User correctly pointed out the loading UI was over-engineered. ## Simplifications: ### Before (over-complicated): - Complex timeline management - Success/failure flash effects (green/red) - Spinner alternatives - Stored references on sprites - Timeline cleanup logic - ~150 lines of code ### After (simple): - startThrob(sprite) - Blue tint + pulsing alpha - stopThrob(sprite) - Kill tweens, reset - ~20 lines of code ## Why This Works: 1. **Door sprites get removed anyway** when they open 2. **Container items transition** to next state automatically 3. **Game already shows alerts** for success/error 4. **Only need feedback** during the ~100-300ms API call ## API Changes: - showUnlockLoading() → startThrob() - clearUnlockLoading() → stopThrob() - No success/failure parameter needed - No stored references to clean up ## Result: From 150+ lines down to ~30 lines total. Same UX, much simpler implementation. User feedback: "Just set the door or item to throb, and remove when the loading finishes (the door sprite is removed anyway), and if it's a container, just follow the unlock with a removal of the animation."
48 KiB
BreakEscape Rails Engine - Implementation Plan (Part 2)
Continued from 03_IMPLEMENTATION_PLAN.md (Phases 7-12)
Phase 7: Authorization Policies (Week 5, ~4 hours)
Objectives
- Create Pundit policies for Game and Mission
- Implement authorization rules
- Test policy logic
7.1 Create Policy Directory
mkdir -p app/policies/break_escape
7.2 Create ApplicationPolicy
vim app/policies/break_escape/application_policy.rb
Add:
module BreakEscape
class ApplicationPolicy
attr_reader :user, :record
def initialize(user, record)
@user = user
@record = record
end
def index?
false
end
def show?
false
end
def create?
false
end
def new?
create?
end
def update?
false
end
def edit?
update?
end
def destroy?
false
end
class Scope
def initialize(user, scope)
@user = user
@scope = scope
end
def resolve
raise NotImplementedError
end
private
attr_reader :user, :scope
end
end
end
Save and close
7.3 Create GamePolicy
vim app/policies/break_escape/game_policy.rb
Add:
module BreakEscape
class GamePolicy < ApplicationPolicy
def show?
# Owner or admin/account_manager
record.player == user || user&.admin? || user&.account_manager?
end
def update?
show?
end
def scenario?
show?
end
def ink?
show?
end
def bootstrap?
show?
end
def sync_state?
show?
end
def unlock?
show?
end
def inventory?
show?
end
class Scope < Scope
def resolve
if user&.admin? || user&.account_manager?
scope.all
else
scope.where(player: user)
end
end
end
end
end
Save and close
7.4 Create MissionPolicy
vim app/policies/break_escape/mission_policy.rb
Add:
module BreakEscape
class MissionPolicy < ApplicationPolicy
def index?
true # Everyone can see mission list
end
def show?
# Published missions or admin
record.published? || user&.admin? || user&.account_manager?
end
class Scope < Scope
def resolve
if user&.admin? || user&.account_manager?
scope.all
else
scope.published
end
end
end
end
end
Save and close
7.5 Test Policies
# Start Rails console
rails console
# Test GamePolicy
user = BreakEscape::DemoUser.first_or_create!(handle: 'test_user')
mission = BreakEscape::Mission.first
game = BreakEscape::Game.create!(player: user, mission: mission)
policy = BreakEscape::GamePolicy.new(user, game)
puts policy.show? # Should be true (owner)
other_user = BreakEscape::DemoUser.create!(handle: 'other_user')
other_policy = BreakEscape::GamePolicy.new(other_user, game)
puts other_policy.show? # Should be false (not owner)
# Test MissionPolicy
mission_policy = BreakEscape::MissionPolicy.new(user, mission)
puts mission_policy.show? # Should be true if published
exit
Expected output: Policy logic works correctly
7.6 Commit
git add -A
git commit -m "feat: Add Pundit authorization policies
- Add ApplicationPolicy base class
- Add GamePolicy (owner or admin can access)
- Add MissionPolicy (published visible to all)
- Implement Scope for filtering records
- Support admin and account_manager roles"
git push
Phase 8: Views (Week 5-6, ~6 hours)
Objectives
- Create mission index view (scenario selection)
- Create game show view (game container)
- Add layout with proper asset loading
8.1 Create Missions Index View
mkdir -p app/views/break_escape/missions
vim app/views/break_escape/missions/index.html.erb
Add:
<!DOCTYPE html>
<html>
<head>
<title>BreakEscape - Select Mission</title>
<%= csrf_meta_tags %>
<%= csp_meta_tag %>
<style>
body {
font-family: Arial, sans-serif;
max-width: 1200px;
margin: 0 auto;
padding: 20px;
background: #1a1a1a;
color: #fff;
}
h1 {
text-align: center;
color: #00ff00;
}
.missions {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(300px, 1fr));
gap: 20px;
margin-top: 40px;
}
.mission-card {
background: #2a2a2a;
border: 2px solid #00ff00;
border-radius: 8px;
padding: 20px;
text-decoration: none;
color: #fff;
transition: transform 0.2s, box-shadow 0.2s;
}
.mission-card:hover {
transform: translateY(-5px);
box-shadow: 0 5px 20px rgba(0, 255, 0, 0.3);
}
.mission-title {
font-size: 24px;
font-weight: bold;
margin-bottom: 10px;
color: #00ff00;
}
.mission-description {
font-size: 14px;
line-height: 1.6;
margin-bottom: 15px;
}
.mission-difficulty {
display: inline-block;
background: #00ff00;
color: #000;
padding: 5px 10px;
border-radius: 4px;
font-size: 12px;
font-weight: bold;
}
</style>
</head>
<body>
<h1>🔓 BreakEscape - Select Your Mission</h1>
<div class="missions">
<% @missions.each do |mission| %>
<%= link_to mission_path(mission), class: 'mission-card' do %>
<div class="mission-title"><%= mission.display_name %></div>
<div class="mission-description">
<%= mission.description || "An exciting escape room challenge awaits..." %>
</div>
<div class="mission-difficulty">
Difficulty: <%= "⭐" * mission.difficulty_level %>
</div>
<% end %>
<% end %>
</div>
</body>
</html>
Save and close
8.2 Create Game Show View
mkdir -p app/views/break_escape/games
vim app/views/break_escape/games/show.html.erb
Add:
<!DOCTYPE html>
<html>
<head>
<title><%= @mission.display_name %> - BreakEscape</title>
<%= csrf_meta_tags %>
<%= csp_meta_tag %>
<%# Load game CSS %>
<%= stylesheet_link_tag '/break_escape/css/styles.css' %>
</head>
<body>
<%# Game container - Phaser will render here %>
<div id="break-escape-game"></div>
<%# Loading indicator %>
<div id="loading" style="position: fixed; top: 50%; left: 50%; transform: translate(-50%, -50%); color: #00ff00; font-size: 24px; display: block;">
Loading game...
</div>
<%# Bootstrap configuration for client %>
<script nonce="<%= content_security_policy_nonce %>">
window.breakEscapeConfig = {
gameId: <%= @game.id %>,
apiBasePath: '<%= game_path(@game) %>',
assetsPath: '/break_escape/assets',
csrfToken: '<%= form_authenticity_token %>'
};
</script>
<%# Load game JavaScript (ES6 module) %>
<%= javascript_include_tag '/break_escape/js/main.js', type: 'module', nonce: content_security_policy_nonce %>
</body>
</html>
Save and close
8.3 Test Views
# Start Rails server
rails server
# Visit in browser:
# http://localhost:3000/break_escape/
# Should see mission selection screen
# Click a mission
# Should see game view (may not load game yet, that's Phase 9)
Expected output: Views render correctly
8.4 Commit
git add -A
git commit -m "feat: Add views for missions and game
- Add missions index view with grid layout
- Add game show view with Phaser container
- Include CSP nonces for inline scripts
- Bootstrap game configuration in window object
- Load game CSS and JavaScript"
git push
Phase 9: Client Integration (Week 7-8, ~12 hours)
Objectives
- Create API client wrapper
- Update scenario loading to use API
- Update NPC script loading to use API
- Update unlock validation to use API
- Minimal changes to existing game code
9.1 Create Config File
vim public/break_escape/js/config.js
Add:
// API configuration from server
export const GAME_ID = window.breakEscapeConfig?.gameId;
export const API_BASE = window.breakEscapeConfig?.apiBasePath || '';
export const ASSETS_PATH = window.breakEscapeConfig?.assetsPath || '/break_escape/assets';
export const CSRF_TOKEN = window.breakEscapeConfig?.csrfToken;
// Verify config loaded
if (!GAME_ID) {
console.error('BreakEscape: Game ID not configured! Check window.breakEscapeConfig');
}
Save and close
9.2 Create API Client
vim public/break_escape/js/api-client.js
Add:
import { API_BASE, CSRF_TOKEN } from './config.js';
/**
* API Client for BreakEscape server communication
*/
export class ApiClient {
/**
* GET request
*/
static async get(endpoint) {
const response = await fetch(`${API_BASE}${endpoint}`, {
method: 'GET',
credentials: 'same-origin',
headers: {
'Accept': 'application/json'
}
});
if (!response.ok) {
throw new Error(`API Error: ${response.status} ${response.statusText}`);
}
return response.json();
}
/**
* POST request
*/
static async post(endpoint, data = {}) {
const response = await fetch(`${API_BASE}${endpoint}`, {
method: 'POST',
credentials: 'same-origin',
headers: {
'Content-Type': 'application/json',
'Accept': 'application/json',
'X-CSRF-Token': CSRF_TOKEN
},
body: JSON.stringify(data)
});
if (!response.ok) {
const error = await response.json().catch(() => ({ error: 'Unknown error' }));
throw new Error(error.error || `API Error: ${response.status}`);
}
return response.json();
}
/**
* PUT request
*/
static async put(endpoint, data = {}) {
const response = await fetch(`${API_BASE}${endpoint}`, {
method: 'PUT',
credentials: 'same-origin',
headers: {
'Content-Type': 'application/json',
'Accept': 'application/json',
'X-CSRF-Token': CSRF_TOKEN
},
body: JSON.stringify(data)
});
if (!response.ok) {
throw new Error(`API Error: ${response.status}`);
}
return response.json();
}
// Bootstrap - get initial game data
static async bootstrap() {
return this.get('/bootstrap');
}
// Get scenario JSON
static async getScenario() {
return this.get('/scenario');
}
// Get NPC script
static async getNPCScript(npcId) {
return this.get(`/ink?npc=${npcId}`);
}
// Validate unlock attempt
static async unlock(targetType, targetId, attempt, method) {
return this.post('/unlock', {
targetType,
targetId,
attempt,
method
});
}
// Update inventory
static async updateInventory(action, item) {
return this.post('/inventory', {
action,
item
});
}
// Sync player state
static async syncState(currentRoom, globalVariables) {
return this.put('/sync_state', {
currentRoom,
globalVariables
});
}
}
// Export for global access
window.ApiClient = ApiClient;
Save and close
9.3 Setup CSRF Token Injection (Critical for Security)
CRITICAL: Rails requires CSRF tokens for all POST/PUT/DELETE requests. The token must be accessible to JavaScript for API calls.
IMPORTANT: If using Hacktivity's application layout, <%= csrf_meta_tags %> is already present! You only need to read the existing token.
9.3.1 Determine Your Layout Strategy
Option A: Using Hacktivity's Application Layout (Recommended)
If your view uses Hacktivity's layout:
<!-- app/views/break_escape/games/show.html.erb -->
<!-- Hacktivity's layout already includes <%= csrf_meta_tags %> -->
<div id="game-container"></div>
<!-- CRITICAL: Inject configuration before loading game -->
<%= javascript_tag nonce: true do %>
// BreakEscape Configuration
window.breakEscapeConfig = {
gameId: <%= @game.id %>,
apiBasePath: '<%= break_escape_path %>/games/<%= @game.id %>',
assetsPath: '/break_escape/assets',
// Read CSRF token from meta tag (already in layout)
csrfToken: document.querySelector('meta[name="csrf-token"]')?.content,
missionName: '<%= j @game.mission.display_name %>',
startRoom: '<%= j @game.scenario_data["startRoom"] %>',
debug: <%= Rails.env.development? %>
};
console.log('✓ BreakEscape config loaded:', window.breakEscapeConfig);
<% end %>
<!-- Load Phaser -->
<script src="/break_escape/js/phaser.min.js"></script>
<!-- Load game (as ES6 module) -->
<script type="module" src="/break_escape/js/main.js"></script>
Advantages:
- ✅ Uses Hacktivity's existing CSRF setup
- ✅ Consistent with other Hacktivity pages
- ✅ Automatic CSRF token rotation handled by Hacktivity
- ✅ No duplicate meta tags
Option B: Standalone Layout for Engine
If you create a standalone layout for the engine:
<!-- app/views/layouts/break_escape/application.html.erb -->
<!DOCTYPE html>
<html>
<head>
<title>Break Escape - <%= yield :title %></title>
<%= csrf_meta_tags %> <!-- REQUIRED: Add this -->
<%= csp_meta_tag %>
<!-- Game CSS -->
<%= stylesheet_link_tag '/break_escape/css/game.css' %>
</head>
<body>
<%= yield %>
</body>
</html>
<!-- app/views/break_escape/games/show.html.erb -->
<% content_for :title, @game.mission.display_name %>
<div id="game-container"></div>
<%= javascript_tag nonce: true do %>
window.breakEscapeConfig = {
gameId: <%= @game.id %>,
apiBasePath: '<%= break_escape_path %>/games/<%= @game.id %>',
assetsPath: '/break_escape/assets',
csrfToken: '<%= form_authenticity_token %>', // Generate fresh token
missionName: '<%= j @game.mission.display_name %>',
startRoom: '<%= j @game.scenario_data["startRoom"] %>',
debug: <%= Rails.env.development? %>
};
<% end %>
<script src="/break_escape/js/phaser.min.js"></script>
<script type="module" src="/break_escape/js/main.js"></script>
When to use:
- ✅ Engine needs different layout than Hacktivity
- ✅ Full-screen game experience
- ✅ Standalone mode (engine runs independently)
9.3.1a Verify CSRF Meta Tag Exists
Check that the meta tag is in the rendered HTML:
# Start Rails server
rails server
# Visit game page
# View page source (Ctrl+U or Cmd+Option+U)
Look for this in <head>:
<meta name="csrf-token" content="AaBbCc123...long base64 string..." />
If missing:
- Check if using Hacktivity's layout
- If standalone layout, add
<%= csrf_meta_tags %> - Check
config/application.rb- forgery protection should be enabled
Save and close
9.3.2 Verify CSRF Token in Browser
After implementing, test in browser console:
// Check if config loaded
console.log(window.breakEscapeConfig);
// Should show:
// {
// gameId: 123,
// apiBasePath: "/break_escape/games/123",
// assetsPath: "/break_escape/assets",
// csrfToken: "AaBbCc123...long token...",
// missionName: "CEO Exfiltration",
// startRoom: "reception",
// debug: true
// }
// Check CSRF token
console.log('CSRF Token:', window.breakEscapeConfig.csrfToken);
// Should be a long base64 string
// Check meta tag (alternative source)
console.log('Meta tag:', document.querySelector('meta[name="csrf-token"]')?.content);
9.3.3 Configure Client-Side Token Reading
Update config.js to read CSRF token with fallback:
vim public/break_escape/js/config.js
Replace with CSRF token reading logic:
// API configuration from server
export const GAME_ID = window.breakEscapeConfig?.gameId;
export const API_BASE = window.breakEscapeConfig?.apiBasePath || '';
export const ASSETS_PATH = window.breakEscapeConfig?.assetsPath || '/break_escape/assets';
// CSRF Token - Try multiple sources (in order of preference)
export const CSRF_TOKEN =
window.breakEscapeConfig?.csrfToken || // From config object (if set in view)
document.querySelector('meta[name="csrf-token"]')?.content; // From meta tag (Hacktivity layout)
// Verify critical config loaded
if (!GAME_ID) {
console.error('❌ CRITICAL: Game ID not configured! Check window.breakEscapeConfig');
console.error('Expected window.breakEscapeConfig.gameId to be set by server');
}
if (!CSRF_TOKEN) {
console.error('❌ CRITICAL: CSRF token not found!');
console.error('This will cause all POST/PUT requests to fail with 422 status');
console.error('Checked:');
console.error(' 1. window.breakEscapeConfig.csrfToken');
console.error(' 2. meta[name="csrf-token"] tag');
console.error('');
console.error('Solutions:');
console.error(' - If using Hacktivity layout: Ensure layout has <%= csrf_meta_tags %>');
console.error(' - If standalone: Add <%= csrf_meta_tags %> to layout OR');
console.error(' - Set window.breakEscapeConfig.csrfToken in view');
}
// Log config for debugging
if (window.breakEscapeConfig?.debug || !CSRF_TOKEN) {
console.log('✓ BreakEscape config validated:', {
gameId: GAME_ID,
apiBasePath: API_BASE,
assetsPath: ASSETS_PATH,
csrfToken: CSRF_TOKEN ? `${CSRF_TOKEN.substring(0, 10)}...` : '❌ MISSING',
csrfTokenSource: window.breakEscapeConfig?.csrfToken ? 'config object' :
(document.querySelector('meta[name="csrf-token"]') ? 'meta tag' : 'NOT FOUND'),
debug: window.breakEscapeConfig?.debug || false
});
}
Key Features:
- ✅ Tries
window.breakEscapeConfig.csrfTokenfirst (if explicitly set) - ✅ Falls back to meta tag (Hacktivity layout)
- ✅ Detailed error messages showing what was checked
- ✅ Logs token source for debugging
Save and close
9.3.4 Test CSRF Protection
Create a test endpoint call to verify CSRF works:
# Start Rails server
rails server
# Open browser to game
# http://localhost:3000/break_escape/games/1
# Open console and test
In browser console:
// Test GET request (no CSRF needed)
fetch('/break_escape/games/1/bootstrap', {
credentials: 'same-origin',
headers: { 'Accept': 'application/json' }
})
.then(r => r.json())
.then(d => console.log('✓ GET works:', d));
// Test POST without CSRF (should fail with 422)
fetch('/break_escape/games/1/unlock', {
method: 'POST',
credentials: 'same-origin',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ targetType: 'door', targetId: 'test' })
})
.then(r => console.log('Status:', r.status)) // Should be 422
.then(() => console.log('❌ POST without CSRF failed (expected)'));
// Test POST with CSRF (should work)
const csrfToken = window.breakEscapeConfig.csrfToken;
fetch('/break_escape/games/1/unlock', {
method: 'POST',
credentials: 'same-origin',
headers: {
'Content-Type': 'application/json',
'X-CSRF-Token': csrfToken
},
body: JSON.stringify({
targetType: 'door',
targetId: 'test_room',
attempt: 'test',
method: 'password'
})
})
.then(r => r.json())
.then(d => console.log('✓ POST with CSRF works:', d));
Expected results:
- GET request: ✓ Works (no CSRF needed)
- POST without CSRF: ❌ Returns 422 (CSRF verification failed)
- POST with CSRF: ✓ Works (may fail validation but gets past CSRF)
9.3.5 Common CSRF Issues and Solutions
Issue 1: "Can't verify CSRF token authenticity"
ActionController::InvalidAuthenticityToken
Solution:
- Check
<%= csrf_meta_tags %>is in view - Check
window.breakEscapeConfig.csrfTokenis set - Check API client includes
'X-CSRF-Token'header - Verify
credentials: 'same-origin'is set
Issue 2: CSRF token is null/undefined
Solution: The config.js already implements fallback (see 9.3.3 above):
export const CSRF_TOKEN =
window.breakEscapeConfig?.csrfToken || // Try config first
document.querySelector('meta[name="csrf-token"]')?.content; // Fall back to meta tag
Additional debugging:
// In browser console
console.log('Config token:', window.breakEscapeConfig?.csrfToken);
console.log('Meta tag token:', document.querySelector('meta[name="csrf-token"]')?.content);
console.log('Using token:', window.CSRF_TOKEN || 'NONE');
// Check if Hacktivity layout is being used
console.log('All meta tags:', Array.from(document.querySelectorAll('meta')).map(m => ({
name: m.getAttribute('name'),
content: m.getAttribute('content')?.substring(0, 20) + '...'
})));
Issue 3: Token changes between requests
Solution:
- Rails regenerates tokens periodically (security feature)
- Always use the current token from
window.breakEscapeConfig - Don't cache token in localStorage (security risk)
Issue 4: Development vs Production
Solution:
# In config/environments/development.rb (for testing only!)
# DO NOT do this in production!
# config.action_controller.allow_forgery_protection = false
Don't disable CSRF in production! Fix the token injection instead.
9.4 Update Main Game File
vim public/break_escape/js/main.js
Find the scenario loading section (usually near the top of the file or in an init function)
Before:
// Load scenario
const scenarioData = await fetch('/scenarios/ceo_exfil.json').then(r => r.json());
After:
// Import API client
import { ApiClient } from './api-client.js';
// Load scenario from server
const scenarioData = await ApiClient.getScenario();
Save and close
9.4 Update NPC Loading
Find where NPC scripts are loaded (likely in js/systems/npc-manager.js or similar)
# Search for where Ink scripts are loaded
grep -r "storyPath" public/break_escape/js/
Before:
const inkScript = await fetch(npc.storyPath).then(r => r.json());
After:
import { ApiClient } from '../api-client.js';
const inkScript = await ApiClient.getNPCScript(npc.id);
9.5 Update Unlock Validation with Loading UI
CRITICAL: This section handles the conversion from client-side to server-side unlock validation. The unlock system is in js/systems/unlock-system.js and is called after minigames succeed.
9.5.1 Create Simple Unlock Loading Helper
Create a minimal helper for throbbing effect during server validation:
vim public/break_escape/js/utils/unlock-loading-ui.js
Add:
/**
* UNLOCK LOADING UI
* =================
* Simple throbbing effect for doors/objects during server unlock validation.
*/
/**
* Start throbbing effect on sprite
* @param {Phaser.GameObjects.Sprite} sprite - The door or object sprite
*/
export function startThrob(sprite) {
if (!sprite || !sprite.scene) return;
// Blue tint + pulsing alpha
sprite.setTint(0x4da6ff);
sprite.scene.tweens.add({
targets: sprite,
alpha: { from: 1.0, to: 0.7 },
duration: 300,
ease: 'Sine.easeInOut',
yoyo: true,
repeat: -1 // Loop forever
});
}
/**
* Stop throbbing effect
* @param {Phaser.GameObjects.Sprite} sprite - The door or object sprite
*/
export function stopThrob(sprite) {
if (!sprite || !sprite.scene) return;
// Kill all tweens on this sprite
sprite.scene.tweens.killTweensOf(sprite);
// Reset appearance
sprite.clearTint();
sprite.setAlpha(1.0);
}
That's it! No complex timeline management, no success/failure flashes, no stored references.
Why this is simpler:
- Door sprite gets removed anyway when it opens
- Container items automatically transition to next state
- Game already shows success/error alerts
- Just need visual feedback during the ~100-300ms API call
Save and close
9.5.2 Update unlock-system.js for Server Validation
Now update the actual unlock system to use server validation:
vim public/break_escape/js/systems/unlock-system.js
At the top, add imports:
import { ApiClient } from '../api-client.js';
import { startThrob, stopThrob } from '../utils/unlock-loading-ui.js';
Find the unlockTarget function (around line 468) and wrap it with server validation:
Before (current code):
export function unlockTarget(lockable, type, layer) {
console.log('🔓 unlockTarget called:', { type, lockable });
if (type === 'door') {
unlockDoor(lockable);
// ... rest of door unlock logic
} else {
// ... item unlock logic
}
}
After (with server validation):
/**
* Unlock a target (door or item) with server validation
* @param {Object} lockable - The door or item sprite
* @param {string} type - 'door' or 'item'
* @param {Object} layer - The Phaser layer
* @param {string} attempt - The password/pin/key used
* @param {string} method - 'password', 'pin', 'key', 'lockpick', etc.
*/
export async function unlockTarget(lockable, type, layer, attempt = null, method = null) {
console.log('🔓 unlockTarget called:', { type, lockable, attempt, method });
// Start throbbing
startThrob(lockable);
try {
// Get target ID
const targetId = type === 'door'
? lockable.doorProperties?.connectedRoom || lockable.doorProperties?.roomId
: lockable.scenarioData?.id || lockable.objectId;
// Validate with server
console.log('🔓 Validating unlock with server...', { targetId, type, method });
const result = await ApiClient.unlock(type, targetId, attempt, method);
// Stop throbbing (whether success or failure)
stopThrob(lockable);
if (result.success) {
console.log('✅ Server validated unlock');
// Perform client-side unlock
if (type === 'door') {
unlockDoor(lockable);
// Emit door unlocked event
if (window.eventDispatcher) {
const doorProps = lockable.doorProperties || {};
window.eventDispatcher.emit('door_unlocked', {
roomId: doorProps.roomId,
connectedRoom: doorProps.connectedRoom,
direction: doorProps.direction,
lockType: doorProps.lockType
});
}
} else {
// Handle item unlocking
if (lockable.scenarioData) {
lockable.scenarioData.locked = false;
if (lockable.scenarioData.contents) {
lockable.scenarioData.isUnlockedButNotCollected = true;
// Emit item unlocked event
if (window.eventDispatcher) {
window.eventDispatcher.emit('item_unlocked', {
itemType: lockable.scenarioData.type,
itemName: lockable.scenarioData.name,
lockType: lockable.scenarioData.lockType
});
}
// Auto-launch container minigame (throb already stopped)
setTimeout(() => {
if (window.handleContainerInteraction) {
window.handleContainerInteraction(lockable);
}
}, 500);
return;
}
} else {
lockable.locked = false;
if (lockable.contents) {
lockable.isUnlockedButNotCollected = true;
return;
}
}
// For items without containers, collect them
if (lockable.layer) {
lockable.layer.remove(lockable);
}
window.gameAlert(`Collected ${lockable.scenarioData?.name || 'item'}`,
'success', 'Item Collected', 3000);
}
} else {
// Server rejected unlock
console.error('❌ Server rejected unlock:', result.message);
window.gameAlert(result.message || 'Unlock failed', 'error', 'Unlock Failed', 3000);
}
} catch (error) {
// Stop throbbing on error
stopThrob(lockable);
console.error('❌ Unlock validation failed:', error);
window.gameAlert('Failed to validate unlock with server', 'error', 'Network Error', 4000);
}
}
// Keep original unlockTarget for testing without server (fallback)
export function unlockTargetClientSide(lockable, type, layer) {
console.log('🔓 unlockTargetClientSide (fallback without server validation)');
// ... original implementation for testing
}
Key simplifications:
- Just
startThrob()at the beginning - Just
stopThrob()when done (success, failure, or error) - No need to track success/failure differently - the game alerts handle that
- Door/container transitions handle removing the sprite
Save and close
9.5.3 Update Minigame Callbacks
The unlock system is triggered AFTER minigames succeed. Update minigame callbacks to pass attempt and method:
Find these sections in unlock-system.js and update the callbacks:
For PIN minigame (around line 175):
Before:
startPinMinigame(lockable, type, lockRequirements.requires, (success) => {
if (success) {
unlockTarget(lockable, type, lockable.layer);
}
});
After:
startPinMinigame(lockable, type, lockRequirements.requires, (success, enteredPin) => {
if (success) {
unlockTarget(lockable, type, lockable.layer, enteredPin, 'pin');
}
});
For Password minigame (around line 195):
Before:
startPasswordMinigame(lockable, type, lockRequirements.requires, (success) => {
if (success) {
unlockTarget(lockable, type, lockable.layer);
}
}, passwordOptions);
After:
startPasswordMinigame(lockable, type, lockRequirements.requires, (success, enteredPassword) => {
if (success) {
unlockTarget(lockable, type, lockable.layer, enteredPassword, 'password');
}
}, passwordOptions);
For Key minigame (around line 107):
Before:
startKeySelectionMinigame(lockable, type, playerKeys, requiredKey, unlockTarget);
After:
startKeySelectionMinigame(lockable, type, playerKeys, requiredKey, (lockable, type, layer, keyId) => {
unlockTarget(lockable, type, layer, keyId, 'key');
});
For Lockpick minigame (around line 157):
Before:
startLockpickingMinigame(lockable, window.game, difficulty, (success) => {
if (success) {
setTimeout(() => {
unlockTarget(lockable, type, lockable.layer);
}, 100);
}
});
After:
startLockpickingMinigame(lockable, window.game, difficulty, (success) => {
if (success) {
setTimeout(() => {
unlockTarget(lockable, type, lockable.layer, 'lockpick', 'lockpick');
}, 100);
}
});
For Biometric (around line 237):
Before:
if (fingerprintQuality >= requiredThreshold) {
unlockTarget(lockable, type, lockable.layer);
}
After:
if (fingerprintQuality >= requiredThreshold) {
unlockTarget(lockable, type, lockable.layer, requiredFingerprint, 'biometric');
}
For Bluetooth (around line 287):
Before:
if (requiredDeviceData.signalStrength >= minSignalStrength) {
unlockTarget(lockable, type, lockable.layer);
}
After:
if (requiredDeviceData.signalStrength >= minSignalStrength) {
unlockTarget(lockable, type, lockable.layer, requiredDevice, 'bluetooth');
}
For RFID (around line 363):
Before:
onComplete: (success) => {
if (success) {
setTimeout(() => {
unlockTarget(lockable, type, lockable.layer);
}, 100);
}
}
After:
onComplete: (success, cardId) => {
if (success) {
setTimeout(() => {
unlockTarget(lockable, type, lockable.layer, cardId, 'rfid');
}, 100);
}
}
Save and close
9.5.4 Handle Testing Mode
Add ability to bypass server validation during development:
// At top of unlock-system.js after imports
const USE_SERVER_VALIDATION = !window.DISABLE_SERVER_VALIDATION;
// In unlockTarget function, add fallback:
export async function unlockTarget(lockable, type, layer, attempt = null, method = null) {
// Check if server validation is disabled for testing
if (!USE_SERVER_VALIDATION || window.DISABLE_SERVER_VALIDATION) {
console.log('⚠️ Server validation disabled - using client-side unlock');
return unlockTargetClientSide(lockable, type, layer);
}
// ... rest of server validation code
}
This allows testing without server by setting:
window.DISABLE_SERVER_VALIDATION = true;
9.6 Add State Sync
Add periodic state sync (in main game update loop or create new file)
vim public/break_escape/js/state-sync.js
Add:
import { ApiClient } from './api-client.js';
/**
* Periodic state synchronization with server
*/
export class StateSync {
constructor(interval = 30000) { // 30 seconds
this.interval = interval;
this.timer = null;
}
start() {
this.timer = setInterval(() => this.sync(), this.interval);
console.log('State sync started (every 30s)');
}
stop() {
if (this.timer) {
clearInterval(this.timer);
this.timer = null;
}
}
async sync() {
try {
// Get current game state
const currentRoom = window.currentRoom?.name;
const globalVariables = window.gameState?.globalVariables || {};
// Sync to server
await ApiClient.syncState(currentRoom, globalVariables);
console.log('✓ State synced to server');
} catch (error) {
console.error('State sync failed:', error);
}
}
}
// Create global instance
window.stateSync = new StateSync();
Save and close
Then in main.js, start sync:
import { StateSync } from './state-sync.js';
// After game loads
const stateSync = new StateSync();
stateSync.start();
9.7 Update Asset Paths
Ensure all asset paths use the correct base
# Find hardcoded asset paths
grep -r "assets/" public/break_escape/js/ | grep -v "ASSETS_PATH"
# Update any that don't use ASSETS_PATH config
Example fix:
Before:
this.load.image('player', 'assets/player.png');
After:
import { ASSETS_PATH } from './config.js';
this.load.image('player', `${ASSETS_PATH}/player.png`);
9.8 Test Client Integration
# Start Rails server
rails server
# Visit game in browser
# http://localhost:3000/break_escape/
# Open browser console
# Verify:
# - No 404 errors for assets
# - Scenario loads from /games/X/scenario
# - NPC scripts load from /games/X/ink?npc=X
# - State sync logs every 30 seconds
Expected output: Game loads and plays, using API for data
9.9 Commit
git add -A
git commit -m "feat: Integrate client with Rails API
- Add api-client.js wrapper for server communication
- Add config.js for API configuration
- Update scenario loading to use API
- Update NPC script loading to use API (JIT compilation)
- Add unlock validation via API
- Add periodic state sync (every 30s)
- Update asset paths to use ASSETS_PATH config
- Minimal changes to existing game logic"
git push
Phase 10: Testing (Week 9-10, ~8 hours)
Objectives
- Create model tests
- Create controller tests
- Create integration tests
- Ensure all tests pass
10.1 Create Test Fixtures
mkdir -p test/fixtures/break_escape
vim test/fixtures/break_escape/missions.yml
Add:
ceo_exfil:
name: ceo_exfil
display_name: CEO Exfiltration
description: Test scenario
published: true
difficulty_level: 3
unpublished:
name: test_unpublished
display_name: Unpublished Test
description: Not visible
published: false
difficulty_level: 1
Save and close
vim test/fixtures/break_escape/demo_users.yml
Add:
test_user:
handle: test_user
other_user:
handle: other_user
Save and close
vim test/fixtures/break_escape/games.yml
Add:
active_game:
player: test_user (BreakEscape::DemoUser)
mission: ceo_exfil
scenario_data: { "startRoom": "reception", "rooms": {} }
player_state: { "currentRoom": "reception", "unlockedRooms": ["reception"] }
status: in_progress
score: 0
Save and close
10.2 Test Mission Model
vim test/models/break_escape/mission_test.rb
Add:
require 'test_helper'
module BreakEscape
class MissionTest < ActiveSupport::TestCase
test "should validate presence of name" do
mission = Mission.new(display_name: 'Test')
assert_not mission.valid?
assert mission.errors[:name].any?
end
test "should validate uniqueness of name" do
Mission.create!(name: 'test', display_name: 'Test')
duplicate = Mission.new(name: 'test', display_name: 'Test 2')
assert_not duplicate.valid?
end
test "published scope returns only published missions" do
assert_includes Mission.published, missions(:ceo_exfil)
assert_not_includes Mission.published, missions(:unpublished)
end
test "scenario_path returns correct path" do
mission = missions(:ceo_exfil)
expected = Rails.root.join('app/assets/scenarios/ceo_exfil')
assert_equal expected, mission.scenario_path
end
end
end
Save and close
10.3 Test Game Model
vim test/models/break_escape/game_test.rb
Add:
require 'test_helper'
module BreakEscape
class GameTest < ActiveSupport::TestCase
setup do
@game = games(:active_game)
end
test "should belong to player and mission" do
assert @game.player
assert @game.mission
end
test "should unlock room" do
@game.unlock_room!('office')
assert @game.room_unlocked?('office')
end
test "should track inventory" do
item = { 'type' => 'key', 'name' => 'Test Key' }
@game.add_inventory_item!(item)
assert_includes @game.player_state['inventory'], item
end
test "should update health" do
@game.update_health!(50)
assert_equal 50, @game.player_state['health']
end
test "should clamp health between 0 and 100" do
@game.update_health!(150)
assert_equal 100, @game.player_state['health']
@game.update_health!(-10)
assert_equal 0, @game.player_state['health']
end
end
end
Save and close
10.4 Test Controllers
vim test/controllers/break_escape/missions_controller_test.rb
Add:
require 'test_helper'
module BreakEscape
class MissionsControllerTest < ActionDispatch::IntegrationTest
test "should get index" do
get missions_url
assert_response :success
end
test "should show published mission" do
mission = missions(:ceo_exfil)
get mission_url(mission)
assert_response :redirect # Redirects to game
end
end
end
Save and close
10.5 Run Tests
# Run all tests
rails test
# Run specific test file
rails test test/models/break_escape/mission_test.rb
# Run specific test
rails test test/models/break_escape/mission_test.rb:5
Expected output: All tests pass
10.6 Commit
git add -A
git commit -m "test: Add comprehensive test suite
- Add fixtures for missions, demo_users, games
- Add model tests for Mission and Game
- Add controller tests
- Test validations, scopes, and methods
- All tests passing"
git push
Phase 11: Standalone Mode (Week 10, ~4 hours)
Objectives
- Create DemoUser model for standalone development
- Add configuration system
- Support both standalone and mounted modes
11.1 Create DemoUser Migration
rails generate migration CreateBreakEscapeDemoUsers
Edit migration:
MIGRATION=$(ls db/migrate/*_create_break_escape_demo_users.rb)
vim "$MIGRATION"
Replace with:
class CreateBreakEscapeDemoUsers < ActiveRecord::Migration[7.0]
def change
create_table :break_escape_demo_users do |t|
t.string :handle, null: false
t.string :role, default: 'user', null: false
t.timestamps
end
add_index :break_escape_demo_users, :handle, unique: true
end
end
Save and close
rails db:migrate
11.2 Create DemoUser Model
vim app/models/break_escape/demo_user.rb
Add:
module BreakEscape
class DemoUser < ApplicationRecord
self.table_name = 'break_escape_demo_users'
has_many :games, as: :player, class_name: 'BreakEscape::Game'
validates :handle, presence: true, uniqueness: true
# Mimic User role methods
def admin?
role == 'admin'
end
def account_manager?
role == 'account_manager'
end
end
end
Save and close
11.3 Create Configuration
vim lib/break_escape.rb
Add:
require "break_escape/version"
require "break_escape/engine"
module BreakEscape
class << self
attr_accessor :configuration
end
def self.configure
self.configuration ||= Configuration.new
yield(configuration) if block_given?
end
def self.standalone_mode?
configuration&.standalone_mode || false
end
class Configuration
attr_accessor :standalone_mode, :demo_user_handle
def initialize
@standalone_mode = false
@demo_user_handle = 'demo_player'
end
end
end
# Initialize with defaults
BreakEscape.configure {}
Save and close
11.4 Create Initializer
mkdir -p config/initializers
vim config/initializers/break_escape.rb
Add:
# BreakEscape Engine Configuration
BreakEscape.configure do |config|
# Set to true for standalone mode (development)
# Set to false when mounted in Hacktivity (production)
config.standalone_mode = ENV['BREAK_ESCAPE_STANDALONE'] == 'true'
# Demo user handle for standalone mode
config.demo_user_handle = ENV['BREAK_ESCAPE_DEMO_USER'] || 'demo_player'
end
Save and close
11.5 Test Standalone Mode
# Set environment variable
export BREAK_ESCAPE_STANDALONE=true
# Start server
rails server
# Visit http://localhost:3000/break_escape/
# Should work without Hacktivity User model
# Check demo user created
rails runner "puts BreakEscape::DemoUser.first&.handle"
# Should print: demo_player
Expected output: Standalone mode works
11.6 Commit
git add -A
git commit -m "feat: Add standalone mode support
- Create DemoUser model for standalone development
- Add configuration system (standalone vs mounted)
- Use ENV variables for configuration
- current_player method supports both modes
- Can run without Hacktivity for development"
git push
Phase 12: Final Integration & Deployment (Week 11-12, ~6 hours)
Objectives
- Final testing of all features
- Create README documentation
- Prepare for Hacktivity integration
- Verify production readiness
12.1 Create Engine README
vim README.md
Replace with:
# BreakEscape Rails Engine
Cybersecurity training escape room game as a mountable Rails Engine.
## Features
- 24+ cybersecurity escape room scenarios
- Server-side progress tracking
- Randomized passwords per game instance
- JIT Ink script compilation
- Polymorphic player support (User/DemoUser)
- Pundit authorization
- 2-table simple schema
## Installation
In your Gemfile:
\`\`\`ruby
gem 'break_escape', path: 'path/to/break_escape'
\`\`\`
Then:
\`\`\`bash
bundle install
rails break_escape:install:migrations
rails db:migrate
\`\`\`
## Mounting in Host App
In your `config/routes.rb`:
\`\`\`ruby
mount BreakEscape::Engine => "/break_escape"
\`\`\`
## Usage
### Standalone Mode (Development)
\`\`\`bash
export BREAK_ESCAPE_STANDALONE=true
rails server
# Visit http://localhost:3000/break_escape/
\`\`\`
### Mounted Mode (Production)
Mount in Hacktivity or another Rails app. The engine will use the host app's `current_user` via Devise.
## Configuration
\`\`\`ruby
# config/initializers/break_escape.rb
BreakEscape.configure do |config|
config.standalone_mode = false # true for development
config.demo_user_handle = 'demo_player'
end
\`\`\`
## Database Schema
- `break_escape_missions` - Scenario metadata
- `break_escape_games` - Player state + scenario snapshot
- `break_escape_demo_users` - Standalone mode only (optional)
## API Endpoints
- `GET /games/:id/scenario` - Scenario JSON
- `GET /games/:id/ink?npc=X` - NPC script (JIT compiled)
- `GET /games/:id/bootstrap` - Initial game data
- `PUT /games/:id/sync_state` - Sync state
- `POST /games/:id/unlock` - Validate unlock
- `POST /games/:id/inventory` - Update inventory
## Testing
\`\`\`bash
rails test
\`\`\`
## License
MIT
\`\`\`
**Save and close**
### 12.2 Final Test Checklist
Run through this checklist:
```bash
# 1. Migrations work
rails db:migrate:reset
rails db:seed
# 2. Models work
rails runner "puts BreakEscape::Mission.count"
rails runner "m = BreakEscape::Mission.first; puts m.generate_scenario_data.keys"
# 3. Controllers work
rails server &
curl http://localhost:3000/break_escape/missions
curl http://localhost:3000/break_escape/games/1/scenario
# 4. Tests pass
rails test
# 5. Standalone mode works
export BREAK_ESCAPE_STANDALONE=true
rails server
# Visit http://localhost:3000/break_escape/
# 6. Game plays end-to-end
# - Select mission
# - Load game
# - Interact with objects
# - Unlock rooms
# - Talk to NPCs
Expected output: All checks pass
12.3 Prepare for Hacktivity Integration
# Create integration guide
vim HACKTIVITY_INTEGRATION.md
Add:
# Integrating BreakEscape into Hacktivity
## Prerequisites
- Hacktivity running Rails 7.0+
- PostgreSQL database
- User model with Devise
## Installation Steps
### 1. Add to Gemfile
\`\`\`ruby
# Gemfile
gem 'break_escape', path: '../BreakEscape'
\`\`\`
### 2. Install and Migrate
\`\`\`bash
bundle install
rails break_escape:install:migrations
rails db:migrate
\`\`\`
### 3. Mount Engine
\`\`\`ruby
# config/routes.rb
mount BreakEscape::Engine => "/break_escape"
\`\`\`
### 4. Configure
\`\`\`ruby
# config/initializers/break_escape.rb
BreakEscape.configure do |config|
config.standalone_mode = false # Mounted mode
end
\`\`\`
### 5. Verify User Model
Ensure your User model has:
- `admin?` method
- `account_manager?` method (optional)
### 6. Restart Server
\`\`\`bash
rails restart
\`\`\`
### 7. Visit
Navigate to: https://your-hacktivity.com/break_escape/
## Troubleshooting
- **404 errors:** Check that engine is mounted
- **Auth errors:** Verify Devise current_user works
- **Asset 404s:** Check public/break_escape/ exists
- **Ink errors:** Verify bin/inklecate executable
\`\`\`
**Save and close**
### 12.4 Final Commit
```bash
git add -A
git commit -m "docs: Add README and integration guide
- Comprehensive README with installation instructions
- Hacktivity integration guide
- Configuration documentation
- API reference
- Testing instructions
- Troubleshooting guide
Migration complete! Ready for production."
git push
12.5 Merge to Main
# Ensure all tests pass
rails test
# Merge feature branch
git checkout main
git merge rails-engine-migration
git push origin main
# Tag release
git tag -a v1.0.0 -m "Rails Engine Migration Complete"
git push origin v1.0.0
Migration Complete! 🎉
Summary
Phases Completed:
- ✅ Rails Engine Structure
- ✅ Move Game Files
- ✅ Scenario ERB Templates
- ✅ Database Setup
- ✅ Seed Data
- ✅ Controllers & Routes
- ✅ Authorization Policies
- ✅ Views
- ✅ Client Integration
- ✅ Testing
- ✅ Standalone Mode
- ✅ Final Integration
Total Time: ~78 hours over 10-12 weeks
What Was Achieved:
- ✅ Rails Engine with isolated namespace
- ✅ 2-table database schema (missions + games)
- ✅ JIT Ink compilation (~300ms)
- ✅ ERB scenario randomization
- ✅ Polymorphic player (User/DemoUser)
- ✅ Pundit authorization
- ✅ API for game state
- ✅ Minimal client changes (<5%)
- ✅ Comprehensive test suite
- ✅ Standalone mode support
- ✅ Production-ready
Next Steps:
- Deploy to Hacktivity staging
- Test in production environment
- Monitor performance
- Gather user feedback
- Iterate and improve
Congratulations! The migration is complete.