- Implemented `serialize_active_domains` function to gather and format active hidden domains from the game world.
- Updated `game_loop` to include active domains in the broadcast state.
- Enhanced `StatusBar` component to display active domains with a new `StatusWidget`, including dynamic labels and colors based on the number of active domains.
- Added localization support for hidden domain messages in both English and Chinese.
- Updated the world store to manage active domains state and synchronize with the backend.
* test(web): add comprehensive tests for all Pinia stores
* test(web): add edge case tests for Pinia stores
* test(web): document race condition bugs in ui and world stores
* fix(web): fix race condition bugs in ui and world stores
- ui.ts: Add detailRequestId counter to prevent stale responses from
overwriting fresh data when reselecting the same target
- world.ts: Add eventsRequestId counter to prevent stale responses
when filter changes rapidly via resetEvents
- Update tests to verify the fix works correctly
* fix(web): fix race condition in fetchInitStatus
- Add fetchStatusRequestId counter to prevent stale responses from
overwriting fresh data when fetchInitStatus is called rapidly
- Add test that first proves the bug exists, then verifies the fix
* fix(web): fix race condition in fetchState
Add fetchStateRequestId counter to prevent stale responses from
overwriting fresh data when fetchState is called rapidly.
* test(web): add missing edge case tests for world store
- Add changePhenomenon API failure test
- Add initialize concurrent calls test
- Add getPhenomenaList concurrent calls test
Total: 108 tests
* test(web): add comprehensive socket store tests
- Add init() duplicate call guard test
- Add setup listener tests
- Add message handling tests (tick, game_reinitialized)
- Add status change handling tests
Total: 118 tests
* test(web): add missing socket message handling tests
- Add llm_config_required message tests
- Add unknown message type test
Total: 121 tests
* test(web): add handleTick edge case tests
- Add test for avatars without id (ignored)
- Add test for empty events array
- Add test for events filtered to empty
Total: 124 tests
- 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
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.