# lila — backlog

Labels: `[feature]` `[infra]` `[security]` `[ux]` `[debt]`

---

## now

Things that are actively in progress or should be picked up immediately. Mostly operational risk and the remaining phase 7 hardening work.

- **Google OAuth publishing** `[infra]`
  Only test users can currently log in via Google. Publish the OAuth consent screen so any Google user can sign in — requires branding verification in Google Cloud Console.

- **Hetzner domain migration check** `[infra]`
  Verify whether the lilastudy.com domain needs to be migrated following a Hetzner DNS change. Check Hetzner dashboard for any pending migration notice.

- **Conditionally register OAuth providers** `[debt]`
  Better Auth logs warnings when social providers are registered without credentials (`Social provider google is missing clientId or clientSecret`). Instead of registering all providers unconditionally, only add a provider to the config when its credentials are present in the environment. Keeps local dev clean for contributors who don't have OAuth apps set up.

---

## next

Clearly planned work, not yet started. No hard ordering — sequence based on what unblocks real users first.

- **Guest / try-now flow** `[feature]`
  Allow users to play a quiz without signing in so they can see what the app offers before creating an account. Make auth middleware optional on game routes, add a "Try without account" button on the landing/login page.

- **Favicon, page titles, Open Graph meta** `[ux]`
  Add favicon, set proper per-route page titles, add Open Graph meta tags for link previews.

- **Accessibility pass** `[ux]`
  Keyboard navigation for quiz buttons, ARIA labels on interactive elements, focus management during quiz flow.

- **Monitoring and logging** `[infra]`
  Uptime monitoring and centralized logging on the VPS. Options: `chkrootkit`/`rkhunter` for security, `logwatch`/`monit` for daily summaries.

- **Offsite backup storage** `[infra]`
  Database backups currently live on the same VPS. Add offsite copies to Hetzner Object Storage or an S3-compatible service to protect against VPS failure.

- **Valkey for game session store** `[infra]`
  Add Valkey to the production Docker stack. Implement `ValkeyGameSessionStore` against the existing `GameSessionStore` interface. Required before multiplayer scales.
  NOTE: the rate limiting middleware needs to be adjusted for valkey, see todo comment

- **User stats endpoint + profile page** `[feature]`
  `GET /users/me/stats` returning games played, score history, etc. Frontend profile page displaying the stats.

- **Admin dashboard** `[feature]`
  User management, overview of words and languages, and per-term stats. Not urgent but has real operational value once real users are present.

- **Email + password login** `[feature]`
  Traditional email/password auth as an alternative to social login. Configure via Better Auth.

- **Apple login** `[feature]`
  Add Apple as a social login option via Better Auth. Requires Apple Developer account and Sign in with Apple configuration.

- **Graceful WS reconnect** `[infra]`
  Handle WebSocket disconnections gracefully. Reconnect with exponential back-off. Restore game state on reconnection if a game is still in progress.

- **Configurable game settings in multiplayer lobby** `[feature]`
  Game settings (mode, round count, timer duration, target score) are currently hardcoded. The host should be able to configure these when creating a lobby. Settings should be stored in the settings jsonb column on the lobbies table and passed through to the game service at start.

- **Tighten CSP to remove unsafe-inline** `[security]`
  Current script-src uses 'unsafe-inline' to accommodate framework-injected inline scripts (likely TanStack Router hydration). Tightening this would require nonce-based CSP, which needs server-rendered HTML or a Caddy layer that injects per-request nonces. Not urgent — pragmatic CSP with 'unsafe-inline' is mainstream for SPAs at this scale. Revisit if the app handles more sensitive data or grows a meaningful user base

---

## later

Directionally right, timing is unclear. Revisit when the next/now work is done.

- **Game modes** `[feature]`
  Five modes are designed in `game_modes.md` — TV Quiz Show, Race to the Top, Chain Link, Elimination Round, Cooperative Challenge. The lobby infrastructure is mode-agnostic; each mode adds game logic only. First mode to implement is TBD. This is effectively a new phase.

- **Single Player Extended** `[feature]`
  Expanded singleplayer flow. Possible directions: longer sessions with increasing difficulty, streak bonuses, mixed POS/language rounds, progress tracking across sessions, timed challenge mode.

- **Users in a separate database** `[infra]`
  Architectural separation of auth/user data from vocabulary and game data. No immediate benefit — revisit after hardening is complete and user growth justifies the complexity.

- **Modern env management** `[debt]`
  Replace `.env` files with a more robust approach (e.g. `dotenvx`, `infisical`). Current setup works but is error-prone and not versioned.

- **Reorganize datafiles and wordlists** `[debt]`
  The current layout of `data-sources/`, `scripts/datafiles/`, `scripts/data-sources/`, and `packages/db/src/data/` is confusing with overlapping content. Consolidate into a clear structure.

- **Resolve eslint peer dependency warning** `[debt]`
  `eslint-plugin-react-hooks 7.0.1` expects `eslint ^3.0.0–^9.0.0` but found `10.0.3`. Low impact but worth cleaning up when nearby.

- **husky + lint-staged** `[debt]`
  Set up husky and lint-staged to run linting and formatting checks before every commit. Prevents CI failures from formatting or lint issues that slipped through locally.

- **OpenAPI documentation for REST endpoints** `[feature]`
  Document the API surface using OpenAPI/Swagger. Covers all REST endpoints with request/response shapes. Useful groundwork for the admin dashboard and any future contributors.

- **Frontend tests** `[debt]`
  component tests for QuestionCard, OptionButton, ScoreScreen; consider Playwright or Vitest browser mode for e2e

---

## changelog

Shipped milestones, newest first.

- **04 - 2026 - t00001 - Docker credential helper**
- **04 - 2026 - Pin dependencies in package.json** - Unpinned deps in a CI/CD pipeline are a real risk.
- **04 - 2026 - React error boundaries** - Catch and display runtime errors gracefully instead of crashing the entire app.
- **04 - 2026 - 404 and redirect handling** - Unknown routes return raw errors. Add a catch-all route on the frontend for client-side 404s.
- **04 - 2026 - Multiplayer GameService unit tests** - round evaluation, scoring, tie-breaking, timeout handling
- **04 - 2026 - Security headers with helmet** - Add helmet middleware to set secure HTTP response headers.
- **04 - 2026 - Rate limiting on API endpoints** - At minimum: auth endpoints (brute force prevention) and game endpoints (spam prevention)
- **04 - 2026 — Migrations in deploy pipeline** — Drizzle migrate runs as a CI/CD step before the API container restarts
- **04 - 2026 — Phase 6: Production deployment** — Hetzner VPS, Caddy HTTPS, Forgejo CI/CD, daily DB backups, cross-subdomain auth
- **04 - 2026 — Phase 5: Multiplayer game** — real-time simultaneous play, 15s server timer, live scoring, winner screen
- **04 - 2026 — Phase 4: Multiplayer lobby** — WebSocket server, lobby create/join, real-time player list
- **04 - 2026 — Phase 3: Auth** — Better Auth, Google + GitHub social login, session middleware, auth guard
- **04 - 2026 — Phase 2: Singleplayer UI** — full quiz loop in browser, game setup, question card, score screen
- **04 - 2026 — Phase 1: Vocabulary data + API** — WordNet/OMW data pipeline, CEFR enrichment, game session endpoints
- **04 - 2026 — Phase 0: Foundation** — pnpm monorepo, TypeScript, ESLint, Vitest, Drizzle, Docker Compose
