# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## What this is A web app that aggregates live and upcoming events across popular gacha games, plots them on a calendar, sorts them by end date, and lets a user mark events completed. **Status: first vertical slice.** The schema, the Game8 parser, and two working adapters (Genshin Impact, Neverness to Everness) exist and are tested. The server, database, and UI do not exist yet — `docs/` specifies them. ## Three constraints that shape everything 1. **No accounts, no logins, no user records.** Completion state lives in the browser's `localStorage`, keyed by event ID. There is no user table and no session. Any request implying "sync across devices" is solved with export/import JSON, not a server-side user. 2. **No LLM in the pipeline.** Event data is extracted by deterministic code-based parsers only. There is no Anthropic dependency, no API key, and no per-run inference cost. A source that cannot be parsed deterministically does not get an adapter — see `docs/INGESTION.md` § No LLM. 3. **A server is allowed** (Bun) and owns fetching, parsing, and SQLite. The client only ever calls this app's own `/api/*`. ## Stack | Layer | Choice | |---|---| | Runtime / server / bundler / test runner | Bun 1.3 (`Bun.serve`, `bun:sqlite`, `bun test`, `bun build`) | | UI | React 19 + TypeScript (strict) + Tailwind | | Storage | SQLite via `bun:sqlite` (gitignored — `*.sqlite`) | | Validation | Zod — one schema module shared by server and client | The only runtime dependency is `zod`. Do not add a bundler, test runner, HTTP client, or HTML parsing library — Bun covers all four. `tsconfig.json` runs `strict` plus `noUncheckedIndexedAccess` and `exactOptionalPropertyTypes`. ## Commands ```bash bun install bun test # full suite, offline, no network bun run typecheck # tsc --noEmit # Run an adapter against a checked-in fixture (offline, free) bun run parse genshin-game8-events fixtures/genshin/game8-events-2026-08-14.html bun run parse nte-game8-events fixtures/nte/game8-events-2026-08-14.html --json # Single test file / single test bun test test/dates.test.ts bun test --test-name-pattern "year-less" ``` `bun run parse ... --json` is also how `.expected.json` fixtures are regenerated after an intentional parser change. Regenerating them makes the test self-consistent, not correct — always re-verify a sample against the live page afterward. ## Current state of the code ``` src/shared/schema.ts Zod GachaEvent, GameId, slugify, eventId ← the contract src/ingest/html.ts flat-table HTML reader (no dependency) src/ingest/dates.ts three date formats, null rather than guess src/ingest/adapters/ types.ts Adapter interface, ParseContext game8.ts shared Game8 parser — handles 2 table shapes index.ts adapter registry scripts/parse-fixture.ts offline adapter runner test/ 37 tests fixtures// raw HTML + .expected.json per source ``` Not yet built: `src/server/**`, `src/client/**`, the SQLite layer, the scheduler, the review UI. ## Domain rules that are not obvious from the code These come from how gacha games actually schedule things, and they cause most bugs here: - **Store every timestamp as UTC ISO 8601.** Sources publish in a mix of UTC+8, server-local, and "after maintenance". - **Banner ends are usually global and simultaneous; event ends are usually per-region.** Character banners end at one instant worldwide; story/login events end at each region's daily reset (Asia / America / Europe differ by hours). `regionScoped` and `regionEnds` exist for this — do not collapse them into one timestamp. - **`endsAt: null` is a correct, expected value.** An event whose end is genuinely unannounced gets `endsAt: null` and `endPrecision: "unknown"`. **Never invent a plausible date to satisfy a non-null type.** This is the worst failure mode this codebase has, because the user's entire reason for visiting is trusting the end date. - **Patch cycles are ~6 weeks.** Any event over 180 days is a parse error, not a long event. The validator and the tests both reject it. ## Working on parsers - **Parsers are pure.** No network, no `Date.now()`, no randomness — time arrives as `ctx.now`. This is what makes fixture tests meaningful; a parser that reads the clock cannot be tested. - **Skip, never guess.** Every function in `dates.ts` returns `null` rather than inferring a missing year, month, or end. `readColumnTable` drops a row it cannot date. An omitted event is a recoverable disappointment; a confidently wrong date is the failure this product exists to prevent. - **Game8 has no single template.** Three shapes are known so far, and a page may mix them: 1. Label/value detail tables (`Event Start` / `Event End`) — Genshin. 2. Column tables (`Event | Duration | Event Details | Rewards`) — NTE. 3. Image-grid schedules with a bare `MM/DD` and no end — unsupportable, yields nothing by design. 4. Combined cells that fold label, range and blurb together (`Period: 08/09/26 - 08/30/26 During the event...`) — Arknights: Endfield. Before assuming a new Game8 page will work, dump its structure and check which shape it uses. - **Silent drops are the dangerous failure.** A date format the parser does not recognise makes events vanish with no error. Abbreviated months (`Apr. 29 - May 13, 2026`) are supported for exactly this reason. When adding a source, compare the parser's event count against an independent count of the page. ## Event IDs are localStorage keys ``` `${game}:${slugify(title)}:${startsAt.slice(0, 10)}` → "genshin:mutual-aid-in-bloom-into-the-frostlands:2026-08-12" ``` Changing `slugify` or `eventId` in `src/shared/schema.ts` — including seemingly cosmetic changes to the slug rules — **silently orphans every completion mark every user has, with no server-side recovery**, because the server never had the data. If it must change, ship a client-side migration that remaps old keys and keep it for at least a year. Use the **schema-guardian** agent on any such change. ## Scraping conduct Sources are community wikis. Treat them as a guest would: - Honor `robots.txt`; set a descriptive `User-Agent` with a contact URL. - One request per source per refresh cycle, minimum 6 hours apart. - Send `If-None-Match` / `If-Modified-Since`; treat `304` as "skip, unchanged". - Cache raw snapshots so re-parsing never re-fetches. **Iterate against fixtures, not the network.** - Record `sourceUrl` on every event and surface attribution in the UI. Note that game8.co disallows `GPTBot` and `Google-Extended` in `robots.txt` — it has opted out of AI-training crawlers. Our use is a low-rate personal aggregator with attribution and no model training, and no `User-agent: *` rule applies to our paths. Keep it that way: do not raise the fetch rate, and do not add an LLM that consumes page content. A source whose ToS forbids automated access does not get an adapter. Flag it and ask. ## Conventions - **Zod schemas are the single source of truth for types.** Derive with `z.infer<>`; never hand-write an interface that duplicates a schema. - Every adapter ships a fixture in `fixtures//` and a test asserting parsed output. This is how a source silently changing shape gets caught. - Keep old fixtures when a source changes shape — the old one is the regression test proving the parser still handles the previous format.