242 lines
9.8 KiB
Markdown
242 lines
9.8 KiB
Markdown
# lila — Roadmap
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Each phase produces a working increment. Nothing is built speculatively.
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---
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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 — 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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---
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## Phase 1 — Vocabulary Data + API ✅
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**Goal:** Word data lives in the DB and can be queried via the API.
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**Done when:** API returns quiz sessions with distractors, error handling and tests in place.
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### Data pipeline
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- [x] Run `extract-en-it-nouns.py` locally → generates JSON
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- [x] Write Drizzle schema: `terms`, `translations`, `term_glosses`, `decks`, `deck_terms`
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- [x] Write and run migration (includes CHECK constraints)
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- [x] Write `packages/db/src/seeding-datafiles.ts` (imports all terms + translations)
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- [x] Write `packages/db/src/generating-deck.ts` (idempotent deck generation)
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- [x] CEFR enrichment pipeline complete for English and Italian
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- [x] Expand data pipeline — import all OMW languages and POS
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### Schemas
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- [x] Define `GameRequestSchema` in `packages/shared`
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- [x] Define `AnswerOption`, `GameQuestion`, `GameSession`, `AnswerSubmission`, `AnswerResult` schemas
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- [x] Derived types exported from constants (`SupportedLanguageCode`, `SupportedPos`, `DifficultyLevel`)
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### Model layer
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- [x] `getGameTerms()` with POS / language / difficulty / limit filters
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- [x] Double join on `translations` (source + target language)
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- [x] Gloss left join
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- [x] `getDistractors()` with POS / difficulty / language / excludeTermId / excludeText filters
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- [x] Models correctly placed in `packages/db`
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### Service layer
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- [x] `createGameSession()` — fetches terms, fetches distractors, shuffles options, stores session
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- [x] `evaluateAnswer()` — looks up session, compares submitted optionId to stored correct answer
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- [x] `GameSessionStore` interface + `InMemoryGameSessionStore` (swappable to Valkey)
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### API endpoints
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- [x] `POST /api/v1/game/start` — route, controller, service
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- [x] `POST /api/v1/game/answer` — route, controller, service
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- [x] End-to-end pipeline verified with test script
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### Error handling
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- [x] Typed error classes: `AppError`, `ValidationError` (400), `NotFoundError` (404)
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- [x] Central error middleware in `app.ts`
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- [x] Controllers cleaned up: validate → call service → `next(error)` on failure
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### Tests
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- [x] Unit tests for `createGameSession` (question shape, options, distractors, gloss)
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- [x] Unit tests for `evaluateAnswer` (correct, incorrect, missing session, missing question)
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- [x] Integration tests for both endpoints via supertest (200, 400, 404)
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---
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## Phase 2 — Singleplayer Quiz UI ✅
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**Goal:** A user can complete a full quiz in the browser.
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**Done when:** User visits `/play`, configures settings, answers questions, sees score screen, can play again.
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- [x] `GameSetup` component (language, POS, difficulty, rounds)
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- [x] `QuestionCard` component (prompt word + 4 answer buttons)
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- [x] `OptionButton` component (idle / correct / wrong states)
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- [x] `ScoreScreen` component (final score + play again)
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- [x] Vite proxy configured for dev
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- [x] `selectedOptionId` added to `AnswerResult` (discovered during frontend work)
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---
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## Phase 3 — Auth ✅
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**Goal:** Users can log in via Google or GitHub and stay logged in.
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**Done when:** Better Auth session is validated on protected routes; unauthenticated users are redirected to login; user row is created on first social login.
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- [x] Install `better-auth` and configure with Drizzle adapter + PostgreSQL
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- [x] Mount Better Auth handler on `/api/auth/*` in `app.ts`
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- [x] Configure Google and GitHub social providers
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- [x] Run Better Auth CLI to generate and migrate auth tables (user, session, account, verification)
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- [x] Add session validation middleware for protected API routes
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- [x] Frontend: install `better-auth/react` client
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- [x] Frontend: login page with Google + GitHub buttons
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- [x] Frontend: TanStack Router auth guard using `useSession`
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- [x] Frontend: TanStack Query `api.ts` sends credentials with every request
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- [x] Unit tests for session middleware
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---
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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://lilastudy.com` loads; `https://api.lilastudy.com` responds; auth flow works end-to-end; CI/CD deploys on push to main.
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_Note: Deployment was moved ahead of multiplayer — the app is useful without multiplayer but not without deployment._
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### Infrastructure
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- [x] Hetzner VPS provisioned (Debian 13, ARM64, 4GB RAM)
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- [x] SSH hardening, ufw firewall, fail2ban
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- [x] Docker + Docker Compose installed
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- [x] Domain DNS: A record + wildcard `*.lilastudy.com` pointing to VPS
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### Reverse proxy
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- [x] Caddy container with automatic HTTPS (Let's Encrypt)
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- [x] Subdomain routing: `lilastudy.com` → web, `api.lilastudy.com` → API, `git.lilastudy.com` → Forgejo
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### Docker stack
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- [x] Production `docker-compose.yml` with all services on shared network
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- [x] No ports exposed on internal services — only Caddy (80/443) and Forgejo SSH (2222)
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- [x] Production Dockerfile stages for API (runner) and frontend (nginx:alpine)
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- [x] Monorepo package exports fixed for production (dist/src paths)
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- [x] Production `.env` with env-driven CORS, auth URLs, cookie domain
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### Git server + container registry
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- [x] Forgejo running with built-in container registry
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- [x] SSH on port 2222, dev laptop `~/.ssh/config` configured
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- [x] Repository created, code pushed
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### CI/CD
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- [x] Forgejo Actions enabled
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- [x] Forgejo Runner container on VPS with Docker socket access
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- [x] `.forgejo/workflows/deploy.yml` — build, push, deploy via SSH on push to main
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- [x] Registry and SSH secrets configured in Forgejo
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### Database
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- [x] Initial seed via pg_dump from dev laptop
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- [x] Seeding script is idempotent (onConflictDoNothing) for future data additions
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- [x] Schema migrations via Drizzle (migrate first, deploy second)
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### OAuth
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- [x] Google and GitHub OAuth redirect URIs configured for production
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- [x] Cross-subdomain cookies via COOKIE_DOMAIN=.lilastudy.com
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### Backups
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- [x] Daily cron job (3 AM) with pg_dump, 7-day retention
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- [x] Dev laptop auto-syncs backups on login via rsync
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### Documentation
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- [x] `deployment.md` covering full infrastructure setup
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---
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## Phase 4 — Multiplayer 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`
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- [ ] Write and run migration
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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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- [ ] WebSocket server: attach `ws` upgrade handler to Express HTTP server
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- [ ] WS auth middleware: validate JWT on upgrade
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- [ ] WS message router: dispatch by `type`
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- [ ] `room:join` / `room:leave` handlers → broadcast `room:state`
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- [ ] Room membership tracked in Valkey (ephemeral) + PostgreSQL (durable)
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- [ ] Define all WS event Zod schemas in `packages/shared`
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- [ ] Frontend: `/multiplayer/lobby` — create room + join-by-code
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- [ ] Frontend: `/multiplayer/room/:code` — player list, room code, "Start Game" (host only)
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- [ ] Frontend: WS client singleton with reconnect
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---
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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, enforce 15s server timer
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- [ ] `room:start` WS handler → 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 DB (transactional)
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- [ ] Frontend: `/multiplayer/game/:code` route
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- [ ] Frontend: reuse `QuestionCard` + `OptionButton`; add countdown timer
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- [ ] Frontend: `ScoreBoard` component — live per-player scores
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- [ ] Frontend: `GameFinished` screen — winner highlight, final scores, play again
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- [ ] Unit tests for `GameService` (round evaluation, tie-breaking, timeout)
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---
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## Phase 7 — Polish & Hardening
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**Goal:** Production-ready for real users.
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- [x] CI/CD pipeline (Forgejo Actions → SSH deploy)
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- [x] Database backups (cron → dev laptop sync)
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- [ ] Rate limiting on API endpoints
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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 + 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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- [ ] Offsite backup storage (Hetzner Object Storage)
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- [ ] Monitoring/logging (uptime, centralized logs)
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- [ ] Valkey for game session store (replace in-memory)
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---
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## Dependency Graph
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```text
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Phase 0 (Foundation) ✅
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└── Phase 1 (Vocabulary Data + API) ✅
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└── Phase 2 (Singleplayer UI) ✅
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├── Phase 3 (Auth) ✅
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│ └── Phase 6 (Deployment + CI/CD) ✅
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└── Phase 4 (Multiplayer Lobby)
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└── Phase 5 (Multiplayer Game)
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└── Phase 7 (Hardening)
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```
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