docs: record the game order and the catch-up window

The rules a future change could undo without noticing, written where whoever
touches that area next will read them.

Three of them are traps rather than descriptions. An absent `gameOrder` means
the reader has never placed a game, not an empty order — reading it the other
way hands every existing install a blank list, which is the `knownGames`
mistake again. `games` is left in feed order deliberately, because the code
that hides a reader's games diffs it. And the catch-up window bounds display
and never storage: a fortnight's streak exists on one device and nowhere else,
so nothing prunes the log against a window.

The spec that produced the work goes in alongside, including the helper it
specified and the implementation dropped, so the next reader sees why rather
than wondering.

Also corrects the test count in AGENTS.md, which said 772 and was already
stale before this.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
This commit is contained in:
Lucas Winther
2026-08-20 06:02:16 +02:00
co-authored by Claude Opus 5
parent 74c1f74e87
commit 5ae559de97
4 changed files with 386 additions and 2 deletions
+28 -1
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@@ -217,7 +217,8 @@ Namespaced, versioned, and small. Nothing here ever goes to the server.
"gacha-tracker:v1:progress" // { [eventId]: { status?, effort?, note?, at } }
"gacha-tracker:v1:daily" // { [id]: { days: ["2026-08-15", ...], at } }
"gacha-tracker:v1:ignored" // { [eventId]: { at } } — "stop showing me this"
"gacha-tracker:v1:prefs" // { region, hiddenGames[], knownGames[]?, focusGame, sort, view,
"gacha-tracker:v1:prefs" // { region, hiddenGames[], knownGames[]?, gameOrder[]?,
// focusGame, sort, view,
// timelineDayWidth, timelineGroup, showUpcoming,
// timelineSplitUpcoming, detectDaily, showCompleted,
// showIgnored, theme, regionConfirmed, onboarded }
@@ -250,6 +251,19 @@ Namespaced, versioned, and small. Nothing here ever goes to the server.
// knownGames is every lane the reader has been offered. Absent
// means unrecorded, not "offered nothing" — see PRD F8; a lane
// missing from it is new to them and arrives switched off.
// gameOrder is the order the reader put their games in, and it
// governs every surface that lists a game: the focus bar, the
// dailies strip, the settings list and the timeline's lanes.
// Absent means they have never placed one — NOT an empty order
// — and `orderGames` then sorts alphabetically by name, which
// is what the first-run picker does. The same distinction
// knownGames draws, for the same reason: every install
// predating the field is in that state. A lane it does not
// name trails the ones it does, so a game we add later never
// lands in the middle of a hand-made order, and a lane that
// has left the feed keeps its slot rather than being pruned —
// a source that comes back returns where the reader put it.
// Reset writes the field away rather than storing []. PRD F16.
// theme is "dark" | "light" | "system", defaulting to dark — see
// PRD F15. It is read by the app *and* by a pre-paint script in
// index.html, which is the only thing outside the client bundle
@@ -296,6 +310,19 @@ server time, so a player finishing at 02:00 is still on the previous day's daili
computed against the reader's chosen region (`RESET_HOUR_LOCAL`, `dayKey`). Keys sort
lexicographically, which is what "how many days are left" and streak counting rely on.
**A day already gone is still writable, and `catchUpDays` decides how far back.** People play at
midnight and tick at breakfast; a log that only accepts today goes wrong on its first bad evening.
`dailyDays` already answers this for an event whose end was published, because the whole run is
known — the two cases it cannot answer are a `dailies:<game>` chore, which has no start or end
because it is a routine, and an event with `endsAt: null`, where it returns null. `catchUpDays`
answers both with the last `CATCH_UP_DAYS` (14) game-days, clipped at an event's start where there is
one and **never extending past today**: a tick claims you did it, and nobody can have done tomorrow.
That window bounds **display and never storage**. A tick older than it stays in `daily`, keeps
counting toward `streakOf` and `dailySummary`, and is simply not drawn — the same rule as a tick
outside the window the feed now claims. Nothing prunes the log against either window, because a
fortnight's streak exists on that device and nowhere else.
**Not every game has a server per region.** `GameMeta.resetOffsets` records the regions where a
game's server clock differs from `REGION_RESET_UTC_OFFSET`. Endfield is the case this exists for: it
has two server groups rather than three, and Europe is served off the Americas machine on a fixed
+44
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@@ -248,6 +248,26 @@ The heuristic assumes about an hour of play a day and says so. It never hides or
it adds a flag the reader can ignore. **An event with no recorded effort never gets a warning**,
because inferring an estimate in order to warn about it would be fabricating their input.
**A day you did but never ticked can be recorded.** People play at midnight and tick at breakfast, or
forget for a week and come back — a log that only accepts today is a log that goes wrong on its first
bad evening and is never trusted again. An event whose end was announced already allowed this, since
its checklist draws every day of the run and past days are clickable. The two that did not are the
ones this closes: a game's **standing chore**, which had no history surface at all and is the
most-missed thing in these games, and an event with **`endsAt: null`**, whose checklist could draw no
run and so offered only today. Both now show the last fortnight as a strip of days, on the dailies
section behind a "Catch up" disclosure and in the detail sheet respectively.
Three rules hold it honest:
- **Never a day later than today.** A tick is a claim that you did it, and tomorrow is not something
anyone can have done, so a future day is absent rather than shown and disabled.
- **An event's strip starts when the event did**, capped at the same fortnight. A standing login
campaign that opened in March gets fourteen days, not a hundred and eighty — and never a day before
it was claimable.
- **The window bounds what is shown and never what is stored.** A tick from five weeks ago stays
logged, keeps counting toward the streak and the totals, and is simply off-screen. Nothing removes a
day the reader did not remove themselves.
**F13 — Your own games and your own events.**
No feasible adapter set covers everyone. Fourteen games were named in the first release thread and
the reader with the largest collection asked for exactly one thing — *"can you add a custom game
@@ -375,6 +395,30 @@ Switching is instant, costs nothing and saves nothing: no reload, and nothing ma
ticked is touched. And it survives the load it is chosen on — the shell sets the theme before first
paint, so a reader on light is never shown a dark page while the bundle downloads.
**F16 — Your own game order.**
Nothing used to decide the order games appear in. The focus bar, the settings list, the timeline's
lanes and the dailies strip all rendered whichever game happened to hold the first event row — which
is arbitrary, and shifts as events come and go. Two answers, and the reader gets both:
- **A rule, for everybody.** Absent any choice of theirs, games are alphabetical by name, which is
what the first-run picker does (F8). Absent means *they have never placed a game*, not that they
have no order — so every existing reader gets the rule rather than an empty list, the same
distinction `knownGames` draws.
- **An order, for anyone who wants one.** Games can be dragged, or nudged with arrows, into any order
in settings. Every surface that lists a game follows it, so the game they actually play is first
everywhere at once.
**Reordering lives in settings and nowhere else.** The focus bar and the dailies strip are the fastest
tap targets in the app — the strip is the part of the page answerable in ten seconds — and a drag
target on top of a tick target costs somebody a streak the first time it misfires. Both a drag handle
and arrow buttons ship, because touch fires no drag events at all and a drag-only list is unreachable
on a phone and by keyboard alike.
A game added later is not slotted into an order the reader made by hand: it trails everything they
placed. It also arrives switched off (F8), so settings is where they meet it, which is where they
would move it anyway. **A game's dailies stay together** — a repeating event the reader marked sits
with the standing chore of the game it came from, because the reader thinks in games and not in kinds.
## Out of scope for v1
Accounts and sync; push notifications; in-game resource or pull tracking; native mobile apps (the
@@ -0,0 +1,278 @@
# Game order, grouped dailies, and catching up a missed day
**Date:** 2026-08-20
**Status:** implemented, 2026-08-20
Three changes that share one primitive. Read `AGENTS.md` first — every rule cited below is already
written down there, and the citations are load-bearing rather than decorative.
## Why
Three complaints, one root:
1. **Nothing decides the order games appear in.** The focus bar, the settings chips and the timeline
lanes all render `games` from `App.tsx`, which is
`[...new Set([...allRows.map(r => r.event.game), ...custom.lanes])]` — *whichever game happened to
hold the first event row*. That is arbitrary, it shifts as events come and go, and it is the same
problem already fixed on the first-run picker (`docs/PRD.md` F8).
2. **A game's dailies are scattered.** `Dailies.tsx` builds `[...chores, ...repeating]`, so Genshin's
standing chore and Genshin's login event are separated by every other game on the page. The reader
thinks in games; the strip thinks in kinds.
3. **A day you did but did not tick cannot be recorded.** Three surfaces, and only one of them works:
| Surface | Backfill today? |
|---|---|
| Event with an announced end, in the detail sheet | **Yes** — every day in `dailyDays` is a pip button, only future days disabled |
| Event with `endsAt: null` | **No**`days === null` renders no pips at all, so only today is reachable |
| A game's standing chore (`dailies:<game>`) | **No, and there is no history UI at all** — one `TickChip` wired to today |
The third is the one the code itself calls "the most-missed thing in every one of these games".
The store is already capable: `toggleDay(id, day)` takes any day key and `streakOf` reads whatever is
logged. This is UI reach, not a data-model change — **nothing here touches an event ID, a `dailies:`
key or a `dayKey` format.**
## Decisions taken
| Question | Answer |
|---|---|
| Whose order is it? | The reader's, stored in `prefs.gameOrder` |
| Where is it edited? | Settings only. The live surfaces are never draggable |
| How? | A drag handle **and** ↑↓ buttons, both always visible |
| Default before they touch it | Alphabetical by display name |
| A game added later | Lands after everything hand-placed; not auto-appended to the order |
| Which surfaces obey it | Focus bar, Today's dailies, settings games list, timeline lanes |
| Chore catch-up window | 14 days |
| Undated-event catch-up window | Its start day → today, capped at 14 days back |
The live surfaces stay drag-free because the dailies strip is the fastest tap target on the page —
the code calls it the part "answerable in ten seconds" — and a drag target on top of a tick target
costs a streak when it misfires. `AGENTS.md` § Conventions ("a list row is one target") is the same
worry.
## 1. `src/client/state/gameOrder.ts` — new, pure, no React
```ts
export function orderGames(
lanes: readonly LaneId[],
stored: readonly LaneId[] | undefined,
nameOf: (id: LaneId) => string,
): LaneId[]
/** Move one entry. Out-of-range indices are a no-op. */
export function moveGame(order: readonly LaneId[], from: number, to: number): LaneId[]
```
`orderGames`, in priority order:
1. **`stored` absent → every lane alphabetical by `nameOf`, via `localeCompare`.** Absent means *the
reader has never placed a game*, exactly as an absent `knownGames` means unrecorded rather than
"offered nothing" (`usePrefs.ts` § `adoptNewLanes`). Every existing install is in this state on
day one, and this default is what the first-run picker already does.
2. **`stored` present → the lanes it names, in its order, filtered to lanes that exist; then every
unnamed lane, alphabetical, appended.**
3. **The result is always a permutation of `lanes`.** Never drops one, never invents one, never
duplicates one even if `stored` does. This is the safety property: a game missing from the focus
bar or from settings is indistinguishable from a game the reader switched off, and their fix for
that — switch it back on — would do nothing.
4. **Total.** An unknown lane still gets a name (`metaFor` answers "Unknown game"), so a `mygame:`
lane, or an import carrying an event whose game did not come with it, sorts rather than throws.
5. **A retired game keeps its slot.** Filter on output; never prune `stored`. A source that goes away
and comes back returns to where the reader put it — `AGENTS.md` § "Retiring a game, a source or a
page must never cost the reader a row they typed", applied to a preference.
`localeCompare`, not `<`: `hololive Dreams` is the one lowercase name in `games.ts` and a code-point
sort files it after every capitalised game. Sort on the **name**, never the `LaneId``hsr` is
Honkai: Star Rail, `nikke` is Goddess of Victory: Nikke.
**A reorder is always applied to the list as displayed, and the whole result is stored.** Both halves
matter, and an earlier draft of this spec had a separate `seedOrder` helper for the second one before
noticing the first: the indices a drag or an arrow produces are positions *on screen*, so applying
them to a stored order naming only some lanes would move the wrong game — and storing only the moved
id would leave rule 2 reading "that game, then everything else alphabetically", which is not what
dragging one row one notch means. Writing back what the reader is looking at gets both right, and
needs no helper.
### `prefs.gameOrder`
```ts
/** The reader's own game order. Absent means they have never placed one — see orderGames. */
gameOrder?: LaneId[];
```
Optional and **absent from `defaults()`**, deliberately: a stored `[]` would mean "an order that
names nothing", which is indistinguishable from absent under rule 2 but invites a future reader of
the code to treat it as meaningful. "Reset to AZ" writes `gameOrder: undefined`, which
`JSON.stringify` drops.
No new key space and no migration — one more field in the single `prefs` blob, like `timelineGroup`.
It rides the export for free (`exportProgress` already writes `prefs`).
**Known asymmetry, not fixed here:** `importProgress` restores progress, daily, ignored and custom
but **never prefs**, so an imported file does not restore a game order. That is pre-existing and
applies equally to region, theme and view. Do not fix it as a side effect of this work; it deserves
its own decision about merge semantics.
## 2. The surfaces follow the order
`App.tsx` computes it once, next to `games`:
```ts
const ordered = useMemo(
() => orderGames(games, prefs.gameOrder, (id) => gameMeta(id).name),
[games, prefs.gameOrder, gameMeta],
);
const enabled = useMemo(
() => ordered.filter((g) => !prefs.hiddenGames.includes(g)),
[ordered, prefs.hiddenGames],
);
```
**`games` itself does not change.** It stays the lane-identity list that `adoptNewLanes` diffs and
`knownGames` is seeded from. Reordering it at source would entangle a display preference with the
logic that decides which of a reader's games get switched off — a reordering bug would become a
*game silently hidden* bug.
Then: focus bar gets `enabled` (already does — it just becomes ordered), `Dailies` gets ordered games,
`Controls` gets `ordered`, and `timelineLanes` gains lane ordering:
```ts
timelineLanes(rows, mode, split, order?: readonly LaneId[])
```
Applied to the **lanes**, never to the rows inside one — `lanes.ts` already states that grouping is
not a licence to re-sort within a group. A lane whose game is absent from `order` sorts after the
placed ones, keeping the function total. The merged `"ending"` mode is untouched: it is deliberately
not per-game.
`Welcome.tsx` drops its local comparator and calls `orderGames(available, undefined, nameOf)` — the
picker precedes any stored order, so it always gets the alphabetical rule. One rule, not a fifth copy.
## 3. The settings reorder editor
The Games chip row in `Controls.tsx` becomes one row per game:
```
∷ ● Genshin Impact 3 of 14 ↑ ↓ [on]
```
- Drag handle (`draggable` + `dragover`/`drop`, no dependency — the only runtime dep is `zod`) **and**
↑↓ buttons, both always visible. **Touch does not fire drag events**, so ↑↓ is the real mechanism
and drag is the desktop fast path. Say so in the UI copy.
- ↑↓ are ordinary buttons, so keyboard and screen-reader support come free:
`aria-label="Move Genshin Impact up"`, and the row states its position so it is audible.
- A reorder writes `moveGame(games, from, to)` — the list as displayed — as the whole new
`gameOrder`.
- "Reset to AZ" writes `gameOrder: undefined`.
- **The row is not itself a target.** The handle, two arrows and the on/off toggle are four explicit
controls and nothing else is clickable, which is why this does not breach "a list row is one
target" — that rule exists because a full-bleed row target plus an inner control is a mis-tap.
## 4. Dailies: grouping, and catching up
### Grouping
Replace `[...chores, ...repeating]` with a pure exported function in the component module — the
pattern `Timeline.tsx` already uses for `boardWindow` / `splitAt` / `startMarkers`, so it is tested
directly with no rendering:
```ts
export function dailyGroups(
games: readonly LaneId[], // already in the reader's order
events: readonly DisplayEvent[],
now: number,
region: Region,
): DailyGroup[] // { game, chore | null, events }
```
For each game in order: its standing chore first, then that game's repeating events **in the order
they arrived**. Grouping is not a licence to re-sort inside a group. A `mygame:` lane contributes
events but no chore (`isCustomGameId` — there is no routine we could name on a reader's behalf).
**Collapsed, grouping is adjacency only — no per-game headings.** Chips stay one wrapping row; a
game's chore and its events simply become neighbours, and they already share a hue. Headings would
make the ten-second strip the tallest block on the page, above "next to expire", which is the answer
the reader came for. Headings appear only in the expanded state, where there is vertical room.
The `2/4` counter, `soonest` and the mixed-reset line are computed over the same items and are
unaffected: grouping only reorders. Per-game reset clocks stay per-game — Endfield's European day can
still be yesterday's (`Dailies.tsx:46-48`).
### `catchUpDays` — `src/shared/daily.ts`, beside `dailyDays`
```ts
export const CATCH_UP_DAYS = 14;
export function catchUpDays(
now: number,
region: Region,
game: LaneId | undefined,
notBefore: number | null,
): string[]
```
Day keys oldest → today inclusive: at most `CATCH_UP_DAYS`, never earlier than `notBefore`'s day,
**never past today**. Pure, clock as an argument, like everything else in that module.
- A **chore** passes `notBefore: null` — no start exists — and gets the last 14 days.
- An **undated event** passes its `startsMs`, so the strip begins at its real start, capped at 14 back.
That cap is what stops a login campaign that opened in March from rendering 180 pips.
### The two strips
- `Dailies` gains a `Catch up ▾` disclosure: `useState(false)`, **per-visit, never stored** — the same
argument the repo already makes for "show all N" (`AGENTS.md` § "Truncating a list is not
re-sorting it"): it is something a reader does while reading, not a statement about how the app
should work. Expanded, each group renders its game heading and a pip row per item.
- `DailyChecklist`'s `days === null` branch gains the same strip, replacing a sentence that currently
offers nothing to click. Dated events keep the full `dailyDays` strip they already have.
- `DayPip` moves out of `DailyChecklist.tsx` into `src/client/components/DayPip.tsx` so both surfaces
share one pip instead of growing two that drift.
### Four guard rails
1. **Future days are never rendered** in a catch-up strip — not rendered-and-disabled. A tick claims
you did it. The dated checklist keeps its dimmed future pips: there the run's length is published
and the strip is a forecast, whereas catch-up is explicitly about the past.
2. **The window bounds display, never data.** A tick from five weeks ago stays logged, keeps counting
in `streakOf` and in the `logged` total, and is simply off-screen. `toggleDay` only ever touches the
exact day tapped — `AGENTS.md`: "a tick is never removed except by the reader".
3. **Every call passes `game`.** Anything reading or writing a tick must, or it writes under one clock
and reads under another. Chores pass their game id, events pass `event.game`. Endfield's European
reset is 09:00 UTC, so this is not theoretical.
4. **Catch-up cannot resurrect a finished event.** Expanded rows come from the same items the collapsed
strip uses, which `App` already filters through `outstanding` — an event the reader marked done has
no line left to tick. True by construction; pinned by a test anyway.
The completion **fireworks** fire on `complete > was.complete` at equal `total`. Backfilling yesterday
leaves today's count alone, so no burst — correct. Ticking today from inside the expanded strip does
burst, also correct.
## Testing
| File | Pins |
|---|---|
| `test/game-order.test.ts` | `orderGames` is a permutation in every case (absent / present / retired / unknown / duplicate-bearing `stored`); alphabetical by name and not by id; `localeCompare` and the lowercase name; unplaced lanes trail placed ones; `moveGame` records the whole displayed list, never loses an entry, and is a no-op off either end |
| `test/daily.test.ts` | `catchUpDays`: the 14-day cap, the `notBefore` clip, never past today, a per-game reset offset (Endfield europe UTC-5) |
| `test/daily.test.ts` | A tick older than the window survives and still counts toward the streak |
| `test/views.test.tsx` | `dailyGroups` keeps a chore adjacent to its game's events, preserves within-game order, and yields no row for a done event; `Welcome` still orders alphabetically through the shared rule |
| `test/controls.test.tsx` | The reorder rows render both affordances; ↑ on the first row is inert |
| `test/prefs.test.ts` | `gameOrder` absent survives a load; reset writes it away |
Tests must not need build output, and must run offline.
## Docs to update in the same change
- `docs/PRD.md` — the game order as reader-facing behaviour (F4/F8 neighbourhood), and catch-up under
the dailies feature.
- `docs/DATA-MODEL.md``prefs.gameOrder`, and that absent means unplaced.
- `AGENTS.md` § Conventions — the ordering rule, and that catch-up bounds display and never data.
## Commit split
Four commits, each typechecking and passing tests on its own, per `AGENTS.md` § Conventions:
1. `gameOrder` module + `prefs.gameOrder` + tests. Nothing renders differently.
2. The four surfaces follow the order; `Welcome.tsx` converted to the shared rule.
3. The settings reorder editor.
4. Dailies grouping + `catchUpDays` + `DayPip` extraction + both strips.