sessions and complete_session. HTML in
dialogs and chat is escaped on output since session titles ultimately
come from user input.

Public API now: testConnection, pushManifest, pushSnapshot,
pushAllSnapshots, endSession.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Vassili Minaev 2026-05-10 02:51:01 -06:00
parent 2b7fb97696
commit c7159ee84b
3 changed files with 177 additions and 2 deletions

View file

@ -104,6 +104,17 @@ export async function pushSnapshot(actor) {
return result;
}
export async function listScheduledSessions() {
const result = await bridgeFetch("list_scheduled_sessions", {});
return result?.message ?? [];
}
export async function completeSession(sessionId) {
if (!sessionId) throw new Error("completeSession requires a session_id.");
const result = await bridgeFetch("complete_session", { session_id: sessionId });
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.

163
scripts/macros.js Normal file
View file

@ -0,0 +1,163 @@
/**
* GM-facing orchestration: the End Session flow and the bulk
* snapshot push it depends on. Imported by main.js and exposed on
* `globalThis.seitimeBridge` for use from Foundry macros.
*
* Recommended macro body (Script type, no arguments):
* seitimeBridge.endSession();
*/
import { MODULE_ID } from "./constants.js";
import {
completeSession,
listScheduledSessions,
pushSnapshot,
} from "./api.js";
function escapeHtml(s) {
return String(s ?? "").replace(
/[&<>"']/g,
(c) => ({ "&": "&amp;", "<": "&lt;", ">": "&gt;", '"': "&quot;", "'": "&#39;" })[c],
);
}
/**
* 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
* can surface them.
*/
export async function pushAllSnapshots() {
const pcs = game.actors.filter((a) => a.type === "character");
const results = await Promise.allSettled(pcs.map((a) => pushSnapshot(a)));
const failed = results
.map((r, i) => (r.status === "rejected" ? { name: pcs[i].name, error: r.reason?.message ?? String(r.reason) } : null))
.filter(Boolean);
return {
total: pcs.length,
successful: pcs.length - failed.length,
failed,
};
}
/**
* Show the appropriate dialog for the number of candidates and resolve to
* the chosen session_id, or null if the user cancels.
*/
async function pickSession(sessions) {
if (sessions.length === 1) {
const s = sessions[0];
const confirmed = await Dialog.confirm({
title: "End Session",
content: `
<p>End <b>${escapeHtml(s.session_title)}</b>?</p>
<p>This will mark it Completed, schedule the next session, and push snapshots for all PCs.</p>
`,
yes: () => true,
no: () => false,
defaultYes: true,
});
return confirmed ? s.session_id : null;
}
const options = sessions
.map(
(s) =>
`<option value="${escapeHtml(s.session_id)}">${escapeHtml(s.session_title)}${s.session_start ? `${escapeHtml(s.session_start)}` : ""}</option>`,
)
.join("");
return new Promise((resolve) => {
new Dialog({
title: "End Session",
content: `
<p>Multiple scheduled sessions match this Foundry world. Pick one to end:</p>
<select id="seitime-session-pick" style="width:100%; margin-bottom:0.5em;">
${options}
</select>
`,
buttons: {
cancel: { label: "Cancel", callback: () => resolve(null) },
end: {
label: "End Session",
callback: (html) => {
const value = html.find("#seitime-session-pick").val();
resolve(value || null);
},
},
},
default: "end",
close: () => resolve(null),
}).render(true);
});
}
function buildSummaryHtml(completion, snapshotResult) {
const parts = [
`<h3>Session Complete</h3>`,
`<p><b>${escapeHtml(completion.completed_session)}</b> marked Completed.</p>`,
];
if (completion.next_session) {
parts.push(
`<p>Next session scheduled: <b>${escapeHtml(completion.next_session)}</b> (#${escapeHtml(completion.next_session_number)}).</p>`,
);
}
parts.push(
`<p>Snapshots pushed: ${snapshotResult.successful} of ${snapshotResult.total}.</p>`,
);
if (snapshotResult.failed.length) {
const items = snapshotResult.failed
.map((f) => `<li>${escapeHtml(f.name)}: ${escapeHtml(f.error)}</li>`)
.join("");
parts.push(`<p style="color:#a00"><b>Failed pushes:</b></p><ul>${items}</ul>`);
}
return parts.join("");
}
/**
* Full end-of-session flow. Invoked from a Foundry macro by the GM.
*/
export async function endSession() {
if (!game.user.isGM) {
ui.notifications.warn("End Session is GM-only.");
return;
}
let sessions;
try {
sessions = await listScheduledSessions();
} catch (err) {
console.error(`[${MODULE_ID}]`, err);
ui.notifications.error(`Could not fetch scheduled sessions: ${err.message}`);
return;
}
if (!sessions.length) {
ui.notifications.warn(
"No scheduled sessions found for this Foundry world. Check that the world ID matches a Game in Frappe.",
);
return;
}
const sessionId = await pickSession(sessions);
if (!sessionId) return;
let completion;
try {
completion = await completeSession(sessionId);
} catch (err) {
console.error(`[${MODULE_ID}]`, err);
ui.notifications.error(`Could not complete session: ${err.message}`);
return;
}
const snapshotResult = await pushAllSnapshots();
await ChatMessage.create({
content: buildSummaryHtml(completion, snapshotResult),
speaker: { alias: "Seitime Bridge" },
whisper: ChatMessage.getWhisperRecipients("GM").map((u) => u.id),
});
const failureNote = snapshotResult.failed.length ? ` (${snapshotResult.failed.length} snapshot push(es) failed — see chat)` : "";
ui.notifications.info(`Session ended. ${snapshotResult.successful}/${snapshotResult.total} snapshots pushed${failureNote}.`);
}

View file

@ -11,6 +11,7 @@
import { MODULE_ID } from "./constants.js";
import { registerSettings } from "./settings.js";
import { pushManifest, pushSnapshot, testConnection } from "./api.js";
import { endSession, pushAllSnapshots } from "./macros.js";
let manifestTimerId = null;
const snapshotDebouncers = new Map();
@ -61,11 +62,11 @@ Hooks.once("init", () => {
Hooks.once("ready", () => {
const mod = game.modules.get(MODULE_ID);
const api = { pushManifest, pushSnapshot, testConnection };
const api = { pushManifest, pushSnapshot, testConnection, endSession, pushAllSnapshots };
mod.api = api;
globalThis.seitimeBridge = api;
console.log(`[${MODULE_ID}] ready. Call seitimeBridge.testConnection() to verify config.`);
console.log(`[${MODULE_ID}] ready. Call seitimeBridge.testConnection() to verify config, or seitimeBridge.endSession() from a macro.`);
safePushManifest("ready");