seitime-bridge/scripts/macros.js
Vassili Minaev 43c630c1f7 Port End Session dialogs to DialogV2 for v13/v14
V1 Dialog and Dialog.confirm are deprecated in v13 and removed in v14.
Migrate the three sites in macros.js (attendance grid, single-session
confirm, multi-session pick) to foundry.applications.api.DialogV2, and
drop the jQuery used in their callbacks in favor of querySelector +
dataset/value on dialog.element. Use rejectClose: false to preserve
the prior null-on-close behavior.

Bump version to 0.2.0 and widen compatibility to verified 13, max 14
(min stays at 12 — DialogV2 has been available since v12).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-12 18:21:33 -06:00

337 lines
11 KiB
JavaScript

/**
* 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,
finalizeAttendance,
getSessionRoster,
listScheduledSessions,
pushModuleInventory,
pushSnapshot,
} from "./api.js";
function escapeHtml(s) {
return String(s ?? "").replace(
/[&<>"']/g,
(c) => ({ "&": "&amp;", "<": "&lt;", ">": "&gt;", '"': "&quot;", "'": "&#39;" })[c],
);
}
/**
* 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("");
const result = await foundry.applications.api.DialogV2.wait({
window: { 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>${rows}</tbody>
</table>
`,
buttons: [
{ action: "cancel", label: "Cancel", callback: () => null },
{
action: "confirm",
label: "Confirm",
default: true,
callback: (_event, _button, dialog) => {
const out = [];
dialog.element.querySelectorAll("select[data-player]").forEach((select) => {
out.push({
player: select.dataset.player,
status: select.value,
});
});
return out;
},
},
],
position: { width: 560 },
rejectClose: false,
});
return result ?? null;
}
/**
* Push snapshots for every PC in the world, in parallel. Returns a summary
* with successful/failed counts and the names of any failures so the caller
* can surface them.
*/
export async function pushAllSnapshots() {
const pcs = game.actors.filter((a) => a.type === "character");
const results = await Promise.allSettled(pcs.map((a) => pushSnapshot(a)));
const failed = results
.map((r, i) => (r.status === "rejected" ? { name: pcs[i].name, error: r.reason?.message ?? String(r.reason) } : null))
.filter(Boolean);
return {
total: pcs.length,
successful: pcs.length - failed.length,
failed,
};
}
/**
* Show the appropriate dialog for the number of candidates and resolve to
* the chosen session_id, or null if the user cancels.
*/
async function pickSession(sessions) {
if (sessions.length === 1) {
const s = sessions[0];
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: { title: "End Session" },
content: `
<p>End <b>${escapeHtml(s.session_title)}</b>?</p>
<p>This will mark it Completed, schedule the next session, and push snapshots for all PCs.</p>
`,
yes: { default: true },
rejectClose: false,
});
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("");
const value = await foundry.applications.api.DialogV2.wait({
window: { 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;">
${options}
</select>
`,
buttons: [
{ action: "cancel", label: "Cancel", callback: () => null },
{
action: "end",
label: "End Session",
default: true,
callback: (_event, _button, dialog) =>
dialog.element.querySelector("#seitime-session-pick")?.value || null,
},
],
rejectClose: false,
});
return value ?? null;
}
function summarizeAttendance(attendance) {
const counts = { Present: 0, Notice: 0, "No Show": 0, "Signed Up": 0 };
for (const a of attendance) counts[a.status] = (counts[a.status] ?? 0) + 1;
const order = ["Present", "Notice", "No Show", "Signed Up"];
return order
.filter((k) => counts[k])
.map((k) => `${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>`,
);
}
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>`);
}
if (moduleResult?.upserted) {
parts.push(
`<p>Tracked ${moduleResult.upserted} active module(s) for credits.</p>`,
);
} else if (moduleResult?.error) {
parts.push(
`<p style="color:#a00">Module inventory push failed: ${escapeHtml(moduleResult.error)}</p>`,
);
}
return parts.join("");
}
/**
* Full end-of-session flow. Invoked from a Foundry macro by the GM.
*/
export async function endSession() {
if (!game.user.isGM) {
ui.notifications.warn("End Session is GM-only.");
return;
}
let sessions;
try {
sessions = await listScheduledSessions();
} catch (err) {
console.error(`[${MODULE_ID}]`, err);
ui.notifications.error(`Could not fetch scheduled sessions: ${err.message}`);
return;
}
if (!sessions.length) {
ui.notifications.warn(
"No scheduled sessions found for this Foundry world. Check that the world ID matches a Game in Frappe.",
);
return;
}
const sessionId = await pickSession(sessions);
if (!sessionId) return;
let roster;
try {
roster = await getSessionRoster(sessionId);
} catch (err) {
console.error(`[${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: ${err.message}`);
return;
}
let completion;
try {
completion = await completeSession(sessionId);
} catch (err) {
console.error(`[${MODULE_ID}]`, err);
ui.notifications.error(`Could not complete session: ${err.message}`);
return;
}
const snapshotResult = await pushAllSnapshots();
// Module inventory is non-critical — log and continue if the push fails
// so the session still gets marked Completed with a clean summary.
let moduleResult = null;
try {
const raw = await pushModuleInventory();
moduleResult = raw?.message ?? null;
} catch (err) {
console.warn(`[${MODULE_ID}] module inventory push failed:`, err);
moduleResult = { error: err.message };
}
await ChatMessage.create({
content: buildSummaryHtml(completion, snapshotResult, moduleResult, attendance),
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}.`);
}