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fix: spell saves, rests, strategy conquest and migrations, from the engine audit (part 4) - #117
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…e server An exploding one-sided die (1d1!) never stopped exploding, and dice counts were unbounded, so one math_manage call could freeze or kill the process for every campaign. Dice are now capped at 1000 dice of 1000 sides at every parser, exploding dice need at least 2 sides, and exact distributions are refused when too large to compute. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
subscribe_to_events left a callback pointing at the per-request HTTP transport. The next combat event in any campaign made it reject with 'Not connected'; the unhandled rejection shut the process down, and the shutdown path exited 0, so the host never restarted it. - Crashes now exit 1; requested stops still exit 0. - A subscriber whose connection is gone is dropped, not left to reject. - Subscribers only receive events from their own campaign. - On the stateless HTTP transport, where nothing can be pushed after the response, subscribe_to_events makes no subscription and points the caller at poll_events. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- Moves are validated (destination, path, remaining movement) before opportunity attacks resolve. A refused move used to cost the mover hit points and the attacker its reaction, then report success. It is now an error, so the call rolls back. - Negative damage is rejected; it was subtracted as healing with no cap at max HP (a 7 HP goblin reached 107). Dice damage with a penalty floors at zero, and applyDamage/heal ignore negative amounts. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
npm audit fix: clears the advisories in @modelcontextprotocol/sdk and its transitive dependencies. The remaining zod advisory needs a breaking move to zod 4 and is left for a separate change. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- An attack outside the attacker's turn now resolves as its reaction, one per round, and no longer spends its action. It used to be a warning only, so a combatant could attack any number of times off turn. - A target must be within reach: 5ft for melee, or the new optional `range` (feet) for ranged and reach attacks. Checked only when both combatants have a position. - Caller-supplied attackBonus, dc and damage are bounded (-20..30, 1..40, 1000 damage), so one call can no longer decide the outcome. - Opportunity attacks use the attacker's attack bonus and the mover's AC when known instead of deriving both from initiative. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…g call Pool eviction closed the least recently used handle even when a call was mid-transaction on it, and DELETE /campaign did the same. Eviction now skips handles that are in use, and erasure waits for the call in flight. The pool cap can be set with RPG_MAX_OPEN_DATABASES (default 64). Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Cached worlds were keyed by a guessable id alone and never evicted, so one campaign could read another's world by id and memory grew for the life of the process. Entries are now keyed by the verified tenant too, and the cache keeps the most recently used worlds (RPG_MAX_CACHED_WORLDS, default 32); the rest are restored from their database snapshot on demand. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…ng it A hosted campaign that failed its integrity check was quarantined and swapped for an empty database, so the game looked deleted and play continued into a second file. Campaign databases now fail to open and the files are left untouched. Local single-user databases keep the quarantine-and-recreate behaviour. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
audit_logs stored arguments and results for every tool call and was never pruned. It now keeps the newest RPG_AUDIT_LOG_MAX_ROWS rows (default 5000). Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
… URLs better-sqlite3 12 requires Node 20+, so CI no longer tests 18 and package.json declares the engine. The HTTP transport builds a server per request and logged tool registration every time; it now logs once. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
The tool's outer input schema dropped the new range argument before it reached the handler, so a ranged attack could not be made over MCP. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
The earlier commits on this branch were squash-merged as #113. This merge keeps the current tree exactly as it is; it only records that history so the branch can be pushed without rewriting it. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
npm audit reported a memory-exhaustion advisory fixed only in zod 4. - z.record() takes an explicit key schema. - Object defaults that relied on inner defaults use .prefault(), which parses the default as zod 3 did (zod 4's .default() returns it as is). - UUID fields use z.guid() to keep zod 3's lenient matching. - load_tool_schema's summarizer read zod 3 internals; it now reads zod 4 definitions and produces byte-identical output for all 36 tools. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Tree unchanged. The earlier commits on this branch were squash-merged as #113 and #114. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
A missed spell attack returned a bare 'casts Fire Bolt!' with no attack roll, no dice and no miss, so the caller could not tell a miss from a hit for zero damage. It now uses the same formatter as a hit. The fire bolt scaling test depended on three unseeded attacks all hitting and was retried to hide that; it is now deterministic and the retry is gone. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- Live replay took its model straight from the caller, so it bypassed the no-pro-model rule that invoke enforces. It now refuses a pro variant before calling the provider. - timeoutMs had no upper limit. The provider call runs inside the campaign's unit of work, holding its lock and an open transaction, so a huge timeout could stall a campaign. New and updated agents are capped at 120s; rows stored earlier are clamped when used. - An abort that landed while reading the response body escaped as a bare AbortError and was recorded as a generic error; it is now a timeout. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Tree unchanged. The earlier commits on this branch were squash-merged as #113, #114 and #115. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…bility - Save-based spells were resolved twice: the resolver rolled a generic save and baked it into the damage, then every target rolled its own on top. Fireball did quarter damage to a target that saved whenever the hidden roll also passed, and a save-for-none spell could be cancelled for everyone before any target rolled. Targets now save once, against the dice as rolled. - The handler's fallback save DC assumed Intelligence and +2 proficiency for every class and could be fractional; it now uses the caster's DC. - Healing added the Wisdom modifier for every class; it now uses the caster's own spellcasting ability. - A single-target spell could be aimed at any number of creatures. - On a spell attack a natural 1 always misses and a natural 20 always hits. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…claimant once - A lopsided victory left the conqueror with control in the tens of thousands (the scale is 0-100), and one that landed exactly on zero left the region with no owner. Conquest now always transfers the region with control between 10 and 100. - A nation that claimed a region several times was entered once per claim: it could fight itself to farm control, and got extra rolls in a real contest. Claimants are now counted once. - The result says who won the battle and who holds the region as separate fields instead of the processor sniffing the log text for 'conquered'. - A nation can no longer propose an alliance with itself. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
…hing - The backfill that gives legacy parties a map position ran on every database open, not just when the column was added. A party left off the map was moved to (50, 50) by the next restart, deploy or pool eviction. - migrate() now runs in one transaction, so a failure part-way leaves the database as it was instead of half-migrated. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
A maximum-size world is about 100 MB in memory, so a cap of 32 worlds could still exhaust the heap. The cache now also limits total tiles (RPG_MAX_CACHED_WORLD_TILES, default 2,000,000) and always keeps the world just created. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
- Hit dice were not tracked: a short rest could spend up to 20 dice, as often as you liked, for free unlimited healing, always on a d8. A character now has one hit die per level in resourcePools.hit_dice, of its class's size; spent dice stay spent, and a long rest returns half. - travel_manage's party long rest restored hit points only, leaving casters without their spell slots. It now does what rest_manage does. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Tree unchanged. The earlier commits on this branch were squash-merged as #113 to #116. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
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| if (spell.targetType === 'creature' || spell.targetType === 'self') { | ||
| const allowed = 1 + Math.max(0, spell.level > 0 ? effectiveSlotLevel - spell.level : 0); | ||
| if (allTargetIds.length > allowed) { |
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Derive target limits from each spell's targeting rules
At their base slot levels, this rejects every multi-target cast of Scorching Ray and Magic Missile, even though both are registered as targetType: 'creature' and create three projectiles. In particular, Scorching Ray's description in spell-database.ts explicitly permits multiple targets. targetType describes the kind of target, not its count, so it cannot distinguish these spells from genuine single-target spells. Use spell-specific target limits rather than imposing one target on all creature-targeted spells.
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| const max = Math.max(1, Math.trunc(character.level || 1)); | ||
| const stored = character.resourcePools?.[HIT_DICE_POOL]; | ||
| const current = stored ? Math.min(max, Math.max(0, Math.trunc(stored.current))) : max; |
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Add newly earned hit dice when the character levels up
Once a character has a persisted hit-dice pool, increasing their level raises max but never adds the newly earned dice to current. For example, a level-1 character who spends their die and then reaches level 2 still has zero dice available at their next short rest. handleLevelUp in character-manage.ts updates the character's level without updating this pool, so neither path grants the additional die. Account for the increase from the stored pool's maximum, or update the pool during level-up, while preserving previously spent dice.
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Tree unchanged. The earlier commits on this branch were squash-merged as #113 to #117. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013FWeViVwVRAxVuCWaf7UQS
Audit pass over the parts of the engine not covered before: spell rules, rests, strategy, migrations and world generation. Every fix was written test-first.
Spells
1d8 - 1. It now uses the caster's own spellcasting ability.targetIds(or a comma-separatedtargetId). They now take one target, plus one per upcast slot level for leveled spells.Rests
resourcePools.hit_dice, sized by class; spent dice stay spent and a long rest returns half (at least one).travel_manageparty long rest restored hit points only, leaving casters without spell slots. It now restores slots and hit dice, asrest_managedoes.Strategy
Migrations
migrate()runs in one transaction, so a failure part-way leaves the database as it was.World generation
No bugs found. Generation is deterministic for a seed, took 1.5 s end to end at the 1000x1000 maximum, and a fuzz of 336 runs across odd sizes, seeds and extreme options found no out-of-bounds or non-finite output.
One fix to my own earlier change (#114): the world cache was bounded by world count only, and a maximum-size world is about 100 MB in memory. It is now also bounded by total tiles (
RPG_MAX_CACHED_WORLD_TILES, default 2,000,000).Contract changes for
rpg-mcp-liverest_manageshortandtravel_managerestspend at most the hit dice a character has left; with none left they heal nothing. Responses addhitDiceRemaining(andhitDiceRestoredon a long rest).hitDieSizenow reflects the class (d10for a fighter) instead of alwaysd8.isError: true.[battleWinner, loser].Found but not changed
Math.random, so unlike weapon attacks they are not reproducible from the encounter seed.resolve_turntakes the turn number from the caller and can be run twice for the same turn, applying the economy twice.Testing
tests/server/spell-rules.test.ts,tests/server/rest-rules.test.ts,tests/engine/strategy/strategy-integrity.test.ts,tests/storage/migrations-safety.test.ts, plus cases intests/server/world-manager.test.ts.d10.tests/server/websocket.test.ts, which cannot bind::in the sandbox this ran in; they pass in CI.Note on history
The branch could not be force-pushed after the earlier PRs were squash-merged, so their history is recorded with an
oursmerge that leaves the tree unchanged. The diff againstmainis only this change.Generated by Claude Code