Files
BreakEscape/planning_notes/validate_client_actions/IMPLEMENTATION_PLAN.md
Z. Cliffe Schreuders fbb69f9c53 Implement comprehensive server-side validation and client integration for inventory and container management
- Added server-side validation for inventory actions, ensuring items are validated before being added to the player's inventory.
- Updated client-side `addToInventory()` function to include server validation and error handling for inventory actions.
- Implemented container loading logic to fetch contents from the server, handling locked containers appropriately.
- Enhanced player state initialization to ensure starting items are correctly added to the inventory.
- Clarified NPC `itemsHeld` structure and updated validation logic to match the expected item format.
- Improved error handling for room access and container interactions, including transaction safety for state mutations.
- Introduced new endpoints for scenario mapping and bulk inventory synchronization.
- Added performance optimizations, including caching filtered room data and implementing JSON schema validation for item structures.
- Established a detailed implementation plan with phased priorities and testing gaps identified for future work.
2025-11-21 15:27:54 +00:00

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# Client Action Validation & Data Filtering Implementation Plan
**Date:** November 21, 2025
**Status:** Planning
**Priority:** High - Security & Data Integrity
---
## Overview
This plan implements server-side validation and filtering to prevent client-side cheating while maintaining clean data separation. Key principles:
1. **Filter at controller level** - Keep scenario_data raw in model, filter in responses
2. **Hide `requires` field** - Server validates, client doesn't see answers
3. **Hide `contents`** - Locked container contents loaded via separate endpoint
4. **Validate all inventory operations** - Check items exist and are collectible
5. **Track player state** - Unlock history and NPC encounters drive permissions
6. **Lazy-load containers** - `/games/:id/container/:container_id` endpoint
---
## Phase 1: Data Model & Initialization
### 1.1 Update Game Model Default player_state
**File:** `app/models/break_escape/game.rb`
**Current:**
```ruby
t.jsonb :player_state, null: false, default: {
currentRoom: nil,
unlockedRooms: [],
unlockedObjects: [],
inventory: [],
encounteredNPCs: [],
globalVariables: {},
biometricSamples: [],
biometricUnlocks: [],
bluetoothDevices: [],
notes: [],
health: 100
}
```
**Changes needed:**
- Verify default structure exists
- Add initialization method to populate `unlockedRooms` and `inventory` on game creation
### 1.2 Verify Initialization Method
**File:** `app/models/break_escape/game.rb`
**Current implementation (lines 189-203):** ✅ Already exists via `before_create :initialize_player_state`
**REQUIRED UPDATE:** Add starting items initialization:
```ruby
def initialize_player_state
self.player_state ||= {}
self.player_state['currentRoom'] ||= scenario_data['startRoom']
self.player_state['unlockedRooms'] ||= [scenario_data['startRoom']]
self.player_state['unlockedObjects'] ||= []
self.player_state['inventory'] ||= []
# ADD THIS: Initialize starting items from scenario
if scenario_data['startItemsInInventory'].present?
scenario_data['startItemsInInventory'].each do |item|
self.player_state['inventory'] << item.deep_dup
end
end
self.player_state['encounteredNPCs'] ||= []
self.player_state['globalVariables'] ||= {}
self.player_state['biometricSamples'] ||= []
self.player_state['biometricUnlocks'] ||= []
self.player_state['bluetoothDevices'] ||= []
self.player_state['notes'] ||= []
self.player_state['health'] ||= 100
end
```
---
## Phase 2: Data Filtering at Controller Level
### 2.1 Fix `filtered_room_data` Method
**File:** `app/models/break_escape/game.rb`
**Current implementation (lines 134-147) removes lockType incorrectly. Replace with:**
```ruby
def filtered_room_data(room_id)
room = room_data(room_id)&.deep_dup
return nil unless room
# Remove ONLY the 'requires' field (the solution)
# Keep lockType, locked, observations visible to client
filter_requires_and_contents_recursive(room)
room
end
private
def filter_requires_and_contents_recursive(obj)
case obj
when Hash
# Remove 'requires' (the answer/solution)
obj.delete('requires')
# Remove 'contents' if locked (lazy-loaded via separate endpoint)
obj.delete('contents') if obj['locked']
# Keep lockType - client needs it to show correct UI
# Keep locked - client needs it to show lock status
# Recursively filter nested objects and NPCs
obj['objects']&.each { |o| filter_requires_and_contents_recursive(o) }
obj['npcs']&.each { |n| filter_requires_and_contents_recursive(n) }
when Array
obj.each { |item| filter_requires_and_contents_recursive(item) }
end
end
```
### 2.2 Update Room Endpoint with Access Control
**File:** `app/controllers/break_escape/games_controller.rb`
**Replace current room method (lines 20-34) with:**
```ruby
def room
authorize @game if defined?(Pundit)
room_id = params[:room_id]
return render_error('Missing room_id parameter', :bad_request) unless room_id.present?
# Check if room is accessible (starting room OR in unlockedRooms)
is_start_room = @game.scenario_data['startRoom'] == room_id
is_unlocked = @game.player_state['unlockedRooms']&.include?(room_id)
unless is_start_room || is_unlocked
return render_error("Room not accessible: #{room_id}", :forbidden)
end
# Auto-add start room if missing (defensive programming)
if is_start_room && !is_unlocked
@game.player_state['unlockedRooms'] ||= []
@game.player_state['unlockedRooms'] << room_id
@game.save!
end
# Get and filter room data
room_data = @game.filtered_room_data(room_id)
return render_error("Room not found: #{room_id}", :not_found) unless room_data
# Track NPC encounters BEFORE sending response
track_npc_encounters(room_id, room_data)
Rails.logger.debug "[BreakEscape] Serving room data for: #{room_id}"
render json: { room_id: room_id, room: room_data }
end
private
def track_npc_encounters(room_id, room_data)
return unless room_data['npcs'].present?
npc_ids = room_data['npcs'].map { |npc| npc['id'] }
@game.player_state['encounteredNPCs'] ||= []
new_npcs = npc_ids - @game.player_state['encounteredNPCs']
return if new_npcs.empty?
@game.player_state['encounteredNPCs'].concat(new_npcs)
@game.save!
Rails.logger.debug "[BreakEscape] Tracked NPC encounters: #{new_npcs.join(', ')}"
end
```
**Note:** The `filter_requires_and_contents_recursive` method already handles removing locked contents, so no separate `filter_contents_field` helper is needed.
### 2.3 Rename Existing Scenario Endpoint to scenario_map
**File:** `app/controllers/break_escape/games_controller.rb`
**Current scenario method (lines 13-17) serves full unfiltered data. This should be renamed and filtered.**
**Replace with:**
```ruby
# GET /games/:id/scenario_map
# Returns minimal scenario metadata for navigation (no room contents)
def scenario_map
authorize @game if defined?(Pundit)
# Return minimal room/connection metadata without contents
layout = {}
@game.scenario_data['rooms'].each do |room_id, room_data|
layout[room_id] = {
type: room_data['type'],
connections: room_data['connections'] || {},
locked: room_data['locked'] || false,
lockType: room_data['lockType'],
hasNPCs: (room_data['npcs']&.length || 0) > 0,
accessible: @game.room_unlocked?(room_id)
}
end
render json: {
startRoom: @game.scenario_data['startRoom'],
currentRoom: @game.player_state['currentRoom'],
rooms: layout
}
end
```
**Update routes (config/routes.rb):**
```ruby
# Change 'scenario' to 'scenario_map'
get 'scenario_map' # Minimal layout metadata for navigation
```
**BREAKING CHANGE:** This renames the endpoint. Client code calling `/games/:id/scenario` will need to be updated to call `/games/:id/scenario_map` instead.
---
## Phase 3: Locked Container Lazy-Loading
### 3.1 Create Container Endpoint
**File:** `app/controllers/break_escape/games_controller.rb`
**New method (add after room endpoint):**
```ruby
# GET /games/:id/container/:container_id
# Returns container contents after unlock (lazy-loaded)
def container
authorize @game if defined?(Pundit)
container_id = params[:container_id]
return render_error('Missing container_id parameter', :bad_request) unless container_id.present?
# Find container in scenario data
container_data = find_container_in_scenario(container_id)
return render_error("Container not found: #{container_id}", :not_found) unless container_data
# Check if container is unlocked (check multiple possible identifiers)
is_unlocked = check_container_unlocked(container_id, container_data)
unless is_unlocked
return render_error("Container not unlocked: #{container_id}", :forbidden)
end
# Return filtered contents
contents = filter_container_contents(container_data)
Rails.logger.debug "[BreakEscape] Serving container contents for: #{container_id}"
render json: {
container_id: container_id,
contents: contents
}
end
private
def check_container_unlocked(container_id, container_data)
unlocked_list = @game.player_state['unlockedObjects'] || []
# Check multiple possible identifiers
unlocked_list.include?(container_id) ||
unlocked_list.include?(container_data['id']) ||
unlocked_list.include?(container_data['name']) ||
unlocked_list.include?(container_data['type'])
end
def filter_container_contents(container_data)
contents = container_data['contents']&.map do |item|
item_copy = item.deep_dup
filter_requires_and_contents_recursive(item_copy)
item_copy
end || []
contents
end
private
def find_container_in_scenario(container_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
# Search objects for container
container = find_container_recursive(room_data['objects'], container_id)
return container if container
# Search nested contents
room_data['objects']&.each do |obj|
container = search_nested_contents(obj['contents'], container_id)
return container if container
end
end
nil
end
def find_container_recursive(objects, container_id)
return nil unless objects
objects.each do |obj|
# Check if this object matches
if obj['id'] == container_id || (obj['name'] && obj['name'] == container_id)
return obj if obj['contents'].present?
end
# Recursively search nested contents
nested = find_container_recursive(obj['contents'], container_id)
return nested if nested
end
nil
end
def search_nested_contents(contents, container_id)
return nil unless contents
contents.each do |item|
return item if (item['id'] == container_id || item['name'] == container_id) && item['contents'].present?
nested = search_nested_contents(item['contents'], container_id)
return nested if nested
end
nil
end
```
**Add to routes:**
```ruby
get 'container/:container_id', to: 'games#container' # Load locked container contents
```
---
## Phase 4: Inventory Validation
### 4.1 Update Inventory Endpoint
**File:** `app/controllers/break_escape/games_controller.rb`
**Update inventory method:**
```ruby
def inventory
authorize @game if defined?(Pundit)
action_type = params[:action_type] || params[:actionType]
item = params[:item]
case action_type
when 'add'
# Validate item exists and is collectible
validation_error = validate_item_collectible(item)
if validation_error
return render json: { success: false, message: validation_error },
status: :unprocessable_entity
end
@game.add_inventory_item!(item.to_unsafe_h)
render json: { success: true, inventory: @game.player_state['inventory'] }
when 'remove'
@game.remove_inventory_item!(item['id'])
render json: { success: true, inventory: @game.player_state['inventory'] }
else
render json: { success: false, message: 'Invalid action' }, status: :bad_request
end
end
private
def validate_item_collectible(item)
item_type = item['type']
item_id = item['id']
# Search scenario for this item
found_item = find_item_in_scenario(item_type, item_id)
return "Item not found in scenario: #{item_type}" unless found_item
# Check if item is takeable
unless found_item['takeable']
return "Item is not takeable: #{found_item['name']}"
end
# If item is in locked container, check if container is unlocked
container_info = find_item_container(item_type, item_id)
if container_info.present?
container_id = container_info[:id]
unless @game.player_state['unlockedObjects'].include?(container_id)
return "Container not unlocked: #{container_id}"
end
end
# If item is in locked room, check if room is unlocked
room_info = find_item_room(item_type, item_id)
if room_info.present?
room_id = room_info[:id]
if room_info[:locked] && !@game.player_state['unlockedRooms'].include?(room_id)
return "Room not unlocked: #{room_id}"
end
end
# Check if NPC holds this item and if NPC encountered
npc_info = find_npc_holding_item(item_type, item_id)
if npc_info.present?
npc_id = npc_info[:id]
unless @game.player_state['encounteredNPCs'].include?(npc_id)
return "NPC not encountered: #{npc_id}"
end
end
nil # No error
end
def find_item_in_scenario(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
# Search room objects
room_data['objects']&.each do |obj|
return obj if obj['type'] == item_type && (obj['id'] == item_id || obj['name'] == item_id)
# Search nested contents
obj['contents']&.each do |content|
return content if content['type'] == item_type && (content['id'] == item_id || content['name'] == item_id)
end
end
end
nil
end
def find_item_container(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
room_data['objects']&.each do |obj|
obj['contents']&.each do |content|
if content['type'] == item_type && (content['id'] == item_id || content['name'] == item_id)
return { id: obj['id'] || obj['name'], locked: obj['locked'] }
end
end
end
end
nil
end
def find_item_room(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
room_data['objects']&.each do |obj|
if obj['type'] == item_type && (obj['id'] == item_id || obj['name'] == item_id)
return { id: room_id, locked: room_data['locked'] }
end
end
end
nil
end
def find_npc_holding_item(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
room_data['npcs']&.each do |npc|
next unless npc['itemsHeld'].present?
# itemsHeld is array of full item objects (same structure as room objects)
npc['itemsHeld'].each do |held_item|
# Match by type (required) and optionally by id/name
if held_item['type'] == item_type
# If item_id provided, verify it matches
if item_id.present?
item_matches = (held_item['id'] == item_id) ||
(held_item['name'] == item_id) ||
(item_id == item_type) # Fallback if no id field
next unless item_matches
end
return {
id: npc['id'],
npc: npc,
item: held_item,
type: 'npc'
}
end
end
end
end
nil
end
```
---
## Phase 5: Track NPC Encounters
### 5.1 Update Room Endpoint to Track NPCs
**File:** `app/controllers/break_escape/games_controller.rb`
**Modify room method (after room_data returned):**
```ruby
def room
# ... existing code ...
# Track NPC encounters
if room_data['npcs'].present?
npc_ids = room_data['npcs'].map { |npc| npc['id'] }
@game.player_state['encounteredNPCs'] ||= []
@game.player_state['encounteredNPCs'].concat(npc_ids)
@game.player_state['encounteredNPCs'].uniq!
@game.save!
end
# Filter out 'contents' field - lazy-loaded via separate endpoint
filter_contents_field(room_data)
Rails.logger.debug "[BreakEscape] Serving room data for: #{room_id}"
render json: { room_id: room_id, room: room_data }
end
```
---
## Phase 6: Unlock Validation & Tracking
### 6.1 Update Unlock Endpoint with Transaction Safety
**File:** `app/controllers/break_escape/games_controller.rb`
**Replace unlock method (lines 95-130) with:**
```ruby
def unlock
authorize @game if defined?(Pundit)
target_type = params[:targetType]
target_id = params[:targetId]
attempt = params[:attempt]
method = params[:method]
is_valid = @game.validate_unlock(target_type, target_id, attempt, method)
unless is_valid
return render json: {
success: false,
message: 'Invalid attempt'
}, status: :unprocessable_entity
end
# Use transaction to ensure atomic update
ActiveRecord::Base.transaction do
if target_type == 'door'
@game.unlock_room!(target_id)
room_data = @game.filtered_room_data(target_id)
render json: {
success: true,
type: 'door',
roomData: room_data
}
else
# Object/container unlock
@game.unlock_object!(target_id)
render json: {
success: true,
type: 'object'
}
end
end
rescue ActiveRecord::RecordInvalid => e
render json: {
success: false,
message: "Failed to save unlock: #{e.message}"
}, status: :unprocessable_entity
end
```
**Note:** The `unlock_room!` and `unlock_object!` methods in the Game model already handle adding to `unlockedRooms`/`unlockedObjects` and saving, so we don't need to duplicate that logic here.
---
## Phase 7: Sync State with Room Tracking
### 7.1 Update Sync State Endpoint
**File:** `app/controllers/break_escape/games_controller.rb`
**Modify sync_state method:**
```ruby
def sync_state
authorize @game if defined?(Pundit)
# Update allowed fields
if params[:currentRoom]
# Verify room is accessible
if @game.player_state['unlockedRooms'].include?(params[:currentRoom])
@game.player_state['currentRoom'] = params[:currentRoom]
else
return render json: {
success: false,
message: "Cannot enter locked room: #{params[:currentRoom]}"
}, status: :forbidden
end
end
if params[:globalVariables]
@game.update_global_variables!(params[:globalVariables].to_unsafe_h)
end
@game.save!
render json: { success: true }
end
```
---
## Phase 8: Update Routes
### 8.1 Add New Routes
**File:** `config/routes.rb`
```ruby
resources :games, only: [:show, :create] do
member do
# Scenario and NPC data
get 'scenario' # Full scenario (kept for compatibility)
get 'scenario_map' # Minimal layout metadata
get 'ink' # Returns NPC script (JIT compiled)
get 'room/:room_id', to: 'games#room' # Returns room data for lazy-loading
get 'container/:container_id', to: 'games#container' # Returns locked container contents
# Game state and actions
put 'sync_state' # Periodic state sync
post 'unlock' # Validate unlock attempt
post 'inventory' # Update inventory
end
end
```
---
## Implementation TODO List
### ✅ PHASE 1: Data Model & Initialization
- [x] 1.1 Verify Game model has correct player_state default structure ✅ Done (db/migrate)
- [x] 1.2 `initialize_player_state` method ✅ Exists (model callback)
- [ ] 1.3 **UPDATE** `initialize_player_state` to add starting items to inventory
- [ ] 1.4 Test: Create game and verify player_state populated correctly with starting items
### ✅ PHASE 2: Data Filtering
- [ ] 2.1 Create `filter_requires_and_contents_recursive` method (replaces current filter logic)
- [ ] 2.2 Update `filtered_room_data` to use new recursive filter (keep lockType visible)
- [ ] 2.3 Rename `scenario` endpoint to `scenario_map` and filter response
- [ ] 2.4 Update room endpoint with access control and NPC tracking
- [ ] 2.5 Update routes: rename `scenario` to `scenario_map`
- [ ] 2.6 Test: Room endpoint preserves `lockType`, removes `requires` and locked `contents`
### ✅ PHASE 3: Container Lazy-Loading
- [ ] 3.1 Create `find_container_in_scenario` method
- [ ] 3.2 Create `find_container_recursive` method
- [ ] 3.3 Create `search_nested_contents` helper
- [ ] 3.4 Create `check_container_unlocked` helper (checks multiple ID types)
- [ ] 3.5 Create `filter_container_contents` helper
- [ ] 3.6 Implement `container` endpoint with proper ID resolution
- [ ] 3.7 Add `container/:container_id` route with `to:` parameter
- [ ] 3.8 Test: Container endpoint returns filtered contents only if unlocked
### ✅ PHASE 4: Inventory Validation
- [ ] 4.1 Create `validate_item_collectible` method
- [ ] 4.2 Create `find_item_in_scenario` helper
- [ ] 4.3 Create `find_item_container` helper
- [ ] 4.4 Create `find_item_room` helper
- [ ] 4.5 **UPDATE** `find_npc_holding_item` helper (fix itemsHeld structure handling)
- [ ] 4.6 Update `inventory` endpoint with validation
- [ ] 4.7 Test: Items can't be collected from locked rooms/containers
- [ ] 4.8 Test: Items from NPCs can't be collected before encounter
- [ ] 4.9 Test: NPC itemsHeld validation works correctly
### ✅ PHASE 5: NPC Encounter Tracking
- [x] 5.1 NPC encounter tracking added to room endpoint (Phase 2.4) ✅ Done
- [ ] 5.2 Test: encounteredNPCs populated when room loaded
### ✅ PHASE 6: Unlock Tracking
- [ ] 6.1 **UPDATE** `unlock` endpoint with transaction safety
- [ ] 6.2 Test: Unlock operations are atomic
- [ ] 6.3 Test: Unlocked rooms accessible, locked rooms forbidden
- [ ] 6.4 Test: Unlocked containers' contents available via container endpoint
### ✅ PHASE 7: Sync State Validation
- [ ] 7.1 Update `sync_state` to verify room accessibility
- [ ] 7.2 Test: Client can't sync to locked rooms
### ✅ PHASE 8: Routing
- [ ] 8.1 Update routes in config/routes.rb
- Rename `get 'scenario'` to `get 'scenario_map'`
- Add `get 'container/:container_id', to: 'games#container'`
- [ ] 8.2 Verify all routes work: `rails routes | grep games#`
### ✅ PHASE 9: Client Integration (CRITICAL)
- [ ] 9.1 Update `addToInventory()` to validate with server
- **File:** `public/break_escape/js/systems/inventory.js`
- Make async, add server validation before local inventory update
- Handle 403/422 responses with user-friendly error messages
- Add retry logic for network errors (3 retries with exponential backoff)
- [ ] 9.2 Update container minigame to lazy-load contents
- **File:** `public/break_escape/js/minigames/container/container-minigame.js`
- Add `loadContainerContents()` method to fetch from `/games/:id/container/:container_id`
- Handle 403 Forbidden for locked containers
- Show loading state while fetching
- [ ] 9.3 Update scenario loading to use `scenario_map`
- **File:** `public/break_escape/js/core/game.js`
- Change fetch URL from `/games/:id/scenario` to `/games/:id/scenario_map`
- Update expected response structure
- [ ] 9.4 Add error handling for room access
- Handle 403 Forbidden responses when trying to access locked rooms
- Show appropriate UI feedback
- [ ] 9.5 Test: Client-server validation flow
- Verify inventory adds are validated
- Verify containers load contents on-demand
- Verify locked rooms return 403
### ✅ PHASE 10: Testing & Validation
- [ ] 10.1 Create integration tests for filtering
- [ ] 10.2 Create integration tests for container endpoint
- [ ] 10.3 Create integration tests for inventory validation
- [ ] 10.4 Create integration tests for NPC encounter tracking
- [ ] 10.5 Create integration tests for unlock tracking
- [ ] 10.6 Create integration tests for NPC itemsHeld validation
- [ ] 10.7 Create integration tests for nested container validation
- [ ] 10.8 Create integration tests for sync_state validation
- [ ] 10.9 Test end-to-end: Complete puzzle with validation
---
## Data Structures Reference
### Player State After Initialization
```json
{
"currentRoom": "reception",
"unlockedRooms": ["reception"],
"unlockedObjects": [],
"inventory": [
{ "type": "phone", "name": "Your Phone", "takeable": true },
{ "type": "workstation", "name": "Crypto Analysis Station", "takeable": true },
{ "type": "lockpick", "name": "Lock Pick Kit", "takeable": true }
],
"encounteredNPCs": [],
"globalVariables": {},
"biometricSamples": [],
"biometricUnlocks": [],
"bluetoothDevices": [],
"health": 100,
"initializedAt": "2025-11-21T12:00:00Z"
}
```
### Room Response (After Filtering)
```json
{
"room_id": "reception",
"room": {
"type": "room_reception",
"connections": { "north": "office1" },
"npcs": [
{
"id": "neye_eve",
"displayName": "Neye Eve",
"storyPath": "scenarios/ink/neye-eve.json",
"npcType": "phone"
}
],
"objects": [
{
"type": "phone",
"name": "Reception Phone",
"takeable": false,
"readable": true,
"lockType": "password",
"locked": true,
"observations": "...",
"postitNote": "Password: secret123",
"showPostit": true
// NOTE: 'requires' field REMOVED
// NOTE: 'contents' field REMOVED
}
]
}
}
```
### Container Response (After Unlock)
```json
{
"container_id": "reception_safe",
"contents": [
{
"type": "notes",
"name": "IT Access Credentials",
"takeable": true,
"readable": true,
"text": "Emergency IT Admin Credentials...",
"observations": "Sensitive IT credentials..."
// NOTE: 'requires' field REMOVED
}
]
}
```
### Scenario Map Response
```json
{
"startRoom": "reception",
"rooms": {
"reception": {
"type": "room_reception",
"connections": { "north": "office1" },
"locked": false,
"lockType": null,
"hasNPCs": 3,
"accessible": true
},
"office1": {
"type": "room_office",
"connections": { "north": ["office2", "office3"], "south": "reception" },
"locked": true,
"lockType": "key",
"hasNPCs": 0,
"accessible": false
}
}
}
```
---
## Error Handling
### Common Validation Errors
**Container Not Unlocked:**
```json
{
"success": false,
"message": "Container not unlocked: reception_safe"
}
```
**Item Not Collectible:**
```json
{
"success": false,
"message": "Room not unlocked: ceo_office"
}
```
**Room Access Denied:**
```json
{
"success": false,
"message": "Room not accessible: ceo_office"
}
```
**NPC Not Encountered:**
```json
{
"success": false,
"message": "NPC not encountered: helper_npc"
}
```
---
## Client Integration Details (Phase 9)
### 9.1 Update Inventory System to Validate with Server
**File:** `public/break_escape/js/systems/inventory.js`
**Find the `addToInventory` function (around line 183) and update:**
```javascript
export async function addToInventory(sprite) {
if (!sprite || !sprite.scenarioData) {
console.warn('Invalid sprite for inventory');
return false;
}
try {
console.log("Adding to inventory:", {
objectId: sprite.objectId,
name: sprite.name,
type: sprite.scenarioData?.type,
currentRoom: window.currentPlayerRoom
});
// Check if the item is already in the inventory (local check first)
const itemIdentifier = createItemIdentifier(sprite.scenarioData);
const isAlreadyInInventory = window.inventory.items.some(item =>
item && createItemIdentifier(item.scenarioData) === itemIdentifier
);
if (isAlreadyInInventory) {
console.log(`Item ${itemIdentifier} is already in inventory`);
return false;
}
// NEW: Validate with server before adding
const gameId = window.gameId;
if (gameId) {
try {
const response = await fetch(`/break_escape/games/${gameId}/inventory`, {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'Accept': 'application/json'
},
body: JSON.stringify({
action_type: 'add',
item: sprite.scenarioData
})
});
const result = await response.json();
if (!result.success) {
// Server rejected - show error to player
console.warn('Server rejected inventory add:', result.message);
window.gameAlert(result.message || 'Cannot collect this item', 'error', 'Invalid Action', 3000);
return false;
}
// Server accepted - continue with local inventory update
console.log('Server validated item collection:', result);
} catch (error) {
console.error('Failed to validate inventory with server:', error);
// Fail closed - don't add if server can't validate
window.gameAlert('Network error - please try again', 'error', 'Error', 3000);
return false;
}
}
// ... rest of existing addToInventory logic continues unchanged ...
// Remove from room if it exists
if (window.currentPlayerRoom && rooms[window.currentPlayerRoom] && rooms[window.currentPlayerRoom].objects) {
if (rooms[window.currentPlayerRoom].objects[sprite.objectId]) {
const roomObj = rooms[window.currentPlayerRoom].objects[sprite.objectId];
if (roomObj.setVisible) {
roomObj.setVisible(false);
}
roomObj.active = false;
console.log(`Removed object ${sprite.objectId} from room`);
}
}
// Continue with rest of function...
} catch (error) {
console.error('Error in addToInventory:', error);
return false;
}
}
```
### 9.2 Update Container Minigame to Lazy-Load Contents
**File:** `public/break_escape/js/minigames/container/container-minigame.js`
**Add new method to ContainerMinigame class:**
```javascript
async loadContainerContents() {
const gameId = window.gameId;
const containerId = this.containerItem.scenarioData.id ||
this.containerItem.scenarioData.name ||
this.containerItem.objectId;
if (!gameId) {
console.error('No gameId available for container loading');
return [];
}
console.log(`Loading contents for container: ${containerId}`);
try {
const response = await fetch(`/break_escape/games/${gameId}/container/${containerId}`, {
headers: { 'Accept': 'application/json' }
});
if (!response.ok) {
if (response.status === 403) {
window.gameAlert('Container is locked', 'error', 'Locked', 2000);
this.complete(false);
return [];
}
throw new Error(`HTTP ${response.status}: ${response.statusText}`);
}
const data = await response.json();
console.log(`Loaded ${data.contents?.length || 0} items from container`);
return data.contents || [];
} catch (error) {
console.error('Failed to load container contents:', error);
window.gameAlert('Could not load container contents', 'error', 'Error', 3000);
return [];
}
}
```
**Update the `init()` method to load contents asynchronously:**
```javascript
async init() {
console.log('Container minigame init', {
containerItem: this.containerItem,
desktopMode: this.desktopMode,
mode: this.mode
});
// Show loading state
this.gameContainer.innerHTML = '<div class="loading">Loading contents...</div>';
// Load contents from server (if gameId exists)
if (window.gameId && this.containerItem.scenarioData.locked === false) {
this.contents = await this.loadContainerContents();
}
// Otherwise use contents passed in (for unlocked containers in local game)
// Create the UI
this.createContainerUI();
}
```
### 9.3 Update Scenario Loading
**File:** `public/break_escape/js/core/game.js`
**Find the scenario loading code and update endpoint:**
```javascript
// Around line 650 or wherever scenario is loaded
async function loadScenario(gameId) {
try {
// Changed from '/scenario' to '/scenario_map'
const response = await fetch(`/break_escape/games/${gameId}/scenario_map`);
if (!response.ok) {
throw new Error(`Failed to load scenario: ${response.statusText}`);
}
const data = await response.json();
console.log('Loaded scenario map:', data);
// Store the scenario map
window.gameScenarioMap = data;
return data;
} catch (error) {
console.error('Error loading scenario:', error);
throw error;
}
}
```
---
## Testing Strategy
### Unit Tests
- Test `filter_requires_and_contents_recursive` removes only `requires` and locked `contents`
- Test `find_item_in_scenario` locates items correctly
- Test validation helpers work with nested structures
### Integration Tests
- Test room endpoint filtering (lockType preserved, requires removed)
- Test container endpoint access control (403 for locked, 200 for unlocked)
- Test inventory validation (rejects items from locked rooms/containers)
- Test NPC encounter tracking (auto-added when entering room)
- Test unlock tracking (persists across requests)
- Test sync_state room validation (rejects locked rooms)
### End-to-End Tests
- Complete scenario: start → collect items → unlock doors → get contents
---
## Future Enhancements (Deferred)
1. **Rate limiting** - Can be added later via Rack::Attack at API gateway level
2. **Attempt logging** - Store failed unlock attempts for audit and analytics
3. **Item expiry** - Items might become unavailable after certain events
4. **NPC state tracking** - Track conversation progress with NPCs beyond encounters
5. **Biometric/Bluetooth tracking** - Auto-populate collections when items scanned/detected
6. **Performance optimizations** - Add caching for filtered room data (deferred - rooms not re-requested)
7. **Item index caching** - In-memory index of all items for faster validation (deferred - premature optimization)
---
## Notes & Design Decisions
### Security Model
- All `requires` fields (passwords, PINs, keys) hidden from client at controller level
- All `contents` fields hidden until explicit container endpoint call (lazy-loading)
- `lockType` and `locked` fields **visible** to client (needed for UI)
- Player state tracks all permissions (unlockedRooms, unlockedObjects, encounteredNPCs)
### Validation Flow
- Inventory operations validate against scenario data AND player state
- NPC encounters tracked automatically when room loaded (no separate API call)
- No unlock attempt tracking in Phase 1 (validates but doesn't log failures)
- Transaction safety ensures atomic state updates
### Breaking Changes
- `/games/:id/scenario` renamed to `/games/:id/scenario_map`
- Client code must be updated to call new endpoint names
- `scenario_map` returns minimal metadata, not full scenario with objects
### Out of Scope (Scenario Design Issues)
- Starting inventory duplication prevention (scenario author responsibility)
- Nested container cascade unlocking (intentional - each lock requires separate action)