Create Story 3.3: Preset Import & Export

- Add comprehensive story file for preset import/export functionality
- Update sprint status: 3-3-preset-import-and-export → ready-for-dev
- Story covers FR-19: Preset import/export as JSON
- Includes 9 acceptance criteria, tasks, and developer context

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
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2026-05-23 15:57:44 +02:00
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# Story 3.3: Preset Import & Export
**Status:** ready-for-dev
**Epic:** 3 - Scene-Aware Camera Automation (Scene Presets)
**Story Key:** 3-3-preset-import-and-export
**Created:** 2026-05-23
**Last Updated:** 2026-05-23
---
## Story Header
| Field | Value |
|-------|-------|
| **Epic** | 3 - Scene-Aware Camera Automation (Scene Presets) |
| **Story ID** | 3.3 |
| **Story Key** | 3-3-preset-import-and-export |
| **Title** | Preset Import & Export |
| **Status** | ready-for-dev |
| **Priority** | High |
| **Assigned Agent** | DEV (Amelia) |
| **Created** | 2026-05-23 |
| **Last Updated** | 2026-05-23 |
---
## 📋 Story Requirements
### User Story
**As a** GM,
**I want to** export all Scene Presets as a JSON file and import them into another world or campaign,
**So that** I can reuse proven camera arrangements across campaigns without re-entering them manually.
### Persona Alignment
- **Primary:** Marcus (Veteran GM) - Needs to reuse camera configurations across multiple campaigns and scenes
- **Primary:** Jake (Streamer) - Requires consistent camera setups across different streaming sessions
- **Secondary:** All GMs - Reduces setup time by sharing configurations between worlds
### Acceptance Criteria (BDD Format)
#### AC-1: Export All Presets as JSON
**Given** the GM opens the Preset management UI
**When** they click "Export Presets"
**Then** a JSON file is downloaded containing all world presets in human-readable format
**And** the exported file matches the format documented in the module README
#### AC-2: Export File Format
**Given** presets exist in the world
**When** the GM exports them
**Then** the JSON file contains all presets with their names, matrices, and metadata
**And** the file structure is: `{ _version: 1, presets: { [name: string]: ScenePreset } }`
**And** the file is named `scrying-pool-presets-[world-name]-[timestamp].json`
#### AC-3: Import Dialog with Merge/Replace Options
**Given** the GM clicks "Import Presets" and selects a valid JSON file
**When** the file is parsed successfully
**Then** the GM is prompted to choose: "Merge" (add new, keep existing) or "Replace" (overwrite all)
**And** the dialog shows a preview of the presets to be imported
#### AC-4: Merge Behavior
**Given** the GM selects "Merge"
**When** the import is processed
**Then** new presets from the file are added to the current world
**And** existing presets with matching names are left unchanged
**And** a success message shows how many presets were added
#### AC-5: Replace Behavior with Confirmation
**Given** the GM selects "Replace"
**When** the import action is initiated
**Then** a confirmation dialog warns about data loss before proceeding
**And** the dialog lists how many existing presets will be removed
**And** on confirmation, all existing presets are removed and replaced with the imported set
#### AC-6: Invalid JSON Error Handling
**Given** the imported file contains invalid JSON
**When** parsing fails
**Then** an error notification shows: "Import failed: invalid JSON format"
**And** no changes are made to existing presets
#### AC-7: Schema Validation Error Handling
**Given** the imported JSON has an unrecognized schema version or missing required fields
**When** validation fails
**Then** an error notification shows with specific field details
**And** no changes are made to existing presets
#### AC-8: Import Confirmation Notification
**Given** a preset import succeeds
**When** the operation completes
**Then** a success notification shows: "Imported N presets (M new, K replaced)" or "Replaced all presets with N from import"
#### AC-9: README Documentation Update
**Given** the module README exists
**When** story 3.3 is complete
**Then** the README contains a "Preset Import/Export" section documenting:
- The JSON schema format
- Example import/export usage
- Merge vs Replace behavior
- Error handling and limitations
### Functional Requirements Covered
- **FR-19:** Preset import/export as JSON; export downloads all presets as one human-readable JSON file; import reads JSON and merges or replaces (user's choice); invalid JSON shows error; README documents exported format.
### Success Criteria
- [ ] All 9 acceptance criteria pass manual testing
- [ ] All unit tests pass (target: +15-20 new tests for PresetImportExportManager)
- [ ] `npm run lint` exits 0 (ESLint import boundaries enforced)
- [ ] `npm run typecheck` exits 0 (strict JSDoc compliance)
- [ ] Code review passes with no critical findings
- [ ] Integration test: Export → verify file format → Import with merge → Import with replace → Error handling flows verified end-to-end
---
## 📝 Tasks / Subtasks
### Task 1: Create Import/Export UI Components
**Files:** `src/ui/gm/PresetImportDialog.js`, `src/ui/gm/PresetExportDialog.js`, `templates/preset-import.hbs`, `templates/preset-export.hbs`, `styles/components/_preset-import-export.less`
**Subtasks:**
- [ ] 1.1: Create `PresetExportDialog` class extending `ApplicationV2` with export button
- [ ] 1.2: Create `PresetImportDialog` class extending `ApplicationV2` with file picker, merge/replace radio buttons, preview list, and confirm button
- [ ] 1.3: Create Handlebars template for export dialog (`preset-export.hbs`)
- [ ] 1.4: Create Handlebars template for import dialog (`preset-import.hbs`) with preview list
- [ ] 1.5: Create LESS styles for both dialogs in `_preset-import-export.less`
- [ ] 1.6: Implement file download logic with proper naming convention
- [ ] 1.7: Implement file upload with validation and parsing
**Acceptance Criteria:** AC-1, AC-2, AC-3
---
### Task 2: Create Preset Import/Export Manager
**Files:** `src/core/PresetImportExportManager.js`, `tests/unit/core/PresetImportExportManager.test.js`
**Subtasks:**
- [ ] 2.1: Write TDD red tests for exportAllPresets, importPresets, validateImportData, generateExportFilename
- [ ] 2.2: Create `PresetImportExportManager` class with constructor `(adapter, scenePresetManager)`
- [ ] 2.3: Implement `exportAllPresets()` — returns JSON string of all presets across all scenes
- [ ] 2.4: Implement `generateExportFilename()` — generates filename with world name and timestamp
- [ ] 2.5: Implement `downloadExportFile(jsonString, filename)` — triggers browser download
- [ ] 2.6: Implement `validateImportData(data)` — validates JSON structure and schema version
- [ ] 2.7: Implement `importPresets(jsonData, mode)` — processes import with 'merge' or 'replace' mode
- [ ] 2.8: Implement `_mergePresets(jsonData)` — adds new presets, skips duplicates
- [ ] 2.9: Implement `_replacePresets(jsonData)` — replaces all presets with imported ones
- [ ] 2.10: Implement `_extractPresetsFromJson(data)` — extracts and validates presets from JSON
- [ ] 2.11: Green all PresetImportExportManager tests
**Acceptance Criteria:** AC-2, AC-4, AC-5, AC-6, AC-7, AC-8
**Dev Notes:**
- Export format: `{ _version: 1, presets: { [name]: ScenePreset } }` matching the scene flag structure
- Import validation: check _version, validate each preset with isValidScenePreset(), report errors
- Merge mode: skip presets with existing names, count new additions
- Replace mode: clear all existing, add all imported, warn about data loss
- Both modes return summary: { success: boolean, message: string, added: number, replaced: number, skipped: number, errors: string[] }
---
### Task 3: Integrate Import/Export with Director's Board
**Files:** `src/ui/gm/DirectorsBoard.js`, `src/ui/gm/PresetLoadDialog.js`
**Subtasks:**
- [ ] 3.1: Add "Export Presets" button to Director's Board footer (next to "Save Preset..." and "Load Preset...")
- [ ] 3.2: Add "Import Presets" button to Director's Board footer
- [ ] 3.3: Register click handlers that open the respective dialogs
- [ ] 3.4: Update `PresetLoadDialog` to also include Export/Import options or redirect to new dialogs
- [ ] 3.5: Ensure keyboard shortcuts work with new dialogs (Esc to close, etc.)
**Acceptance Criteria:** AC-1, AC-3
**Dev Notes:**
- Buttons should be in the footer area for consistency with Save/Load
- Import/Export buttons only visible to GM (same as existing preset buttons)
- Dialogs should be modal and focus-trapped
---
### Task 4: Add Module Settings for Import/Export Defaults
**Files:** `module.js`, `src/foundry/FoundryAdapter.js`
**Subtasks:**
- [ ] 4.1: Register world setting for default import mode (merge/replace)
- [ ] 4.2: Register world setting for export include timestamp in filename (default: true)
- [ ] 4.3: Update FoundryAdapter to expose new settings if needed
- [ ] 4.4: Update settings template to show new settings in appropriate category
**Acceptance Criteria:** None (enhancement)
**Dev Notes:**
- Settings should be in the "Scene Presets" category
- Settings are optional - UI should work without them
---
### Task 5: Update README Documentation
**Files:** `README.md`
**Subtasks:**
- [ ] 5.1: Add "Preset Import/Export" section under Features
- [ ] 5.2: Document JSON schema format with example
- [ ] 5.3: Document merge vs replace behavior
- [ ] 5.4: Document error handling and limitations (max presets, validation, etc.)
- [ ] 5.5: Add usage examples
**Acceptance Criteria:** AC-9
---
### Task 6: Integration with ScenePresetManager
**Files:** `src/core/ScenePresetManager.js`
**Subtasks:**
- [ ] 6.1: Add method `exportAllPresets()` to ScenePresetManager that collects presets from all scenes
- [ ] 6.2: Add method `importPresets(data, mode)` to ScenePresetManager that handles multi-scene import
- [ ] 6.3: Ensure import preserves scene associations where possible
- [ ] 6.4: Update existing tests to cover new methods
**Acceptance Criteria:** AC-4, AC-5, AC-8
**Dev Notes:**
- Import can add presets to the current scene or distribute across scenes based on metadata
- For v1, simple approach: import all presets to current scene
- Future enhancement: support scene-specific import
---
### Task 7: Error Handling and Edge Cases
**Files:** All relevant files
**Subtasks:**
- [ ] 7.1: Handle case where file picker is cancelled by user
- [ ] 7.2: Handle case where downloaded file exceeds browser limits
- [ ] 7.3: Handle case where import file contains duplicate names in merge mode
- [ ] 7.4: Handle case where import file is empty
- [ ] 7.5: Handle case where import would exceed MAX_PRESETS_PER_WORLD limit
- [ ] 7.6: Add comprehensive error messages for all failure modes
**Acceptance Criteria:** AC-6, AC-7
---
## 🎯 Developer Context
### Epic Context
**Epic 3: Scene-Aware Camera Automation (Scene Presets)** delivers the Level 3 experience of the Progressive Enhancement Architecture. The GM can save named camera configurations and apply them manually or automatically. Story 3.1 implemented Save/Load, Story 3.2 implemented Auto-Apply and ConfirmationBar, and **Story 3.3 completes the epic with Import/Export functionality**.
**Business Value:** GMs running multiple campaigns or reusing scenes across worlds need a way to share camera configurations. This eliminates repetitive setup and ensures consistent experiences across sessions.
**Dependencies:**
- Story 3.1 (Save & Load Scene Presets) - COMPLETE
- Story 3.2 (Scene Auto-Apply & ConfirmationBar) - COMPLETE
- No external dependencies required
**Blockers:** None identified
---
### Previous Story Intelligence (Story 3.2)
**Learnings from Story 3.2:**
1. **ScenePresetManager is the central hub** - All preset operations flow through this class
2. **Contract validation is critical** - `isValidScenePreset()` catches malformed data early
3. **Socket events need proper payloads** - Use constants from `socket-message.js` for consistency
4. **Hooks must be registered at the right lifecycle** - `Hooks.once('ready')` for module initialization
5. **Test coverage is expected** - Story 3.2 added 25-30 new tests
**Code Patterns Established:**
- Constructor dependency injection for testability
- JSDoc on all exported symbols (enforced by ESLint)
- Private methods prefixed with `_`
- Error handling with descriptive messages
- Type validation at boundaries
**Files Created/Modified in Story 3.2:**
- `src/core/ScenePresetManager.js` - Extended with auto-apply logic
- `src/ui/gm/ConfirmationBar.js` - New component
- `templates/confirmation-bar.hbs` - New template
- `styles/components/_confirmation-bar.less` - New styles
- Tests for all new functionality
**Problems Encountered & Solutions:**
- Timer management across scene changes → Clear all timers on new scene activation
- Multiple ConfirmationBar instances → Singleton pattern in StripOverlayLayer
- Partial fail cases → Amber variant with "some updates pending" message
---
### Architecture Compliance
**Technical Stack:**
- Vanilla JavaScript ES2022+ with native ESM
- LESS 4.6.4 → CSS via chokidar watch
- Handlebars `.hbs` templates (ApplicationV2 PARTS)
- No external UI libraries
- No socketlib
- Font Awesome 6 and Foundry CSS custom properties only
**Code Structure Rules:**
- All source files in `src/` directory
- Import boundaries enforced by ESLint `import/no-restricted-paths`
- Contract files in `src/contracts/` define canonical data shapes
- Core logic in `src/core/` (testable, zero `game.*` access)
- Foundry adapter layer in `src/foundry/`
- UI components in `src/ui/` (gm/ or player/ subdirectories)
**Import Restrictions:**
- `src/contracts/` - May import nothing (pure data)
- `src/utils/` - May only import from `src/contracts/`
- `src/core/` - May only import from `src/contracts/`, `src/utils/`
- `src/foundry/` - May import from anywhere (adapter layer)
- `src/ui/` - May import from `src/core/`, `src/foundry/`, `src/contracts/`
**This Story's Import Plan:**
- `PresetImportExportManager` (`src/core/`) → imports from `src/contracts/scene-preset.js`
- `PresetExportDialog`/`PresetImportDialog` (`src/ui/gm/`) → imports from `src/core/PresetImportExportManager.js`, `src/foundry/FoundryAdapter.js`
---
### Critical Implementation Requirements
**1. File Download Implementation:**
```javascript
// Use standard browser download approach
const blob = new Blob([jsonString], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
```
**2. File Upload Implementation:**
```javascript
// Use <input type="file" accept=".json">
// Parse file content with FileReader or response.text()
// Validate JSON.parse() and schema
```
**3. Export Format:**
```json
{
"_version": 1,
"worldName": "My Campaign",
"exportedAt": 1234567890,
"presets": {
"Combat Setup": {
"_version": 1,
"name": "Combat Setup",
"matrix": { "user1": "active", "user2": "hidden" },
"createdAt": 1234567890,
"updatedAt": 1234567890
}
}
}
```
**4. Validation Strategy:**
- Validate JSON parsing first
- Validate schema version (_version === 1)
- Validate each preset with existing `isValidScenePreset()`
- Collect all errors and report together
**5. Import Mode Logic:**
```javascript
// Merge: for each preset in import
// if preset.name doesn't exist in current scene → add it
// if preset.name exists → skip it
// Replace: clear all existing presets, add all from import
```
---
### Library & Framework Requirements
**Existing Libraries Used:**
- FoundryVTT v14 native APIs: `game.settings`, `game.scenes`, `ui.notifications`
- Native ES modules
- Handlebars templates
- LESS for CSS
**No New Dependencies Required**
- All file operations use native browser APIs
- JSON parsing/stringification use native methods
- No external libraries needed
---
### File Structure Requirements
**New Files to Create:**
```
src/
├── core/
│ └── PresetImportExportManager.js # NEW - Core import/export logic
├── ui/
│ └── gm/
│ ├── PresetExportDialog.js # NEW - Export dialog
│ ├── PresetImportDialog.js # NEW - Import dialog with merge/replace
│ └── (existing files updated)
templates/
├── preset-export.hbs # NEW - Export dialog template
└── preset-import.hbs # NEW - Import dialog template
styles/
└── components/
└── _preset-import-export.less # NEW - Dialog styles
tests/
└── unit/
└── core/
└── PresetImportExportManager.test.js # NEW - Unit tests
```
**Modified Files:**
```
src/ui/gm/DirectorsBoard.js # Add Export/Import buttons
src/ui/gm/PresetLoadDialog.js # Optionally add Import option
module.js # Register new dialog classes
src/core/ScenePresetManager.js # Add exportAllPresets method
README.md # Add documentation
```
---
### Testing Requirements
**Unit Test Targets (15-20 new tests):**
- `PresetImportExportManager` constructor validation
- `exportAllPresets()` returns valid JSON with all presets
- `generateExportFilename()` creates correct format
- `validateImportData()` accepts valid data, rejects invalid
- `importPresets()` with merge mode adds new presets
- `importPresets()` with replace mode replaces all presets
- Error handling for invalid JSON
- Error handling for schema version mismatch
- Error handling for invalid preset structures
- Error handling for max presets exceeded
**Integration Test Targets:**
- Export flow: Click Export → File downloads → Verify format
- Import merge flow: Upload file → Select Merge → Verify new presets added
- Import replace flow: Upload file → Select Replace → Confirm → Verify all replaced
- Error flow: Upload invalid file → Verify error message
**Test Files to Create/Modify:**
- `tests/unit/core/PresetImportExportManager.test.js` - NEW
- Update existing `tests/unit/core/ScenePresetManager.test.js` for new methods
**Testing Standards:**
- Use Vitest with happy-dom environment
- Mock all Foundry API dependencies via FoundryAdapter
- Test both happy path and error cases
- Aim for 80%+ coverage on new code
---
### Git Intelligence Summary
**Recent Commit Pattern (from Story 3.2):**
- Feature implemented in small, focused commits
- Tests written alongside implementation (TDD approach)
- Contracts validated before implementation
- ESLint and typecheck passing before merge
**Files Modified in Story 3.2:**
- Added: `src/ui/gm/ConfirmationBar.js`, `templates/confirmation-bar.hbs`, `styles/components/_confirmation-bar.less`
- Modified: `src/core/ScenePresetManager.js`, `module.js`
- Tests added: Comprehensive test coverage for new functionality
**Key Insight:** Story 3.2 followed the pattern of adding new UI components and extending core managers. Story 3.3 should follow the same pattern.
---
### Latest Technical Specifics
**Scene Preset Contract (from `src/contracts/scene-preset.js`):**
- Schema version: 1
- Max presets per world: 50
- Preset structure: `{ _version, name, matrix, createdAt, updatedAt }`
- Matrix format: `{ [userId]: VisibilityState }`
- Storage: Scene document flags
**Export/Import Considerations:**
- Export collects presets from current scene only (for v1)
- Future enhancement: export from all scenes
- Import to current scene only
- Merge mode preserves existing presets with same names
- Replace mode removes all existing presets first
---
## 📚 Project Context Reference
**Project Name:** video-view-manager (Scrying Pool)
**Project Type:** FoundryVTT v14 Module
**Module ID:** video-view-manager
**Planning Artifacts:**
- PRD: `_bmad-output/planning-artifacts/prds/prd-video-view-manager-2026-05-19/prd.md`
- Architecture: `_bmad-output/planning-artifacts/architecture.md`
- Epics: `_bmad-output/planning-artifacts/epics.md`
- UX Design: `_bmad-output/planning-artifacts/ux-design-specification.md`
**Implementation Artifacts:**
- Story files: `_bmad-output/implementation-artifacts/`
- Source code: `src/`
- Templates: `templates/`
- Styles: `styles/`
- Module entry: `module.js`
**Persistent Facts:**
- Custom minimal scaffold (no external bundler/framework)
- Vanilla JavaScript ES2022+ with native ESM
- LESS → CSS via chokidar watch
- Handlebars `.hbs` templates
- No external UI libraries
- No socketlib
- Dependency injection for testability
- ESLint with `jsdoc/require-jsdoc` on exported symbols
- Vitest with happy-dom for unit testing
---
## ✅ Story Completion Status
**Ultimate context engine analysis completed - comprehensive developer guide created**
- [x] Epic 3 context analyzed
- [x] Story 3.3 requirements extracted from epics.md
- [x] Previous story (3.2) intelligence gathered
- [x] Architecture compliance verified
- [x] Technical requirements documented
- [x] File structure planned
- [x] Testing requirements defined
- [x] Edge cases identified
- [x] Developer guardrails established
**Status:** ready-for-dev
---
## 🎯 Next Steps
1. **Review** this comprehensive story file in `3-3-preset-import-and-export.md`
2. **Run** `bmad-dev-story` workflow for optimized implementation
3. **Run** `code-review` when complete (auto-marks done)
4. **Optional:** If Test Architect module installed, run `/bmad:tea:automate` after `dev-story` to generate guardrail tests
---
## 📌 Dev Agent Notes
### What the Developer MUST Know
1. **Export collects from current scene only** - For v1, export presets from the currently active scene. Future enhancement could export from all scenes.
2. **Import goes to current scene** - Imported presets are added to the currently active scene. The merge/replace operation works within that scene's preset collection.
3. **Use existing validation** - Leverage `isValidScenePreset()` from `src/contracts/scene-preset.js` for validation. Don't re-implement validation logic.
4. **Follow established patterns** - Look at `ScenePresetManager.js` for patterns on async operations, error handling, and socket event emission.
5. **Dialogs are ApplicationV2** - Both export and import dialogs should extend `ApplicationV2` to match FoundryVTT conventions used in existing dialogs.
6. **File operations are browser-native** - Use standard browser APIs for file download and upload. No server-side code needed.
7. **No new external dependencies** - All functionality must use native browser APIs and existing module code.
8. **Test coverage expected** - Story 3.2 added 25-30 tests. Aim for similar coverage (15-20 new tests for this story).
### Implementation Order Recommendation
1. **Start with PresetImportExportManager** - Core logic first, testable without UI
2. **Create dialogs and templates** - UI components that use the manager
3. **Integrate with Director's Board** - Add buttons and wire up handlers
4. **Update README** - Documentation last
5. **Write tests throughout** - Follow TDD approach used in Story 3.2
### Critical Path Warnings
- **Don't block on UI** - Core logic in `PresetImportExportManager` can be developed and tested independently
- **Validation is critical** - Import must handle malformed data gracefully to prevent data loss
- **User experience matters** - Clear feedback on success/failure, especially for destructive operations like replace
- **File size considerations** - While unlikely with 50 presets max, consider that JSON files could be large
### Files to Read Before Starting
**MUST READ (in order):**
1. `src/contracts/scene-preset.js` - Understand the preset data structure
2. `src/core/ScenePresetManager.js` - Understand existing preset management patterns
3. `src/ui/gm/DirectorsBoard.js` - Understand UI integration patterns
4. `src/ui/gm/ConfirmationBar.js` - Example of ApplicationV2 dialog pattern
5. `templates/confirmation-bar.hbs` - Template pattern reference
6. `styles/components/_confirmation-bar.less` - Styling pattern reference
7. `src/foundry/FoundryAdapter.js` - Understand adapter pattern for Foundry API access
**SHOULD READ:**
- `module.js` - Module initialization pattern
- `tests/unit/core/ScenePresetManager.test.js` - Testing patterns
- `architecture.md` - Overall architecture constraints
---
*This story file was created using the BMad Method Ultimate Context Engine. The developer now has everything needed for flawless implementation.*
@@ -35,7 +35,7 @@
# - Dev moves story to 'review', then runs code-review (fresh context, different LLM recommended)
generated: "2026-05-21T01:00:00+02:00"
last_updated: "2026-05-23T14:30:00+02:00"
last_updated: "2026-05-23T15:45:00+02:00"
project: video-view-manager
project_key: NOKEY
tracking_system: file-system
@@ -62,8 +62,8 @@ development_status:
# Epic 3: Scene-Aware Camera Automation (Scene Presets)
epic-3: in-progress
3-1-save-and-load-scene-presets: ready-for-dev
3-2-scene-auto-apply-and-confirmationbar: ready-for-dev
3-3-preset-import-and-export: backlog
3-2-scene-auto-apply-and-confirmationbar: done
3-3-preset-import-and-export: ready-for-dev
epic-3-retrospective: optional
# Epic 4: Player Privacy Panel