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) <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 5
parent
4029885833
commit
3702ee7a4c
@@ -0,0 +1,36 @@
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import { createContext, useContext } from "react";
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import type { CustomGames, LaneId } from "../../shared/custom.ts";
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import { metaFor, type GameMeta } from "../../shared/games.ts";
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/**
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* How a component turns a lane id into a name, a short label and a hue.
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*
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* It used to be a direct import of `gameMeta`, which could only answer for the
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* games in `GAMES`. Now a lane can also be one the reader invented (PRD F13),
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* and those live in their browser rather than in a module — so the resolver has
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* to come from somewhere with access to that state.
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*
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* A context rather than module-level mutable state: `metaFor` stays pure and
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* takes the reader's games as an argument, and nothing renders off a registry
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* that some other part of the app has been quietly writing to.
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*/
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export type MetaResolver = (id: LaneId) => GameMeta;
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const NO_CUSTOM_GAMES: CustomGames = {};
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const GameMetaContext = createContext<MetaResolver>((id) =>
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metaFor(id, NO_CUSTOM_GAMES),
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);
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export const GameMetaProvider = GameMetaContext.Provider;
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/**
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* The lane resolver for this tree.
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*
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* The default answers for tracked games only, which is the correct answer
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* anywhere the reader's own games cannot appear — and a safe one everywhere
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* else, since `metaFor` is total.
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*/
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export function useGameMeta(): MetaResolver {
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return useContext(GameMetaContext);
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}
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+10
-10
@@ -1,4 +1,4 @@
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import type { GameId } from "../../shared/schema.ts";
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import type { LaneId } from "../../shared/custom.ts";
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/**
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* Which rows each part of the page gets to see.
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@@ -13,7 +13,7 @@ import type { GameId } from "../../shared/schema.ts";
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/** The shape every lens here needs. Structural so this module stays cheap. */
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interface Row {
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event: { id: string; game: GameId };
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event: { id: string; game: LaneId };
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clock: { msRemaining: number | null };
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}
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@@ -71,9 +71,9 @@ export function firstToExpire<T extends Row>(rows: readonly T[]): T | null {
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* whose reason is a setting two screens away.
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*/
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export function resolveFocus(
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focus: GameId | null,
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enabled: readonly GameId[],
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): GameId | null {
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focus: LaneId | null,
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enabled: readonly LaneId[],
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): LaneId | null {
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return focus !== null && enabled.includes(focus) ? focus : null;
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}
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@@ -85,9 +85,9 @@ export function resolveFocus(
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* of the rotation except finding the "all" chip again.
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*/
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export function advanceFocus(
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focus: GameId | null,
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enabled: readonly GameId[],
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): GameId | null {
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focus: LaneId | null,
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enabled: readonly LaneId[],
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): LaneId | null {
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if (enabled.length === 0) return null;
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const at = focus === null ? -1 : enabled.indexOf(focus);
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// An unknown focus (switched-off game) restarts the rotation rather than
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@@ -98,8 +98,8 @@ export function advanceFocus(
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/** How many rows each game still has outstanding, for the focus chips. */
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export function countByGame<T extends Row>(
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rows: readonly T[],
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): Partial<Record<GameId, number>> {
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const out: Partial<Record<GameId, number>> = {};
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): Partial<Record<LaneId, number>> {
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const out: Partial<Record<LaneId, number>> = {};
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for (const row of rows) {
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out[row.event.game] = (out[row.event.game] ?? 0) + 1;
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}
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@@ -1,5 +1,6 @@
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import { useCallback, useEffect, useState } from "react";
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import type { GameId, Region } from "../../shared/schema.ts";
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import type { LaneId } from "../../shared/custom.ts";
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import type { Region } from "../../shared/schema.ts";
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import { guessRegion } from "../../shared/time.ts";
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import type { SortMode } from "./sort.ts";
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import { KEYS, readJson, writeJson } from "./storage.ts";
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@@ -7,7 +8,7 @@ import { KEYS, readJson, writeJson } from "./storage.ts";
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export interface Prefs {
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region: Region;
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/** Games the reader has switched off. Stored as hidden so a newly added game shows up by default. */
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hiddenGames: GameId[];
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hiddenGames: LaneId[];
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/**
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* One game to look at right now, or null for all of them.
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*
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@@ -16,7 +17,7 @@ export interface Prefs {
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* obeyed (`resolveFocus`), so it can never leave the reader on a blank page
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* with no visible cause.
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*/
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focusGame: GameId | null;
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focusGame: LaneId | null;
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/** How the list is ordered. Deadline order is the default and the fallback. */
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sort: SortMode;
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/**
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@@ -66,7 +67,7 @@ export function usePrefs() {
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setPrefs((prev) => ({ ...prev, ...patch }));
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}, []);
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const toggleGame = useCallback((game: GameId) => {
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const toggleGame = useCallback((game: LaneId) => {
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setPrefs((prev) => ({
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...prev,
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hiddenGames: prev.hiddenGames.includes(game)
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