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
+44
View File
@@ -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