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]>
258 lines
14 KiB
Markdown
258 lines
14 KiB
Markdown
# Architecture
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## Shape
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One Bun process serves the static React build, exposes a read-only JSON API, and runs the
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ingestion scheduler on a timer. SQLite is the only datastore. There is no auth layer because there
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are no users.
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```
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┌──────────────────────────────────────────────┐
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game wikis ───► │ Bun process │
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news pages │ │
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│ scheduler (every 6h) │
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│ │ │
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│ ▼ │
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│ ingest pipeline │
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│ fetch → parse → validate │
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│ → reconcile → gate → publish │
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│ │ │ │
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│ │ └──► quarantine │
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│ ▼ │ │
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│ ┌─────────────┐ │ │
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│ │ SQLite │◄────────────────┘ │
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│ └─────────────┘ /review (127.0.0.1) │
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│ │ │
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│ ▼ │
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│ GET /api/events static React build │
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└────────┬─────────────────────────┬───────────┘
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│ │
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▼ ▼
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browser fetch browser render
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│
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▼
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localStorage: completions,
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filters, region ← never leaves the device
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```
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The pipeline makes no third-party API calls beyond fetching source pages. There is no inference
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anywhere, at ingest time or in a request path.
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## Layout
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```
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src/
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server/
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index.ts Bun.serve entry: static + API + scheduler bootstrap
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routes/
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events.ts GET /api/events, /api/events.json
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games.ts GET /api/games
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review.ts /review UI + approve/reject (localhost-bound)
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health.ts GET /api/health
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db/
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client.ts bun:sqlite handle, WAL, pragmas
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migrations/ NNN-name.sql, applied in order at boot
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queries.ts all SQL lives here — no SQL in route handlers
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ingest/
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scheduler.ts timer + jitter + per-source lock [not built]
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pipeline.ts the 6 stages, orchestration only [not built]
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html.ts flat-table HTML reader (no dependency) ✓ built
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dates.ts six deterministic date formats ✓ built
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merge.ts cross-source dedupe, corroboration ✓ built
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validate.ts zod parse + calendar sanity rules [not built]
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reconcile.ts diff vs published, confidence, conflicts [not built]
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parsers/
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types.ts SourceParser interface ✓ built
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game8.ts game8.co article calendars ✓ built
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wikigg.ts wiki.gg mp-event templates ✓ built
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index.ts parser registry ✓ built
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adapters/
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types.ts Adapter interface, ParseContext ✓ built
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index.ts SOURCES registry, parseGame() ✓ built
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shared/
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schema.ts zod schemas — the contract, both sides ✓ built
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time.ts clocks, urgency, region resets, captions ✓ built
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games.ts per-game name, hue, and reset clock ✓ built
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feed.ts the /api/events.json wire contract ✓ built
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client/ ✓ all built
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main.tsx render + service worker registration
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App.tsx shell, views, filters, onboarding gate
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api.ts typed feed fetch, schemaVersion refusal
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sw.js offline: shell cache, feed fallback
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manifest.webmanifest, icon.svg
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components/
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NextUp.tsx the hero countdown (PRD F1)
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EventRow.tsx row + meter + caption (F2, F3)
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Meter.tsx the depletion meter
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Legend.tsx what the bars and colours mean
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Timeline.tsx calendar lanes (F1)
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EventDetail.tsx detail sheet, ignore action (F9)
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ProgressControls status, effort, note (F12)
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Dailies.tsx today's strip, per-game reset clocks
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DailyChecklist one repeating event's whole run
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Fireworks.tsx the burst when the last daily lands
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GameFocus.tsx one game at a time (F4a)
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Controls.tsx games, region, export/import(F4, F5, F6)
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Welcome.tsx first-run game picker (F8)
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Toast.tsx undo an ignore
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UpdateNotice a newer app is installed and waiting (F14)
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Colophon.tsx credit, disclaimer, repo link
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state/
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storage.ts namespaced, versioned localStorage
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useMarkSet.ts ignores (and the superseded completions shape)
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useProgress.ts status, effort, note, daily override (F12)
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useDailyLog.ts which game-days are ticked off
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usePrefs.ts region, filters, focus, onboarding flags
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sort.ts deadline order, or what you're partway through
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lens.ts who sees which rows — focus, outstanding, next-to-expire
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useAppUpdate.ts is a newer build waiting, and taking it (F14)
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serve.ts static server + /api/health ✓ built
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scripts/
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build-feed.ts fixtures → public/data/events.v1.json ✓ built
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build-static.ts shell + worker into public/, build-stamped ✓ built
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parse-fixture.ts run one adapter offline ✓ built
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fixtures/<game>/ checked-in raw HTML + expected parse output
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```
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## Request paths
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| Route | Purpose | Notes |
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|---|---|---|
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| `GET /` + assets | React SPA | Served from the `bun build` output |
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| `GET /api/events?from&to&game` | Filtered feed | `ETag` + `Cache-Control: public, max-age=300` |
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| `GET /api/events.json` | Whole published feed | Cheap; the client mostly uses this and filters locally |
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| `GET /api/games` | Game metadata: id, name, color, lastUpdatedAt | Drives the freshness badges (F7) |
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| `GET /api/health` | Per-source last-success, quarantine depth | For an operator, not the UI |
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| `GET /review` | Quarantine review UI | **Bound to `127.0.0.1` only** |
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| `POST /api/review/:id/approve` \| `/reject` | Promote or discard a quarantined event | Same binding |
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### Why `/review` needs no auth
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`Bun.serve` runs two listeners: the public one on `0.0.0.0:PORT` with the SPA and `/api/*`, and a
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second on `127.0.0.1:ADMIN_PORT` with `/review` and `/api/review/*`. The review routes are not
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registered on the public listener at all — they are unreachable from off-box, so there is nothing
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to authenticate. This is the mechanism that satisfies "no logins" without leaving an open admin
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endpoint on the internet.
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**This is load-bearing.** If someone later puts a reverse proxy in front of the admin port, or
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merges the two listeners "to simplify", the review UI becomes a public write endpoint. Any change
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in that area needs an explicit auth story first.
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## Data flow, concretely
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1. **Scheduler** wakes every 6h (± jitter). For each source not fetched within its `minIntervalMs`,
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it acquires a per-source lock row and enqueues a run.
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2. **Pipeline** executes the seven stages in `docs/INGESTION.md`. Every stage writes to
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`ingest_runs` so a failure is diagnosable after the fact without re-running.
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3. **Publish** upserts into `events` by stable ID, bumping `version` and `updatedAt` when any field
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changed. Events that vanish from a source are *not* deleted — they are marked
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`status = 'delisted'` so a source outage cannot silently empty the calendar.
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4. **Client** fetches the feed, merges the completion set from `localStorage` by event ID, and
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renders. Merge is a client-side join; the server never learns what the user completed.
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## Concurrency and failure
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- One in-flight run per source, enforced by a lock row with a stale-lock timeout of 15 minutes.
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- A source that fails keeps its previously published events. A failed run never deletes or blanks
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data — worst case, the game's lane goes stale and gets a warning badge (F7).
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- Three consecutive failures for one source raises its `health` to `failing` in `/api/health`. It
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does not stop the schedule; a wiki being down for a day is normal.
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- Raw snapshots are cached by content hash, so a parser change is always evaluated offline against
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stored pages rather than by re-fetching.
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## Deployment
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Single process, single SQLite file, no external services at all.
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```
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PORT=3000
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ADMIN_PORT=3001 # bound to 127.0.0.1
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DATABASE_PATH=./data/events.sqlite
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INGEST_INTERVAL_MS=21600000
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INGEST_ENABLED=true # false for local UI work — never touches the network
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CONFIDENCE_THRESHOLD=0.8
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BASE_PATH=/ # trailing slash; set when hosting under a subpath
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```
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`INGEST_ENABLED=false` is the default for local development. Frontend work should run against a
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seeded SQLite file and cost nothing.
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### Today
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`serve.ts` serves `public/` plus `/api/health`, and the feed is generated offline from fixtures by
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`bun run build:feed`. It emits exactly the shape `/api/events.json` will, so the real server slots in
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without the client changing. Reads are confined to `public/` by resolving the path and checking it
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stays inside the root — string-matching `..` is not enough, because encodings and URL normalisation
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both change what the string looks like.
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`Dockerfile` builds and serves this; the image runs typecheck and tests during build, ships no source
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or toolchain, and runs unprivileged. `.github/workflows/ci.yml` and `.gitlab-ci.yml` run the same
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gates and publish it.
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### Hosting under a subpath
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Assets resolve against a `<base href>` substituted at build time, the feed URL resolves against
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`document.baseURI` so deep links work, and the service worker derives its paths from its own
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registration scope. `BASE_PATH=/gacha-event-tracker/ bun run build` for GitHub Pages; without it a
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subpath deploy 404s on every asset.
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### Offline
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The service worker caches the shell and webfonts (cache-first) and the feed (network-first, falling
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back to the last copy seen). Countdowns run off the device clock, so the app stays useful with no
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network. Offline state is surfaced in the header and above the footer — stale data must never be
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presented as current.
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### Shipping a new version to an open page
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A cache-first shell is what makes the offline story work and what makes a deploy invisible: the
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reader this app is built for leaves the tab open for days, so a new game, a repaired parser or a
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corrected date reaches their device and then sits there unused. Presenting an old app as current is
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the same failure as presenting old events as current, so it is disclosed the same way.
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```
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build:static ──► sw.js stamped with a hash of the built shell
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│
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browser byte-compares sw.js on navigation, hourly, and when the tab is
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revealed (registration.update)
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│
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bytes differ ──► new worker installs, precaches, and WAITS
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│
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registration.waiting ≠ null and a controller exists
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│
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UpdateNotice: "A new version of Event Clock is ready." [Reload] [×]
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│
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Reload ──► postMessage {type:"skip-waiting"} ──► worker activates
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──► controllerchange ──► location.reload()
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```
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Four properties this depends on, each of them load-bearing:
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- **The worker never calls `skipWaiting()` on install.** Claiming an open page unasked leaves the
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running bundle and the cached shell on two different builds, with nothing on screen saying so. It
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activates only on the message the reader's tap sends. A first install has no worker to wait for and
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activates immediately regardless — and is deliberately *not* announced, since nothing is being
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replaced.
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- **The build id is derived, not remembered.** `scripts/build-static.ts` hashes the built shell
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(`index.html`, `main.js`, `styles.css`, `sw.js` source) and substitutes it for `__BUILD__` in the
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worker, so any shell change alters the worker's bytes and is therefore offered. The predecessor was
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a hand-bumped `CACHE_VERSION`, which had already been forgotten once. The substitution **throws**
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if the placeholder is gone, because the failure mode is silent.
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- **The feed is not part of the id.** It is rewritten twice a day and served network-first, so new
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events reach an open page without a reload. Calling that a new version would teach readers to
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dismiss the notice unread.
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- **The cache name does not move with the build.** Everything in it is refetched (`cache: "reload"`,
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since none of these URLs are fingerprinted) on install, so a per-build bucket would buy nothing and
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would discard the stored feed — the copy an offline reader is reading.
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`src/client/state/useAppUpdate.ts` holds the client half; `sw.js` and the hook cannot import each
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other, so `test/update.test.tsx` pins both ends of the `skip-waiting` handshake and the placeholder.
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## Deliberate non-choices
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- **No ORM.** `bun:sqlite` plus hand-written SQL in `queries.ts`. The schema is six tables.
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- **No Redis / job queue.** The scheduler is a timer and a lock row. Restarting the process resumes
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cleanly because state is in SQLite.
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- **No server-side rendering.** The feed is small and cacheable; a static SPA is enough.
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- **No websockets.** Events change on a scale of hours; a 5-minute cache is more than adequate.
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