The rules a future change could undo without noticing, written where whoever touches that area next will read them. Three of them are traps rather than descriptions. An absent `gameOrder` means the reader has never placed a game, not an empty order — reading it the other way hands every existing install a blank list, which is the `knownGames` mistake again. `games` is left in feed order deliberately, because the code that hides a reader's games diffs it. And the catch-up window bounds display and never storage: a fortnight's streak exists on one device and nowhere else, so nothing prunes the log against a window. The spec that produced the work goes in alongside, including the helper it specified and the implementation dropped, so the next reader sees why rather than wondering. Also corrects the test count in AGENTS.md, which said 772 and was already stale before this. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
15 KiB
Game order, grouped dailies, and catching up a missed day
Date: 2026-08-20 Status: implemented, 2026-08-20
Three changes that share one primitive. Read AGENTS.md first — every rule cited below is already
written down there, and the citations are load-bearing rather than decorative.
Why
Three complaints, one root:
-
Nothing decides the order games appear in. The focus bar, the settings chips and the timeline lanes all render
gamesfromApp.tsx, which is[...new Set([...allRows.map(r => r.event.game), ...custom.lanes])]— whichever game happened to hold the first event row. That is arbitrary, it shifts as events come and go, and it is the same problem already fixed on the first-run picker (docs/PRD.mdF8). -
A game's dailies are scattered.
Dailies.tsxbuilds[...chores, ...repeating], so Genshin's standing chore and Genshin's login event are separated by every other game on the page. The reader thinks in games; the strip thinks in kinds. -
A day you did but did not tick cannot be recorded. Three surfaces, and only one of them works:
Surface Backfill today? Event with an announced end, in the detail sheet Yes — every day in dailyDaysis a pip button, only future days disabledEvent with endsAt: nullNo — days === nullrenders no pips at all, so only today is reachableA game's standing chore ( dailies:<game>)No, and there is no history UI at all — one TickChipwired to todayThe third is the one the code itself calls "the most-missed thing in every one of these games".
The store is already capable: toggleDay(id, day) takes any day key and streakOf reads whatever is
logged. This is UI reach, not a data-model change — nothing here touches an event ID, a dailies:
key or a dayKey format.
Decisions taken
| Question | Answer |
|---|---|
| Whose order is it? | The reader's, stored in prefs.gameOrder |
| Where is it edited? | Settings only. The live surfaces are never draggable |
| How? | A drag handle and ↑↓ buttons, both always visible |
| Default before they touch it | Alphabetical by display name |
| A game added later | Lands after everything hand-placed; not auto-appended to the order |
| Which surfaces obey it | Focus bar, Today's dailies, settings games list, timeline lanes |
| Chore catch-up window | 14 days |
| Undated-event catch-up window | Its start day → today, capped at 14 days back |
The live surfaces stay drag-free because the dailies strip is the fastest tap target on the page —
the code calls it the part "answerable in ten seconds" — and a drag target on top of a tick target
costs a streak when it misfires. AGENTS.md § Conventions ("a list row is one target") is the same
worry.
1. src/client/state/gameOrder.ts — new, pure, no React
export function orderGames(
lanes: readonly LaneId[],
stored: readonly LaneId[] | undefined,
nameOf: (id: LaneId) => string,
): LaneId[]
/** Move one entry. Out-of-range indices are a no-op. */
export function moveGame(order: readonly LaneId[], from: number, to: number): LaneId[]
orderGames, in priority order:
storedabsent → every lane alphabetical bynameOf, vialocaleCompare. Absent means the reader has never placed a game, exactly as an absentknownGamesmeans unrecorded rather than "offered nothing" (usePrefs.ts§adoptNewLanes). Every existing install is in this state on day one, and this default is what the first-run picker already does.storedpresent → the lanes it names, in its order, filtered to lanes that exist; then every unnamed lane, alphabetical, appended.- The result is always a permutation of
lanes. Never drops one, never invents one, never duplicates one even ifstoreddoes. This is the safety property: a game missing from the focus bar or from settings is indistinguishable from a game the reader switched off, and their fix for that — switch it back on — would do nothing. - Total. An unknown lane still gets a name (
metaForanswers "Unknown game"), so amygame:lane, or an import carrying an event whose game did not come with it, sorts rather than throws. - A retired game keeps its slot. Filter on output; never prune
stored. A source that goes away and comes back returns to where the reader put it —AGENTS.md§ "Retiring a game, a source or a page must never cost the reader a row they typed", applied to a preference.
localeCompare, not <: hololive Dreams is the one lowercase name in games.ts and a code-point
sort files it after every capitalised game. Sort on the name, never the LaneId — hsr is
Honkai: Star Rail, nikke is Goddess of Victory: Nikke.
A reorder is always applied to the list as displayed, and the whole result is stored. Both halves
matter, and an earlier draft of this spec had a separate seedOrder helper for the second one before
noticing the first: the indices a drag or an arrow produces are positions on screen, so applying
them to a stored order naming only some lanes would move the wrong game — and storing only the moved
id would leave rule 2 reading "that game, then everything else alphabetically", which is not what
dragging one row one notch means. Writing back what the reader is looking at gets both right, and
needs no helper.
prefs.gameOrder
/** The reader's own game order. Absent means they have never placed one — see orderGames. */
gameOrder?: LaneId[];
Optional and absent from defaults(), deliberately: a stored [] would mean "an order that
names nothing", which is indistinguishable from absent under rule 2 but invites a future reader of
the code to treat it as meaningful. "Reset to A–Z" writes gameOrder: undefined, which
JSON.stringify drops.
No new key space and no migration — one more field in the single prefs blob, like timelineGroup.
It rides the export for free (exportProgress already writes prefs).
Known asymmetry, not fixed here: importProgress restores progress, daily, ignored and custom
but never prefs, so an imported file does not restore a game order. That is pre-existing and
applies equally to region, theme and view. Do not fix it as a side effect of this work; it deserves
its own decision about merge semantics.
2. The surfaces follow the order
App.tsx computes it once, next to games:
const ordered = useMemo(
() => orderGames(games, prefs.gameOrder, (id) => gameMeta(id).name),
[games, prefs.gameOrder, gameMeta],
);
const enabled = useMemo(
() => ordered.filter((g) => !prefs.hiddenGames.includes(g)),
[ordered, prefs.hiddenGames],
);
games itself does not change. It stays the lane-identity list that adoptNewLanes diffs and
knownGames is seeded from. Reordering it at source would entangle a display preference with the
logic that decides which of a reader's games get switched off — a reordering bug would become a
game silently hidden bug.
Then: focus bar gets enabled (already does — it just becomes ordered), Dailies gets ordered games,
Controls gets ordered, and timelineLanes gains lane ordering:
timelineLanes(rows, mode, split, order?: readonly LaneId[])
Applied to the lanes, never to the rows inside one — lanes.ts already states that grouping is
not a licence to re-sort within a group. A lane whose game is absent from order sorts after the
placed ones, keeping the function total. The merged "ending" mode is untouched: it is deliberately
not per-game.
Welcome.tsx drops its local comparator and calls orderGames(available, undefined, nameOf) — the
picker precedes any stored order, so it always gets the alphabetical rule. One rule, not a fifth copy.
3. The settings reorder editor
The Games chip row in Controls.tsx becomes one row per game:
∷ ● Genshin Impact 3 of 14 ↑ ↓ [on]
- Drag handle (
draggable+dragover/drop, no dependency — the only runtime dep iszod) and ↑↓ buttons, both always visible. Touch does not fire drag events, so ↑↓ is the real mechanism and drag is the desktop fast path. Say so in the UI copy. - ↑↓ are ordinary buttons, so keyboard and screen-reader support come free:
aria-label="Move Genshin Impact up", and the row states its position so it is audible. - A reorder writes
moveGame(games, from, to)— the list as displayed — as the whole newgameOrder. - "Reset to A–Z" writes
gameOrder: undefined. - The row is not itself a target. The handle, two arrows and the on/off toggle are four explicit controls and nothing else is clickable, which is why this does not breach "a list row is one target" — that rule exists because a full-bleed row target plus an inner control is a mis-tap.
4. Dailies: grouping, and catching up
Grouping
Replace [...chores, ...repeating] with a pure exported function in the component module — the
pattern Timeline.tsx already uses for boardWindow / splitAt / startMarkers, so it is tested
directly with no rendering:
export function dailyGroups(
games: readonly LaneId[], // already in the reader's order
events: readonly DisplayEvent[],
now: number,
region: Region,
): DailyGroup[] // { game, chore | null, events }
For each game in order: its standing chore first, then that game's repeating events in the order
they arrived. Grouping is not a licence to re-sort inside a group. A mygame: lane contributes
events but no chore (isCustomGameId — there is no routine we could name on a reader's behalf).
Collapsed, grouping is adjacency only — no per-game headings. Chips stay one wrapping row; a game's chore and its events simply become neighbours, and they already share a hue. Headings would make the ten-second strip the tallest block on the page, above "next to expire", which is the answer the reader came for. Headings appear only in the expanded state, where there is vertical room.
The 2/4 counter, soonest and the mixed-reset line are computed over the same items and are
unaffected: grouping only reorders. Per-game reset clocks stay per-game — Endfield's European day can
still be yesterday's (Dailies.tsx:46-48).
catchUpDays — src/shared/daily.ts, beside dailyDays
export const CATCH_UP_DAYS = 14;
export function catchUpDays(
now: number,
region: Region,
game: LaneId | undefined,
notBefore: number | null,
): string[]
Day keys oldest → today inclusive: at most CATCH_UP_DAYS, never earlier than notBefore's day,
never past today. Pure, clock as an argument, like everything else in that module.
- A chore passes
notBefore: null— no start exists — and gets the last 14 days. - An undated event passes its
startsMs, so the strip begins at its real start, capped at 14 back. That cap is what stops a login campaign that opened in March from rendering 180 pips.
The two strips
Dailiesgains aCatch up ▾disclosure:useState(false), per-visit, never stored — the same argument the repo already makes for "show all N" (AGENTS.md§ "Truncating a list is not re-sorting it"): it is something a reader does while reading, not a statement about how the app should work. Expanded, each group renders its game heading and a pip row per item.DailyChecklist'sdays === nullbranch gains the same strip, replacing a sentence that currently offers nothing to click. Dated events keep the fulldailyDaysstrip they already have.DayPipmoves out ofDailyChecklist.tsxintosrc/client/components/DayPip.tsxso both surfaces share one pip instead of growing two that drift.
Four guard rails
- Future days are never rendered in a catch-up strip — not rendered-and-disabled. A tick claims you did it. The dated checklist keeps its dimmed future pips: there the run's length is published and the strip is a forecast, whereas catch-up is explicitly about the past.
- The window bounds display, never data. A tick from five weeks ago stays logged, keeps counting
in
streakOfand in theloggedtotal, and is simply off-screen.toggleDayonly ever touches the exact day tapped —AGENTS.md: "a tick is never removed except by the reader". - Every call passes
game. Anything reading or writing a tick must, or it writes under one clock and reads under another. Chores pass their game id, events passevent.game. Endfield's European reset is 09:00 UTC, so this is not theoretical. - Catch-up cannot resurrect a finished event. Expanded rows come from the same items the collapsed
strip uses, which
Appalready filters throughoutstanding— an event the reader marked done has no line left to tick. True by construction; pinned by a test anyway.
The completion fireworks fire on complete > was.complete at equal total. Backfilling yesterday
leaves today's count alone, so no burst — correct. Ticking today from inside the expanded strip does
burst, also correct.
Testing
| File | Pins |
|---|---|
test/game-order.test.ts |
orderGames is a permutation in every case (absent / present / retired / unknown / duplicate-bearing stored); alphabetical by name and not by id; localeCompare and the lowercase name; unplaced lanes trail placed ones; moveGame records the whole displayed list, never loses an entry, and is a no-op off either end |
test/daily.test.ts |
catchUpDays: the 14-day cap, the notBefore clip, never past today, a per-game reset offset (Endfield europe UTC-5) |
test/daily.test.ts |
A tick older than the window survives and still counts toward the streak |
test/views.test.tsx |
dailyGroups keeps a chore adjacent to its game's events, preserves within-game order, and yields no row for a done event; Welcome still orders alphabetically through the shared rule |
test/controls.test.tsx |
The reorder rows render both affordances; ↑ on the first row is inert |
test/prefs.test.ts |
gameOrder absent survives a load; reset writes it away |
Tests must not need build output, and must run offline.
Docs to update in the same change
docs/PRD.md— the game order as reader-facing behaviour (F4/F8 neighbourhood), and catch-up under the dailies feature.docs/DATA-MODEL.md—prefs.gameOrder, and that absent means unplaced.AGENTS.md§ Conventions — the ordering rule, and that catch-up bounds display and never data.
Commit split
Four commits, each typechecking and passing tests on its own, per AGENTS.md § Conventions:
gameOrdermodule +prefs.gameOrder+ tests. Nothing renders differently.- The four surfaces follow the order;
Welcome.tsxconverted to the shared rule. - The settings reorder editor.
- Dailies grouping +
catchUpDays+DayPipextraction + both strips.