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starwards-debugging

@starwards/starwards
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Systematic debugging for Starwards - four-phase framework (root cause investigation, pattern analysis, hypothesis testing, implementation) with Colyseus state inspection, Tweakpane debugging, multiplayer sync issues, and monorepo-specific troubleshooting

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SKILL.md

name starwards-debugging
description Systematic debugging for Starwards - four-phase framework (root cause investigation, pattern analysis, hypothesis testing, implementation) with Colyseus state inspection, Tweakpane debugging, multiplayer sync issues, and monorepo-specific troubleshooting
version Wed Nov 05 2025 00:00:00 GMT+0000 (Coordinated Universal Time)
related_skills starwards-tdd (write test for bug before fixing), starwards-verification (verify fix with full test suite), starwards-monorepo (debug build dependencies), starwards-colyseus (debug state sync issues), starwards-ci-debugging (debug GitHub Actions failures), using-superpowers (announce skill usage)

Systematic Debugging for Starwards

Overview

Random fixes waste time. Quick patches mask underlying issues.

Core principle: ALWAYS find root cause before attempting fixes.

Starwards-specific: Debug state sync issues, decorator problems, UI/server mismatches, and multiplayer race conditions.

The Iron Law

NO FIXES WITHOUT ROOT CAUSE INVESTIGATION FIRST

If you haven't completed Phase 1, you cannot propose fixes.

When to Use

Any technical issue:

  • Test failures (Jest, Playwright)
  • State sync problems (Colyseus)
  • UI not updating (Tweakpane, React)
  • Build failures (webpack, tsup, tsc)
  • Decorator issues (@gameField, @range, @tweakable)
  • Multiplayer race conditions

The Four Phases

Phase 1: Root Cause Investigation

1. Read Error Messages Carefully

TypeScript errors:

npm run test:types
# Read FULL error including file:line
# Check @gameField decorator order (must be last)
# Verify @range types match property type

Jest test failures:

npm test
# Read expected vs actual values
# Check if float precision issue (use toBeCloseTo)
# Verify async operations completed (await harness.waitForSync())

Playwright failures:

npm run test:e2e
# Check screenshot diffs in test-results/
# Verify data-id selectors match actual panel titles
# Check if timing issue (add proper waits, not arbitrary timeouts)

Webpack errors:

cd modules/browser && npm start
# Check browser console (F12) for actual error
# Webpack overlay shows [object Object] - this is a known issue
# Look for import/export mismatches

2. Reproduce Consistently

For state sync issues:

// Add logging to both client and server
console.log('[CLIENT] Shield strength:', state.shield.strength);
console.log('[SERVER] Shield strength:', manager.state.shield.strength);

// Verify both show same value
// If different → state sync problem
// If same → UI rendering problem

For multiplayer bugs:

  • Test with 1 client (works?)
  • Test with 2 clients (breaks?)
  • Test with concurrent actions (race condition?)

3. Check Recent Changes

git diff HEAD~1               # Last commit
git log --oneline -5          # Recent commits
git diff --stat origin/master # All changes on branch

Common culprits:

  • @gameField decorator added/removed → rebuild core
  • Schema change → restart server
  • Widget change → clear browser cache
  • Package update → npm ci && npm run build

4. Gather Evidence in Multi-Component Systems

Starwards has 4 layers: Browser → WebSocket → Server → State

Add diagnostic logging at each boundary:

// Layer 1: Browser widget
console.log('[WIDGET] Sending command:', value);
room.send({type: '/Spaceship/ship-0/shield/power', value});

// Layer 2: Network (Chrome DevTools → Network → WS)
// Verify WebSocket message sent

// Layer 3: Server room
this.onMessage((client, message) => {
  console.log('[SERVER] Received:', message);
});

// Layer 4: State manager
console.log('[MANAGER] Shield power updated:', this.state.shield.power);

Run once to see WHERE it breaks:

  • Widget logs but no WS message → room.send() issue
  • WS message sent but server doesn't log → onMessage() not registered
  • Server logs but state doesn't change → command handler bug

5. Trace Data Flow

Example: Shield strength not updating

Trace backward:

UI shows 500 ← Where does UI get value?
  ↓
pane.addBinding(shield, 'strength') ← What is shield?
  ↓
shield = ship.state.shield ← Does ship.state exist?
  ↓
ship.state from ShipDriver ← Is driver connected?
  ↓
driver.state from Colyseus room.state ← Is state synced?

Find the layer where data stops flowing correctly.

Phase 2: Pattern Analysis

1. Find Working Examples

For ship systems:

# Look at existing systems
modules/core/src/ship/reactor.ts    # Has @gameField
modules/core/src/ship/armor.ts      # Has @range
modules/core/src/ship/warp.ts       # Has commands

For widgets:

# Look at working widgets
modules/browser/src/widgets/armor.ts       # Tweakpane panel
modules/browser/src/widgets/targeting.ts   # Command sending

For tests:

# Look at test patterns
modules/core/test/ship-test-harness.ts     # Multiplayer testing
modules/e2e/test/pilot-screen.spec.ts      # E2E testing

2. Compare Against References

Read docs COMPLETELY:

  • docs/PATTERNS.md - Common patterns and gotchas
  • docs/TECHNICAL_REFERENCE.md - @gameField, JSON Pointer, decorators
  • docs/testing/UTILITIES.md - Test harness usage

3. Identify Differences

Use diff tools:

# Compare your new system to existing one
diff modules/core/src/ship/shield.ts modules/core/src/ship/armor.ts

Look for:

  • Missing @gameField decorator
  • Wrong decorator order (@gameField must be last)
  • Missing MapSchema/ArraySchema for collections
  • Type mismatches (float32 vs number)

4. Understand Dependencies

For new ship systems:

  • Needs: @gameField decorator, added to ShipState, manager update loop
  • Optional: Command handler, widget, E2E test

For new widgets:

  • Needs: createPane() call, ship.state binding, registered in Dashboard
  • Optional: data-id attribute for E2E tests

For multiplayer features:

  • Needs: State sync via @gameField, command handler in room, client-side sending
  • Optional: Typed command vs JSON Pointer

Phase 3: Hypothesis and Testing

1. Form Single Hypothesis

Good:

  • "Shield strength doesn't sync because @gameField decorator is missing"
  • "Widget doesn't update because onChange listener not set up"
  • "Test fails because float32 precision loss, need toBeCloseTo()"

Bad:

  • "State sync issue" (too vague)
  • "Something wrong with Colyseus" (blaming framework)
  • "Might be a race condition" (guessing)

2. Test Minimally

Example: Test @gameField hypothesis

// Before: (no decorator)
strength = 1000;

// After: (add decorator)
@gameField('float32') strength = 1000;

// Rebuild core, restart server, verify

ONE change at a time.

3. Verify Before Continuing

# Did it work?
npm test
npm run test:e2e

# If NO: Form NEW hypothesis
# If YES: Proceed to Phase 4

4. When You Don't Know

Say: "I don't understand why Colyseus state isn't syncing"

Don't say: "Let me try adding more decorators and see what happens"

Ask for help or research in:

  • docs/PATTERNS.md
  • Colyseus documentation
  • Existing codebase examples

Phase 4: Implementation

1. Create Failing Test

Use starwards-tdd skill to write proper test.

For state sync bug:

test('shield strength syncs to client', async () => {
  const harness = new ShipTestHarness();
  await harness.connect();

  harness.shipManager.state.shield.strength = 750;
  await harness.waitForSync();

  expect(harness.shipDriver.state.shield.strength).toBe(750);

  await harness.cleanup();
});

2. Implement Single Fix

Address root cause only.

// If root cause is: @gameField missing
@gameField('float32') strength = 1000;

NO "while I'm here" improvements.

3. Verify Fix

# Run the specific test
npm test -- shield-sync.spec.ts

# Run full suite
npm test
npm run test:e2e
npm run test:types

4. If 3+ Fixes Failed

Pattern:

  • Each fix reveals new shared state issue
  • "Need massive refactoring" for simple feature
  • Fixes create new symptoms elsewhere

STOP and question:

  • Is this architecture sound?
  • Should we refactor instead of patching?
  • Discuss with team before attempting fix #4

Starwards-Specific Debugging Tools

1. Colyseus Monitor

# Access at http://localhost:2567/colyseus-monitor
# Login: admin / admin
# View: Active rooms, connected clients, state tree

Use for:

  • Inspecting live state values
  • Seeing connected clients
  • Monitoring room creation/disposal

2. Chrome DevTools

Network Tab → WS:

  • See WebSocket messages
  • Verify commands sent
  • Check state patches received

Console:

  • Client-side errors
  • Webpack HMR logs
  • State change logging

Sources:

  • Source maps enabled
  • Breakpoints in TypeScript
  • Step through React render

3. VSCode Debugger

Terminal 3:

# Instead of: node -r ts-node/register/transpile-only modules/server/src/dev.ts
# Use VSCode: F5 → "Run Server" (launches with debugger)

Set breakpoints in:

  • modules/server/src/ship/room.ts - Command handlers
  • modules/core/src/ship/ship-manager.ts - Update loops
  • modules/core/src/logic/space-manager.ts - Physics

4. Tweakpane Debugging

Add temporary debug panel:

const debugPane = createPane({title: 'DEBUG', container});

// Monitor live values
debugPane.addBinding(shield, 'strength', {readonly: true});
debugPane.addBinding(shield, 'power');
debugPane.addBinding(shield, 'effectiveness', {readonly: true});

5. Test Infrastructure

ShipTestHarness:

const harness = new ShipTestHarness();
harness.shipManager.state // Server state
harness.shipDriver.state  // Client state
await harness.waitForSync(); // Wait for replication

MultiClientDriver:

const driver = new MultiClientDriver();
await driver.start();
const [c1, c2] = await Promise.all([
  driver.joinShip('ship-1'),
  driver.joinShip('ship-1')
]);
// Test multiplayer scenarios

See docs/testing/UTILITIES.md for full API.

6. Logging Best Practices

// GOOD: Scoped, structured
console.log('[ShieldManager.update] strength:', this.state.shield.strength, 'rate:', rechargeRate);

// BAD: Generic, unclear
console.log('shield', shield);

Use prefixes: [CLIENT], [SERVER], [MANAGER], [WIDGET]

Common Starwards Issues

Symptom Root Cause Solution
State doesn't sync Missing @gameField Add decorator, rebuild core
Widget doesn't update No onChange listener Add state.onChange(() => update())
Test fails with close values Float32 precision Use toBeCloseTo(expected, 1)
Angle values wrong Not wrapped to [0, 360] Use toPositiveDegreesDelta()
Effectiveness always 0 System broken or no power Check broken flag, power level
Webpack overlay shows [object Object] Error wrapped by webpack Check browser console (F12)
E2E test can't find panel Wrong data-id Use exact panel title in data-id
Build fails after core change Core not rebuilt npm run build:core or build:watch
Server doesn't see changes Not restarted Restart Terminal 3 (server)

Red Flags - STOP and Follow Process

  • "Just try adding @gameField everywhere"
  • "Let me restart everything and see if it works"
  • "Probably a Colyseus bug"
  • "I'll add setTimeout() to fix the race condition"
  • Proposing fixes before checking browser console
  • Blaming TypeScript strict mode
  • "One more decorator tweak" (after 2+ failures)

Integration with Other Skills

  • starwards-tdd - Write failing test for bug before fixing
  • starwards-verification - Verify fix with full test suite
  • starwards-monorepo - Understand build dependencies
  • starwards-ci-debugging - Debug GitHub Actions failures when tests pass locally but fail in CI

Quick Debugging Checklist

# 1. Verify build is fresh
npm run build

# 2. Check types
npm run test:types

# 3. Run tests
npm test

# 4. Check browser console
# Open http://localhost:3000, press F12

# 5. Check server logs
# Look at Terminal 3 output

# 6. Check network
# Chrome DevTools → Network → WS

# 7. Check Colyseus monitor
# http://localhost:2567/colyseus-monitor

Real-World Debugging Flow

Example: "Shield widget shows wrong value"

Phase 1: Investigate

  1. Browser console: No errors ✓
  2. Colyseus monitor: Server shows strength=800
  3. Widget shows: 500
  4. Hypothesis: State not syncing OR UI not updating

Phase 2: Pattern

  1. Check working widget: armor.ts uses addBinding
  2. My widget: Also uses addBinding
  3. Difference: Armor has onChange listener, mine doesn't!

Phase 3: Hypothesis "Widget doesn't update because Tweakpane binding isn't reactive to Colyseus state changes"

Test minimally:

shield.state.onChange(() => {
  pane.refresh(); // Force Tweakpane update
});

Phase 4: Implement

  1. Write E2E test that fails
  2. Add onChange listener
  3. Verify test passes
  4. Verify manually in browser

Done!