feat: let the timeline stack by deadline, not only by game

Lanes keep a game's events adjacent, which is what makes the board
readable for someone playing four of them — but a reader with four games
has one queue of deadlines, and lanes scatter it: the thing ending
tonight sits three lanes below the thing ending next month, and no
amount of scrolling puts them side by side. So the stacking becomes a
choice, and the choice is remembered like the scale and the view are.

The merged mode sorts with endingSoonestFirst rather than a bare end
date, so the timeline and the list cannot mean different things by the
same words — and an unannounced end keeps its place behind every dated
one instead of pretending to a deadline.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
This commit is contained in:
Lucas Winther
2026-08-18 22:15:22 +02:00
co-authored by Claude Opus 5
parent 36f4316dba
commit 663196b5ea
3 changed files with 147 additions and 0 deletions
+50
View File
@@ -3,6 +3,7 @@ import { renderToStaticMarkup } from "react-dom/server";
import { NextUp } from "../src/client/components/NextUp.tsx";
import { boardWindow } from "../src/client/components/Timeline.tsx";
import { Welcome } from "../src/client/components/Welcome.tsx";
import { timelineLanes } from "../src/client/state/lanes.ts";
import { GameMetaProvider } from "../src/client/state/gameMeta.tsx";
import { metaFor } from "../src/shared/games.ts";
import { clockFor } from "../src/shared/time.ts";
@@ -151,3 +152,52 @@ describe("Timeline window", () => {
expect(max).toBeGreaterThan(NOW);
});
});
describe("timelineLanes", () => {
// Deliberately not in deadline order, and with a game interleaved, so the
// two modes cannot both pass by accident.
const rows = [
row("Closing Ceremony", "genshin", 100),
row("Second Wind", "hsr", 6),
row("Third Rail", "genshin", 30),
row("Open Ended", "zzz", null),
];
test("by game: a lane each, and the order inside one is left alone", () => {
// The rows arrive sorted by whatever the reader chose in the list.
// Grouping them is not a licence to re-sort within a game.
const lanes = timelineLanes(rows, "game");
expect(lanes.map((l) => l.game)).toEqual(["genshin", "hsr", "zzz"]);
expect(lanes[0]?.rows.map((r) => r.event.title)).toEqual([
"Closing Ceremony",
"Third Rail",
]);
});
test("ending soonest: every game in one stack, deadline order", () => {
const lanes = timelineLanes(rows, "ending");
expect(lanes).toHaveLength(1);
// No heading to name the game, so the renderer has to say it per bar.
expect(lanes[0]?.game).toBeNull();
expect(lanes[0]?.rows.map((r) => r.event.title)).toEqual([
"Second Wind",
"Third Rail",
"Closing Ceremony",
// An unannounced end is still on the board, behind every dated one — it
// is real, but it is not a deadline.
"Open Ended",
]);
});
test("neither mode loses a row", () => {
for (const mode of ["game", "ending"] as const) {
const plotted = timelineLanes(rows, mode).flatMap((l) => l.rows);
expect(plotted).toHaveLength(rows.length);
}
});
test("an empty board is no lanes, not one empty lane", () => {
expect(timelineLanes([], "ending")).toEqual([]);
expect(timelineLanes([], "game")).toEqual([]);
});
});