Commit graph

122 commits

Author SHA1 Message Date
lila
ef5c49f7cf updating docs 2026-04-19 18:40:01 +02:00
lila
4f514a4e99 feat(landing): add landing page with Hero, HowItWorks and FeatureCards 2026-04-19 18:24:42 +02:00
lila
767970b6e6 renaming signin to login 2026-04-19 17:57:47 +02:00
lila
6c4ef371c1 feat(navbar): add modular navbar components and color variables 2026-04-19 17:51:43 +02:00
lila
6dbc16f23d style(global): add color variables with dark theme support 2026-04-19 17:27:16 +02:00
lila
c866805c80 updating docs 2026-04-19 17:24:39 +02:00
lila
4c48859d00 updating docs 2026-04-19 09:31:01 +02:00
lila
8aaafea3fc feat: multiplayer slice — end to end working
WebSocket server:
- WS auth via Better Auth session on upgrade request
- Router with discriminated union dispatch and two-layer error handling
- In-memory connections map with broadcastToLobby
- Lobby handlers: join, leave, start
- Game handlers: answer, resolve round, end game, game:ready for state sync
- Shared game state store (LobbyGameStore interface + InMemory impl)
- Timer map separate from store for Valkey-readiness

REST API:
- POST /api/v1/lobbies — create lobby + add host as first player
- POST /api/v1/lobbies/:code/join — atomic join with capacity/status checks
- getLobbyWithPlayers added to model for id-based lookup

Frontend:
- WsClient class with typed on/off, connect/disconnect, isConnected
- WsProvider owns connection lifecycle (connect/disconnect/isConnected state)
- WsConnector component triggers connection at multiplayer layout mount
- Lobby waiting room: live player list, copyable code, host Start button
- Game view: reuses QuestionCard, game:ready on mount, round results
- MultiplayerScoreScreen: sorted scores, winner highlight, tie handling
- Vite proxy: /ws and /api proxied to localhost:3000 for dev cookie fix

Tests:
- lobbyService.test.ts: create, join, retry, idempotency, full lobby
- auth.test.ts: 401 reject, upgrade success, 500 on error
- router.test.ts: dispatch all message types, error handling
- vitest.config.ts: exclude dist folder

Fixes:
- server.ts: server.listen() instead of app.listen() for WS support
- StrictMode removed from main.tsx (incompatible with WS lifecycle)
- getLobbyWithPlayers(id) added for handleLobbyStart lookup
2026-04-18 23:32:21 +02:00
lila
540155788a fix(api): use server.listen instead of app.listen for WebSocket support
- server.ts: switch from app.listen() to server.listen() so WebSocket
  upgrade handler is on the same server as HTTP requests
- lobbyService: add host as first player on lobby creation
- ws-client: guard against reconnect when already connecting
- ws-provider: skip connect if already connected
2026-04-18 21:57:58 +02:00
lila
974646ebfb feat(web): update navigation with Play and Multiplayer links
- Add Play link to /play
- Add Multiplayer link to /multiplayer
- Remove About link (route kept, just not linked)
- Simplify signOut onClick to .then() chain
2026-04-18 10:59:50 +02:00
lila
f2eb6ce17f feat(web): add multiplayer lobby, game, and score screen routes
- lobby.$code.tsx: waiting room with live player list via lobby:state,
  copyable lobby code, host Start Game button (disabled until 2+ players),
  sends lobby:join on connect, lobby:leave on unmount
- game.$code.tsx: in-game view, sends game:ready on mount to get current
  question, handles game:question/answer_result/finished messages,
  reuses QuestionCard component, shows round results after each answer
- MultiplayerScoreScreen: final score screen sorted by score, highlights
  winner(s) with crown, handles ties via winnerIds array, Play Again
  navigates back to lobby, Leave goes to multiplayer landing
- GameRouteSearchSchema added to shared for typed lobbyId search param
  without requiring Zod in apps/web
2026-04-18 10:33:48 +02:00
lila
d064338145 feat(web): add multiplayer lobby waiting room
- connects WebSocket on mount, sends lobby:join after connection open
- registers handlers for lobby:state, game:question, error messages
- lobby:state updates player list in real time
- game:question navigates to game route (server re-sends via game:ready)
- displays lobby code as copyable button
- host sees Start Game button, disabled until 2+ players connected
- non-host sees waiting message
- cleanup sends lobby:leave and disconnects on unmount
- lobbyIdRef tracks lobby id for reliable cleanup before lobby state arrives
2026-04-18 10:10:25 +02:00
lila
6975384751 feat(api): add game:ready message for client state sync
- WsGameReadySchema added to shared schemas and WsClientMessageSchema
- handleGameReady sends current game:question directly to requesting
  client socket (not broadcast) — foundation for reconnection slice
- router dispatches game:ready to handleGameReady handler
2026-04-18 09:54:31 +02:00
lila
4d4715b4ee feat(web): add multiplayer layout route and landing page
- multiplayer.tsx: layout route wrapping all multiplayer children
  with WsProvider, auth guard via beforeLoad
- multiplayer/index.tsx: create/join landing page
  - POST /api/v1/lobbies to create, navigates to lobby waiting room
  - POST /api/v1/lobbies/:code/join to join, normalizes code to
    uppercase before sending
  - loading states per action, error display, Enter key on join input
  - imports Lobby type from @lila/shared (single source of truth)
2026-04-17 21:33:40 +02:00
lila
9affe339c6 feat(web): add WebSocket client and context infrastructure
- WsClient class: connect/disconnect/send/on/off/isConnected/clearCallbacks
- connect() derives wss:// from https:// automatically, returns Promise<void>
- on/off typed with Extract<WsServerMessage, { type: T }> for precise
  callback narrowing, callbacks stored as Map<string, Set<fn>>
- ws-context.ts: WsContextValue type + WsContext definition
- ws-provider.tsx: WsProvider with module-level wsClient singleton,
  owns connection lifecycle (connect/disconnect/isConnected state)
- ws-hooks.ts: useWsClient, useWsConnected, useWsConnect, useWsDisconnect
2026-04-17 21:12:15 +02:00
lila
d60b0da9df feat(web): add WsClient class for multiplayer WebSocket communication
- connect(apiUrl) derives wss:// from https:// automatically, returns
  Promise<void> resolving on open, rejecting on error
- disconnect() closes connection, no-op if already closed
- isConnected() checks readyState === OPEN
- send(message) typed to WsClientMessage discriminated union
- on/off typed with Extract<WsServerMessage, { type: T }> for
  precise callback narrowing per message type
- callbacks stored as Map<string, Set<fn>> supporting multiple
  listeners per message type
- clearCallbacks() for explicit cleanup on provider unmount
- onError/onClose as separate lifecycle properties distinct
  from message handlers
2026-04-17 20:44:33 +02:00
lila
ce19740cc8 fix(lint): resolve all eslint errors across monorepo
- Type response bodies in gameController.test.ts to fix no-unsafe-member-access
- Replace async methods with Promise.resolve() in InMemoryGameSessionStore
  and InMemoryLobbyGameStore to satisfy require-await rule
- Add argsIgnorePattern and varsIgnorePattern to eslint config so
  underscore-prefixed params are globally ignored
- Fix no-misused-promises in ws/index.ts, lobbyHandlers, gameHandlers,
  __root.tsx, login.tsx and play.tsx by using void + .catch()
- Fix no-floating-promises on navigate calls in login.tsx
- Move API_URL outside Play component to fix useCallback dependency warning
- Type fetch response bodies in play.tsx to fix no-unsafe-assignment
- Add only-throw-error: off for route files (TanStack Router throw redirect)
- Remove unused WebSocket import from express.d.ts
- Fix unsafe return in connections.ts by typing empty Map constructor
- Exclude scripts/ folder from eslint
- Add targeted override for better-auth auth-client.ts (upstream typing issue)
2026-04-17 16:46:33 +02:00
lila
a6d8ddec3b formatting 2026-04-17 15:52:50 +02:00
lila
7f56ad89e6 feat(api): add WebSocket handlers and game state management
- handleLobbyJoin: validates DB membership and waiting status,
  registers connection, tags ws.lobbyId, broadcasts lobby:state
- handleLobbyLeave: host leave deletes lobby, non-host leave
  removes player and broadcasts updated state
- handleLobbyStart: validates host + connected players >= 2,
  generates questions, initializes LobbyGameData, broadcasts
  first game:question, starts 15s round timer
- handleGameAnswer: stores answer, resolves round when all
  players answered or timer fires
- resolveRound: evaluates answers, updates scores, broadcasts
  game:answer_result, advances to next question or ends game
- endGame: persists final scores via finishGame transaction,
  determines winnerIds handling ties, broadcasts game:finished
- gameState.ts: shared lobbyGameStore singleton and timers Map
- LobbyGameData extended with code field to avoid mid-game
  DB lookups by ID
2026-04-17 15:50:08 +02:00
lila
745c5c4e3a feat(api): add WebSocket foundation and multiplayer game store
- Add ws/ directory: server setup, auth, router, connections map
- WebSocket auth rejects upgrade with 401 if no Better Auth session
- Router parses WsClientMessageSchema, dispatches to handlers,
  two-layer error handling (AppError -> WsErrorSchema, unknown -> 500)
- connections.ts: in-memory Map<lobbyId, Map<userId, WebSocket>>
  with addConnection, removeConnection, broadcastToLobby
- LobbyGameStore interface + InMemoryLobbyGameStore implementation
  following existing GameSessionStore pattern
- multiplayerGameService: generateMultiplayerQuestions() decoupled
  from single-player flow, hardcoded defaults en->it nouns easy 3 rounds
- handleLobbyJoin and handleLobbyLeave implemented
- WsErrorSchema added to shared schemas
- server.ts switched to createServer + setupWebSocket
2026-04-17 09:36:16 +02:00
lila
b0aef8cc16 added export for lobby model 2026-04-16 19:52:36 +02:00
lila
93cf14857f added max players 2026-04-16 19:52:08 +02:00
lila
4d1ebe2450 feat(api): add REST endpoints for lobby create and join
- POST /api/v1/lobbies creates a lobby with a Crockford-Base32
  6-char code, retrying on unique violation up to 5 times
- POST /api/v1/lobbies/:code/join validates lobby state then
  calls the model's atomic addPlayer, idempotent for repeat
  joins from the same user
- Routes require authentication via requireAuth
2026-04-16 19:51:38 +02:00
lila
8c241636bf feat(api): attach session to request in requireAuth
- Add Express Request type augmentation for req.session
- requireAuth now sets req.session after session validation,
  so protected handlers can read the user without calling
  getSession again
- Add ConflictError (409) alongside existing AppError subclasses
2026-04-16 19:51:10 +02:00
lila
cf56399a5e feat(db): add lobbies and lobby_players tables + model
- Add lobbies and lobby_players tables with camelCase TS aliases
- Add LOBBY_STATUSES constant in shared
- Add lobbyModel with atomic addPlayer and transactional finishGame
- Enable Drizzle relational query API via { schema } option
2026-04-16 19:08:53 +02:00
lila
47a68c0315 feat(db): add lobbies and lobby_players tables + model 2026-04-16 14:45:45 +02:00
lila
a7be7152cc adding script to programmatically add issues to the forgejo project kanban 2026-04-16 14:43:59 +02:00
lila
fe0315938a adding documentation for game modes 2026-04-15 11:56:46 +02:00
lila
fbc611c49f updating docs 2026-04-15 05:16:29 +02:00
lila
fef7c82a3e adding volumes 2026-04-15 05:07:52 +02:00
lila
2cb16ed5f0 adding note 2026-04-15 04:52:42 +02:00
lila
1b02f6ce8e adding packages db volume 2026-04-15 04:52:29 +02:00
lila
8d35876838 not needed anymore 2026-04-15 04:51:06 +02:00
lila
69d4cfde97 adding build step to dev script 2026-04-15 04:50:47 +02:00
lila
927ec14e2d ci: add Forgejo Actions workflow for build and deploy
Some checks failed
Build and Deploy / build-and-deploy (push) Failing after 5s
2026-04-14 18:20:05 +02:00
lila
0c87b70a4a adding deployment documentation 2026-04-14 17:43:40 +02:00
lila
bc38137a12 feat: add production deployment config
- Add docker-compose.prod.yml and Caddyfile for Caddy reverse proxy
- Add production stages to frontend Dockerfile (nginx for static files)
- Fix monorepo package exports for production builds (dist/src paths)
- Add CORS_ORIGIN env var for cross-origin config
- Add Better Auth baseURL, cookie domain, and trusted origins from env
- Use VITE_API_URL for API calls in auth-client and play route
- Add credentials: include for cross-origin fetch requests
- Remove unused users table from schema
2026-04-14 11:38:40 +02:00
lila
3f7bc4111e chore: rename project from glossa to lila
- Update all package names from @glossa/* to @lila/*
- Update all imports, container names, volume names
- Update documentation references
- Recreate database with new credentials
2026-04-13 10:00:52 +02:00
lila
1699f78f0b updating current state, phase 3 is done 2026-04-12 13:41:09 +02:00
lila
a3685a9e68 feat(api): add auth middleware to protect game endpoints
- Add requireAuth middleware using Better Auth session validation
- Apply to all game routes (start, answer)
- Unauthenticated requests return 401
2026-04-12 13:38:32 +02:00
lila
91a3112d8b feat(api): integrate Better Auth with Drizzle adapter and social providers
- Add Better Auth config with Google + GitHub social providers
- Mount auth handler on /api/auth/* in Express
- Generate and migrate auth tables (user, session, account, verification)
- Deduplicate term_glosses data for tighter unique constraint
- Drop legacy users table
2026-04-12 11:46:38 +02:00
lila
cbe638b1af docs: update auth references from OpenAuth to Better Auth 2026-04-12 10:18:16 +02:00
lila
2058d0d542 updating docs 2026-04-12 09:35:14 +02:00
lila
047196c973 updating documentation, formatting 2026-04-12 09:28:35 +02:00
lila
e320f43d8e test(api): add unit and integration tests for game service and endpoints
- Unit tests for createGameSession and evaluateAnswer (14 tests)
- Endpoint tests for POST /game/start and /game/answer via supertest (8 tests)
- Mock @glossa/db — no real database dependency
2026-04-12 09:04:41 +02:00
lila
48457936e8 feat(api): add global error handler with typed error classes
- Add AppError base class, ValidationError (400), NotFoundError (404)
- Add central error middleware in app.ts
- Remove inline safeParse error handling from controllers
- Replace plain Error throws with NotFoundError in gameService
2026-04-12 08:48:43 +02:00
lila
dd6c2b0118 updating documentation 2026-04-11 21:32:13 +02:00
lila
bc7977463e feat(web): add game settings screen and submit confirmation
- Add GameSetup component with Duolingo-style button selectors for
  language pair, POS, difficulty, and rounds
- Language swap: selecting the same language for source and target
  automatically swaps them instead of allowing duplicates
- Add selection-before-submission flow: user clicks an option to
  highlight it, then confirms with a Submit button to prevent misclicks
- Add selected state to OptionButton (purple ring highlight)
- Play Again on score screen returns to settings instead of
  auto-restarting with the same configuration
- Remove hardcoded GAME_SETTINGS, game configuration is now user-driven
2026-04-11 21:18:35 +02:00
lila
b7b1cd383f refactoring ui into separate components, updating ui, adding color scheme 2026-04-11 20:53:10 +02:00
lila
ea33b7fcc8 feat(web): add minimal playable quiz at /play
- Add Vite proxy for /api → localhost:3000 (no CORS needed in dev)
- Create /play route with hardcoded game settings (en→it, nouns, easy)
- Three-phase state machine: loading → playing → finished
- Show prompt, optional gloss, and 4 answer buttons per question
- Submit answers to /api/v1/game/answer, show correct/wrong feedback
- Manual Next button to advance after answering
- Score screen on completion
- Add selectedOptionId to AnswerResult schema (discovered during
  frontend work that the result needs to be self-contained for
  rendering feedback without separate client state)

Intentionally unstyled — component extraction and polish come next.
2026-04-11 12:56:03 +02:00