feat: every list of games follows the reader's order, dailies included

The focus bar, the settings list, the timeline's lanes and the dailies strip all
go through `orderGames` now, resolved once in App. `games` itself stays in feed
order on purpose: `adoptNewLanes` diffs it and `knownGames` is seeded from it,
so ordering it at source would let a display preference reach the code that
decides which of a reader's games get hidden — a reordering bug would become a
game-silently-switched-off bug.

The dailies strip also groups. It was `[...chores, ...repeating]`, which put
Genshin's commissions and Genshin's own login event at opposite ends with a
dozen games between them; a game's chore and its repeating events are now
adjacent, chore first, events in the order they arrived. Collapsed that is
adjacency alone — no per-game headings, because this is the part of the page
answerable in ten seconds and a heading each would make it the tallest block on
it, pushing "next to expire" down the page.

Two things moved to where they belong. Skipping a standing chore for a lane the
reader invented is `dailyGroups`' rule, not the call site's: filtering those
lanes out in App also cost a reader's own game its place in the order its events
group under. And the expanded catch-up panel is its own exported component, so
which days it offers and whose clock they were cut on are testable rather than
trapped behind a `useState`.

`Welcome` drops its own comparator for the shared rule — the picker runs before
any stored order, so it asks for the A–Z case and cannot drift from the four
surfaces behind it.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
This commit is contained in:
Lucas Winther
2026-08-20 06:01:37 +02:00
co-authored by Claude Opus 5
parent bf7959c916
commit 721c4c90fb
6 changed files with 567 additions and 77 deletions
+28 -10
View File
@@ -30,10 +30,10 @@ import {
} from "./state/lens.ts"; } from "./state/lens.ts";
import { clockFor, formatRemaining } from "../shared/time.ts"; import { clockFor, formatRemaining } from "../shared/time.ts";
import { dailySummary, isDaily, resolveDaily } from "../shared/daily.ts"; import { dailySummary, isDaily, resolveDaily } from "../shared/daily.ts";
import { orderGames } from "./state/gameOrder.ts";
import { GameMetaProvider, type MetaResolver } from "./state/gameMeta.tsx"; import { GameMetaProvider, type MetaResolver } from "./state/gameMeta.tsx";
import { metaOnTheme, useTheme } from "./state/theme.ts"; import { metaOnTheme, useTheme } from "./state/theme.ts";
import { import {
isCustomGameId,
type CustomEvents, type CustomEvents,
type CustomGames, type CustomGames,
type LaneId, type LaneId,
@@ -238,10 +238,24 @@ export function App() {
if (patch !== null) update(patch); if (patch !== null) update(patch);
}, [state.status, games, prefs.knownGames, prefs.hiddenGames, update]); }, [state.status, games, prefs.knownGames, prefs.hiddenGames, update]);
/** Games the reader plays, in feed order. The focus bar rotates through these. */ /**
* Every lane in the order the reader reads them in.
*
* `games` above stays the lane-*identity* list: `adoptNewLanes` diffs it to
* decide which games arrive switched off and `knownGames` is seeded from it,
* so reordering it at source would let a display preference reach the logic
* that hides a reader's games. Ordering is applied here instead, once, and
* handed to every surface that shows a game.
*/
const ordered = useMemo(
() => orderGames(games, prefs.gameOrder, (id) => gameMeta(id).name),
[games, prefs.gameOrder, gameMeta],
);
/** Games the reader plays, in their order. The focus bar rotates through these. */
const enabled = useMemo( const enabled = useMemo(
() => games.filter((g) => !prefs.hiddenGames.includes(g)), () => ordered.filter((g) => !prefs.hiddenGames.includes(g)),
[games, prefs.hiddenGames], [ordered, prefs.hiddenGames],
); );
// A focus on a game they have since switched off is ignored, not obeyed — // A focus on a game they have since switched off is ignored, not obeyed —
@@ -359,7 +373,7 @@ export function App() {
<GameMetaProvider value={gameMeta}> <GameMetaProvider value={gameMeta}>
<Shell> <Shell>
<Welcome <Welcome
available={games} available={ordered}
onConfirm={(chosen, chosenView) => onConfirm={(chosen, chosenView) =>
update({ update({
onboarded: true, onboarded: true,
@@ -477,11 +491,12 @@ export function App() {
that expires tonight rather than next patch. */} that expires tonight rather than next patch. */}
{/* Standing chores are a tracked-game notion: there is no routine we {/* Standing chores are a tracked-game notion: there is no routine we
could name on behalf of a game the reader invented, so their lanes could name on behalf of a game the reader invented, so their lanes
contribute repeating events here but no chore of their own. */} contribute repeating events here but no chore of their own. That
exclusion is `dailyGroups`' to make, not this call site's — filtering
the lanes out here would also cost a reader's own game its place in
the order their repeating events are grouped under. */}
<Dailies <Dailies
games={(focus === null ? enabled : [focus]).filter( games={focus === null ? enabled : [focus]}
(id) => !isCustomGameId(id),
)}
events={todo.filter(repeatsDaily).map((r) => r.event)} events={todo.filter(repeatsDaily).map((r) => r.event)}
region={prefs.region} region={prefs.region}
now={now} now={now}
@@ -571,6 +586,9 @@ export function App() {
// nothing else left to draw. The switch is in settings. // nothing else left to draw. The switch is in settings.
showUpcoming={prefs.showUpcoming} showUpcoming={prefs.showUpcoming}
splitUpcoming={prefs.timelineSplitUpcoming} splitUpcoming={prefs.timelineSplitUpcoming}
// Lanes stack in the reader's game order, so their main game is the
// top lane rather than whichever one held the first row.
gameOrder={ordered}
onOpen={setOpenId} onOpen={setOpenId}
isDone={isDone} isDone={isDone}
/> />
@@ -578,7 +596,7 @@ export function App() {
)} )}
<Controls <Controls
games={games} games={ordered}
prefs={prefs} prefs={prefs}
onToggleGame={toggleGame} onToggleGame={toggleGame}
onUpdate={update} onUpdate={update}
+237 -45
View File
@@ -1,9 +1,18 @@
import { useEffect, useRef, useState } from "react"; import { useEffect, useRef, useState } from "react";
import { dailiesId, dayKey, msUntilReset, streakOf } from "../../shared/daily.ts"; import {
catchUpDays,
CATCH_UP_DAYS,
dailiesId,
dayKey,
msUntilReset,
streakOf,
} from "../../shared/daily.ts";
import { useGameMeta } from "../state/gameMeta.tsx"; import { useGameMeta } from "../state/gameMeta.tsx";
import type { DisplayEvent, LaneId } from "../../shared/custom.ts"; import { isCustomGameId, type DisplayEvent, type LaneId } from "../../shared/custom.ts";
import type { GameMeta } from "../../shared/games.ts";
import type { GameId, Region } from "../../shared/schema.ts"; import type { GameId, Region } from "../../shared/schema.ts";
import { formatRemaining } from "../../shared/time.ts"; import { formatRemaining } from "../../shared/time.ts";
import { DayPip } from "./DayPip.tsx";
import { Fireworks } from "./Fireworks.tsx"; import { Fireworks } from "./Fireworks.tsx";
/** /**
@@ -22,6 +31,109 @@ import { Fireworks } from "./Fireworks.tsx";
* Sits above the event list because it is the one part of the page that is * Sits above the event list because it is the one part of the page that is
* answerable in ten seconds and expires tonight. * answerable in ten seconds and expires tonight.
*/ */
/** One thing to tick: a game's standing chore, or one of its repeating events. */
export interface DailyItem {
/** The day-log key — `dailies:<game>` for a chore, the event id otherwise. */
key: string;
game: LaneId;
label: string;
title: string;
ariaLabel: string;
today: string;
resetsIn: number;
/**
* Where a catch-up strip starts: the event's start, or null for a chore,
* which has no start because it is a routine rather than an event.
*/
notBefore: number | null;
}
/** A game and everything of its that wants ticking today. */
export interface DailyGroup {
game: LaneId;
meta: GameMeta;
items: DailyItem[];
}
/**
* A game's dailies, together.
*
* This used to be `[...chores, ...repeating]` — every game's standing chore,
* then every repeating event — which put Genshin's commissions and Genshin's
* login event at opposite ends of the strip with a dozen other games between
* them. The reader thinks in games: if they marked an event as repeating, it
* belongs beside the chores of the game it came from.
*
* The chore comes first inside a group because it is the one that exists every
* day; the events follow **in the order they arrived**, because grouping is not
* a licence to re-sort within a group — the same rule `lanes.ts` states for the
* timeline's lanes.
*
* A lane the reader invented contributes events but no chore: there is no
* routine we could name on their behalf (`docs/DATA-MODEL.md` § Reader-authored
* key spaces). A group with nothing in it is dropped rather than rendered as an
* empty heading.
*
* Pure, and exported so it is tested directly — the pattern `Timeline.tsx` uses
* for `boardWindow` and `splitAt`.
*/
export function dailyGroups(
games: readonly LaneId[],
events: readonly DisplayEvent[],
now: number,
region: Region,
meta: (id: LaneId) => GameMeta,
startOf: (event: DisplayEvent) => number,
): DailyGroup[] {
// A lane can arrive through an event without being in `games` — an event on a
// game the reader has since switched off, say — and dropping it here would
// quietly remove a tickable line. Ordered lanes first, then any straggler in
// the order its events came.
const lanes: LaneId[] = [...games];
for (const event of events) {
if (!lanes.includes(event.game)) lanes.push(event.game);
}
const groups: DailyGroup[] = [];
for (const lane of lanes) {
const game = meta(lane);
const items: DailyItem[] = [];
const today = dayKey(now, region, lane);
const resetsIn = msUntilReset(now, region, lane);
if (!isCustomGameId(lane)) {
items.push({
key: dailiesId(lane as GameId),
game: lane,
label: game.short,
title: game.dailyTasks,
ariaLabel: `${game.name} dailies — ${game.dailyTasks}`,
today,
resetsIn,
notBefore: null,
});
}
for (const event of events) {
if (event.game !== lane) continue;
items.push({
key: event.id,
game: lane,
label: event.title,
title: `${game.name}${event.title}`,
ariaLabel: `${event.title} (${game.name})`,
today,
resetsIn,
notBefore: startOf(event),
});
}
if (items.length > 0) groups.push({ game: lane, meta: game, items });
}
return groups;
}
export function Dailies({ export function Dailies({
games, games,
events, events,
@@ -30,6 +142,7 @@ export function Dailies({
daysFor, daysFor,
onToggleDay, onToggleDay,
}: { }: {
/** Every lane the reader is looking at, in their own order. */
games: LaneId[]; games: LaneId[];
/** /**
* Live events that repeat daily — detected, or marked by the reader — and * Live events that repeat daily — detected, or marked by the reader — and
@@ -43,27 +156,28 @@ export function Dailies({
onToggleDay: (id: string, day: string) => void; onToggleDay: (id: string, day: string) => void;
}) { }) {
const gameMeta = useGameMeta(); const gameMeta = useGameMeta();
/**
* Whether the strip is showing the last fortnight.
*
* Per-visit state and deliberately not a stored preference, for the reason
* expanding a truncated list is not one: it is something a reader does while
* reading — "I did Tuesday, let me say so" — rather than a statement about how
* the app should work.
*/
const [catchUp, setCatchUp] = useState(false);
// Each game rolls on its own server clock, so "today" is asked per game // Each game rolls on its own server clock, so "today" is asked per game
// rather than once for the section — Endfield's European day can still be // rather than once for the section — Endfield's European day can still be
// yesterday's while every HoYo game has already turned over. // yesterday's while every HoYo game has already turned over.
// Only tracked games have a standing chore — a lane the reader invented has const groups = dailyGroups(
// no routine we could name for them (docs/DATA-MODEL.md § Reader-authored key games,
// spaces), so App passes tracked lanes here and this stays a total mapping. events,
const chores = games.map((id) => ({ now,
key: dailiesId(id as GameId), region,
game: gameMeta(id), gameMeta,
today: dayKey(now, region, id), (event) => Date.parse(event.startsAt),
resetsIn: msUntilReset(now, region, id), );
})); const items = groups.flatMap((group) => group.items);
const repeating = events.map((event) => ({
key: event.id,
event,
game: gameMeta(event.game),
today: dayKey(now, region, event.game),
resetsIn: msUntilReset(now, region, event.game),
}));
const items = [...chores, ...repeating];
const total = items.length; const total = items.length;
const complete = items.filter((i) => daysFor(i.key).includes(i.today)).length; const complete = items.filter((i) => daysFor(i.key).includes(i.today)).length;
const allDone = total > 0 && complete === total; const allDone = total > 0 && complete === total;
@@ -81,6 +195,7 @@ export function Dailies({
// shorter when the reader focuses a single game or marks a repeating event // shorter when the reader focuses a single game or marks a repeating event
// done, which can land on "all complete" without them having ticked // done, which can land on "all complete" without them having ticked
// anything — a burst there is the app congratulating them for filtering. // anything — a burst there is the app congratulating them for filtering.
// Backfilling a past day moves no count here, so it never bursts.
if (was.total === total && complete > was.complete) setBurst((n) => n + 1); if (was.total === total && complete > was.complete) setBurst((n) => n + 1);
}, [total, complete, allDone]); }, [total, complete, allDone]);
@@ -111,45 +226,122 @@ export function Dailies({
</p> </p>
</div> </div>
<ul className="relative mt-2.5 flex flex-wrap gap-1.5"> {catchUp ? (
{chores.map((chore) => ( <CatchUpPanel
<li key={chore.key}> groups={groups}
<TickChip now={now}
label={chore.game.short} region={region}
hue={chore.game.hue} daysFor={daysFor}
title={chore.game.dailyTasks} onToggleDay={onToggleDay}
ariaLabel={`${chore.game.name} dailies — ${chore.game.dailyTasks}`}
days={daysFor(chore.key)}
today={chore.today}
onToggle={() => onToggleDay(chore.key, chore.today)}
/> />
</li> ) : (
))} /* One wrapping row, with each game's chore and its events adjacent. No
per-game headings here: this is the part of the page answerable in ten
{repeating.map((row) => ( seconds, and a heading per game would make it the tallest block on it,
<li key={row.key}> pushing "next to expire" the answer the reader came for down the
page. The hue already says which game a chip belongs to. */
<ul className="relative mt-2.5 flex flex-wrap gap-1.5">
{items.map((item) => (
<li key={item.key}>
<TickChip <TickChip
label={row.event.title} label={item.label}
hue={row.game.hue} hue={gameMeta(item.game).hue}
title={`${row.game.name} — ${row.event.title}`} title={item.title}
ariaLabel={`${row.event.title} (${row.game.name})`} ariaLabel={item.ariaLabel}
days={daysFor(row.key)} days={daysFor(item.key)}
today={row.today} today={item.today}
onToggle={() => onToggleDay(row.key, row.today)} onToggle={() => onToggleDay(item.key, item.today)}
/> />
</li> </li>
))} ))}
</ul> </ul>
)}
<p className="relative mt-2 text-[0.6875rem] leading-relaxed text-faint"> <div className="relative mt-2 flex items-baseline justify-between gap-3">
{allDone <p className="text-[0.6875rem] leading-relaxed text-faint">
{catchUp
? `Tick a day you did but didn't record. The last ${CATCH_UP_DAYS} days, and nothing later than today.`
: allDone
? "All done. Nothing else expires tonight." ? "All done. Nothing else expires tonight."
: `${waiting(total - complete)} still waiting on you today.`} : `${waiting(total - complete)} still waiting on you today.`}
</p> </p>
{/* The way back to a day you already did. It lives on the section rather
than on each chip because a chip is a single tick target, and a
second control inside one is a mis-tap that costs a streak. */}
<button
type="button"
onClick={() => setCatchUp((on) => !on)}
aria-expanded={catchUp}
className="shrink-0 text-[0.6875rem] text-faint transition-colors hover:text-muted"
>
{catchUp ? "Done" : "Catch up"}
</button>
</div>
</section> </section>
); );
} }
/**
* The last fortnight, for saying you did a day you never ticked.
*
* Its own component rather than a branch inside the section, so it can be
* rendered and asserted on directly — the interesting parts are which days
* appear and whose clock they were cut on, and neither is reachable through a
* `useState` from a test.
*
* Expanded there is vertical room, so the grouping becomes a heading per game.
* Collapsed it is adjacency alone: the strip is the part of the page answerable
* in ten seconds, and a heading per game would make it the tallest block on it.
*
* Every strip is cut with its own item's game, never the section's — Endfield
* serves Europe off the Americas machine, so a tick written under one clock and
* read under another is a day the reader loses.
*/
export function CatchUpPanel({
groups,
now,
region,
daysFor,
onToggleDay,
}: {
groups: DailyGroup[];
now: number;
region: Region;
daysFor: (id: string) => string[];
onToggleDay: (id: string, day: string) => void;
}) {
return (
<div className="relative mt-3 flex flex-col gap-3">
{groups.map((group) => (
<div key={group.game}>
<p
className="text-[0.6875rem] font-semibold"
style={{ color: group.meta.hue }}
>
{group.meta.name}
</p>
{group.items.map((item) => (
<div key={item.key} className="mt-1.5">
<p className="truncate text-xs text-muted">{item.label}</p>
<div className="mt-1 flex flex-wrap gap-1">
{catchUpDays(now, region, item.game, item.notBefore).map((day) => (
<DayPip
key={day}
day={day}
today={item.today}
done={daysFor(item.key).includes(day)}
onToggle={() => onToggleDay(item.key, day)}
/>
))}
</div>
</div>
))}
</div>
))}
</div>
);
}
/** /**
* One thing to tick off today. * One thing to tick off today.
* *
+8 -1
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@@ -1,5 +1,6 @@
import { Fragment, useLayoutEffect, useRef } from "react"; import { Fragment, useLayoutEffect, useRef } from "react";
import { useGameMeta } from "../state/gameMeta.tsx"; import { useGameMeta } from "../state/gameMeta.tsx";
import type { LaneId } from "../../shared/custom.ts";
import { DAY } from "../../shared/time.ts"; import { DAY } from "../../shared/time.ts";
import type { RowEvent } from "./EventRow.tsx"; import type { RowEvent } from "./EventRow.tsx";
import { URGENCY_COLOR } from "./Meter.tsx"; import { URGENCY_COLOR } from "./Meter.tsx";
@@ -99,6 +100,7 @@ export function Timeline({
onGroup, onGroup,
showUpcoming, showUpcoming,
splitUpcoming, splitUpcoming,
gameOrder,
onOpen, onOpen,
isDone, isDone,
}: { }: {
@@ -138,6 +140,11 @@ export function Timeline({
* re-sorts instead, and this only decides whether the heading is drawn. * re-sorts instead, and this only decides whether the heading is drawn.
*/ */
splitUpcoming: boolean; splitUpcoming: boolean;
/**
* The reader's game order, which stacks the lanes. Orders lanes only — the
* rows inside one keep the order they arrived in.
*/
gameOrder?: readonly LaneId[];
onOpen: (id: string) => void; onOpen: (id: string) => void;
/** /**
* Asked rather than derived from the progress store: an entry exists there * Asked rather than derived from the progress store: an entry exists there
@@ -215,7 +222,7 @@ export function Timeline({
); );
} }
const lanes = timelineLanes(plotted, group, splitUpcoming); const lanes = timelineLanes(plotted, group, splitUpcoming, gameOrder);
const marks = startMarkers(plotted, x); const marks = startMarkers(plotted, x);
const months = monthBoundaries(min, max); const months = monthBoundaries(min, max);
+9 -11
View File
@@ -1,5 +1,6 @@
import { useMemo, useState } from "react"; import { useMemo, useState } from "react";
import { useGameMeta } from "../state/gameMeta.tsx"; import { useGameMeta } from "../state/gameMeta.tsx";
import { orderGames } from "../state/gameOrder.ts";
import type { LaneId } from "../../shared/custom.ts"; import type { LaneId } from "../../shared/custom.ts";
import type { View } from "../state/usePrefs.ts"; import type { View } from "../state/usePrefs.ts";
@@ -40,19 +41,16 @@ export function Welcome({
/** /**
* Alphabetical, by the name on the button. * Alphabetical, by the name on the button.
* *
* `available` arrives in feed order whichever game happened to hold the * `available` arrives in lane order, which everywhere else in the app means
* first row — which is meaningful everywhere else in the app and meaningless * the reader's own game order — but this screen runs before they have one, so
* here, where the reader is not reading the list but looking for the two or * it asks `orderGames` for the no-stored-order case and gets the alphabetical
* three names they already know. Sorted by `name` and not by `LaneId`, * rule. Through the shared function rather than a comparator of its own, so
* because the id is not what is printed: `hsr` is Honkai: Star Rail. And * the picker and the four surfaces behind it cannot drift apart: the reader is
* through `localeCompare`, because `<` orders by code point and would file * not reading this list, they are looking for the two or three names they
* hololive Dreams after every capitalised name on the screen. * already know.
*/ */
const ordered = useMemo( const ordered = useMemo(
() => () => orderGames(available, undefined, (id) => gameMeta(id).name),
[...available].sort((a, b) =>
gameMeta(a).name.localeCompare(gameMeta(b).name),
),
[available, gameMeta], [available, gameMeta],
); );
+24 -1
View File
@@ -74,11 +74,21 @@ export interface Lane<T> {
* modes, lane mode included: leaving a lane's given order alone there would * modes, lane mode included: leaving a lane's given order alone there would
* produce the block it was told not to draw, minus the heading that explained * produce the block it was told not to draw, minus the heading that explained
* it, which is the worst of both answers. * it, which is the worst of both answers.
*
* `gameOrder` stacks the lanes themselves — the reader's own game order, so
* their main game is the top lane instead of whichever one held the first row.
* It orders **lanes and never the rows inside one**, which is the same rule as
* above read one level up. A game the order does not name sorts after the ones
* it does, in the order its rows arrived, so this stays total for a lane the
* reader never placed. Omitted leaves the stacking exactly as it was.
*
* The merged mode ignores it, having one lane and no game to order by.
*/ */
export function timelineLanes<T extends Row>( export function timelineLanes<T extends Row>(
rows: readonly T[], rows: readonly T[],
mode: TimelineGroup, mode: TimelineGroup,
split = true, split = true,
gameOrder?: readonly LaneId[],
): Array<Lane<T>> { ): Array<Lane<T>> {
const order = split ? endingSoonestFirst : byDeadline; const order = split ? endingSoonestFirst : byDeadline;
@@ -91,7 +101,20 @@ export function timelineLanes<T extends Row>(
for (const row of rows) { for (const row of rows) {
byGame.set(row.event.game, [...(byGame.get(row.event.game) ?? []), row]); byGame.set(row.event.game, [...(byGame.get(row.event.game) ?? []), row]);
} }
return [...byGame].map(([game, laneRows]) => ({
let lanes = [...byGame];
if (gameOrder !== undefined) {
// Unplaced lanes take a rank past every placed one, and ties keep their
// arrival order — `sort` is stable, so a game the reader never placed does
// not jump the ones they did.
const rank = (game: LaneId) => {
const at = gameOrder.indexOf(game);
return at === -1 ? gameOrder.length : at;
};
lanes = lanes.sort(([a], [b]) => rank(a) - rank(b));
}
return lanes.map(([game, laneRows]) => ({
id: game, id: game,
game, game,
rows: split ? laneRows : [...laneRows].sort(byDeadline), rows: split ? laneRows : [...laneRows].sort(byDeadline),
+252
View File
@@ -8,10 +8,12 @@ import {
startMarkers, startMarkers,
Timeline, Timeline,
} from "../src/client/components/Timeline.tsx"; } from "../src/client/components/Timeline.tsx";
import { CatchUpPanel, dailyGroups } from "../src/client/components/Dailies.tsx";
import { Welcome } from "../src/client/components/Welcome.tsx"; import { Welcome } from "../src/client/components/Welcome.tsx";
import { timelineLanes } from "../src/client/state/lanes.ts"; import { timelineLanes } from "../src/client/state/lanes.ts";
import { GameMetaProvider } from "../src/client/state/gameMeta.tsx"; import { GameMetaProvider } from "../src/client/state/gameMeta.tsx";
import { metaFor } from "../src/shared/games.ts"; import { metaFor } from "../src/shared/games.ts";
import { dayKey } from "../src/shared/daily.ts";
import { clockFor } from "../src/shared/time.ts"; import { clockFor } from "../src/shared/time.ts";
import { GachaEvent, type GameId } from "../src/shared/schema.ts"; import { GachaEvent, type GameId } from "../src/shared/schema.ts";
@@ -262,6 +264,39 @@ describe("timelineLanes", () => {
]); ]);
}); });
test("the reader's game order stacks the lanes", () => {
const lanes = timelineLanes(rows, "game", true, ["zzz", "hsr", "genshin"]);
expect(lanes.map((l) => l.game)).toEqual(["zzz", "hsr", "genshin"]);
});
test("ordering the lanes does not re-sort the rows inside one", () => {
// The same rule the mode itself follows, read one level up.
const lanes = timelineLanes(rows, "game", true, ["genshin"]);
expect(lanes[0]?.rows.map((r) => r.event.title)).toEqual([
"Closing Ceremony",
"Third Rail",
]);
});
test("a game the order does not name keeps its place behind the ones it does", () => {
// Total for a lane the reader never placed — and stable, so the unplaced
// games stay in the order their rows arrived rather than shuffling.
const lanes = timelineLanes(rows, "game", true, ["zzz"]);
expect(lanes.map((l) => l.game)).toEqual(["zzz", "genshin", "hsr"]);
});
test("no order given stacks exactly as it did before", () => {
expect(timelineLanes(rows, "game", true).map((l) => l.game)).toEqual(
timelineLanes(rows, "game", true, undefined).map((l) => l.game),
);
});
test("the merged stack ignores it, having one lane and no game", () => {
const lanes = timelineLanes(rows, "ending", true, ["zzz", "hsr", "genshin"]);
expect(lanes).toHaveLength(1);
expect(lanes[0]?.game).toBeNull();
});
test("ending soonest: every game in one stack, deadline order", () => { test("ending soonest: every game in one stack, deadline order", () => {
const lanes = timelineLanes(rows, "ending"); const lanes = timelineLanes(rows, "ending");
expect(lanes).toHaveLength(1); expect(lanes).toHaveLength(1);
@@ -569,3 +604,220 @@ describe("markerLabel", () => {
expect(label).toContain(""); expect(label).toContain("");
}); });
}); });
describe("dailyGroups", () => {
const NOW = Date.parse("2026-08-17T12:00:00.000Z");
const meta = (id: string) => metaFor(id, {});
const startOf = (e: { startsAt: string }) => Date.parse(e.startsAt);
const repeating = (id: string, game: string, title: string) =>
({
id,
game,
title,
type: "login",
summary: null,
startsAt: "2026-08-10T00:00:00.000Z",
startPrecision: "day",
endsAt: null,
endPrecision: "unknown",
regionScoped: false,
regionEnds: null,
sourceUrl: "https://example.test",
}) as never;
test("a game's chore and its events are adjacent, chore first", () => {
// This is the whole point: the strip used to list every chore and then
// every event, so Genshin's commissions and Genshin's login event sat at
// opposite ends with a dozen games between them.
const groups = dailyGroups(
["genshin", "hsr"],
[repeating("e1", "genshin", "Login Bonus"), repeating("e2", "hsr", "Sign In")],
NOW,
"europe",
meta,
startOf,
);
expect(groups.map((g) => g.items.map((i) => i.key))).toEqual([
["dailies:genshin", "e1"],
["dailies:hsr", "e2"],
]);
});
test("groups follow the order the games arrive in", () => {
// The reader's order, resolved upstream by `orderGames`.
const groups = dailyGroups(["hsr", "genshin"], [], NOW, "europe", meta, startOf);
expect(groups.map((g) => g.game)).toEqual(["hsr", "genshin"]);
});
test("events keep their given order inside a game", () => {
// Grouping is not a licence to re-sort within a group.
const groups = dailyGroups(
["genshin"],
[
repeating("late", "genshin", "Second"),
repeating("early", "genshin", "First"),
],
NOW,
"europe",
meta,
startOf,
);
expect(groups[0]?.items.map((i) => i.key)).toEqual([
"dailies:genshin",
"late",
"early",
]);
});
test("a lane the reader invented gets no standing chore", () => {
// There is no routine we could name on their behalf — but their repeating
// events still group under it.
const groups = dailyGroups(
["mygame:mine"],
[repeating("m1", "mygame:mine", "My Daily")],
NOW,
"europe",
meta,
startOf,
);
expect(groups[0]?.items.map((i) => i.key)).toEqual(["m1"]);
});
test("a lane with nothing to tick is dropped, not rendered as an empty heading", () => {
const groups = dailyGroups(["mygame:empty"], [], NOW, "europe", meta, startOf);
expect(groups).toEqual([]);
});
test("an event whose lane is not listed still gets a line", () => {
// Dropping it would quietly remove something tickable. It trails the lanes
// that were listed.
const groups = dailyGroups(
["genshin"],
[repeating("stray", "zzz", "Stray Daily")],
NOW,
"europe",
meta,
startOf,
);
expect(groups.map((g) => g.game)).toEqual(["genshin", "zzz"]);
});
test("a done event contributes nothing, because it never arrives here", () => {
// The strip is an instruction, not a record: App filters completed and
// ignored events out before this sees them (`outstanding` in lens.ts), so
// catch-up cannot resurrect a chip for something the reader finished.
const groups = dailyGroups(["genshin"], [], NOW, "europe", meta, startOf);
expect(groups[0]?.items.map((i) => i.key)).toEqual(["dailies:genshin"]);
});
test("a chore has no start to clip a catch-up strip at; an event does", () => {
const groups = dailyGroups(
["genshin"],
[repeating("e1", "genshin", "Login Bonus")],
NOW,
"europe",
meta,
startOf,
);
const [chore, event] = groups[0]?.items ?? [];
expect(chore?.notBefore).toBeNull();
expect(event?.notBefore).toBe(Date.parse("2026-08-10T00:00:00.000Z"));
});
test("each item carries its own game's reset clock", () => {
// Endfield serves Europe off the Americas machine, so its day rolls at
// 09:00 UTC. A section-wide "today" would tick the wrong box for hours.
const dawn = Date.parse("2026-08-17T05:00:00.000Z");
const groups = dailyGroups(
["genshin", "endfield"],
[],
dawn,
"europe",
meta,
startOf,
);
const today = groups.map((g) => g.items[0]?.today);
expect(today[0]).not.toBe(today[1]);
});
});
describe("CatchUpPanel", () => {
const NOW = Date.parse("2026-08-17T12:00:00.000Z");
const meta = (id: string) => metaFor(id, {});
const startOf = (e: { startsAt: string }) => Date.parse(e.startsAt);
const groups = () =>
dailyGroups(["genshin"], [], NOW, "europe", meta, startOf);
const panel = (logged: string[] = []) =>
render(
<CatchUpPanel
groups={groups()}
now={NOW}
region="europe"
daysFor={() => logged}
onToggleDay={() => {}}
/>,
);
test("a fortnight of days, each one tickable", () => {
const markup = panel();
const pips = [...markup.matchAll(/aria-label="[^"]*(?:not )?done"/g)];
expect(pips).toHaveLength(14);
});
test("no day later than today, because nobody can have done tomorrow", () => {
// The pip for a future day would be a control for a claim that cannot be
// true. It is absent rather than present-and-disabled.
expect(panel()).not.toContain('disabled=""');
});
test("a logged day reads as done, an unlogged one does not", () => {
const markup = panel([dayKey(NOW, "europe", "genshin")]);
expect(markup).toContain(", done\"");
expect(markup).toContain(", not done\"");
});
test("names the game, so an expanded strip says whose days these are", () => {
expect(panel()).toContain("Genshin Impact");
});
test("an undated event's strip starts at the event, not a fortnight ago", () => {
const started = NOW - 2 * 86_400_000;
const withEvent = dailyGroups(
["genshin"],
[
{
id: "e1",
game: "genshin",
title: "Login Bonus",
type: "login",
summary: null,
startsAt: new Date(started).toISOString(),
startPrecision: "day",
endsAt: null,
endPrecision: "unknown",
regionScoped: false,
regionEnds: null,
sourceUrl: "https://example.test",
} as never,
],
NOW,
"europe",
meta,
startOf,
);
const markup = render(
<CatchUpPanel
groups={withEvent}
now={NOW}
region="europe"
daysFor={() => []}
onToggleDay={() => {}}
/>,
);
// The chore's fourteen, plus three for an event that opened two days ago.
expect([...markup.matchAll(/aria-label="[^"]*(?:not )?done"/g)]).toHaveLength(17);
});
});