Add splash layer, support game start, settings, exit
Modify settings layer, add "go back to splash" and "exit"
Add character threshold for history input
Closes#28
- Add async initialization with 6 phases: scanning_assets, loading_map,
initializing_sects, generating_avatars, checking_llm, generating_initial_events
- Add /api/init-status endpoint for frontend polling
- Add /api/control/reinit endpoint for error recovery
- Add LoadingOverlay.vue component with:
- Progress ring with gradient
- Phase text in xianxia style (rotating messages for LLM phase)
- Tips that rotate every 5 seconds
- Time-based background transparency (fades to 80% over 20s)
- Backdrop blur effect
- Error state with retry button
- Preload map and avatars during LLM initialization for smoother UX
- Add comprehensive tests for init status API
Problem:
When loading a save (e.g., from year 106), events from year 100 would appear.
This happened because the game auto-started on server startup and client
connection, generating initialization events before the user could load a save.
Solution:
1. Backend: Keep game paused on startup even if LLM check passes
2. Backend: Remove auto-resume on first WebSocket connection
3. Frontend: Start with game paused (isManualPaused = true)
Now the user must explicitly click 'resume' to start a new game, or load a
save first. This prevents the race condition where game_loop generates events
with stale world state.
- Fix load_game to use World.create_with_db() for SQLite event storage
- Add get_events_db_path() to compute event database path from save path
- Add JSON to SQLite migration for backward compatibility with old saves
- Close old EventManager before loading new save to prevent connection leaks
- Add events_db metadata to save file
- Add comprehensive tests for database switching bug and save/load cycle
Implement SQLite-based event persistence as specified in sqlite-event-manager.md.
## Changes
### Backend
- **EventStorage** (`src/classes/event_storage.py`): New SQLite storage layer
- Cursor-based pagination with compound cursor `{month_stamp}_{rowid}`
- Avatar filtering (single and pair queries)
- Major/minor event separation
- Cleanup API with `keep_major` and `before_month_stamp` filters
- **EventManager** (`src/classes/event_manager.py`): Refactored to use SQLite
- Delegates to EventStorage for persistence
- Memory fallback mode for testing
- New `get_events_paginated()` method
- **API** (`src/server/main.py`):
- `GET /api/events` - Paginated event retrieval with filtering
- `DELETE /api/events/cleanup` - User-triggered cleanup
### Frontend
- **EventPanel.vue**: Scroll-to-load pagination, dual-person filter UI
- **world.ts**: Event state management with pagination
- **game.ts**: New API client methods
### Testing
- 81 new tests for EventStorage, EventManager, and API
- Added `pytest-asyncio` and `httpx` to requirements.txt
## Known Issues: Save/Load is Currently Broken
After loading a saved game, the following issues occur:
1. **Wrong database used**: API returns events from the startup database instead
of the loaded save's `_events.db` file
2. **Events from wrong time period**: Shows events from year 115 when loaded
save is at year 114
3. **Pagination broken after load**: `has_more` returns `False` despite hundreds
of events in the saved database
4. **Filter functionality broken**: Character selection filter stops working
after loading a game
Root cause: `load_game.py` does not properly switch the EventManager's database
connection to the loaded save's events database.
- Add validate_target_avatar() to TargetingMixin for unified validation.
- Update Attack and Assassinate to use the new validation method.
- Add comment to MutualAction.can_start() explaining why it uses inline check.
- Add tests for dead target validation.