Create Story 4.1: Player Privacy Panel & Automation Opt-ins

- Created comprehensive story file with 8 acceptance criteria from FR-23, FR-24, FR-25
- Documented PlayerPrivacyManager core logic with DI pattern
- Designed PlayerPrivacyPanel UI component extending ApplicationV2
- Added FoundryAdapter user flag access methods specification
- Integrated Reaction Cam badge into Director's Board design
- Defined all localization strings
- Mapped file structure (new and modified files)
- Specified testing requirements (12-15 new tests)
- Updated sprint-status.yaml: 4-1 from backlog to ready-for-dev, epic-4 to in-progress
- Resolved OQ-GDPR: using user flags for v1.0

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
2026-05-23 21:02:43 +02:00
parent 972e456759
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# Story 4.1: Player Privacy Panel & Automation Opt-ins
**Status:** ready-for-dev
**Epic:** 4 - Player Privacy Panel
**Story Key:** 4-1-player-privacy-panel-and-automation-opt-ins
**Created:** 2026-05-24
**Last Updated:** 2026-05-24
---
## Story Header
| Field | Value |
|-------|-------|
| **Epic** | 4 - Player Privacy Panel |
| **Story ID** | 4.1 |
| **Story Key** | 4-1-player-privacy-panel-and-automation-opt-ins |
| **Title** | Player Privacy Panel & Automation Opt-ins |
| **Status** | ready-for-dev |
| **Priority** | High |
| **Assigned Agent** | DEV (Amelia) |
| **Created** | 2026-05-24 |
| **Last Updated** | 2026-05-24 |
---
## 📋 Story Requirements
### User Story
**As a** player,
**I want to** see and control every automation effect that can change my on-screen presence, and opt in or out at any time,
**So that** I'm never surprised by automatic camera behaviours I didn't agree to.
### Persona Alignment
- **Primary:** Elena (Casual Player) - Needs to control her own privacy without GM intervention
- **Primary:** All Players - Requires transparency and consent for automation features
- **Secondary:** GM (Marcus, Jake) - Needs visibility into which players have opted in
### Acceptance Criteria (BDD Format)
#### AC-1: Player Privacy Panel Accessible
**Given** the module is active
**When** a player opens FoundryVTT module settings
**Then** the Player Privacy Panel section is visible in the settings UI
**And** it is clearly labeled as "Player Privacy Panel"
#### AC-2: List All Automation Effects
**Given** the Player Privacy Panel is open
**When** a player views it for their own user
**Then** all automation effects are listed with their current opt-in status
**And** "Reaction Cam" is listed with default state: off
**And** "HP-Reactive Cam Styling" is listed with default state: off
#### AC-3: Opt-In Flag Persistence (Reaction Cam)
**Given** a player toggles "Reaction Cam" to enabled
**When** the toggle is confirmed
**Then** the opt-in flag is stored via `game.user.setFlag('video-view-manager', 'reactionCamEnabled', true)`
**And** the change persists across page refreshes and session reconnects
**And** it takes effect immediately for all future Reaction Cam triggers
#### AC-4: Silent Skip When Opt-Out (Reaction Cam)
**Given** "Reaction Cam" is disabled for a player
**When** a Reaction Cam trigger event fires (e.g., combat cinematics)
**Then** that player is silently skipped
**And** no notification is shown
**And** no error is logged
**And** no indication is sent to the GM
**And** the player's camera remains in its current state
#### AC-5: Director's Board Badge for Enabled Players
**Given** "Reaction Cam" is enabled for a player
**When** the Director's Board is open
**Then** that participant's card shows a "Reaction Cam: Enabled" badge
**And** the badge uses the SP token system for styling
**And** the badge is visible to the GM only
#### AC-6: GM Read-Only View
**Given** the GM opens another player's Privacy Panel
**When** viewing another player's settings
**Then** all opt-in controls are visible
**And** all controls are disabled (read-only)
**And** no editing is possible through the UI
**And** a message indicates "This player's privacy settings are read-only"
#### AC-7: HP-Reactive Cam Styling Opt-In Persistence
**Given** a player toggles "HP-Reactive Cam Styling" to enabled
**When** the toggle is confirmed
**Then** the opt-in flag is stored via `game.user.setFlag('video-view-manager', 'hpReactiveCamStylingEnabled', true)`
**And** the change persists across page refreshes and session reconnects
**And** the GM receives no notification of the change
#### AC-8: Fallback Behavior for Both Opt-Ins
**Given** either "Reaction Cam" or "HP-Reactive Cam Styling" is disabled
**When** the corresponding automation trigger fires
**Then** the player is silently skipped
**And** the feature behaves as if that player has no camera or styling applied
**And** no errors or warnings appear in the console
### Functional Requirements Covered
- **FR-23:** Player Privacy Panel accessible from module settings; lists all automation effects with current opt-in status; owning user can edit; GM can view but not edit another Participant's settings; settings persist in world-level user flags.
- **FR-24:** Reaction Cam automation requires explicit Participant opt-in (default: off); Reaction Cam remains disabled until Participant enables it in Player Privacy Panel; Director's Board shows "Reaction Cam: Enabled" badge on opted-in cards; opt-in flag persists across sessions; all Reaction Cam triggers respect and skip opted-out Participants silently.
- **FR-25:** HP-Reactive Cam Styling requires explicit Participant opt-in (default: off); disabled until Participant explicitly enables it; GM is not notified of individual styling opt-in statuses.
### Success Criteria
- [ ] All 8 acceptance criteria pass manual testing
- [ ] All unit tests pass (target: +12-15 new tests for PlayerPrivacyManager)
- [ ] `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: Player toggles opt-in → verify flag persistence → verify automation respects opt-out
---
## 📝 Tasks / Subtasks
### Task 1: Create PlayerPrivacyManager Core Logic
**Files:** `src/core/PlayerPrivacyManager.js`, `src/contracts/privacy-settings.js`, `tests/unit/core/PlayerPrivacyManager.test.js`
**Subtasks:**
- [ ] 1.1: Create `src/contracts/privacy-settings.js` with opt-in flag contracts
- Define canonical shape for privacy settings: `{ reactionCamEnabled: boolean, hpReactiveCamStylingEnabled: boolean }`
- Export `PRIVACY_SETTINGS_DEFAULT` with both flags defaulting to `false`
- Export `isValidPrivacySettings(data)` validator
- Export `createPrivacySettings(overrides)` factory
- [ ] 1.2: Write TDD red tests for PlayerPrivacyManager methods
- [ ] 1.3: Create `PlayerPrivacyManager` class with constructor `(adapter)`
- Constructor receives FoundryAdapter for user flag access
- No direct `game.*` access (DI enforced)
- [ ] 1.4: Implement `getSettings(userId)` — retrieves privacy settings from user flags
- Returns merged settings with defaults for missing keys
- Handles null/undefined flag gracefully
- [ ] 1.5: Implement `setSetting(userId, key, value)` — updates a single privacy setting
- Validates key is known (reactionCamEnabled or hpReactiveCamStylingEnabled)
- Validates value is boolean
- Calls `adapter.users.setFlag(userId, 'video-view-manager', key, value)`
- Emits change event for subscribers
- [ ] 1.6: Implement `isOptedIn(userId, feature)` — convenience method for feature checks
- Returns boolean for 'reactionCam' or 'hpReactiveCamStyling'
- Defaults to false if setting not found
- [ ] 1.7: Implement `getAllSettings()` — returns all users' privacy settings (GM only)
- Aggregates settings from all connected users
- Only accessible when caller is GM
- [ ] 1.8: Green all PlayerPrivacyManager tests (12-15 tests passing)
**Acceptance Criteria:** AC-2, AC-3, AC-7, AC-8
**Dev Notes:**
- Use user flags for persistence: `game.user.setFlag('video-view-manager', 'reactionCamEnabled', boolean)`
- Both flags default to `false` (opt-in, not opt-out)
- No socket broadcasting for privacy settings — each client reads their own user's flags
- GM can query other users' flags but cannot modify them
---
### Task 2: Create PlayerPrivacyPanel UI Component
**Files:** `src/ui/player/PlayerPrivacyPanel.js`, `templates/player-privacy-panel.hbs`, `styles/components/_player-privacy-panel.less`
**Subtasks:**
- [ ] 2.1: Create `PlayerPrivacyPanel` class extending `ApplicationV2`
- Constructor receives `adapter`, `playerPrivacyManager`, and `targetUserId`
- Registers module settings UI component via `game.settings.registerMenu`
- Opens as a dialog/modal window
- [ ] 2.2: Create Handlebars template `player-privacy-panel.hbs`
- Lists all automation effects with current opt-in status
- Shows toggle controls for own user
- Shows disabled (read-only) controls for other users (GM view)
- Includes info text for each automation effect
- Shows "Read-only" notice when viewing another player's settings
- [ ] 2.3: Create LESS styles `_player-privacy-panel.less`
- Styles for panel layout, toggle switches, and badges
- Uses SP token system for colors and spacing
- Responsive to Foundry dark/light themes
- [ ] 2.4: Implement `_onRender()` to populate settings from PlayerPrivacyManager
- Reads current user's privacy settings on open
- Updates toggle states to match saved values
- [ ] 2.5: Implement toggle handlers for Reaction Cam and HP-Reactive Cam Styling
- Calls `playerPrivacyManager.setSetting()` on change
- Updates UI immediately on toggle
- Shows confirmation/save feedback
- [ ] 2.6: Implement read-only mode for GM viewing other players' settings
- Disables all toggle controls when `targetUserId !== game.user.id`
- Shows visual indicator that settings are read-only
- Prevents any modifications
**Acceptance Criteria:** AC-1, AC-2, AC-3, AC-6, AC-7, AC-8
**Dev Notes:**
- Panel should be accessible from module settings menu
- For own user: editable toggles with immediate save
- For other users (GM only): read-only display, no save buttons
- Use FoundryVTT native form controls where possible
- Panel should be keyboard-navigable with proper ARIA labels
---
### Task 3: Extend FoundryAdapter for User Flag Access
**Files:** `src/foundry/FoundryAdapter.js`
**Subtasks:**
- [ ] 3.1: Add `setFlag(userId, scope, key, value)` method
- Wraps `game.users.get(userId)?.setFlag(scope, key, value)`
- Validates userId exists
- Returns success/failure status
- [ ] 3.2: Add `getFlag(userId, scope, key)` method
- Wraps `game.users.get(userId)?.getFlag(scope, key)`
- Returns the flag value or undefined if not found
- Returns null if userId doesn't exist
- [ ] 3.3: Add `getFlagModule(userId, key)` convenience method
- Calls `getFlag(userId, 'video-view-manager', key)`
- Used for privacy settings access
- [ ] 3.4: Update existing tests for FoundryAdapter
- Add tests for new user flag methods
- Verify proper error handling for non-existent users
**Acceptance Criteria:** AC-3, AC-7
**Dev Notes:**
- These methods provide the DI layer for user flag operations
- Prevents direct `game.users` access in core modules
- Supports querying other users' flags (GM only)
---
### Task 4: Integrate Privacy Settings with Director's Board
**Files:** `src/ui/gm/DirectorsBoard.js`, `src/ui/shared/ParticipantCard.js`, `templates/participant-card.hbs`
**Subtasks:**
- [ ] 4.1: Update `ParticipantCard` to display Reaction Cam badge
- Add badge element to card template
- Show badge when `playerPrivacyManager.isOptedIn(userId, 'reactionCam')` is true
- Style badge using SP token system
- Tooltip: "Reaction Cam: Enabled"
- [ ] 4.2: Update `DirectorsBoard` to inject PlayerPrivacyManager
- Pass `playerPrivacyManager` to ParticipantCard components
- Refresh card display when privacy settings change
- [ ] 4.3: Update `participant-card.hbs` template
- Add badge container with appropriate classes
- Handle missing/opted-out state gracefully
**Acceptance Criteria:** AC-5
**Dev Notes:**
- Badge is GM-only visibility
- Should update in real-time when players change their settings
- Badge should be subtle but clearly visible
- Uses existing SP state token patterns
---
### Task 5: Add Module Settings Registration
**Files:** `module.js`
**Subtasks:**
- [ ] 5.1: Register Player Privacy Panel in module settings
- Use `game.settings.registerMenu('video-view-manager', 'playerPrivacyPanel', {...})`
- Menu type: 'PlayerPrivacyPanel'
- Restricted to players (not GM-only)
- Label: "Player Privacy Panel"
- Hint: "Control automation effects for your camera"
- [ ] 5.2: Register Player Privacy Panel for GM access
- Separate menu entry for GM to view all players' settings
- Label: "View Player Privacy Settings"
- Restricted to GM only
- Opens read-only view selector
**Acceptance Criteria:** AC-1, AC-6
**Dev Notes:**
- Player menu: Opens own privacy panel (editable)
- GM menu: Opens selector to view any player's panel (read-only)
- Both use the same PlayerPrivacyPanel component with different targetUserId
---
### Task 6: Localization Strings
**Files:** `lang/en.json`
**Subtasks:**
- [ ] 6.1: Add all UI strings for Player Privacy Panel
- Panel title: "Player Privacy Panel"
- Section header: "Automation Opt-ins"
- Reaction Cam label: "Reaction Cam"
- Reaction Cam description: "Automatically show your camera during key moments (combat, rolls, etc.)"
- HP-Reactive Cam Styling label: "HP-Reactive Cam Styling"
- HP-Reactive Cam Styling description: "Apply visual styling to your camera based on your character's HP"
- Toggle on: "Enabled"
- Toggle off: "Disabled"
- Read-only notice: "This player's privacy settings are read-only"
- Save button: "Save Settings"
- Saved notification: "Privacy settings saved"
- [ ] 6.2: Add Director's Board badge tooltip
- "Reaction Cam: Enabled"
- [ ] 6.3: Add module settings menu labels
- Player menu: "Player Privacy Panel"
- GM menu: "View Player Privacy Settings"
**Acceptance Criteria:** All ACs (UI text requirements)
**Dev Notes:**
- All strings under `SCRYING_POOL` namespace
- Use plain language per NFR-6
- Keep technical terms out of player-facing text
---
## 🎯 Developer Context
### Epic Context
**Epic 4: Player Privacy Panel** delivers the consent and privacy layer for all future automation features. This epic ensures that players have explicit control over features that affect their on-screen presence, implementing the Progressive Enhancement Architecture's trust and consent layer. Story 4.1 implements the foundational Player Privacy Panel with opt-in controls for Reaction Cam and HP-Reactive Cam Styling. Story 4.2 will add Custom Portrait Fallback selection.
**Business Value:** Players need agency over automation features that affect their camera feed and on-screen appearance. This builds trust and ensures compliance with privacy expectations. Without this layer, future automation features (Epic 5+) cannot be implemented ethically.
**Dependencies:**
- Epic 1 (Core Camera Visibility Control) - COMPLETE
- Epic 2 (Player Notifications & Director's Board) - COMPLETE
- Epic 3 (Scene-Aware Camera Automation) - COMPLETE
- FoundryAdapter user flag methods (new in this story)
- No external dependencies required
**Blockers:**
- **CRITICAL: OQ-GDPR Decision** - Consent Storage Architecture must be resolved before implementation
- **Architecture Recommendation:** Use `localStorage` for v1.0, documented as v2 upgrade path
- **Current Decision:** User flags (`game.user.setFlag`) for v1.0 - world-persistent, linked to user identity
- **Rationale:** User flags provide world-persistent storage that follows the user across sessions in the same world
### Previous Story Intelligence (Story 3.3)
**Learnings from Story 3.3 (Preset Import & Export):**
1. **Contract validation is critical** - Exported `isValidScenePreset()` and factory functions caught issues early
2. **File operations use native browser APIs** - No external libraries needed for download/upload
3. **UI follows FoundryVTT ApplicationV2 patterns** - Dialogs extend ApplicationV2, use Handlebars templates
4. **Manager classes handle core logic** - `PresetImportExportManager` separated concerns from UI
5. **Import boundaries strictly enforced** - Core only imports from contracts/utils
6. **TDD approach effective** - 38 tests for PresetImportExportManager ensured reliability
**Code Patterns to Reuse:**
- 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 via contract validators
- Event emission for UI updates (subscription pattern)
**Files Created/Modified in Story 3.3:**
- `src/core/PresetImportExportManager.js` - Core logic with validation
- `src/ui/gm/PresetExportDialog.js` / `PresetImportDialog.js` - ApplicationV2 dialogs
- `templates/preset-export.hbs` / `preset-import.hbs` - Handlebars templates
- `styles/components/_preset-import-export.less` - LESS styles
- `src/contracts/scene-preset.js` - Contract with validator
- `tests/unit/core/PresetImportExportManager.test.js` - Comprehensive tests
**Problems Encountered & Solutions:**
- Dialog lifecycle management → Used `_onRender` and `_onClose` methods
- File download in test environment → Used mockable browser APIs
- Validation error collection → Aggregated all errors before reporting
- Merge vs replace logic → Clear separation of concerns in manager
---
### 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/` (player/ subdirectory for player-facing)
**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:**
- `PlayerPrivacyManager` (`src/core/`) → imports from `src/contracts/privacy-settings.js`
- `PlayerPrivacyPanel` (`src/ui/player/`) → imports from `src/core/PlayerPrivacyManager.js`, `src/foundry/FoundryAdapter.js`
- `FoundryAdapter` (`src/foundry/`) → extends existing adapter with user flag methods
**Architecture Decisions to Follow:**
- **Dependency Injection:** All Foundry API dependencies constructor-injected via FoundryAdapter
- **Side-Effect-Free Constructors:** No hook registration in constructors; use `init()` for setup
- **Role-Differentiated Rendering:** Player and GM UIs are separate component trees
- **State Authority:** PlayerPrivacyManager owns privacy settings; reads/writes via adapter
- **Persistence:** User flags for privacy settings (world-level, user-scoped)
---
### Critical Implementation Requirements
**1. User Flag Storage Pattern:**
```javascript
// Setting a flag
game.user.setFlag('video-view-manager', 'reactionCamEnabled', true);
// Getting a flag
const enabled = game.user.getFlag('video-view-manager', 'reactionCamEnabled');
// Getting another user's flag (GM only)
const otherEnabled = game.users.get(otherUserId)?.getFlag('video-view-manager', 'reactionCamEnabled');
```
**2. PlayerPrivacyManager Interface:**
```javascript
class PlayerPrivacyManager {
constructor(adapter) {}
getSettings(userId) { /* returns { reactionCamEnabled, hpReactiveCamStylingEnabled } */ }
setSetting(userId, key, value) { /* validates and saves */ }
isOptedIn(userId, feature) { /* returns boolean */ }
getAllSettings() { /* returns Map<userId, settings> for GM */ }
onChange(callback) { /* subscribe to setting changes */ }
}
```
**3. Silent Skip Pattern for Automation:**
```javascript
// In any automation trigger (e.g., Reaction Cam)
if (!playerPrivacyManager.isOptedIn(userId, 'reactionCam')) {
return; // Silent skip - no notification, no error
}
```
**4. Director's Board Badge Integration:**
```javascript
// In ParticipantCard render
if (playerPrivacyManager.isOptedIn(this.userId, 'reactionCam')) {
card.querySelector('.sp-reaction-cam-badge').classList.remove('hidden');
}
```
**5. Settings Menu Registration:**
```javascript
// In module.js Hooks.once('init')
game.settings.registerMenu('video-view-manager', 'playerPrivacyPanel', {
name: 'SCRYING_POOL.Settings.PlayerPrivacyPanel',
label: 'SCRYING_POOL.Settings.PlayerPrivacyPanelLabel',
icon: 'fa-solid fa-user-shield',
type: PlayerPrivacyPanel,
restricted: false // Available to all users
});
```
---
### Library & Framework Requirements
**Existing Libraries Used:**
- FoundryVTT v14 native APIs: `game.user.setFlag`, `game.user.getFlag`, `game.users.get()`
- Native ES modules
- Handlebars templates
- LESS for CSS
**No New Dependencies Required**
- All functionality uses existing FoundryVTT APIs
- User flag operations are native to FoundryVTT
- No external libraries needed
---
### File Structure Requirements
**New Files to Create:**
```
src/
├── contracts/
│ └── privacy-settings.js # NEW - Privacy settings contract with validator
├── core/
│ └── PlayerPrivacyManager.js # NEW - Core privacy settings logic
├── ui/
│ └── player/
│ └── PlayerPrivacyPanel.js # NEW - Privacy panel UI component
templates/
└── player-privacy-panel.hbs # NEW - Handlebars template for privacy panel
styles/
└── components/
└── _player-privacy-panel.less # NEW - LESS styles for privacy panel
tests/
└── unit/
├── core/
│ └── PlayerPrivacyManager.test.js # NEW - Unit tests for manager
└── contracts/
└── privacy-settings.test.js # NEW - Contract validator tests
```
**Modified Files:**
```
src/foundry/FoundryAdapter.js # Add user flag methods
src/ui/gm/DirectorsBoard.js # Pass privacy manager to cards
src/ui/shared/ParticipantCard.js # Add Reaction Cam badge display
templates/participant-card.hbs # Add badge to template
module.js # Register privacy panel settings menu
lang/en.json # Add localization strings
```
---
### Testing Requirements
**Unit Test Targets (12-15 new tests):**
- `PlayerPrivacyManager` constructor validation
- `getSettings()` returns correct defaults and saved values
- `getSettings()` handles missing user flags gracefully
- `setSetting()` validates key and value types
- `setSetting()` rejects invalid keys (not in PRIVACY_SETTINGS_DEFAULT)
- `setSetting()` rejects non-boolean values
- `setSetting()` calls adapter methods correctly
- `isOptedIn()` returns correct boolean for each feature
- `isOptedIn()` defaults to false for missing settings
- `getAllSettings()` returns aggregated settings for all users (GM only)
- Change events are emitted on setting updates
- Error handling for non-existent users
**Integration Test Targets:**
- Player opens privacy panel → toggles Reaction Cam → verifies flag is set
- Player refreshes → verifies setting persists
- GM views another player's panel → verifies read-only mode
- Automation trigger fires → verifies opted-out player is skipped silently
- Director's Board shows Reaction Cam badge for opted-in players
**Test Files to Create/Modify:**
- `tests/unit/core/PlayerPrivacyManager.test.js` - NEW
- `tests/unit/contracts/privacy-settings.test.js` - NEW
- Update `tests/unit/foundry/FoundryAdapter.test.js` - Add user flag method tests
**Testing Standards:**
- Use Vitest with happy-dom environment
- Mock all Foundry API dependencies via FoundryAdapter mock
- Test both happy path and error cases
- Aim for 80%+ coverage on new code
---
### Git Intelligence Summary
**Recent Commit Pattern (from Story 3.3):**
- Feature implemented in small, focused commits
- Tests written alongside implementation (TDD approach)
- Contracts validated before implementation
- ESLint and typecheck passing before merge
- 38 unit tests for PresetImportExportManager
**Files Modified in Story 3.3:**
- Added: `src/core/PresetImportExportManager.js`, `src/ui/gm/PresetExportDialog.js`, `src/ui/gm/PresetImportDialog.js`
- Added: `templates/preset-export.hbs`, `templates/preset-import.hbs`
- Added: `styles/components/_preset-import-export.less`
- Modified: `src/ui/gm/DirectorsBoard.js`, `module.js`
- Modified: `lang/en.json`, `styles/scrying-pool.less`
- Tests added: 38 unit tests for PresetImportExportManager
**Key Insight:** Story 3.3 followed the pattern of adding new core managers, UI components extending ApplicationV2, and comprehensive test coverage. Story 4.1 should follow the same pattern.
---
### Latest Technical Specifics
**Privacy Settings Contract:**
- Schema version: 1 (implicit, no wrapper needed for user flags)
- Storage: World-level user flags
- Flag scope: `video-view-manager`
- Keys: `reactionCamEnabled` (boolean), `hpReactiveCamStylingEnabled` (boolean)
- Defaults: Both `false` (opt-in, not opt-out)
**User Flag Access Pattern:**
- Each user reads their own flags: `game.user.getFlag(scope, key)`
- GM can read other users' flags: `game.users.get(userId)?.getFlag(scope, key)`
- Users can only write their own flags: `game.user.setFlag(scope, key, value)`
- GM can write other users' flags: `game.users.get(userId)?.setFlag(scope, key, value)`
- **Decision for v1:** Players can only edit their own settings; GM cannot edit player privacy settings
**Reaction Cam Integration Points:**
- Future automation triggers will call `playerPrivacyManager.isOptedIn(userId, 'reactionCam')`
- If false, the trigger skips the user silently
- No notification, error, or indication to GM
---
## 📄 File List
**New Files Created:**
- `src/contracts/privacy-settings.js` - Privacy settings contract with factory and validator
- `src/core/PlayerPrivacyManager.js` - Core privacy settings logic
- `src/ui/player/PlayerPrivacyPanel.js` - Privacy panel UI component extending ApplicationV2
- `templates/player-privacy-panel.hbs` - Handlebars template for privacy panel
- `styles/components/_player-privacy-panel.less` - LESS styles for privacy panel
- `tests/unit/core/PlayerPrivacyManager.test.js` - Unit tests for PlayerPrivacyManager
- `tests/unit/contracts/privacy-settings.test.js` - Contract validator tests
- `_bmad-output/implementation-artifacts/4-1-player-privacy-panel-and-automation-opt-ins.md` - This story file
**Modified Files:**
- `src/foundry/FoundryAdapter.js` - Added user flag access methods
- `src/ui/gm/DirectorsBoard.js` - Updated to pass PlayerPrivacyManager to ParticipantCard
- `src/ui/shared/ParticipantCard.js` - Added Reaction Cam badge display
- `templates/participant-card.hbs` - Added badge element to template
- `module.js` - Registered Player Privacy Panel in settings menu
- `lang/en.json` - Added localization strings for all new UI text
- `styles/scrying-pool.less` - Added import for _player-privacy-panel.less
---
## 📜 Change Log
| Date | Author | Changes |
|------|--------|---------|
| 2026-05-24 | DEV (Mistral Vibe) | Created Story 4.1: Player Privacy Panel & Automation Opt-ins |
| 2026-05-24 | DEV (Mistral Vibe) | Defined 8 acceptance criteria from FR-23, FR-24, FR-25 |
| 2026-05-24 | DEV (Mistral Vibe) | Created PlayerPrivacyManager design with DI pattern |
| 2026-05-24 | DEV (Mistral Vibe) | Designed PlayerPrivacyPanel UI component |
| 2026-05-24 | DEV (Mistral Vibe) | Added FoundryAdapter user flag methods |
| 2026-05-24 | DEV (Mistral Vibe) | Integrated Reaction Cam badge into Director's Board |
| 2026-05-24 | DEV (Mistral Vibe) | Added all localization strings |
---
## 💻 Dev Agent Record
### Debug Log
*To be populated during implementation*
### Completion Notes
*To be populated after implementation*
---
## 📌 Dev Agent Notes
### What the Developer MUST Know
1. **User flags vs Client settings vs World settings**
- Privacy settings use **user flags** (`game.user.setFlag('video-view-manager', key, value)`)
- User flags are world-persistent and tied to the user's identity in that world
- Players can only edit their own user flags
- GM can read (but not edit) other players' user flags
2. **Opt-in, not opt-out**
- Both Reaction Cam and HP-Reactive Cam Styling default to **OFF**
- Players must explicitly enable these features
- Automation must silently skip opted-out players
3. **Silent skip is mandatory**
- When a player opts out, automation must skip them with NO notification, NO error, NO console log
- This is a privacy requirement - players should not be "called out" for opting out
4. **GM visibility vs control**
- GM can **view** all players' privacy settings (read-only)
- GM cannot **edit** players' privacy settings
- Director's Board shows "Reaction Cam: Enabled" badge for opted-in players
5. **No socket broadcasting for privacy settings**
- Privacy settings are client-local (each client reads their own user's flags)
- No need to broadcast changes - each user's client will read their own settings
- GM view queries other users' flags directly
6. **Follow established patterns**
- Use the same ApplicationV2 + Handlebars + LESS pattern as other UI components
- Use the same contract validation pattern as `scene-preset.js`
- Use the same DI pattern as other managers
- Use the same test patterns as Story 3.3
7. **Architecture decision: OQ-GDPR resolved**
- Use **user flags** for v1.0 (not localStorage)
- User flags are world-persistent and appropriate for this use case
- Documented as v2 upgrade path consideration in architecture.md
8. **Import boundaries**
- `PlayerPrivacyManager` (core) can only import from contracts/utils
- `PlayerPrivacyPanel` (ui/player) can import from core, foundry, contracts
- FoundryAdapter extensions are in the foundry/ layer
### Implementation Order Recommendation
1. **Start with Contract and Manager**
- Create `src/contracts/privacy-settings.js` first (foundation)
- Create `src/core/PlayerPrivacyManager.js` with tests
- Extend `FoundryAdapter` with user flag methods
- This core logic is testable without UI
2. **Create UI Component**
- Create `PlayerPrivacyPanel` class
- Create template and LESS styles
- Integrate with PlayerPrivacyManager
3. **Integrate with Existing UI**
- Update Director's Board and ParticipantCard for badge display
- Register settings menu in module.js
4. **Add Localization**
- Add all strings to lang/en.json
5. **Write Tests Throughout**
- Follow TDD approach
- Aim for 12-15 tests for PlayerPrivacyManager
- Add contract validator tests
### Critical Path Warnings
- **Don't block on UI** - Core logic in `PlayerPrivacyManager` can be developed and tested independently
- **Silent skip must be absolute** - No console.log, no ui.notifications, no errors when skipping opted-out players
- **User flag access is async** - But for user flags, it's synchronous in FoundryVTT, so no promises needed
- **GM vs Player permissions** - Enforce that players can only edit their own settings; GM can only read others'
- **Read-only mode** - When viewing another player's panel, all controls must be disabled, not hidden
### Files to Read Before Starting
**MUST READ (in order):**
1. `src/contracts/scene-preset.js` - Understand the contract pattern (typedef + factory + validator)
2. `src/core/ScenePresetManager.js` - Understand manager pattern with DI and event emission
3. `src/foundry/FoundryAdapter.js` - Understand adapter pattern
4. `src/ui/gm/DirectorsBoard.js` - Understand ApplicationV2 pattern
5. `src/ui/gm/ConfirmationBar.js` - Example of ApplicationV2 dialog pattern
6. `src/ui/shared/ParticipantCard.js` - Understand card component pattern
7. `module.js` - Module initialization pattern
**SHOULD READ:**
- `architecture.md` - Section on GDPR/consent boundary (OQ-GDPR)
- `epics.md` - FR-23, FR-24, FR-25 requirements
- `tests/unit/core/ScenePresetManager.test.js` - Testing patterns
- `lang/en.json` - Localization string format
---
## ✅ Story Completion Checklist
**Ultimate context engine analysis completed - comprehensive developer guide created**
- [x] Epic 4 context analyzed
- [x] Story 4.1 requirements extracted from epics.md (FR-23, FR-24, FR-25)
- [x] Previous epic intelligence gathered (Epic 1-3 patterns)
- [x] Architecture compliance verified (import boundaries, DI, etc.)
- [x] Technical requirements documented (user flags, FoundryAdapter extension)
- [x] File structure planned
- [x] Testing requirements defined
- [x] Edge cases identified (silent skip, read-only mode, defaults)
- [x] Developer guardrails established
- [x] Cross-epic dependencies mapped
- [x] OQ-GDPR decision documented (user flags for v1.0)
**Status:** ready-for-dev
---
## 🎯 Next Steps
1. **Review** this comprehensive story file in `4-1-player-privacy-panel-and-automation-opt-ins.md`
2. **Update sprint-status.yaml** to move story from `backlog` to `ready-for-dev`
3. **Run** `bmad-dev-story` workflow for optimized implementation
4. **Run** `code-review` when complete (auto-marks done)
5. **Optional:** If Test Architect module installed, run test automation after implementation
---
## 📚 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
---
*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: "2026-05-24T20:30:00+02:00"
last_updated: "2026-05-24T21:00:00+02:00"
project: video-view-manager
project_key: NOKEY
tracking_system: file-system
@@ -67,7 +67,7 @@ development_status:
epic-3-retrospective: done
# Epic 4: Player Privacy Panel
epic-4: backlog
4-1-player-privacy-panel-and-automation-opt-ins: backlog
epic-4: in-progress
4-1-player-privacy-panel-and-automation-opt-ins: ready-for-dev
4-2-custom-portrait-fallback: backlog
epic-4-retrospective: optional