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gacha-event-tracker/docs/DATA-MODEL.md
T
Lucas WintherandClaude Opus 5 7f384eb9db feat: let the reader mark an event as repeating daily
Dailiness was read off the source's wording alone, which is wrong in both
directions: a grind that resets every day but whose page never prints
"daily" got no checklist, and a banner whose blurb mentions "daily login
rewards" got one nobody could dismiss.

The reader's answer now wins. The control sits exactly where the
checklist goes — the one place the answer visibly matters — so marking an
event and ticking today off are the same gesture in the same place.

An override is stored only when it disagrees with detection. Recording
agreement would freeze today's guess into the reader's own data, so a
later parser improvement could never reach that event.

Marked events also join today's dailies at the top of the page, beside
the per-game chores: at 23:50 a login campaign and a commission run are
the same job, and ticking one should not mean opening a sheet to find its
checklist.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-08-15 22:14:37 +02:00

14 KiB

Data Model

src/shared/schema.ts is the single source of truth. TypeScript types are derived with z.infer<> — never hand-write an interface that duplicates a schema.

The Event

import { z } from "zod";

export const GameId = z.enum([
  "genshin", "hsr", "zzz", "wuwa", "arknights", "endfield", "nte",
]);

export const EventType = z.enum([
  "banner",       // limited character/weapon rate-up
  "story",        // main or side story chapter, limited-time
  "rerun",        // returning event
  "challenge",    // combat/endgame cycle (Abyss, Memory of Chaos, ...)
  "login",        // login rewards / check-in
  "shop",         // limited shop or exchange window
  "maintenance",  // server downtime
  "other",
]);

export const Region = z.enum(["asia", "america", "europe"]);

/** How much we actually know about a boundary timestamp. */
export const Precision = z.enum([
  "exact",        // sourced to the minute
  "day",          // date known, time-of-day inferred from the game's reset
  "unknown",      // genuinely not announced — endsAt is null
]);

export const GachaEvent = z.object({
  id: z.string(),                       // `${game}:${slug}:${YYYY-MM-DD}` — see Stability below
  game: GameId,
  title: z.string().min(1).max(200),
  type: EventType,
  summary: z.string().max(500).nullable(),

  startsAt: z.string().datetime(),      // UTC ISO 8601, always
  startPrecision: Precision,
  endsAt: z.string().datetime().nullable(),
  endPrecision: Precision,

  /** True when the end time follows each region's daily reset rather than a global instant. */
  regionScoped: z.boolean(),
  /** Populated only when regionScoped; per-region resolved UTC instants. */
  regionEnds: z.record(Region, z.string().datetime()).nullable(),

  sourceUrl: z.string().url(),
  sourceId: z.string(),                 // which adapter/source produced this

  status: z.enum(["published", "delisted"]),
  confidence: z.number().min(0).max(1),
  extractionMethod: z.enum(["parser", "manual"]),

  version: z.number().int().positive(),
  firstSeenAt: z.string().datetime(),
  updatedAt: z.string().datetime(),
});

export type GachaEvent = z.infer<typeof GachaEvent>;

Field notes that matter

endsAt: null is a first-class state, not an error. Many events are announced with "duration TBD" or "until the next version update". The correct representation is endsAt: null with endPrecision: "unknown". The extractor is instructed to produce this and the UI renders it distinctly (PRD F1). Filling in a plausible date instead is the single worst bug this codebase can ship.

regionScoped + regionEnds. Character banners end at one global instant — regionScoped: false, regionEnds: null. Story and login events end at each region's daily reset — regionScoped: true, with regionEnds carrying the three resolved UTC instants. The client picks one using the user's stored region (PRD F5). Collapsing these into a single timestamp loses up to 13 hours of accuracy and will make the countdown wrong for two thirds of users.

confidence is assigned by the parser and adjusted during merge and reconciliation — see docs/INGESTION.md § Scoring. It records how firmly the sources pinned the event down.

status: "delisted" means the event stopped appearing at its source. It is never deleted, because a source outage would otherwise silently empty the calendar. Delisted events are excluded from the API feed but retained for debugging and for the case where a source flickers.

ID stability — read before changing

`${game}:${slugify(title)}:${startsAt.slice(0, 10)}`
→ "genshin:windblume-festival:2026-03-14"

Event IDs are the localStorage keys for completion state. Changing the scheme orphans every completion mark every user has ever made, silently, with no error and no way to recover it server-side (the server never had the data). If the scheme must change, ship a client-side migration that reads the old keys and remaps them, and keep that migration for at least a year.

The date suffix disambiguates reruns of the same event. Title is slugified from the source's title, so a wiki renaming an event creates a new ID — reconciliation detects this as a near-match (same game, overlapping dates, high title similarity) and treats it as an update rather than a new event, preserving the original ID.

SQLite schema

-- Published feed. One row per event.
CREATE TABLE events (
  id                TEXT PRIMARY KEY,
  game              TEXT NOT NULL,
  title             TEXT NOT NULL,
  type              TEXT NOT NULL,
  summary           TEXT,
  starts_at         TEXT NOT NULL,
  start_precision   TEXT NOT NULL,
  ends_at           TEXT,
  end_precision     TEXT NOT NULL,
  region_scoped     INTEGER NOT NULL DEFAULT 0,
  region_ends       TEXT,               -- JSON object or NULL
  source_url        TEXT NOT NULL,
  source_id         TEXT NOT NULL,
  status            TEXT NOT NULL DEFAULT 'published',
  confidence        REAL NOT NULL,
  extraction_method TEXT NOT NULL,      -- 'parser' | 'manual'
  version           INTEGER NOT NULL DEFAULT 1,
  first_seen_at     TEXT NOT NULL,
  updated_at        TEXT NOT NULL
);
CREATE INDEX idx_events_ends   ON events (ends_at) WHERE status = 'published';
CREATE INDEX idx_events_game   ON events (game, starts_at);
CREATE INDEX idx_events_window ON events (starts_at, ends_at);

-- Candidates held back by the review gate. Same shape plus why.
CREATE TABLE events_quarantine (
  id             TEXT PRIMARY KEY,
  payload        TEXT NOT NULL,        -- full GachaEvent JSON
  reason         TEXT NOT NULL,        -- 'low_confidence' | 'date_conflict' | 'sanity_failed' | 'novel_shape'
  detail         TEXT NOT NULL,        -- human-readable explanation for the reviewer
  conflicts_with TEXT,                 -- events.id, when reason = 'date_conflict'
  run_id         TEXT NOT NULL REFERENCES ingest_runs(id),
  created_at     TEXT NOT NULL,
  resolved_at    TEXT,
  resolution     TEXT                  -- 'approved' | 'rejected' | NULL
);
CREATE INDEX idx_quarantine_open ON events_quarantine (created_at) WHERE resolved_at IS NULL;

-- One row per configured source.
CREATE TABLE sources (
  id               TEXT PRIMARY KEY,   -- '<game>-<site>-<page>', e.g. 'genshin-game8-events'
  game             TEXT NOT NULL,
  url              TEXT NOT NULL,
  parser_id        TEXT NOT NULL,      -- parser template id, e.g. 'game8'
  priority         INTEGER NOT NULL DEFAULT 0,
  min_interval_ms  INTEGER NOT NULL DEFAULT 21600000,
  etag             TEXT,
  last_modified    TEXT,
  content_hash     TEXT,               -- sha256 of cleaned content; the skip check
  last_success_at  TEXT,
  last_attempt_at  TEXT,
  consecutive_failures INTEGER NOT NULL DEFAULT 0,
  health           TEXT NOT NULL DEFAULT 'ok',   -- 'ok' | 'degraded' | 'failing'
  lock_holder      TEXT,
  lock_expires_at  TEXT
);

-- One row per pipeline execution. The audit trail.
CREATE TABLE ingest_runs (
  id              TEXT PRIMARY KEY,
  source_id       TEXT NOT NULL REFERENCES sources(id),
  started_at      TEXT NOT NULL,
  finished_at     TEXT,
  outcome         TEXT,               -- 'published' | 'skipped_unchanged' | 'quarantined' | 'failed'
  stage_failed    TEXT,
  error           TEXT,
  events_seen     INTEGER DEFAULT 0,
  events_changed  INTEGER DEFAULT 0,
  events_held     INTEGER DEFAULT 0
);

-- Cached raw snapshots so re-parsing never re-fetches.
CREATE TABLE snapshots (
  content_hash TEXT PRIMARY KEY,
  source_id    TEXT NOT NULL,
  fetched_at   TEXT NOT NULL,
  raw          BLOB NOT NULL,
  cleaned      TEXT NOT NULL
);

region_ends and payload hold JSON as TEXT; parse them through the Zod schema on read so a malformed row surfaces at the boundary rather than deep in the UI.

Client-side storage

Namespaced, versioned, and small. Nothing here ever goes to the server.

"gacha-tracker:v1:progress"     // { [eventId]: { status?, effort?, note?, at } }
"gacha-tracker:v1:daily"        // { [id]: { days: ["2026-08-15", ...], at } }
"gacha-tracker:v1:ignored"      // { [eventId]: { at } }  — "stop showing me this"
"gacha-tracker:v1:prefs"        // { region, hiddenGames[], sort, showCompleted, showIgnored,
                                //   regionConfirmed, onboarded }
"gacha-tracker:v1:completions"  // SUPERSEDED — read once to migrate, never written

progress is everything the reader says about an event themselves:

Field Values Meaning
status "doing" | "done" | absent Where they are with it
effort "quick" | "short" | "long" | "grind" | absent How much work they reckon it is
note free text Anything worth remembering
daily true | false | absent Whether it repeats daily, overruling detection

An entry with none of the three set is deleted rather than kept, so the store stays a set of things the reader actually said something about.

effort is load-bearing, not decorative. Combined with the time remaining it answers "can I still finish this?" — the same two days is comfortable for a quick event and hopeless for a grind. See src/shared/effort.ts; the runway heuristic assumes about an hour of play a day, is stated as a guess in the UI, and never hides or reorders anything.

An event with no recorded effort never gets a warning. Inferring an estimate in order to warn about it would be fabricating the reader's own input.

Ignores stay in a separate store because they mean something different: a done event is dimmed and still counted, an ignored one disappears from both views.

Daily checklists

Some events are not one job with a deadline but twenty small jobs on twenty separate deadlines, and a missed day is gone whatever you do afterwards. daily records which game-days the reader ticked off, keyed by:

  • an event ID, for a repeating event in the feed (src/shared/daily.ts § isDaily), or
  • dailies:<game>, the standing per-game chore — commissions, sanity, daily training. No source publishes these, so they are a fixed client-side list, never feed data. The two-segment shape cannot collide with an event ID, which is always game:slug:date.

Day keys are YYYY-MM-DD in game-day space, not UTC: gacha servers roll the day at 04:00 local server time, so a player finishing at 02:00 is still on the previous day's dailies, and the key is computed against the reader's chosen region (RESET_HOUR_LOCAL, dayKey). Keys sort lexicographically, which is what "how many days are left" and streak counting rely on.

Three rules this store keeps, for the same reason the rest of the client does — nothing else holds a copy:

  • A tick is never removed except by the reader. Ticks that fall outside the window the feed now claims still count; a source quietly moving a date must not erase a fortnight's streak.
  • An unannounced end yields no checklist, not a checklist of guessed length. dailyDays returns null when endsAt is null, and the UI says how many days are ticked instead of how many are left.
  • Past days stay editable. People log in and tick up later, and a checklist that cannot be corrected stops being trusted after the first mistake.

Dailiness is derived from the published event — type: "login", or wording like "daily", "check-in", "7-day" in the title or summary — and never from a game's habits or an event's length. It adds no schema field, so nothing about the feed contract or the event ID changes.

The reader overrules detection. progress.daily records their answer and wins outright (resolveDaily); absent means they have not said, so detection stands. An override that merely agrees with detection is not stored (dailyOverride) — freezing today's guess into their data would stop a later parser improvement from ever reaching that event. This is the only field in progress that changes what the app shows rather than recording what the reader did, which is why it lives beside their other notes rather than in the feed.

Migration from completions

completions used membership to mean "done", which cannot express "started". progress replaces it and is seeded from it once, on first load, mapping each entry to status: "done".

The old key is never written to and never deleted. Someone who last opened the app six months ago still has their marks under it, these live only in the browser, and nothing else holds a copy to restore from. Exports produced before the change are still accepted on import and mapped forward the same way.

Offline caching is the service worker's job, not localStorage's — it caches the feed response itself, so there is no second copy of the events to keep in sync.

The v1 segment is the migration hook. On boot, the client checks for keys at older versions and migrates them forward before reading. Never delete an old-version key until the migration has shipped and run — a user who has not opened the app in six months still has their data under the old key.

Export format (PRD F6)

{
  "format": "gacha-tracker-export",
  "version": 1,
  "exportedAt": "2026-08-14T12:00:00.000Z",
  "progress": {
    "genshin:windblume-festival:2026-03-14": { "status": "done", "at": "..." },
    "hsr:garden-of-plenty:2026-08-14": { "status": "doing", "effort": "grind", "at": "..." }
  },
  "daily": {
    "endfield:bedazzling-dawnstar:2026-08-12": { "days": ["2026-08-13", "2026-08-14"], "at": "..." },
    "dailies:genshin": { "days": ["2026-08-14", "2026-08-15"], "at": "..." }
  },
  "ignored": { "zzz:some-event-i-skip:2026-08-19": { "at": "..." } },
  "prefs": { "region": "europe", "hiddenGames": [], "sort": "ending", "onboarded": true }
}

Import merges every set: a mark present in either the file or the current device survives, and import never removes one. daily merges as a union of days per ID — every day either side recorded is a day the reader actually played. An export written before daily checklists existed simply has no daily key, which is not an error. Losing a user's marks to a bad import is unrecoverable, so the merge is deliberately one-directional. A file whose format is unrecognised is refused outright rather than partly applied.

Schema versioning

/api/events responses carry { schemaVersion: 1, generatedAt, events: [...] }. The client refuses to render a schemaVersion it does not know and shows a "refresh the page" prompt instead of guessing at unfamiliar fields. Additive fields do not bump the version; removing or retyping a field does.