Files
ik-codex/CHANGELOG.md
indifferentketchup 081d40c208 docs: document Redactor utility in CLAUDE.md, README, CHANGELOG
CLAUDE.md: added RedactorInterface bullet to the architecture list
(after Custom Analyser subclasses, before Detectors); added
ProjectZomboidRedactor entry under ProjectZomboid specifics; added
src/Util/ to the game-subtrees layout code block with a prose note
marking it as the sixth component directory introduced post-v0.1.0;
added Pitfall 5 on mandatory pass order.

README.md: new "Redaction" subsection between Quick start and
Architecture — PHP snippet, replacement descriptions, three toggle
methods, three documented v1 limitations.

CHANGELOG.md: added [Unreleased] section (Added + Changed) above
[0.1.0]. Removed the Redactor bullet from [0.1.0]'s Deferred list
entirely — the historical record stays accurate (v0.1.0 shipped
without it) and [Unreleased] now documents its arrival; a stub mention
in Deferred would be redundant.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 15:08:49 +00:00

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# Changelog
All notable changes to `indifferentketchup/codex` are documented here.
The format follows [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Added
- `RedactorInterface` (`src/Util/RedactorInterface.php`) and `ProjectZomboidRedactor` (`src/Util/ProjectZomboid/ProjectZomboidRedactor.php`) — render-time PII filter that scrubs Steam IDs, player names, and world coordinates from Project Zomboid log content. Three independent toggles default to on. Designed as a string-in/string-out utility so consumers can apply it at any rendering or export step. Documented v1 limitations: in PvP combat lines, only the attacker's name and coords are redacted; victim's name and coords (after `hit`) are deferred to v2. In admin lines, `teleported X to <coords>` coordinates are not redacted in v1.
### Changed
- New top-level `src/Util/` directory introduced. The Redactor is its first occupant; future utilities (e.g. tokenising redactor variants) land here.
## [0.1.0] — 2026-05-01
First public release. Codex is a generic PHP log parsing and analysis framework with full Project Zomboid server-log support across eight analysers. The Composer package name is `indifferentketchup/codex` (the repository directory and Gitea slug are `ik-codex`; the package name is not).
### Added
- **Framework foundation** — generic `Log` / `Entry` / `Line` / `Parser` / `Analyser` / `Detective` / `Insight` pipeline forked from upstream `aternos/codex` and renamed end-to-end to `IndifferentKetchup\Codex\*` in `66a2fcc`. Zero `Aternos\Codex\*` namespace references remain in `src/` or `test/`.
- **`FilenameDetector`** at `IndifferentKetchup\Codex\Detective\FilenameDetector` — path-based detector that uses the new `LogFileInterface::getPath()` accessor to dispatch on a filename hint. Falls back to `false` for path-less log files (`StringLogFile`, `StreamLogFile`).
- **Project Zomboid log subclasses (11)** under `IndifferentKetchup\Codex\Log\ProjectZomboid\*` covering every PZ server-log file type: a multi-line `ProjectZomboidServerLog` for `DebugLog-server.txt`, an abstract `ProjectZomboidEventLog` base for the ten single-line logs, and concrete subclasses for `admin.txt`, `BurdJournals.txt`, `chat.txt`, `ClientActionLog.txt`, `cmd.txt`, `item.txt`, `map.txt`, `PerkLog.txt`, `pvp.txt`, `user.txt`.
- **Pattern classes (11)** under `IndifferentKetchup\Codex\Pattern\ProjectZomboid\*` holding regex string constants. Each `<Type>Pattern` carries a `LINE` regex used by `PatternParser`, plus named-group extractor regexes (`FIELDS`, `COMBAT`, `MOD_LOAD`, etc.) used by analysers.
- **`ProjectZomboidDetective`** at `IndifferentKetchup\Codex\Detective\ProjectZomboid\ProjectZomboidDetective` — pre-registers all 11 log subclasses in its constructor with paired filename-hint plus content-signature detectors.
- **Phase B.1 ServerLog analysers (3)**: `EngineVersionAnalyser` (extracts engine version, build hash, and build date from the server banner), `ModLoadAnalyser` (mod load order plus missing-mod problems with attached `ModMissingSolution`), `ServerExceptionAnalyser` (Java exception type and stack-trace body, coalesced by exception type).
- **Phase B.2 PvP and Admin analysers (2)**: `PvpDamageAnalyser` (filters zombie hits and zero-damage rows at the regex itself), `AdminAuditAnalyser` (verb-pattern dispatch across six admin actions: added item, added xp, granted access, changed option, reloaded options, teleported).
- **Phase B.3 deferred analysers (3)** — first custom `Analyser` subclasses in the tree, addressing logic that vanilla `PatternAnalyser` cannot express: `ConnectionFailureAnalyser` (event pairing across the file), `ItemDuplicationAnalyser` (sliding-window heuristic with `THRESHOLD_COUNT=5`, `THRESHOLD_WINDOW_SECONDS=10`), `SkillProgressionAnomalyAnalyser` (consecutive-snapshot delta with `THRESHOLD_DELTA=3`). All three threshold constants ship with rationale docblocks and are tunable via subclass override.
- **Synthetic test fixtures** under `test/src/Games/ProjectZomboid/fixtures/`, hand-crafted from observed PZ log shapes with placeholder identifiers per the project's privacy rules: Steam IDs `76561198000000001``76561198000000004`, names `Player1` / `Player2` / `AdminUser` / `PlayerSuspect`, generic coords. No real-log content reaches the index.
- **End-to-end tests** validating each Log subclass's parser, each analyser's insight emission, and the Detective's dispatch behaviour against the synthetic fixtures. Final count: **195 tests, 412 assertions**.
- **Project documentation**: `CLAUDE.md` with framework architecture, pitfalls, and workflow conventions; `README.md` with worked Project Zomboid example and per-game support table; design specs and as-built plans for Phase B.1 / B.2 / B.3 plus a deferred-status spec for the codex `Redactor` utility, all under `docs/superpowers/`.
### Changed
- **Layout: components-outer with game suffix.** Every game's code lives at `IndifferentKetchup\Codex\<Component>\<Game>\*` for the existing components (`Analyser`, `Analysis`, `Detective`, `Log`, `Parser`, `Pattern`). This is option 1 from the Phase A Step 2 layout decision; option 3 (a flat `IndifferentKetchup\Codex\Games\<Game>\*` tree) was originally proposed and was **not** selected.
- **`LICENSE`** retains the original `Copyright (c) 2019-2026 Aternos GmbH` line per MIT requirements; the LICENSE file is byte-for-byte unchanged from the upstream import.
- **`composer.json`** rewritten in `aae016d`: package name `indifferentketchup/codex`, MIT license, generic-framework description, single author entry, PSR-4 autoload roots set to `IndifferentKetchup\Codex\` and the test-fixture / test-suite namespaces, PHP `>=8.4` require constraint, PHPUnit `^12` dev dependency.
- **`tests.yaml`** uses the modern `$GITHUB_OUTPUT` workflow command instead of the deprecated `::set-output` (commit `60f12bc`). CI matrix runs PHP 8.4 and 8.5.
- **`.gitignore`** excludes `Logs.zip` (real production log fixtures) and `.scratch/` (extracted reference logs), plus `.claude/` and `.claude.local.md` for personal Claude Code artefacts.
### Deferred
- **Other game implementations** — `Minecraft`, `Hytale`, and `SevenDaysToDie` are detective-stub-only. Each has a TODO `<Game>Detective` extending base `Detective`; their per-component subdirectories under `Analyser`, `Log`, `Parser`, and `Pattern` contain only `.gitkeep` placeholders. Real implementations land if and when fixtures and demand exist.
- **Packagist publication** — v0.1.0 is consumable via Composer's `vcs` repository entry pointing at the Gitea remote. Pushing to Packagist is a separate decision and is not in scope for this release.
[0.1.0]: https://git.indifferentketchup.com/indifferentketchup/ik-codex/releases/tag/v0.1.0