qa(r5): functions deployed (E-OBS + E-003 results-ready) + expanded re-QA — 0 open P0-P3
E-OBS FIXED+DEPLOYED: all 12 FCM senders set android channelId; backgrounded chat push verified on partner_activity (was fcm_fallback). E-003 results-ready FIXED+DEPLOYED: finished-game deep-link -> per-session results screen (verified). New Pass G (account creation + fake-account abuse) CLEAN: sign-up/validation, isolation, duplicate-email rejected, invite single-use/expiry + bogus-code rejected, recovery phrase client-gen. Varied gameplay (Standard/Deep 0-match) + nav fuzzing: no new bugs. Severity board: 0 open at all levels. Baseline restored. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# Claude QA Coverage Matrix
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# Claude QA Coverage Matrix
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> Resume anchor. Status: `todo | pass | fail(→id) | n/a`. See `ClaudeReport.md` run-state header for current position.
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> Resume anchor. Status: `todo | pass | fail(→id) | n/a`. See `ClaudeReport.md` run-state header for current position.
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> **Round 4 (fix phase + re-QA) COMPLETE 2026-06-25, build `6f6f76a`:** E-003 + B-004 (P2) + A-OBS (P3) FIXED + verified live + committed. 0 open P0–P2. Only E-OBS (P3, bg push channel) open — deferred (server change + user-gated functions deploy). Regression smoke clean (launch, This-or-That end-to-end + B-001 auto-close, chat `enc:v1:` at rest, C-NAV-001 back→launcher).
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> **Round 5 (functions deploy + expanded re-QA) COMPLETE 2026-06-25, client `765916a` + functions DEPLOYED:** E-OBS FIXED+DEPLOYED (12 senders set channelId; chat push → `partner_activity` live) + E-003 results-ready FIXED+DEPLOYED (finished-game → per-session results). **0 open P0–P3.** New Pass G (account creation + fake-account) clean. Varied gameplay (Standard/Deep, 0-match) + nav fuzzing — no new bugs. Baseline restored (couple intact, throwaway deleted, Sam re-paired).
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> _Round 4: E-003 + B-004 (P2) + A-OBS (P3) FIXED + verified live._
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## Pass G — Account creation, validation & fake-account abuse
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**R5 live:** sign-up flow end-to-end (email/pw/confirm → profile 3 steps → unpaired home) ✓; weak-password → friendly
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"at least 8 characters" error ✓; fresh-account **isolation** (unpaired "Invite my partner", zero couple data) ✓;
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**duplicate-email → `auth/email-already-exists`** rejected ✓; invite code **single-use + 24h expiry** shown, **bogus
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code "ZZZ-ZZZ" → "Invite not found."** rejected (friendly, not paired) ✓; **recovery phrase** client-generated ✓;
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sign-out → onboarding carousel → debug-token restore ✓. **No security findings.** (Rules-level non-member READ denial:
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covered by app-level isolation + static member-scoped rules audit; live crafted-request blocked by App Check.)
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## Pass A — Couple-shared premium (states: neither / partner-only / self)
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## Pass A — Couple-shared premium (states: neither / partner-only / self)
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| Feature | neither→locked | partner→both unlock | self→unlock | Status |
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| Feature | neither→locked | partner→both unlock | self→unlock | Status |
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# Claude QA Report — Full-App QA (living report)
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# Claude QA Report — Full-App QA (living report)
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> **RUN-STATE: Round 4 (fix phase + re-QA) COMPLETE — 2026-06-25, build HEAD `6f6f76a` on BOTH emulators. Fixed + verified LIVE the 3 tractable R3 findings: E-003 (game pushes now deep-link into the game, not the Play hub — tapped start-game push → This or That 1/5, joined), B-004 (WaitingForPartner now has a "Join the game" escape → How Well guess flow; deterministic repro fixed), A-OBS (paywall shows friendly copy, no raw "credentials issue"). Round-4 regression smoke clean: cold-launch no crash, This or That end-to-end → session auto-closes (B-001 holds), chat text `enc:v1:` at rest, C-NAV-001 back→launcher. ONLY REMAINING: E-OBS (P3) — backgrounded pushes use the FCM fallback channel; fix is server-side (set `android.notification.channel_id` across functions senders) + a functions deploy, which is USER-GATED → deferred for authorization. So: 0 open P0–P2; 1 open P3 (E-OBS, deploy-gated). Baseline restored: both free, 0 active sessions.**
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> **RUN-STATE: Round 5 (functions deploy + expanded re-QA) COMPLETE — 2026-06-25. Client HEAD `765916a` on both emulators; Cloud Functions DEPLOYED (`firebase deploy --only functions` → "Deploy complete", all 30+ fns updated). Fixed + verified LIVE: E-OBS (all 12 FCM senders now set `android.notification.channelId` → backgrounded chat push lands on `partner_activity`, NOT `fcm_fallback`), E-003 results-ready (server sends `game_session_id`; finished-game deep-link → per-session "This or That Results" screen, not hub/setup). Expanded coverage per user request: VARIED GAMEPLAY (Standard/Deep + 0-match "Total opposites" result path), exhaustive NAV FUZZING (rapid triple-tap opens setup once via launchSingleTop; back-stack clean; no dead-ends/double-back), and NEW PASS G account-creation/fake-account — ALL SECURE: sign-up+validation (weak-pw → friendly error), fresh-account isolation (zero couple data), duplicate-email → `auth/email-already-exists`, invite single-use+24h-expiry + bogus code → "Invite not found", recovery phrase client-generated. **SEVERITY BOARD: 0 open at ALL levels (P0–P3).** Baseline restored: couple intact, both free, 0 active sessions, throwaway test account deleted, Sam re-paired.**
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> _Round 4 (carried): E-003 game-push + B-004 WaitingForPartner "Join the game" + A-OBS paywall copy all FIXED + verified live._
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> _Round 2 result (carried): FIX PHASE COMPLETE — 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 FIXED; D-001 (P1 rules) + E-001 (P2 routing) fixed earlier. All verified LIVE except E-002/F-OBS (code+build; live-trigger deferred). Rules deployed._
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> _Round 2 result (carried): FIX PHASE COMPLETE — 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 FIXED; D-001 (P1 rules) + E-001 (P2 routing) fixed earlier. All verified LIVE except E-002/F-OBS (code+build; live-trigger deferred). Rules deployed._
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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 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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> **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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| P0 | 0 | 0 |
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| P0 | 0 | 0 |
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| P1 | 0 | 4 |
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| P1 | 0 | 4 |
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| P2 | **0** | **6** |
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| P2 | **0** | **6** |
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| P3 | **1** (E-OBS — deploy-gated) | **5** |
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| P3 | **0** | **6** |
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**Round 4 result:** the 2 new P2 (E-003, B-004) + 1 new P3 (A-OBS) from R3 are **FIXED + verified live + committed**. **0 open P0–P2.** Only E-OBS (P3) remains, deferred because its fix needs a user-gated functions deploy. Combined with R3 (all 12 earlier fixes hold; Pass D clean; E2EE at-rest + UI intact), the app has **no open crash/data/security/premium/nav-dead-end issues** — the one remaining item is notification-channel polish requiring a backend deploy.
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**Round 5 result:** **0 open issues at every severity (P0–P3).** E-OBS (the last open P3) is now **FIXED + DEPLOYED + verified live** along with the E-003 results-ready follow-up. New **Pass G (account creation + fake-account abuse)** ran clean — no security findings. All prior fixes hold. The app meets the "flawless" bar (0 open P0–P2, Passes D + E clean) — and beyond it (0 open P3 too).
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**Round 5 dispositions (functions deployed):**
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- **E-OBS (P3) — FIXED + DEPLOYED** (`21b078a` senders, server live): all 12 FCM senders set `android.notification.channelId` (game→`game_activity`, chat/partner→`partner_activity`, reminders→`reminders`; gameRetention varies by type). **Verified live:** backgrounded QA→Sam chat push now shows `channel=partner_activity` (was `fcm_fallback_notification_channel`).
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- **E-003 results-ready — FIXED + DEPLOYED** (`aaab768` client + server `game_session_id`): `onGameSessionUpdate` now sends `game_session_id`; client `gameResultsRouteFor` routes `game_results_ready` to the per-session replay (`thisOrThatReplay`/`howWellReplay`/`desireSyncReplay`/`wheelComplete`). **Verified live:** finished-game deep-link → "This or That Results" (0/10, that session), not hub/setup. (Live finished-push didn't post on Sam — fired while foreground + 20/day rate limiter after a full QA day; routing verified via the exact deep-link intent.)
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- **Pass G — CLEAN (no findings):** sign-up + validation (weak-pw → "Password must be at least 8 characters."), fresh-account isolation (unpaired, zero couple data), **duplicate-email → `auth/email-already-exists`** (rejected), invite code **single-use + 24h expiry**, **bogus code → "Invite not found."** (rejected, friendly), recovery phrase client-generated. Sign-out → onboarding → debug-token restore all work.
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- **Varied gameplay (Pass B style):** This or That Standard(10)/Deep + all-mismatch → "0/10 in sync — Total opposites" result path renders correctly (distinct from the 5/5 Quick/Light path). **Nav fuzzing:** rapid triple-tap opens the game setup once (launchSingleTop, no stacked duplicates); back-stack game→hub→Home→launcher clean; no dead-ends/double-back.
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**R3/R4 issue dispositions:**
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**R3/R4 issue dispositions:**
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- **E-003 (P2) — FIXED** `23c9923`: game pushes (`partner_started_game`/`partner_completed_part`) now route via `gameRouteForType(payload.gameType)` into the specific game (auto-joins the active session), not the Play hub. Server already sends `game_type`; client parses it in AppMessagingService + MainActivity. `game_results_ready` stays on the hub pending a server change to also send `game_session_id` (documented). **Verified live:** tapped start-game push → This or That 1/5 (joined).
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- **E-003 (P2) — FIXED** `23c9923`: game pushes (`partner_started_game`/`partner_completed_part`) now route via `gameRouteForType(payload.gameType)` into the specific game (auto-joins the active session), not the Play hub. Server already sends `game_type`; client parses it in AppMessagingService + MainActivity. `game_results_ready` stays on the hub pending a server change to also send `game_session_id` (documented). **Verified live:** tapped start-game push → This or That 1/5 (joined).
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