# Vocabulary Trainer — Roadmap

Each phase produces a working, deployable increment. Nothing is built speculatively.

## Phase 0 — Foundation

Goal: Empty repo that builds, lints, and runs end-to-end.
Done when: `pnpm dev` starts both apps; `GET /api/health` returns 200; React renders a hello page.

[x] Initialise pnpm workspace monorepo: `apps/web`, `apps/api`, `packages/shared`, `packages/db`
[x] Configure TypeScript project references across packages
[x] Set up ESLint + Prettier with shared configs in root
[x] Set up Vitest in `api` and `web` and both packages
[x] Scaffold Express app with `GET /api/health`
[x] Scaffold Vite + React app with TanStack Router (single root route)
[x] Configure Drizzle ORM + connection to local PostgreSQL
[x] Write first migration (empty — just validates the pipeline works)
[x] `docker-compose.yml` for local dev: `api`, `web`, `postgres`, `valkey`
[x] `.env.example` files for `apps/api` and `apps/web`
[x] update decisions.md

## Phase 1 — Vocabulary Data

Goal: Word data lives in the DB and can be queried via the API.
Done when: `GET /api/decks/1/terms?limit=10` returns 10 terms from a specific deck.

[x] Run `extract-en-it-nouns.py` locally → generates `datafiles/en-it-nouns.json`
[x] Write Drizzle schema: `terms`, `translations`, `language_pairs`, `term_glosses`, `decks`, `deck_terms`
[x] Write and run migration (includes CHECK constraints for `pos`, `gloss_type`)
[x] Write `packages/db/src/seed.ts` (imports ALL terms + translations, NO decks)
[x] Download CEFR A1/A2 noun lists (from GitHub repos)
[x] Write `scripts/build_decks.ts` (reads external CEFR lists, matches to DB, creates decks)
[x] Run `pnpm db:seed` → populates terms
[x] Run `pnpm db:build-deck` → creates curated decks
[ ] Define Zod response schemas in `packages/shared`
[ ] Implement `DeckRepository.getTerms(deckId, limit, offset)`
[ ] Implement `QuizService.attachDistractors(terms)` — same POS, server-side, no duplicates
[ ] Implement `GET /language-pairs`, `GET /decks`, `GET /decks/:id/terms` endpoints
[ ] Unit tests for `QuizService` (correct POS filtering, never includes the answer)
[ ] update decisions.md

## Phase 2 — Auth

Goal: Users can log in via Google or GitHub and stay logged in.
Done when: JWT from OpenAuth is validated by the API; protected routes redirect unauthenticated users; user row is created on first login.

[ ] Add OpenAuth service to `docker-compose.yml`
[ ] Write Drizzle schema: `users` (uuid `id`, text `openauth_sub`, no games_played/won columns)
[ ] Write and run migration (includes `updated_at` + triggers)
[ ] Implement JWT validation middleware in `apps/api`
[ ] Implement `GET /api/auth/me` (validate token, upsert user row via `openauth_sub`, return user)
[ ] Define auth Zod schemas in `packages/shared`
[ ] Frontend: login page with "Continue with Google" + "Continue with GitHub" buttons
[ ] Frontend: redirect to `auth.yourdomain.com` → receive JWT → store in memory + HttpOnly cookie
[ ] Frontend: TanStack Router auth guard (redirects unauthenticated users)
[ ] Frontend: TanStack Query `api.ts` attaches token to every request
[ ] Unit tests for JWT middleware
[ ] update decisions.md

## Phase 3 — Single-player Mode

Goal: A logged-in user can complete a full solo quiz session.
Done when: User sees 10 questions, picks answers, sees their final score.

[ ] Frontend: `/singleplayer` route
[ ] `useQuizSession` hook: fetch terms, manage question index + score state
[ ] `QuestionCard` component: prompt word + 4 answer buttons
[ ] `OptionButton` component: idle / correct / wrong states
[ ] `ScoreScreen` component: final score + play-again button
[ ] TanStack Query integration for `GET /terms`
[ ] RTL tests for `QuestionCard` and `OptionButton`
[ ] update decisions.md

## Phase 4 — Multiplayer Rooms (Lobby)

Goal: Players can create and join rooms; the host sees all joined players in real time.
Done when: Two browser tabs can join the same room and see each other's display names update live via WebSocket.

[ ] Write Drizzle schema: `rooms`, `room_players` (add `deck_id` FK to rooms)
[ ] Write and run migration (includes CHECK constraints: `code=UPPER(code)`, `status`, `max_players`)
[ ] Add indexes: `idx_rooms_host`, `idx_room_players_score`
[ ] `POST /rooms` and `POST /rooms/:code/join` REST endpoints
[ ] `RoomService`: create room with short code, join room, enforce max player limit
[ ] `POST /rooms` accepts `deck_id` (which vocabulary deck to use)
[ ] WebSocket server: attach `ws` upgrade handler to the Express HTTP server
[ ] WS auth middleware: validate OpenAuth JWT on upgrade
[ ] WS message router: dispatch incoming messages by `type`
[ ] `room:join` / `room:leave` handlers → broadcast `room:state` to all room members
[ ] Room membership tracked in Valkey (ephemeral) + `room_players` in PostgreSQL (durable)
[ ] Define all WS event Zod schemas in `packages/shared`
[ ] Frontend: `/multiplayer/lobby` — create room form + join-by-code form
[ ] Frontend: `/multiplayer/room/:code` — player list, room code display, "Start Game" (host only)
[ ] Frontend: `ws.ts` singleton WS client with reconnect on drop
[ ] Frontend: Zustand `gameStore` handles incoming `room:state` events
[ ] update decisions.md

## Phase 5 — Multiplayer Game

Goal: Host starts a game; all players answer simultaneously in real time; a winner is declared.
Done when: 2–4 players complete a 10-round game with correct live scores and a winner screen.

[ ] `GameService`: generate question sequence for a room, enforce server-side 15 s timer
[ ] `room:start` WS handler → begin question loop, broadcast first `game:question`
[ ] `game:answer` WS handler → collect per-player answers
[ ] On all-answered or timeout → evaluate, broadcast `game:answer_result`
[ ] After N rounds → broadcast `game:finished`, update `rooms.status` + `room_players.score` in DB (transactional)
[ ] Frontend: `/multiplayer/game/:code` route
[ ] Frontend: extend Zustand store with `currentQuestion`, `roundAnswers`, `scores`
[ ] Frontend: reuse `QuestionCard` + `OptionButton`; add countdown timer ring
[ ] Frontend: `ScoreBoard` component — live per-player scores after each round
[ ] Frontend: `GameFinished` screen — winner highlight, final scores, "Play Again" button
[ ] Unit tests for `GameService` (round evaluation, tie-breaking, timeout auto-advance)
[ ] update decisions.md

## Phase 6 — Production Deployment

Goal: App is live on Hetzner, accessible via HTTPS on all subdomains.
Done when: `https://app.yourdomain.com` loads; `wss://api.yourdomain.com` connects; auth flow works end-to-end.

[ ] `docker-compose.prod.yml`: all services + `nginx-proxy` + `acme-companion`
[ ] Nginx config per container: `VIRTUAL_HOST` + `LETSENCRYPT_HOST` env vars
[ ] Production `.env` files on VPS (OpenAuth secrets, DB credentials, Valkey URL)
[ ] Drizzle migration runs on `api` container start (includes CHECK constraints + triggers)
[ ] Seed production DB (run `seed.ts` once)
[ ] Smoke test: login → solo game → create room → multiplayer game end-to-end
[ ] update decisions.md

## Phase 7 — Polish & Hardening (post-MVP)

Not required to ship, but address before real users arrive.

[ ] Rate limiting on API endpoints (`express-rate-limit`)
[ ] Graceful WS reconnect with exponential back-off
[ ] React error boundaries
[ ] `GET /users/me/stats` endpoint (aggregates from `room_players`) + profile page
[ ] Accessibility pass (keyboard nav, ARIA on quiz buttons)
[ ] Favicon, page titles, Open Graph meta
[ ] CI/CD pipeline (GitHub Actions → SSH deploy on push to `main`)
[ ] Database backups (cron → Hetzner Object Storage)
[ ] update decisions.md

Dependency Graph
Phase 0 (Foundation)
└── Phase 1 (Vocabulary Data)
└── Phase 2 (Auth)
├── Phase 3 (Singleplayer) ← parallel with Phase 4
└── Phase 4 (Room Lobby)
└── Phase 5 (Multiplayer Game)
└── Phase 6 (Deployment)


---

## ui sketch

i was sketching the ui of the menu and came up with some questions. 

this would be the flow to start a single player game:
main menu => singleplayer, multiplayer, settings
singleplayer => language selection
"i speak english" => "i want to learn italian" (both languages are dropdowns to select the fitting language)
language selection => category selection => pure grammar, media (as disussed, practicing on song lyrics or breaking bad subtitles)
pure grammar => pos selection => nouns or verbs (in mvp)
nouns has 3 subcategories => singular (1-on-1 translation dog => cane), plural (plural practices cane => cani for example), gender/articles (il cane or la cane for example)
verbs has 2 subcategories => infinitv (1-on-1 translation to talk => parlare) or conjugations (user gets shown the infinitiv and a table with all personal pronouns and has to fill in the gaps with the according conjugations)
pos selection => difficulty selection (from a1 to c2)
afterwards start game button
---
this begs the questions:
- how to store the plural, articles of nouns in database
- how to store the conjugations of verbs
- what about ipa?
- links to audiofiles to listen how a word is pronounced?
- one table for italian_verbs, french_nouns, german_adjectives?
