150 lines
7.8 KiB
Markdown
150 lines
7.8 KiB
Markdown
# Vocabulary Trainer — Roadmap
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Each phase produces a working, deployable increment. Nothing is built speculatively.
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## Phase 0 — Foundation
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Goal: Empty repo that builds, lints, and runs end-to-end.
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Done when: `pnpm dev` starts both apps; `GET /api/health` returns 200; React renders a hello page.
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[x] Initialise pnpm workspace monorepo: `apps/web`, `apps/api`, `packages/shared`, `packages/db`
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[x] Configure TypeScript project references across packages
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[x] Set up ESLint + Prettier with shared configs in root
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[x] Set up Vitest in `api` and `web` and both packages
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[x] Scaffold Express app with `GET /api/health`
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[x] Scaffold Vite + React app with TanStack Router (single root route)
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[x] Configure Drizzle ORM + connection to local PostgreSQL
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[x] Write first migration (empty — just validates the pipeline works)
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[x] `docker-compose.yml` for local dev: `api`, `web`, `postgres`, `valkey`
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[x] `.env.example` files for `apps/api` and `apps/web`
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[x] update decisions.md
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## Phase 1 — Vocabulary Data
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Goal: Word data lives in the DB and can be queried via the API.
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Done when: `GET /api/decks/1/terms?limit=10` returns 10 terms from a specific deck.
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[x] Run `extract-en-it-nouns.py` locally → generates `datafiles/en-it-nouns.json`
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[x] Write Drizzle schema: `terms`, `translations`, `language_pairs`, `term_glosses`, `decks`, `deck_terms`
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[x] Write and run migration (includes CHECK constraints for `pos`, `gloss_type`)
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[x] Write `packages/db/src/seed.ts` (imports ALL terms + translations, NO decks)
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[x] Download CEFR A1/A2 noun lists (from GitHub repos)
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[ ] Write `scripts/build_decks.ts` (reads external CEFR lists, matches to DB, creates decks)
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[ ] check notes.md
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[ ] Run `pnpm db:seed` → populates terms
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[ ] Run `pnpm db:build-decks` → creates curated decks
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[ ] Define Zod response schemas in `packages/shared`
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[ ] Implement `DeckRepository.getTerms(deckId, limit, offset)`
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[ ] Implement `QuizService.attachDistractors(terms)` — same POS, server-side, no duplicates
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[ ] Implement `GET /language-pairs`, `GET /decks`, `GET /decks/:id/terms` endpoints
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[ ] Unit tests for `QuizService` (correct POS filtering, never includes the answer)
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[ ] update decisions.md
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## Phase 2 — Auth
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Goal: Users can log in via Google or GitHub and stay logged in.
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Done when: JWT from OpenAuth is validated by the API; protected routes redirect unauthenticated users; user row is created on first login.
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[ ] Add OpenAuth service to `docker-compose.yml`
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[ ] Write Drizzle schema: `users` (uuid `id`, text `openauth_sub`, no games_played/won columns)
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[ ] Write and run migration (includes `updated_at` + triggers)
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[ ] Implement JWT validation middleware in `apps/api`
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[ ] Implement `GET /api/auth/me` (validate token, upsert user row via `openauth_sub`, return user)
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[ ] Define auth Zod schemas in `packages/shared`
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[ ] Frontend: login page with "Continue with Google" + "Continue with GitHub" buttons
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[ ] Frontend: redirect to `auth.yourdomain.com` → receive JWT → store in memory + HttpOnly cookie
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[ ] Frontend: TanStack Router auth guard (redirects unauthenticated users)
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[ ] Frontend: TanStack Query `api.ts` attaches token to every request
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[ ] Unit tests for JWT middleware
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[ ] update decisions.md
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## Phase 3 — Single-player Mode
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Goal: A logged-in user can complete a full solo quiz session.
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Done when: User sees 10 questions, picks answers, sees their final score.
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[ ] Frontend: `/singleplayer` route
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[ ] `useQuizSession` hook: fetch terms, manage question index + score state
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[ ] `QuestionCard` component: prompt word + 4 answer buttons
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[ ] `OptionButton` component: idle / correct / wrong states
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[ ] `ScoreScreen` component: final score + play-again button
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[ ] TanStack Query integration for `GET /terms`
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[ ] RTL tests for `QuestionCard` and `OptionButton`
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[ ] update decisions.md
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## Phase 4 — Multiplayer Rooms (Lobby)
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Goal: Players can create and join rooms; the host sees all joined players in real time.
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Done when: Two browser tabs can join the same room and see each other's display names update live via WebSocket.
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[ ] Write Drizzle schema: `rooms`, `room_players` (add `deck_id` FK to rooms)
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[ ] Write and run migration (includes CHECK constraints: `code=UPPER(code)`, `status`, `max_players`)
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[ ] Add indexes: `idx_rooms_host`, `idx_room_players_score`
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[ ] `POST /rooms` and `POST /rooms/:code/join` REST endpoints
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[ ] `RoomService`: create room with short code, join room, enforce max player limit
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[ ] `POST /rooms` accepts `deck_id` (which vocabulary deck to use)
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[ ] WebSocket server: attach `ws` upgrade handler to the Express HTTP server
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[ ] WS auth middleware: validate OpenAuth JWT on upgrade
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[ ] WS message router: dispatch incoming messages by `type`
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[ ] `room:join` / `room:leave` handlers → broadcast `room:state` to all room members
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[ ] Room membership tracked in Valkey (ephemeral) + `room_players` in PostgreSQL (durable)
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[ ] Define all WS event Zod schemas in `packages/shared`
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[ ] Frontend: `/multiplayer/lobby` — create room form + join-by-code form
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[ ] Frontend: `/multiplayer/room/:code` — player list, room code display, "Start Game" (host only)
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[ ] Frontend: `ws.ts` singleton WS client with reconnect on drop
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[ ] Frontend: Zustand `gameStore` handles incoming `room:state` events
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[ ] update decisions.md
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## Phase 5 — Multiplayer Game
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Goal: Host starts a game; all players answer simultaneously in real time; a winner is declared.
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Done when: 2–4 players complete a 10-round game with correct live scores and a winner screen.
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[ ] `GameService`: generate question sequence for a room, enforce server-side 15 s timer
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[ ] `room:start` WS handler → begin question loop, broadcast first `game:question`
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[ ] `game:answer` WS handler → collect per-player answers
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[ ] On all-answered or timeout → evaluate, broadcast `game:answer_result`
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[ ] After N rounds → broadcast `game:finished`, update `rooms.status` + `room_players.score` in DB (transactional)
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[ ] Frontend: `/multiplayer/game/:code` route
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[ ] Frontend: extend Zustand store with `currentQuestion`, `roundAnswers`, `scores`
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[ ] Frontend: reuse `QuestionCard` + `OptionButton`; add countdown timer ring
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[ ] Frontend: `ScoreBoard` component — live per-player scores after each round
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[ ] Frontend: `GameFinished` screen — winner highlight, final scores, "Play Again" button
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[ ] Unit tests for `GameService` (round evaluation, tie-breaking, timeout auto-advance)
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[ ] update decisions.md
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## Phase 6 — Production Deployment
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Goal: App is live on Hetzner, accessible via HTTPS on all subdomains.
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Done when: `https://app.yourdomain.com` loads; `wss://api.yourdomain.com` connects; auth flow works end-to-end.
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[ ] `docker-compose.prod.yml`: all services + `nginx-proxy` + `acme-companion`
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[ ] Nginx config per container: `VIRTUAL_HOST` + `LETSENCRYPT_HOST` env vars
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[ ] Production `.env` files on VPS (OpenAuth secrets, DB credentials, Valkey URL)
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[ ] Drizzle migration runs on `api` container start (includes CHECK constraints + triggers)
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[ ] Seed production DB (run `seed.ts` once)
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[ ] Smoke test: login → solo game → create room → multiplayer game end-to-end
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[ ] update decisions.md
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## Phase 7 — Polish & Hardening (post-MVP)
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Not required to ship, but address before real users arrive.
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[ ] Rate limiting on API endpoints (`express-rate-limit`)
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[ ] Graceful WS reconnect with exponential back-off
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[ ] React error boundaries
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[ ] `GET /users/me/stats` endpoint (aggregates from `room_players`) + profile page
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[ ] Accessibility pass (keyboard nav, ARIA on quiz buttons)
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[ ] Favicon, page titles, Open Graph meta
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[ ] CI/CD pipeline (GitHub Actions → SSH deploy on push to `main`)
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[ ] Database backups (cron → Hetzner Object Storage)
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[ ] update decisions.md
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Dependency Graph
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Phase 0 (Foundation)
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└── Phase 1 (Vocabulary Data)
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└── Phase 2 (Auth)
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├── Phase 3 (Singleplayer) ← parallel with Phase 4
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└── Phase 4 (Room Lobby)
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└── Phase 5 (Multiplayer Game)
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└── Phase 6 (Deployment)
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