139 lines
7.8 KiB
Markdown
139 lines
7.8 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## What this is
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A web app that aggregates live and upcoming events across popular gacha games (Genshin Impact,
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Honkai: Star Rail, Zenless Zone Zero, Wuthering Waves, Arknights, Arknights: Endfield), plots them
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on a calendar, sorts them by end date, and lets a user mark events completed.
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**Status: specification only.** No application code exists yet. `docs/` is the source of truth for
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what to build; everything below describes the intended system, not an existing one. When you write
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the first code, follow `docs/ARCHITECTURE.md` and update this file's Commands section with the real
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commands.
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## Two constraints that shape everything
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1. **No accounts, no logins, no user records.** Completion state lives in the browser's
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`localStorage`, keyed by event ID. There is no user table and no session. Any feature request
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that implies "sync across devices" must be solved with export/import JSON, not a server-side
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user.
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2. **A server is allowed, and is where all secrets live.** The Bun server owns scraping, LLM
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extraction, and the SQLite database. `ANTHROPIC_API_KEY` never reaches the browser. The client
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only ever calls this app's own `/api/*`.
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## Stack
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| Layer | Choice |
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| Runtime / server / bundler / test runner | Bun (single dependency — `Bun.serve`, `bun:sqlite`, `bun test`, `bun build`) |
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| UI | React 19 + TypeScript (strict) + Tailwind |
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| Storage | SQLite via `bun:sqlite` (file is gitignored — `*.sqlite`) |
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| Validation | Zod — one schema module shared by server and client |
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| LLM | Anthropic TypeScript SDK (`@anthropic-ai/sdk`), model `claude-opus-5` |
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TypeScript runs `strict: true` **and** `noUncheckedIndexedAccess`. Do not add a bundler, test
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runner, or process manager — Bun covers all three.
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## Architecture in one paragraph
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A scheduled job inside the Bun process runs one **adapter** per game. Each adapter fetches a source
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page, cleans it, and hands it to a **deterministic parser** when the source has a stable shape, or
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to **Claude structured extraction** when it doesn't. Results are validated with Zod plus calendar
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sanity rules, then either published to the `events` table or held in `events_quarantine` for human
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review at an unauthenticated `/review` route bound to `127.0.0.1`. The React client fetches
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`/api/events`, renders a calendar and an ends-soonest list, and stores completion ticks in
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`localStorage`. Full detail: `docs/ARCHITECTURE.md`.
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The important consequence: **the LLM runs at ingestion time, never in a request path.** A page load
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must never trigger an API call to Anthropic. If you find yourself adding one, the design is wrong.
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## Reading order for a new task
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| Task | Read |
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| Anything at all | `docs/ARCHITECTURE.md` |
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| Adding/changing an event field | `docs/DATA-MODEL.md` — the schema is versioned and the client depends on it |
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| Adding a game, fixing a broken adapter | `docs/INGESTION.md`, then invoke the `add-game-source` skill |
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| Touching prompts, extraction, or cost | `docs/LLM-EXTRACTION.md` |
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| Product questions (what does the calendar show?) | `docs/PRD.md` |
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## Domain rules that are not obvious from the code
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These come from how gacha games actually schedule things, and they are the source of most bugs in
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this kind of app:
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- **Store every timestamp as UTC ISO 8601. Never store a local wall-clock time.** Sources publish
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in a mix of UTC+8, server-local, and "after maintenance".
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- **Banner ends are usually global and simultaneous; event ends are usually per-region.** Genshin
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and HSR character banners end at the same instant worldwide, while story/login events end at each
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region's daily reset (Asia / America / Europe are offset by hours). The `regionScoped` flag and
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the optional `regionEnds` map exist for exactly this — do not collapse them into one timestamp.
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- **"Ends after maintenance" and "TBD" are real values.** An event whose end is genuinely unknown
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gets `endsAt: null` and `endPrecision: "unknown"`. Never invent a plausible date to satisfy a
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non-null type — that is the single worst failure mode for this app, because the user's whole
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reason for visiting is trusting the end date.
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- **Version 1.x patch cycles are ~6 weeks (42 days), split into two banner phases.** Any extracted
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event with a duration over 180 days is almost certainly a parse error, not a long event. The
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validator rejects it.
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## Working with the LLM extraction layer
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Read `docs/LLM-EXTRACTION.md` before editing any prompt or request. The rules that will actually
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bite you:
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- **Model is `claude-opus-5`.** That is the exact, complete ID — never append a date suffix.
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- **Use structured outputs, not prompt-and-parse.** `client.messages.parse()` with
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`zodOutputFormat(EventExtractionSchema)` from `@anthropic-ai/sdk/helpers/zod`. Read
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`response.parsed_output`. Do not write a JSON-repair or regex-extraction fallback — if the schema
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is right, there is nothing to repair.
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- **Never set `temperature`, `top_p`, or `top_k`.** They are removed on `claude-opus-5` and return
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a 400. Steer with the prompt.
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- **Never set `thinking: {type: "enabled", budget_tokens: N}`.** Removed — returns 400. Thinking is
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on by default; control depth with `output_config.effort`.
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- **Deterministic parsers come first.** The LLM is for sources whose markup is unstable. A source
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with a clean JSON API or a stable table must not go through the model.
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- **Skip unchanged sources by content hash.** This is the main cost lever — most refresh cycles
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should make zero API calls.
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## Cost discipline
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Every ingestion run should be able to answer "why did this cost anything?" Extraction is billed at
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`claude-opus-5` rates ($5/MTok input, $25/MTok output). Three levers, in order of impact:
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1. **Content-hash skip** — unchanged source, no call at all.
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2. **HTML pre-cleaning** — strip `<script>`, `<style>`, nav, and footer before sending. Cuts a
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typical wiki page from ~15k to ~5k tokens.
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3. **Batch API for scheduled runs** — 50% off, results within an hour, which is fine for a 6-hour
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cadence. Use the synchronous API only for the manual `refresh --now` path.
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Prompt caching applies to the shared extraction system prompt (`cache_control: {type: "ephemeral"}`,
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1-hour TTL). The minimum cacheable prefix on `claude-opus-5` is **512 tokens** — the system prompt
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is deliberately above it. If you shorten the system prompt below 512 tokens, caching silently stops
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working and nothing errors; check `usage.cache_read_input_tokens` after any prompt edit.
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## Scraping conduct
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Sources are community wikis and official news pages. Treat them as a guest would:
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- Honor `robots.txt`; set a descriptive `User-Agent` with a contact URL.
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- One request per source per refresh cycle, minimum 6 hours apart. No parallel hammering.
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- Send `If-None-Match` / `If-Modified-Since` and treat `304` as "skip, unchanged".
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- Cache raw snapshots locally so re-running extraction never re-fetches.
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- Record `sourceUrl` on every event and surface attribution in the UI.
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A new source that forbids automated access in its ToS does not get an adapter. Flag it and ask.
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## Conventions
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- **Zod schemas are the single source of truth for types.** Derive TypeScript types with
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`z.infer<>`; never hand-write an interface that duplicates a schema.
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- **Event IDs are stable and deterministic**: `${gameId}:${slugify(title)}:${startsAt.slice(0,10)}`.
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They are the localStorage keys, so **changing the ID scheme silently wipes every user's completion
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state.** If you must change it, ship a migration in the client that remaps old keys.
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- **Adapters are pure over their input.** `fetch` is separate from `parse` so parsers can be tested
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against checked-in HTML fixtures with no network.
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- Every adapter ships a fixture in `fixtures/<game>/` and a test asserting the parsed output. This
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is how a source silently changing shape gets caught.
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