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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# Story 3.3: Preset Import & Export
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**Status:** ready-for-dev
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**Epic:** 3 - Scene-Aware Camera Automation (Scene Presets)
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**Story Key:** 3-3-preset-import-and-export
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**Created:** 2026-05-23
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**Last Updated:** 2026-05-23
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---
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## Story Header
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| Field | Value |
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|-------|-------|
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| **Epic** | 3 - Scene-Aware Camera Automation (Scene Presets) |
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| **Story ID** | 3.3 |
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| **Story Key** | 3-3-preset-import-and-export |
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| **Title** | Preset Import & Export |
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| **Status** | ready-for-dev |
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| **Priority** | High |
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| **Assigned Agent** | DEV (Amelia) |
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| **Created** | 2026-05-23 |
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| **Last Updated** | 2026-05-23 |
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---
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## 📋 Story Requirements
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### User Story
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**As a** GM,
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**I want to** export all Scene Presets as a JSON file and import them into another world or campaign,
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**So that** I can reuse proven camera arrangements across campaigns without re-entering them manually.
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### Persona Alignment
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- **Primary:** Marcus (Veteran GM) - Needs to reuse camera configurations across multiple campaigns and scenes
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- **Primary:** Jake (Streamer) - Requires consistent camera setups across different streaming sessions
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- **Secondary:** All GMs - Reduces setup time by sharing configurations between worlds
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### Acceptance Criteria (BDD Format)
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#### AC-1: Export All Presets as JSON
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**Given** the GM opens the Preset management UI
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**When** they click "Export Presets"
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**Then** a JSON file is downloaded containing all world presets in human-readable format
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**And** the exported file matches the format documented in the module README
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#### AC-2: Export File Format
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**Given** presets exist in the world
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**When** the GM exports them
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**Then** the JSON file contains all presets with their names, matrices, and metadata
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**And** the file structure is: `{ _version: 1, presets: { [name: string]: ScenePreset } }`
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**And** the file is named `scrying-pool-presets-[world-name]-[timestamp].json`
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#### AC-3: Import Dialog with Merge/Replace Options
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**Given** the GM clicks "Import Presets" and selects a valid JSON file
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**When** the file is parsed successfully
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**Then** the GM is prompted to choose: "Merge" (add new, keep existing) or "Replace" (overwrite all)
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**And** the dialog shows a preview of the presets to be imported
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#### AC-4: Merge Behavior
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**Given** the GM selects "Merge"
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**When** the import is processed
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**Then** new presets from the file are added to the current world
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**And** existing presets with matching names are left unchanged
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**And** a success message shows how many presets were added
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#### AC-5: Replace Behavior with Confirmation
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**Given** the GM selects "Replace"
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**When** the import action is initiated
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**Then** a confirmation dialog warns about data loss before proceeding
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**And** the dialog lists how many existing presets will be removed
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**And** on confirmation, all existing presets are removed and replaced with the imported set
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#### AC-6: Invalid JSON Error Handling
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**Given** the imported file contains invalid JSON
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**When** parsing fails
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**Then** an error notification shows: "Import failed: invalid JSON format"
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**And** no changes are made to existing presets
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#### AC-7: Schema Validation Error Handling
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**Given** the imported JSON has an unrecognized schema version or missing required fields
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**When** validation fails
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**Then** an error notification shows with specific field details
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**And** no changes are made to existing presets
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#### AC-8: Import Confirmation Notification
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**Given** a preset import succeeds
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**When** the operation completes
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**Then** a success notification shows: "Imported N presets (M new, K replaced)" or "Replaced all presets with N from import"
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#### AC-9: README Documentation Update
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**Given** the module README exists
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**When** story 3.3 is complete
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**Then** the README contains a "Preset Import/Export" section documenting:
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- The JSON schema format
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- Example import/export usage
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- Merge vs Replace behavior
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- Error handling and limitations
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### Functional Requirements Covered
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- **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.
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### Success Criteria
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- [ ] All 9 acceptance criteria pass manual testing
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- [ ] All unit tests pass (target: +15-20 new tests for PresetImportExportManager)
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- [ ] `npm run lint` exits 0 (ESLint import boundaries enforced)
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- [ ] `npm run typecheck` exits 0 (strict JSDoc compliance)
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- [ ] Code review passes with no critical findings
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- [ ] Integration test: Export → verify file format → Import with merge → Import with replace → Error handling flows verified end-to-end
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---
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## 📝 Tasks / Subtasks
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### Task 1: Create Import/Export UI Components
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**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`
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**Subtasks:**
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- [ ] 1.1: Create `PresetExportDialog` class extending `ApplicationV2` with export button
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- [ ] 1.2: Create `PresetImportDialog` class extending `ApplicationV2` with file picker, merge/replace radio buttons, preview list, and confirm button
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- [ ] 1.3: Create Handlebars template for export dialog (`preset-export.hbs`)
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- [ ] 1.4: Create Handlebars template for import dialog (`preset-import.hbs`) with preview list
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- [ ] 1.5: Create LESS styles for both dialogs in `_preset-import-export.less`
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- [ ] 1.6: Implement file download logic with proper naming convention
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- [ ] 1.7: Implement file upload with validation and parsing
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**Acceptance Criteria:** AC-1, AC-2, AC-3
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---
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### Task 2: Create Preset Import/Export Manager
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**Files:** `src/core/PresetImportExportManager.js`, `tests/unit/core/PresetImportExportManager.test.js`
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**Subtasks:**
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- [ ] 2.1: Write TDD red tests for exportAllPresets, importPresets, validateImportData, generateExportFilename
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- [ ] 2.2: Create `PresetImportExportManager` class with constructor `(adapter, scenePresetManager)`
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- [ ] 2.3: Implement `exportAllPresets()` — returns JSON string of all presets across all scenes
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- [ ] 2.4: Implement `generateExportFilename()` — generates filename with world name and timestamp
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- [ ] 2.5: Implement `downloadExportFile(jsonString, filename)` — triggers browser download
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- [ ] 2.6: Implement `validateImportData(data)` — validates JSON structure and schema version
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- [ ] 2.7: Implement `importPresets(jsonData, mode)` — processes import with 'merge' or 'replace' mode
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- [ ] 2.8: Implement `_mergePresets(jsonData)` — adds new presets, skips duplicates
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- [ ] 2.9: Implement `_replacePresets(jsonData)` — replaces all presets with imported ones
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- [ ] 2.10: Implement `_extractPresetsFromJson(data)` — extracts and validates presets from JSON
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- [ ] 2.11: Green all PresetImportExportManager tests
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**Acceptance Criteria:** AC-2, AC-4, AC-5, AC-6, AC-7, AC-8
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**Dev Notes:**
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- Export format: `{ _version: 1, presets: { [name]: ScenePreset } }` matching the scene flag structure
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- Import validation: check _version, validate each preset with isValidScenePreset(), report errors
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- Merge mode: skip presets with existing names, count new additions
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- Replace mode: clear all existing, add all imported, warn about data loss
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- Both modes return summary: { success: boolean, message: string, added: number, replaced: number, skipped: number, errors: string[] }
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---
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### Task 3: Integrate Import/Export with Director's Board
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**Files:** `src/ui/gm/DirectorsBoard.js`, `src/ui/gm/PresetLoadDialog.js`
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**Subtasks:**
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- [ ] 3.1: Add "Export Presets" button to Director's Board footer (next to "Save Preset..." and "Load Preset...")
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- [ ] 3.2: Add "Import Presets" button to Director's Board footer
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- [ ] 3.3: Register click handlers that open the respective dialogs
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- [ ] 3.4: Update `PresetLoadDialog` to also include Export/Import options or redirect to new dialogs
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- [ ] 3.5: Ensure keyboard shortcuts work with new dialogs (Esc to close, etc.)
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**Acceptance Criteria:** AC-1, AC-3
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**Dev Notes:**
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- Buttons should be in the footer area for consistency with Save/Load
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- Import/Export buttons only visible to GM (same as existing preset buttons)
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- Dialogs should be modal and focus-trapped
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---
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### Task 4: Add Module Settings for Import/Export Defaults
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**Files:** `module.js`, `src/foundry/FoundryAdapter.js`
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**Subtasks:**
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- [ ] 4.1: Register world setting for default import mode (merge/replace)
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- [ ] 4.2: Register world setting for export include timestamp in filename (default: true)
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- [ ] 4.3: Update FoundryAdapter to expose new settings if needed
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- [ ] 4.4: Update settings template to show new settings in appropriate category
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**Acceptance Criteria:** None (enhancement)
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**Dev Notes:**
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- Settings should be in the "Scene Presets" category
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- Settings are optional - UI should work without them
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---
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### Task 5: Update README Documentation
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**Files:** `README.md`
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**Subtasks:**
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- [ ] 5.1: Add "Preset Import/Export" section under Features
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- [ ] 5.2: Document JSON schema format with example
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- [ ] 5.3: Document merge vs replace behavior
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- [ ] 5.4: Document error handling and limitations (max presets, validation, etc.)
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- [ ] 5.5: Add usage examples
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**Acceptance Criteria:** AC-9
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---
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### Task 6: Integration with ScenePresetManager
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**Files:** `src/core/ScenePresetManager.js`
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**Subtasks:**
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- [ ] 6.1: Add method `exportAllPresets()` to ScenePresetManager that collects presets from all scenes
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- [ ] 6.2: Add method `importPresets(data, mode)` to ScenePresetManager that handles multi-scene import
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- [ ] 6.3: Ensure import preserves scene associations where possible
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- [ ] 6.4: Update existing tests to cover new methods
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**Acceptance Criteria:** AC-4, AC-5, AC-8
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**Dev Notes:**
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- Import can add presets to the current scene or distribute across scenes based on metadata
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- For v1, simple approach: import all presets to current scene
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- Future enhancement: support scene-specific import
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---
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### Task 7: Error Handling and Edge Cases
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**Files:** All relevant files
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**Subtasks:**
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- [ ] 7.1: Handle case where file picker is cancelled by user
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- [ ] 7.2: Handle case where downloaded file exceeds browser limits
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- [ ] 7.3: Handle case where import file contains duplicate names in merge mode
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- [ ] 7.4: Handle case where import file is empty
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- [ ] 7.5: Handle case where import would exceed MAX_PRESETS_PER_WORLD limit
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- [ ] 7.6: Add comprehensive error messages for all failure modes
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**Acceptance Criteria:** AC-6, AC-7
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---
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## 🎯 Developer Context
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### Epic Context
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**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**.
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**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.
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**Dependencies:**
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- Story 3.1 (Save & Load Scene Presets) - COMPLETE
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- Story 3.2 (Scene Auto-Apply & ConfirmationBar) - COMPLETE
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- No external dependencies required
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**Blockers:** None identified
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---
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### Previous Story Intelligence (Story 3.2)
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**Learnings from Story 3.2:**
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1. **ScenePresetManager is the central hub** - All preset operations flow through this class
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2. **Contract validation is critical** - `isValidScenePreset()` catches malformed data early
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3. **Socket events need proper payloads** - Use constants from `socket-message.js` for consistency
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4. **Hooks must be registered at the right lifecycle** - `Hooks.once('ready')` for module initialization
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5. **Test coverage is expected** - Story 3.2 added 25-30 new tests
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**Code Patterns Established:**
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- Constructor dependency injection for testability
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- JSDoc on all exported symbols (enforced by ESLint)
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- Private methods prefixed with `_`
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- Error handling with descriptive messages
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- Type validation at boundaries
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**Files Created/Modified in Story 3.2:**
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- `src/core/ScenePresetManager.js` - Extended with auto-apply logic
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- `src/ui/gm/ConfirmationBar.js` - New component
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- `templates/confirmation-bar.hbs` - New template
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- `styles/components/_confirmation-bar.less` - New styles
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- Tests for all new functionality
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**Problems Encountered & Solutions:**
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- Timer management across scene changes → Clear all timers on new scene activation
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- Multiple ConfirmationBar instances → Singleton pattern in StripOverlayLayer
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- Partial fail cases → Amber variant with "some updates pending" message
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---
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### Architecture Compliance
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**Technical Stack:**
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- Vanilla JavaScript ES2022+ with native ESM
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- LESS 4.6.4 → CSS via chokidar watch
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- Handlebars `.hbs` templates (ApplicationV2 PARTS)
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- No external UI libraries
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- No socketlib
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- Font Awesome 6 and Foundry CSS custom properties only
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**Code Structure Rules:**
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- All source files in `src/` directory
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- Import boundaries enforced by ESLint `import/no-restricted-paths`
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- Contract files in `src/contracts/` define canonical data shapes
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- Core logic in `src/core/` (testable, zero `game.*` access)
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- Foundry adapter layer in `src/foundry/`
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- UI components in `src/ui/` (gm/ or player/ subdirectories)
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**Import Restrictions:**
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- `src/contracts/` - May import nothing (pure data)
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- `src/utils/` - May only import from `src/contracts/`
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- `src/core/` - May only import from `src/contracts/`, `src/utils/`
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- `src/foundry/` - May import from anywhere (adapter layer)
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- `src/ui/` - May import from `src/core/`, `src/foundry/`, `src/contracts/`
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**This Story's Import Plan:**
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- `PresetImportExportManager` (`src/core/`) → imports from `src/contracts/scene-preset.js`
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- `PresetExportDialog`/`PresetImportDialog` (`src/ui/gm/`) → imports from `src/core/PresetImportExportManager.js`, `src/foundry/FoundryAdapter.js`
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---
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### Critical Implementation Requirements
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**1. File Download Implementation:**
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```javascript
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// Use standard browser download approach
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const blob = new Blob([jsonString], { type: 'application/json' });
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const url = URL.createObjectURL(blob);
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const a = document.createElement('a');
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a.href = url;
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a.download = filename;
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document.body.appendChild(a);
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a.click();
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document.body.removeChild(a);
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URL.revokeObjectURL(url);
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```
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**2. File Upload Implementation:**
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```javascript
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// Use <input type="file" accept=".json">
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// Parse file content with FileReader or response.text()
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// Validate JSON.parse() and schema
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```
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**3. Export Format:**
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```json
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{
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"_version": 1,
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"worldName": "My Campaign",
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"exportedAt": 1234567890,
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"presets": {
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"Combat Setup": {
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"_version": 1,
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"name": "Combat Setup",
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"matrix": { "user1": "active", "user2": "hidden" },
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"createdAt": 1234567890,
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"updatedAt": 1234567890
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}
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}
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}
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```
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**4. Validation Strategy:**
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- Validate JSON parsing first
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- Validate schema version (_version === 1)
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- Validate each preset with existing `isValidScenePreset()`
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- Collect all errors and report together
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**5. Import Mode Logic:**
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```javascript
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// Merge: for each preset in import
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// if preset.name doesn't exist in current scene → add it
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// if preset.name exists → skip it
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// Replace: clear all existing presets, add all from import
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```
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---
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### Library & Framework Requirements
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**Existing Libraries Used:**
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- FoundryVTT v14 native APIs: `game.settings`, `game.scenes`, `ui.notifications`
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- Native ES modules
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- Handlebars templates
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- LESS for CSS
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**No New Dependencies Required**
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- All file operations use native browser APIs
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- JSON parsing/stringification use native methods
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- No external libraries needed
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---
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### File Structure Requirements
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**New Files to Create:**
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```
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src/
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├── core/
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│ └── PresetImportExportManager.js # NEW - Core import/export logic
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├── ui/
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│ └── gm/
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│ ├── PresetExportDialog.js # NEW - Export dialog
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│ ├── PresetImportDialog.js # NEW - Import dialog with merge/replace
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│ └── (existing files updated)
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templates/
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├── preset-export.hbs # NEW - Export dialog template
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└── preset-import.hbs # NEW - Import dialog template
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styles/
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└── components/
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└── _preset-import-export.less # NEW - Dialog styles
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tests/
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└── unit/
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└── core/
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└── PresetImportExportManager.test.js # NEW - Unit tests
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```
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**Modified Files:**
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```
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src/ui/gm/DirectorsBoard.js # Add Export/Import buttons
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src/ui/gm/PresetLoadDialog.js # Optionally add Import option
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module.js # Register new dialog classes
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src/core/ScenePresetManager.js # Add exportAllPresets method
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README.md # Add documentation
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```
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---
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### Testing Requirements
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||||
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**Unit Test Targets (15-20 new tests):**
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- `PresetImportExportManager` constructor validation
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- `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
|
||||
|
||||
Reference in New Issue
Block a user