feat(custom): model reader-authored games and events
The data layer for PRD F13, with no UI and no behaviour change yet.
src/shared/custom.ts defines the two key spaces, their schemas, and the
projection into what the views read. Two properties are the point of it:
- A reader's event id is random, not derived from their title. They can type a
scraped event's exact name and date, which under ${game}:${slug}:${date} is a
byte-identical key — one completion mark and one streak silently shared by two
events. Randomness also means renaming their own event never moves its id.
- A reader's event carries no sourceUrl, so a hand-entered date can never be
attributed to a source, and claims no region split, because they entered one
instant and inventing three would fabricate two of them.
The rest is widening what was GameId-shaped into a lane that may be one of
theirs: clockFor takes the boundary fields structurally so their events run on
the identical countdown rather than a second one, day keys fall back to the
regional default for a lane with no server map, and gameMeta becomes a context
resolver so metaFor stays pure and total — a lane can outlive its game when an
import carries an event whose game did not come with it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
4029885833
commit
3702ee7a4c
@@ -1,5 +1,5 @@
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import { gameMeta } from "../../shared/games.ts";
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import type { GameId } from "../../shared/schema.ts";
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import { useGameMeta } from "../state/gameMeta.tsx";
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import type { LaneId } from "../../shared/custom.ts";
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/**
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* One game at a time.
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@@ -24,16 +24,17 @@ export function GameFocus({
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onAdvance,
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}: {
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/** Games the reader has switched on, in feed order. */
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games: GameId[];
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focus: GameId | null;
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games: LaneId[];
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focus: LaneId | null;
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/** Outstanding rows per game, so a chip says whether it is worth a visit. */
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counts: Partial<Record<GameId, number>>;
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counts: Partial<Record<LaneId, number>>;
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total: number;
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/** Where "next" goes — null means back to all games. */
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next: GameId | null;
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onFocus: (game: GameId | null) => void;
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next: LaneId | null;
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onFocus: (game: LaneId | null) => void;
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onAdvance: () => void;
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}) {
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const gameMeta = useGameMeta();
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// With one game there is nothing to focus down to, and the bar would just be
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// a chip that does nothing.
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if (games.length < 2) return null;
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