# 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. - **404 and redirect handling** `[ux]` Unknown routes return raw errors. Add a catch-all route on the frontend for client-side 404s. Consider a Caddy fallback for unrecognized subdomains. - **React error boundaries** `[ux]` Catch and display runtime errors gracefully instead of crashing the entire app. - **Pin dependencies in package.json** `[debt]` `[infra]` Unpinned deps in a CI/CD pipeline are a real risk. Pin all versions to exact values to prevent unexpected breakage on build. - **Docker credential helper** `[debt]` `[infra]` Credentials are stored unencrypted in `~/.docker/config.json`. Set up a credential helper. See https://docs.docker.com/go/credential-store/ - **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. - **Security headers with helmet** `[security]` Add helmet middleware to set secure HTTP response headers. One-liner: app.use(helmet()). Covers headers like X-Content-Type-Options, X-Frame-Options, and Content-Security-Policy. - **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. - **Multiplayer GameService unit tests** `[debt]` round evaluation, scoring, tie-breaking, timeout handling --- ## 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 - 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