fix: prevent duplicate cross-client defense dialog, clear bleed on heal
- Only send attackBoosted socket when attackerHandledBonus || attackerHasNonGMOwner (GM→player: hook handles it, no socket needed; PC→PC: socket needed) - Clear bleeding wounds when HP restored via token HUD heal buttons
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# Lethal Fantasy FoundryVTT System — Session Context
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## Current Goal
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Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, revert on close) and cross-client sync of defense bonuses.
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## Accomplished
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### Pass 1 — Critical Issues
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- **Telemetry removed**: `ClassCounter`, `registerWorldCount`, orphaned `worldKey` setting deleted from system.json
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- **globalThis side effects**: `globalThis.SYSTEM`, `globalThis.pendingDefenses` moved from top-level to `init` hook
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- **console.log → log()**: All runtime console.log replaced with `log()` helper guarded by `lethalFantasy.debug` setting
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- **Stale Tenebris refs**: `macros.mjs` — `TENEBRIS.Label.jet` → `LETHALFANTASY.Label.jet`, `TENEBRIS.Manager.*` → `LETHALFANTASY.Label.*`, `tenebris.macro` flag → `lethalFantasy.macro`
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### Pass 2 — V1/V2 Mixing, Fire-and-Forget
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- **V1 sheet registrations removed**: `foundry.appv1.sheets.*` in system.json
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- **V1 `activateListeners`/jQuery**: removed dead `defaultOptions`, V1 tab code from `combat.mjs`
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- **V2 API paths**: `FilePicker` → V2, `TextEditor.getDragEventData` → V2, `item.sheet.render(true)` → `render({force:true})`, `super._onRender()` → `super._onRender(context, options)`, `token._id` → `token.id`
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- **Fire-and-forget Promises**: All `actor.update()`, `ChatMessage.create()`, `prepareRoll()`, `prepareMonsterRoll()`, socket handler calls now awaited
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- **Misnamed class**: `LethalFantasySkill` → `LethalFantasyWeapon`; added missing `WEAPON_TYPE` import; fixed `weaponCategory`
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### Pass 3 — Code Review Fixes
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- **Duplicated dialogs**: Per-element `.rollable`/`.wound-data` bindings moved to `_onRender` (V2 destroys/recreates DOM each render); `_activateListeners` reverted
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- **renderChatMessage reverted**: V2 hook `renderChatMessage` passes jQuery html, `querySelectorAll` fails; kept `renderChatMessageHTML`
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- **Roll actions broken**: Fixed `async` base-actor-sheet methods; `_onRender` bindings for rollable elements restored
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- **Token HUD guard**: `html.querySelector()` → `html.find().length` (html is jQuery object)
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- **All review awaits confirmed**: `showDefenseRequest`/`socket` handlers all awaited
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## Defense Dialog Investigation — Status
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### Symptom (user process)
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1. Monster (GM) attacks player — hits
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2. Player uses Grit/Luck to boost defense
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3. Defense now beats attack — reports new result
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4. Dialog **stays open** — Grit/Luck/bonus dice options still visible
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5. Closing dialog (Continue or X) causes "rolls vanish" — reverts to original result
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### Root Cause Found — Duplicate cross-client processing (FIXED)
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When monster (GM) attacks player, the `createChatMessage` hook fires on **both** clients:
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```
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Player's client: GM's client:
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defense msg created defense msg synced
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↓ ↓
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hook fires (line 557) hook fires (line 557)
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isPrimaryController(defender)=true isPrimaryController(defender)=false
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↓ ↓
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Defense dialog A shows Defense dialog skipped
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Player spends Grit Cross-client code (line 1009):
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defenseRoll=10→16 isPrimaryController(attacker)=true
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While loop exits defenderOwner=player (≠GM)
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Comparison: "miss" ↓
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**Sends attackBoosted with ORIGINAL
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defenseRoll=10 (stale!)**
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↓
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Player receives socket → handleAttackBoosted
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→ Defense dialog B shows with OLD values
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→ When closed, comparison: "hit" (overwrites!)
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```
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Player sees **two** dialogs (A then B). Dialog B uses unboosted values, so closing/ignoring it produces a stale "hit" result that overwrites the correct "miss."
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### Fix
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`lethal-fantasy.mjs:1016` — only send `attackBoosted` socket when `attackerHandledBonus || attackerHasNonGMOwner`. Guards against stale-socket overwrite for GM→player combat (where hook-based processing works without socket), while preserving socket delegation for PC→PC cross-client (where `attackerIsCrossClient` suppresses the hook-based processing on the defender's client).
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Before:
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```js
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if (defenderOwner && defenderOwner.id !== game.user.id) {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "attackBoosted", ... })
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return
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}
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```
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After:
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```js
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if (defenderOwner && defenderOwner.id !== game.user.id) {
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if (attackerHandledBonus || attackerHasNonGMOwner) {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "attackBoosted", ... })
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}
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return
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}
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```
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### Same-Client Path
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Code pattern is identical between attack and defense dialogs — both use `await DialogV2.wait({rejectClose:false})` in a while loop. Same-client defense works correctly because no duplicate socket messages arrive.
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### Other Findings
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- `offerGritLuckBonus` (`utils.mjs:1121`) is dead code — never called
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- `promptCombatBonusDie` (`utils.mjs:975`) is correct — DialogV2 resolves to callback return value, not `action`
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- Cross-client `handleAttackBoosted` (`utils.mjs:291`) still uses `else if` chain without `continue` — functionally correct but differs from same-client pattern
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### Code Paths
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| Flow | File | Line |
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|------|------|------|
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| Same-client attack | `lethal-fantasy.mjs` | 918-1004 |
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| Same-client defense | `lethal-fantasy.mjs` | 697-870 |
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| Cross-client defense | `module/utils.mjs` | 291-445 |
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| Cross-client socket guard | `lethal-fantasy.mjs` | 1006-1037 |
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| Attack Grit offer | `module/utils.mjs` | 1210-1290 |
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### Key Files
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- `lethal-fantasy.mjs` — Main system hooks, same-client attack/defense reactions
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- `module/utils.mjs` — Cross-client defense flow, bonus dialogs, compareAttackDefense
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- `module/documents/actor.mjs` — `prepareRoll()` entry point
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- `module/documents/roll.mjs` — Roll resolution pipeline
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