Every screen got the same 672px column, so a desktop reader read a phone page
with two thirds of the window empty — and the one design criticism the release
thread produced was formed from a screenshot.
Past lg the page splits along the line this codebase already draws: what it
tells the reader to do — the next deadlines, tonight's dailies — pins to a
rail on the left and stays there while the lists it shows them scroll beside
it. The footer and the settings panel become columns rather than a long fall
of small grey text. Below that breakpoint nothing moves: the same split puts
the instructions first in one column.
The rail's rule sits on the panel rather than the column. The panel is short
and the list beside it is long, so a full-height divider would spend most of
its length walling off a gap.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The reader who reported this had two games switched on, twenty-one live
events, and said the list stopped being usable — and every game added doubles
down on that. Each section now shows six rows with an explicit "show all N".
It truncates the view and nothing else. The slice comes off the front of a
list already in the order the reader chose, so the hidden rows keep their
place, stay counted in the header, and stay on the timeline. Expanding is
per-visit state: it is something you do while reading one list, not a
statement about how the app should work.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
`view` was component state, so a reader who preferred the timeline was put
back on the list by every reload — and which view opened at all had been
decided for them twice over: the PRD said calendar, the app shipped the list.
Neither was the reader's answer.
So the first run asks, and the tabs write to `prefs` from then on. The
question ships pre-answered with the list, because a reader cannot choose
between two layouts they have not seen and that is the one that answers "what
expires next" in a look — and each option is drawn rather than described, for
the same reason. The screen says where to change it afterwards, since the tabs
are small text in a corner.
Adds `view` to the prefs key space. Additive and defaulted, so an existing
reader's stored prefs open exactly where they did before.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
New bawiki parser plus the ba-bawiki-events source, giving the game its
two live and upcoming events at day precision.
It reads the rendered /wiki/Events page, which is the opposite call to the
Fandom source next door and for the same kind of reason: bluearchive.wiki
is Miraheze, whose robots.txt disallows /w/ and /*?action=, so there the
API is the closed route and the page is the surface * is allowed. It
serves our own User-Agent a 200, sets no Content-Signal and no Crawl-delay
for us. The Fandom wiki was declined earlier as a JP archive yielding
nothing live; this is the live source that assessment pointed at.
Three page facts shape the parser, each a way to publish a confidently
wrong date. The schedule is a JP/Global tabber and the Japanese version
runs four to nine months ahead, so only Global is published — the akwiki
hazard. The Global tab's nav button carries the id
tabber-Global_version-label and precedes both panels, so slicing from the
first matching id reads the Japanese schedule while believing it read
ours; the first version of this parser did exactly that and published a
JP-only event. And three tabs on the page are named Global, the schedule
plus Mini-Event and Joint Firing Drill, so the schedule is found by its
Name (EN) header rather than by position, with canParse asserting the same
lookup — a renamed tab or column fails the run instead of emptying the
lane.
The page states no time of day and no timezone anywhere, which is why the
dates are day precision and why ba gets no resetOffsets. It also settles
the five other schedule tables, which do carry a wall clock but name no
zone and mostly do not say which server: reading those as UTC would invent
the fact that matters most, and rounding to a day would not save it,
because a 04:00 local boundary falls either side of UTC midnight depending
on the offset assumed and the start's day is part of the event ID. They
are left unparsed deliberately.
The two-event count is asserted against an independent extraction off the
fixture, and both starts corroborate against the per-event infoboxes
elsewhere on the page — GL 2026-08-04 and GL 2026-09-01, where the JP
reruns those tabs would have given are 2026-04-01 and 2026-05-06.
Three comment counts were already stale before this and are corrected to
what the tree now holds rather than to what it held yesterday.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Each of these was true when written and stopped being true when a source
landed. dates.ts holds ten formats, not nine; INGESTION says Game8 uses
"at least four page templates" directly above a list of seven; its testing
note still credits "both current adapters" when there are eleven; PRD
lists the seven launch games against ten in GameId. AGENTS also missed
fandom from the parsers-are-keyed-by-site bullet and build-static.ts from
the tree, which matters because another section leans on the latter.
The PRD table stays as launch scope rather than becoming a roster to keep
in sync — GameId is named as the live answer instead, which is the same
move that keeps this drift from recurring. Its no-schema-change claim is
sharpened to name GachaEvent, because Reverse: 1999 did add a field:
resetHourLocal, to game metadata, which moves no stored key. The claim as
written read as false against a commit that plainly added one.
Also draws sanitize into the stage diagram as 2.5. It runs on every source
without the pipeline arranging it, which is exactly why it kept being
absent from the picture.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The shell is served cache-first, which is what makes the app work on a
train and also what makes a deploy invisible: a reader with the tab open
— the reader this app is built for — keeps running the bundle they first
loaded, so a new game or a corrected date reaches their device and sits
there with nothing saying why the page looks unchanged. An old app shown
as current is the same failure as old events shown as current.
So the worker now installs quietly and waits instead of calling
skipWaiting(), the page notices it waiting and says so, and the reader's
tap sends the skip-waiting message and reloads on controllerchange. The
app never reloads itself: someone may be mid-way through typing in one of
their own events, and the notice says what a reload costs (their place on
the page) and what it does not (marks and notes live in localStorage).
Detection is derived rather than remembered. build:static grew into a
script that stamps sw.js with a hash of the built shell, because the
browser only offers a worker whose bytes differ, and the predecessor —
a hand-bumped CACHE_VERSION — had already been forgotten once. The feed
is deliberately not part of that hash: it changes twice a day, needs no
reload, and announcing it would teach readers to dismiss the notice
unread. The cache name stays put for the same reason a per-build one
would be wrong — it holds the feed an offline reader is reading.
A first install is not an update and stays silent.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The release thread's only feature request from the reader with the most games,
asked twice and asked for nothing else. No adapter roadmap reaches a ten-game
juggler, so this is the part of the product that serves readers we will never
scrape for.
Records the decision in the PRD as F13 rather than letting the code drift from a
spec that still lists user-submitted events as out of scope, and specifies the
key spaces in DATA-MODEL before any of it is built — a reader's event must never
be minted as ${game}:${slug}:${date}, because they can type a title identical to
a scraped one and the collision would silently share one completion mark, note
and streak between two events.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Switching games on and off says which games you play, and is set once.
It's the wrong tool for what a player of four games does while reading —
clear one game, move to the next — which cost two taps per game and left
the settings panel no longer describing what they play.
Focus is a lens over that filter, not a second filter: a bar at the top,
above everything it narrows, with a "next game" control that steps
through and ends by returning to all. It never touches hiddenGames, and
a focus on a game since switched off is ignored rather than obeyed, so
it can't strand you on a blank page whose cause is elsewhere. Each chip
carries that game's outstanding count, so a game with nothing waiting
says so before you visit it.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The button advanced one step round the untouched → doing → done cycle,
so pressing "Mark done" on a fresh event produced "doing it" and needed
a second press. Worse, the press after "done" cleared the status
outright rather than undoing anything.
Three states need three targets — that is the control directly above it.
This one is the commit, so it sets done and back. cycleStatus had no
other caller and is gone.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The docs had drifted in ways that would mislead: DATA-MODEL documented a
localStorage shape the code stopped using (completedAt, no ignored store),
INGESTION claimed three Game8 templates when five are known, ARCHITECTURE
still listed the whole client and time.ts as unbuilt, and the review-quarantine
skill described a pipeline that does not exist yet without saying so.
Adds the parser roster and the six date formats as tables, documents the
subpath/base-href and offline behaviour, and records the new product surface
(first-run picker, ignore, offline, credit) as PRD features.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Event data is parsed deterministically; there is no model call, API key or
per-run cost anywhere in the pipeline. A source that cannot be parsed
deterministically gets no adapter rather than an inference fallback.
Documents the parser/adapter/merge split, records that Game8 uses three
page templates, and adds Neverness to Everness.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>