qa(fix-phase): all P0-P3 FIXED (P3x4: A-003/B-003/E-002/F-OBS); severity board all clear
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# Claude QA Report — Full-App QA (living report)
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> **RUN-STATE: Round 2 | FIX PHASE in progress. ✅ ALL P0–P2 FIXED + verified live (P1×2: B-001 session-completion rules, C-NAV-001 back-stack; P2×4: A-001 prior + B-002 Play-now-resume, C-CC-001 dup-header, C-DS-001 dark-contrast). Open: P3 ×4 only — A-003 (static premium badge on Play cards), B-003 (Desire Sync confusing counts), E-002 (unmapped notif routing), F-OBS (load-failure handling). NEXT ACTION: fix the 4 P3s (one at a time), then a re-QA round. Build/rules == current HEAD; both emulators on the fixed APK; couple baseline both free, 0 active sessions. Note: stale doc refs in header below ("Build == HEAD 64f0a7e", E-001 "<pending-commit>") are outdated — actual HEAD is the fix-phase commits; E-001 was committed in ce12abb.**
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> **RUN-STATE: Round 2 | FIX PHASE COMPLETE — ALL known P0–P3 issues FIXED. P1×2 (B-001 session rules, C-NAV-001 back-stack), P2×4 (A-001, B-002, C-CC-001, C-DS-001), P3×4 (A-003, B-003, E-002, F-OBS). All verified LIVE on both emulators except E-002 + F-OBS (code+build-verified; live-trigger deferred — needs an unpair event / induced query failure). Rules deployed; both emulators on the fixed APK; couple baseline both free, 0 active sessions. NEXT ACTION: a full re-QA round (regression sweep A–F) to certify flawless — re-verify the 10 fixes hold + no new regressions; then Pass C deep/stateful screens + nav-from-every-entry, live notification matrix, D3 non-member, Pass F. (Stale refs below: "Build == HEAD 64f0a7e" + E-001 "<pending-commit>" are outdated; E-001 was committed in ce12abb.)**
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> Pass-B note: a finished game keeps its session active until a player exits the results (Back to Play); leaving both on results blocks the next game until "End their game". Exit cleanly between games.
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> **Pass-B MINDSET (user, 2026-06-24): PLAY AS THE USER** — navigate only via the real in-app path a person would tap (no deep-links/admin pokes/shortcuts); expect what a user expects. When the natural path fails, **REPORT FIRST** (log issue + severity + the user action that failed & what was expected), **THEN** a minimal workaround to proceed — never silently engineer around breakage; a flow needing a workaround is broken and must be filed.
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> R2-1 DONE: A-001 couple-shared re-verified live (Desire Sync/Memory Lane/Wheel enter when partner premium; free→paywall). **D-001 (P1) FIXED+DEPLOYED** (capsules/challenges rules; Memory Lane + Connection Challenges now load). Sam reverted to free (baseline).
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@ -20,7 +20,9 @@ _(Prior games/notifications QA from 2026-06-24 was completed + verified; superse
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| P0 | 0 | 0 |
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| P1 | 0 | 4 |
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| P2 | 0 | 4 |
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| P3 | 4 | 0 |
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| P3 | 0 | 4 |
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**ALL KNOWN ISSUES FIXED (P0–P3).** P1×2 (B-001 session rules, C-NAV-001 back-stack) + P2×4 (A-001 + B-002, C-CC-001, C-DS-001) + P3×4 (A-003, B-003, E-002, F-OBS). All verified live except E-002/F-OBS (code+build-verified; live-trigger deferred — needs an unpair event / induced query failure).
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**Round 1: all P0–P2 found were FIXED** (A-001 premium P1, E-001 notif-routing P2).
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**Round 2 (Pass B play-as-user restart) new/changed:** **B-001** escalated **P3→P1** (a finished game never closes its
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@ -39,7 +41,7 @@ game (confirmed with a live session too). Open P3: A-003 (badge), E-002 (informa
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| ID | Area | Screen/Route | Severity | Description | Repro | Status |
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| A-001 | Premium gating | PlayHubViewModel, DesireSyncScreen, MemoryLaneScreen, ConnectionChallengesScreen, QuestionPackLibraryViewModel, wheel CategoryPicker/SpinWheel/WheelHistory(VMs) | **P1** | These gated on per-user `EntitlementChecker.isPremium()` instead of couple-shared. A free partner of a premium user stayed locked. | Set Sam premium, QA free → QA Play hub still showed 🔒 on Desire Sync + Memory Lane. | **FIXED** `e8892a9` — routed all gates through `CouplePremiumChecker` (now exposes isPremium/hasPremium resolving partner internally). Verified: Sam premium → QA enters Desire Sync; both free → QA → paywall. |
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| A-003 | Premium UI (cosmetic) | PlayHubScreen (Desire Sync + Memory Lane cards) | **P3** | The "🔒 Premium" badge on these two cards is static (rendered in separate card composables that don't receive `hasPremium`), so it still shows a lock even when the couple has premium access. Feature IS accessible (gate fixed in A-001) — only the badge is misleading. | With couple premium, QA's Play hub still shows 🔒 Premium on Desire Sync/Memory Lane though tapping enters the game. | Open (deferred — thread hasPremium into the card composables) |
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| A-003 | Premium UI (cosmetic) | PlayHubScreen (Desire Sync + Memory Lane cards) | **P3** | The "🔒 Premium" badge on these two cards is static (rendered in separate card composables that don't receive `hasPremium`), so it still shows a lock even when the couple has premium access. Feature IS accessible (gate fixed in A-001) — only the badge is misleading. | With couple premium, QA's Play hub still shows 🔒 Premium on Desire Sync/Memory Lane though tapping enters the game. | **FIXED** — added `showPremiumBadge` param to `DesireSyncCard`/`MemoryLaneCard`, gated the badge behind it, pass `!hasPremium` from the Play hub. **Verified LIVE:** with couple premium, Play hub shows 0 "Premium" badges on those cards (both cards present, no lock). |
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| A-002 | Premium (control) | ConversationViewModel (chat) | — | **Working correctly** (couple-shared) — kept as the reference pattern for the A-001 fix. | Verified prior round: partner-premium unlocks chat media/reactions for the free partner. | OK |
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**Note (by-design, not a bug):** `SubscriptionScreen` uses per-user `isPremium()` — correct, it reflects the user's *own* subscription/account state, not a feature gate.
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| B-001 | Games / sessions | couples/{id}/sessions | **P1** (was P3→P2→P1) | **A finished game NEVER closes its session — there is no normal-user path to complete it — so every game leaves a dangling `status=active` session that blocks ALL other games.** Definitively proven on the R2-B2 restart: played This or That fully through on BOTH devices → both reached the results screen → **BOTH tapped the intended "Back to Play" button** → both navigated back to the Play hub, **but the session stayed `active`** (re-checked at +0s and +12s; no cloud-function cleanup; `completedAt` never set). So neither "Back to Play" nor leaving to Home completes a finished session — the ONLY thing that does is the **destructive "End their game"** (which the next game offers as "Sam is playing a … game", misleading copy since nobody is actually playing). Net: a couple **cannot cleanly play two games in a row** — after every game, the next one is blocked until one partner kills the (already-finished) session. This breaks the core game loop for every session → **P1**. **ROOT CAUSE (found in fix phase): a Firestore RULES bug, not app code.** The sessions `allow update` rule required `affectedKeys().hasOnly(['status','completedAt'])`, but the async-game completion path (`markUserComplete`) always writes **`completedByUsers`** (each player records themselves; the session flips to `completed` only once both are in). So every "I reached results" write was **denied** (the failure is swallowed by `onFailure`), `completedByUsers` never reached 2, and the session stayed `active` forever. `abandonSession` ("End their game") only diffs `status`/`completedAt`, so it passed the rule — exactly why that was the only thing that worked. | Play This or That to results on both → session stayed `active`; next game blocked. | **FIXED + DEPLOYED** — sessions `allow update` now permits `['status','completedAt','completedByUsers']`, lets any couple member record completion progress, keeps `startedByUserId` immutable + status monotonic (active→completed, never revert). **Re-verified LIVE:** played This or That fully on both → session auto-flipped to `status=completed`, `completedByUsers=[both]`, **0 active sessions** (no Back-to-Play/End-their-game needed); then **opened How Well immediately → its setup screen, NOT "Waiting for Sam"**. Core loop restored. |
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| B-002 | Home → Play nav (play-as-user) | HomeScreen "Your partner is waiting to play" card → "Play now" | **P2** | The Home card explicitly promises resuming the specific waiting game — "**Your partner is waiting to play. A game is ready for the two of you. Jump back in and keep the ritual going.**" → **"Play now"** — but tapping it just lands on the **generic Play hub** (the game list). It does NOT open/resume the waiting game, and the Play hub shows **no indication of which game is waiting** nor any "resume" affordance. A user told to "jump back in" cannot tell what to tap or how to rejoin. (Also: BOTH partners' Home cards say "**your** partner is waiting to play" for the same session, so each thinks the other is mid-game.) **Fix:** "Play now" should deep-link into the active session (its play/results screen), or the Play hub should surface a "Resume — How Well" entry; the Home copy should reflect whose turn it actually is. | Cold start → Home → tap "Play now" → lands on Play hub, no waiting-game indicator. | **FIXED** — Home now resolves the active session's `gameType` → its resume route (`gameRouteFor`: wheel→SpinWheelRandom, this_or_that/how_well/desire_sync→themselves), stored as `HomeUiState.waitingGameRoute` and carried on `HomeAction.gameRoute`; `HomeActionTarget.Game` navigates there (fallback Play hub). Each game screen auto-joins the couple's active session on open, so "Play now" resumes the exact waiting game. **Verified LIVE:** Sam started This or That → QA Home "Play now" → landed directly in This or That (1/5), not the hub. |
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| B-003 | Desire Sync results (copy/clarity) | DesireSyncScreen results | **P3** | The results stats are internally **inconsistent/confusing**. Header: "**3 shared desires — 2 answers stayed private.**" Per-person row: "**You 5 private / Sam 5 private**". Progress bar caption: "**3 shared, 2 kept private.**" So the same screen says both "2 kept private" (total) AND "5 private" (each person) — a user can't tell whether 3 are shared or all 5 stayed private. (Mechanically "5 private" likely means "all 5 of each person's raw answers stay private, 3 happened to overlap", but that framing isn't clear and contradicts the "2 kept private" line.) **Fix:** make the three counters consistent (e.g., drop or relabel the per-person "5 private", or clarify "your individual answers are always private"). | Play Desire Sync to results → read the three differing private/shared counts. | Open |
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| B-003 | Desire Sync results (copy/clarity) | DesireSyncScreen results | **P3** | The results stats are internally **inconsistent/confusing**. Header: "**3 shared desires — 2 answers stayed private.**" Per-person row: "**You 5 private / Sam 5 private**". Progress bar caption: "**3 shared, 2 kept private.**" So the same screen says both "2 kept private" (total) AND "5 private" (each person) — a user can't tell whether 3 are shared or all 5 stayed private. (Mechanically "5 private" likely means "all 5 of each person's raw answers stay private, 3 happened to overlap", but that framing isn't clear and contradicts the "2 kept private" line.) **Fix:** make the three counters consistent (e.g., drop or relabel the per-person "5 private", or clarify "your individual answers are always private"). | Play Desire Sync to results → read the three differing private/shared counts. | **FIXED** — the per-person privacy tiles no longer show the contradicting "$total private"; they now read just "Private" (your individual answers always stay private), and the caption keeps the real "$matches shared, N kept private" breakdown. **Verified LIVE:** reveal now shows "You: Private / Sam: Private" + "5 shared, 0 kept private" — no contradiction. |
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**Launch/crash sweep (QA, free):** This or That ✅ (mood/length select), How Well Do You Know Me ✅ (intro), Connection Challenges ✅, Spin the Wheel ✅ — all render, **no FATAL**. Desire Sync + Memory Lane are premium-gated (covered in Pass A; gameplay needs premium toggle). Date Match: todo. Full two-device start→finish + results not exhaustively re-run this round (the prior round verified `onGameSessionUpdate` start/finish end-to-end).
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**R2-B2 Desire Sync playthrough (couple-shared premium):** QA (free) entered with NO paywall (A-001 holds live). Both played full 5 Yes/No; QA T,T,T,T,F + Sam T,T,F,T,F → results show **exactly 3 shared desires** (the mutual-yes Q1/Q2/Q4) with Q3 (mismatch) and Q5 (both no) correctly **hidden** — reveal/privacy logic CORRECT; results match on both devices; no crash. Findings: B-003 (P3 copy), C-DS-001 (P2 dark contrast on revealed list).
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@ -84,7 +86,7 @@ _Follow-ups (not blockers): live **non-member negative test** (D3) needs a fresh
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| ID | Area | Severity | Description | Status |
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| D-001 | Rules — missing subcollection rules | **P1** | `couples/{id}/capsules` and `couples/{id}/challenges` had **no `match` block** → default-deny → **Memory Lane hung on its loading heart** and **Connection Challenges** couldn't load (live `PERMISSION_DENIED` confirmed). Two premium features broken. | Sam premium, QA opens Memory Lane → stuck loading heart; logcat `Listen for Query(.../capsules) failed: PERMISSION_DENIED`. | **FIXED + DEPLOYED** — added member-read + ciphertext-enforcing `capsules` rule (title/content/promptUsed must be `enc:v1:`) and a `challenges` rule (catalog-referenced, progress-only). Re-verified live: Memory Lane shows empty state, Connection Challenges shows the series list, **0 permission errors**. |
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| F-OBS | Resilience (UI) | **P3** | MemoryLaneScreen (and likely others) **hangs on the loading indicator forever** when a Firestore query fails, instead of showing an error/empty state. Masked the D-001 root cause. Add load-failure handling. | Was visible before D-001 fix (stuck heart). | Open (Pass F) |
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| F-OBS | Resilience (UI) | **P3** | MemoryLaneScreen (and likely others) **hangs on the loading indicator forever** when a Firestore query fails, instead of showing an error/empty state. Masked the D-001 root cause. Add load-failure handling. | Was visible before D-001 fix (stuck heart). | **FIXED** (code) — ROOT CAUSE: `FirestoreCapsuleDataSource.observeCapsules` **swallowed** snapshot-listener errors (`if (err != null …) return@`), so on PERMISSION_DENIED the callbackFlow never emitted or closed → the ViewModel's `collect` suspended forever → stuck loading heart. Now it `close(err)`s the flow, so the ViewModel's existing `runCatching.onFailure` → `MemoryLanePhase.ERROR` (with a Retry) runs. Build green; live-verify needs an induced query failure (deferred). (Other snapshot listeners with the same swallow pattern are a follow-up sweep.) |
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| (outcomes) | Rules | — | The Round-1 `outcomes` list `PERMISSION_DENIED` is **by-design** — the rule restricts reads to specific dayKeys (`day_0/30/60/90`); a bare list query is correctly denied. Not a bug. | — | Closed (by-design) |
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## Pass E — Notifications
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@ -95,6 +97,6 @@ _Follow-ups (not blockers): live **non-member negative test** (D3) needs a fresh
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| ID | Area | Severity | Description | Status |
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| E-001 | Notification routing | **P2** | Type-string mismatch: functions send `daily_question` + `challenge_day_ready`, but client mapped only `daily_question_reminder` + `challenge_waiting` → tapping those did NOT deep-link to Today / Connection Challenges. | **FIXED** `<pending-commit>` — added `daily_question`/`challenge_day_ready` to `fromRemoteType` (build green; live tap-verify deferred). |
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| E-002 | Notification routing | **P3** | `partner_left`, `partner_deleted_account`, `invite_created`, `spki` are unmapped → tap lands on default (no deep-link). Informational types; acceptable but ideally routed. | Open |
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| E-002 | Notification routing | **P3** | `partner_left`, `partner_deleted_account`, `invite_created`, `spki` are unmapped → tap lands on default (no deep-link). Informational types; acceptable but ideally routed. | **FIXED** (code; live-tap deferred) — added `PARTNER_UNPAIRED` type, mapped `partner_left` + `partner_deleted_account` → it → routes to **HOME** (where the now-unpaired user gets the "Invite partner" CTA, matching the push body "Tap to create a new invite"). **Investigation corrected two false positives:** `invite_created` is a server-side **audit-log** entry (`read:true`, "not read by clients" — never a push), and `spki` is a **crypto key-format string** in the RevenueCat webhook (`crypto.createPublicKey({type:'spki'})`), not a notification type at all — neither needs client routing (documented in `fromRemoteType`). Build green; live tap-verify deferred (needs an actual unpair event). |
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_Full live delivery matrix (17 types × foreground/background/killed) deferred — key types verified prior round; routing now code-correct._
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