fix: Object.values null safety + Docker dev build
Build and Publish Mana Loop Docker Image / build-and-publish (push) Has been cancelled
Build and Publish Mana Loop Docker Image / build-and-publish (push) Has been cancelled
- Change Dockerfile to use development build (better error messages)
- Add || {} fallbacks to all Object.values() calls accessing state
- Fixes "Cannot convert undefined or null to object" browser error during SSR/hydration
- Verified TypeScript compilation and Next.js build successful
Files modified:
- Dockerfile
- src/app/page.tsx
- src/components/game/tabs/StatsTab.tsx
- src/components/game/StatsTab/LoopStatsSection.tsx
- src/components/game/StatsTab/ElementStatsSection.tsx
- src/components/game/tabs/AttunementsTab.tsx
- src/components/game/tabs/GolemancyTab.tsx
- src/lib/game/effects.ts
- src/lib/game/utils/combat-utils.ts
- src/lib/game/crafting-loot.ts
- src/components/game/LootInventory/LootInventoryDisplay.tsx
- src/components/game/LootInventory/index.tsx
- src/components/game/crafting/EnchantmentDesigner/utils.ts
This commit is contained in:
+8
-35
@@ -1,6 +1,6 @@
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# Mana Loop - Next.js Game Docker Image
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# Mana Loop - Next.js Game Docker Image (Development Build)
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FROM node:20-alpine AS builder
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FROM node:20-alpine AS base
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WORKDIR /app
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# Install dependencies
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@@ -19,48 +19,21 @@ RUN bun install --frozen-lockfile
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# Copy the rest of the application
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COPY . .
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# Set environment variables for build
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# Development environment variables (no production optimizations)
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ENV NODE_ENV=development
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ENV NEXT_TELEMETRY_DISABLED=1
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ENV NODE_ENV=production
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ENV DATABASE_URL="file:./dev.db"
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ENV NEXT_DEV_MODE=true
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# Generate Prisma client
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RUN bunx prisma generate --schema=./prisma/schema.prisma
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# Build the application
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RUN bun run build
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# Production image
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FROM node:20-alpine AS runner
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WORKDIR /app
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# Install openssl for Prisma
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RUN apk add --no-cache openssl
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ENV NODE_ENV=production
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ENV NEXT_TELEMETRY_DISABLED=1
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ENV DATABASE_URL="file:./data/dev.db"
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# Create data directory for SQLite
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RUN mkdir -p /app/data
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# Copy necessary files from builder
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COPY --from=builder /app/public ./public
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COPY --from=builder /app/.next/standalone ./
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COPY --from=builder /app/.next/static ./.next/static
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COPY --from=builder /app/prisma ./prisma
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COPY --from=builder /app/node_modules/.prisma ./node_modules/.prisma
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COPY --from=builder /app/node_modules/@prisma ./node_modules/@prisma
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# Expose port
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EXPOSE 3000
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ENV PORT=3000
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ENV HOSTNAME="0.0.0.0"
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# Health check
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# Health check for development
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HEALTHCHECK --interval=30s --timeout=10s --start-period=5s --retries=3 \
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CMD wget --no-verbose --tries=1 --spider http://localhost:3000 || exit 1
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# Start the server (running as root)
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CMD ["node", "server.js"]
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# Use development server (next dev) for better error messages and HMR
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CMD ["bun", "run", "dev", "--", "-p", "3000", "--", "--hostname", "0.0.0.0"]
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@@ -458,6 +458,7 @@ Mana-Loop/
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│ │ ├── debug-context.tsx
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│ │ ├── dynamic-compute.ts
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│ │ ├── effects.ts
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│ │ ├── effects.ts.fix
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│ │ ├── formatting.ts
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│ │ ├── navigation-slice.ts
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│ │ ├── skill-evolution.ts
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+1
-1
@@ -72,7 +72,7 @@ function GrimoireTab() {
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useEffect(() => {
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// Only access SPELLS_DEF on client-side
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if (typeof window !== 'undefined' && SPELLS_DEF) {
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const filtered = Object.values(SPELLS_DEF).filter((s: any) => s.grimoire);
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const filtered = Object.values(SPELLS_DEF || {}).filter((s: any) => s.grimoire);
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// Use setTimeout to avoid setState in effect issue
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setTimeout(() => setGrimoireSpells(filtered), 0);
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}
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@@ -55,7 +55,7 @@ export function LootInventoryDisplay({
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const [deleteConfirm, setDeleteConfirm] = useState<{ type: 'material' | 'equipment'; id: string; name: string } | null>(null);
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// Count items
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const materialCount = Object.values(inventory.materials).reduce((a, b) => a + b, 0);
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const materialCount = Object.values(inventory.materials || {}).reduce((a, b) => a + b, 0);
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const essenceCount = elements ? Object.entries(elements).reduce((a, [id, e]) => id === 'transference' ? a : a + e.current, 0) : 0;
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const blueprintCount = inventory.blueprints.length;
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const equipmentCount = Object.keys(equipmentInstances).length;
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@@ -55,7 +55,7 @@ export function LootInventoryDisplay({
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const [deleteConfirm, setDeleteConfirm] = useState<{ type: 'material' | 'equipment'; id: string; name: string } | null>(null);
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// Count items
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const materialCount = Object.values(inventory.materials).reduce((a: number, b: number) => a + b, 0);
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const materialCount = Object.values(inventory.materials || {}).reduce((a: number, b: number) => a + b, 0);
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// Calculate essence count
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let essenceCount = 0;
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@@ -48,7 +48,7 @@ export function ElementStatsSection({ store, elemMax }: ElementStatsSectionProps
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<div className="space-y-2">
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Unlocked Elements:</span>
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<span className="text-green-300">{Object.values(store.elements).filter((e: any) => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
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<span className="text-green-300">{Object.values(store.elements || {}).filter((e: any) => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
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</div>
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Elem. Crafting Bonus:</span>
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@@ -10,8 +10,8 @@ interface LoopStatsSectionProps {
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}
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export function LoopStatsSection({ store }: LoopStatsSectionProps) {
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const spellsLearned = Object.values(store.spells as Record<string, { learned: boolean }>).filter((s) => s.learned).length;
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const totalSkillLevels = Object.values(store.skills as Record<string, number>).reduce((a: number, b: number) => a + b, 0);
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const spellsLearned = Object.values(store.spells || {}).filter((s) => s.learned).length;
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const totalSkillLevels = Object.values(store.skills || {}).reduce((a: number, b: number) => a + b, 0);
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return (
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<Card className="bg-gray-900/80 border-gray-700">
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@@ -49,7 +49,7 @@ export function getOwnedEquipmentTypes(store: GameStore) {
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const ownedEquipmentTypeIds = new Set<string>();
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// Check all equipment instances the player owns
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for (const instance of Object.values(store.equipmentInstances)) {
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for (const instance of Object.values(store.equipmentInstances || {})) {
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ownedEquipmentTypeIds.add(instance.typeId);
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}
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@@ -232,7 +232,7 @@ export function AttunementsTab({ store }: AttunementsTabProps) {
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</p>
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<div className="flex flex-wrap gap-2">
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{availableCategories.map(cat => {
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const attunement = Object.values(ATTUNEMENTS_DEF).find(a =>
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const attunement = Object.values(ATTUNEMENTS_DEF || {}).find(a =>
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a.skillCategories.includes(cat) && attunements[a.id]?.active
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);
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return (
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@@ -202,7 +202,7 @@ export function EquipmentTab() {
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// Check if an instance is currently equipped
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const isEquipped = (instanceId: string): boolean =>
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Object.values(equippedInstances).includes(instanceId);
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Object.values(equippedInstances || {}).includes(instanceId);
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// Get all slots an item type can be equipped to
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const getEquippableSlots = (typeId: string): EquipmentSlot[] => {
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@@ -243,7 +243,7 @@ export function EquipmentTab() {
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title="Equipped Gear"
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action={
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<span className="text-xs text-[var(--text-muted)]">
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{Object.values(equippedInstances).filter(Boolean).length} / {EQUIPMENT_SLOTS.length} slots filled
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{Object.values(equippedInstances || {}).filter(Boolean).length} / {EQUIPMENT_SLOTS.length} slots filled
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</span>
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}
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/>
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@@ -288,7 +288,7 @@ export function EquipmentTab() {
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<div className="grid grid-cols-2 sm:grid-cols-4 gap-3">
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<div className="p-3 bg-[var(--bg-sunken)]/50 rounded text-center">
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<div className="text-2xl font-bold text-[var(--mana-light)] font-[var(--font-mono)]">
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{Object.values(equipmentInstances).length}
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{Object.values(equipmentInstances || {}).length}
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</div>
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<div className="text-xs text-[var(--text-muted)]">Total Items</div>
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</div>
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@@ -306,7 +306,7 @@ export function EquipmentTab() {
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</div>
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<div className="p-3 bg-[var(--bg-sunken)]/50 rounded text-center">
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<div className="text-2xl font-bold text-[var(--mana-stellar)] font-[var(--font-mono)]">
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{Object.values(equipmentInstances).reduce(
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{Object.values(equipmentInstances || {}).reduce(
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(sum, inst) => sum + inst.enchantments.length,
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0
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)}
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@@ -35,7 +35,7 @@ export function GolemancyTab({ store }: GolemancyTabProps) {
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.map(([id]) => id);
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// Get all unlocked golems
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const unlockedGolems = Object.values(GOLEMS_DEF).filter(golem =>
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const unlockedGolems = Object.values(GOLEMS_DEF || {}).filter(golem =>
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isGolemUnlocked(golem.id, attunements, unlockedElements)
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);
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@@ -293,7 +293,7 @@ export function GolemancyTab({ store }: GolemancyTabProps) {
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{unlockedGolems.map(golem => renderGolemCard(golem.id, true))}
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{/* Locked Golems */}
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{Object.values(GOLEMS_DEF)
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{Object.values(GOLEMS_DEF || {})
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.filter(g => !isGolemUnlocked(g.id, attunements, unlockedElements))
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.map(golem => renderGolemCard(golem.id, false))}
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</div>
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@@ -36,7 +36,7 @@ export function SpellsTab() {
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);
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}
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for (const instanceId of Object.values(equippedInstances)) {
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for (const instanceId of Object.values(equippedInstances || {})) {
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if (!instanceId) continue;
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const instance = equipmentInstances[instanceId];
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if (!instance) continue;
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@@ -176,7 +176,7 @@ export function StatsTab() {
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<div className="space-y-2">
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Unlocked Elements:</span>
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<span className="text-green-300">{Object.values(elements).filter(e => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
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<span className="text-green-300">{Object.values(elements || {}).filter((e: any) => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
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</div>
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Elem. Crafting Bonus:</span>
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@@ -298,7 +298,7 @@ export function StatsTab() {
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<Separator className="bg-gray-700 my-3" />
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<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(spells).filter(s => s.learned).length}</div>
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<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(spells || {}).filter((s: any) => s.learned).length}</div>
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<div className="text-xs text-gray-400">Spells Learned</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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@@ -7,7 +7,7 @@ export function getEquipmentSpells(get: () => GameState): string[] {
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const state = get();
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const spells: string[] = [];
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for (const instanceId of Object.values(state.equippedInstances)) {
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for (const instanceId of Object.values(state.equippedInstances || {})) {
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if (!instanceId) continue;
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const instance = state.equipmentInstances[instanceId];
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if (!instance) continue;
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@@ -27,7 +27,7 @@ export function getEquipmentEffects(get: () => GameState): Record<string, number
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const state = get();
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const effects: Record<string, number> = {};
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for (const instanceId of Object.values(state.equippedInstances)) {
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for (const instanceId of Object.values(state.equippedInstances || {})) {
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if (!instanceId) continue;
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const instance = state.equipmentInstances[instanceId];
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if (!instance) continue;
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@@ -28,7 +28,7 @@ export function getUniqueMaterialCount(inventory: LootInventory): number {
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// Get total material stacks (sum of all quantities)
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export function getTotalMaterialStacks(inventory: LootInventory): number {
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return Object.values(inventory.materials).reduce((sum, qty) => sum + qty, 0);
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return Object.values(inventory.materials || {}).reduce((sum, qty) => sum + qty, 0);
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}
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// ─── Inventory Modifications ────────────────────────────────────────────────
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@@ -265,7 +265,7 @@ export interface InventoryStats {
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export function getInventoryStats(inventory: LootInventory): InventoryStats {
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const totalUniqueMaterials = Object.keys(inventory.materials).length;
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const totalMaterialStacks = Object.values(inventory.materials).reduce((sum, qty) => sum + qty, 0);
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const totalMaterialStacks = Object.values(inventory.materials || {}).reduce((sum, qty) => sum + qty, 0);
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const totalBlueprints = inventory.blueprints.length;
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return {
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@@ -35,7 +35,7 @@ export function computeEquipmentEffects(
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const specials = new Set<string>();
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// Iterate through all equipped items
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for (const instanceId of Object.values(equippedInstances)) {
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for (const instanceId of Object.values(equippedInstances || {})) {
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if (!instanceId) continue;
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const instance = equipmentInstances[instanceId];
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if (!instance) continue;
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@@ -172,8 +172,8 @@ export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skil
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return computeAllEffects(
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state.skillUpgrades || {},
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state.skillTiers || {},
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state.equipmentInstances,
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state.equippedInstances
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state.equipmentInstances || {},
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state.equippedInstances || {}
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);
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}
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@@ -0,0 +1,12 @@
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/**
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* Helper to get unified effects from game state
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*/
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export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>): UnifiedEffects {
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return computeAllEffects(
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state.skillUpgrades || {},
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state.skillTiers || {},
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state.equipmentInstances || {},
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state.equippedInstances || {}
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);
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}
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@@ -237,7 +237,7 @@ export function getActiveEquipmentSpells(
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equippedInstances: Record<string, string | null>,
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equipmentInstances: Record<string, EquipmentInstance>
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): ActiveEquipmentSpell[] {
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const equippedIds = Object.values(equippedInstances).filter((id): id is string => id !== null);
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const equippedIds = Object.values(equippedInstances || {}).filter((id): id is string => id !== null);
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const spells: ActiveEquipmentSpell[] = [];
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for (const id of equippedIds) {
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