8 KiB
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.
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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. -
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.
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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/rkhunterfor security,logwatch/monitfor 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. ImplementValkeyGameSessionStoreagainst the existingGameSessionStoreinterface. 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/statsreturning 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.
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Game modes
[feature]Five modes are designed ingame_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.envfiles 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 ofdata-sources/,scripts/datafiles/,scripts/data-sources/, andpackages/db/src/data/is confusing with overlapping content. Consolidate into a clear structure. -
Resolve eslint peer dependency warning
[debt]eslint-plugin-react-hooks 7.0.1expectseslint ^3.0.0–^9.0.0but found10.0.3. 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 - 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