Files
gacha-event-tracker/AGENTS.md
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Lucas WintherandClaude Opus 5 c1cd1148d9 docs: write down the second ground, and the rule it creates
PRD gets F15 and the fork that asked for it, DATA-MODEL the prefs field
and the fact that a script outside the bundle now reads that key, and
ARCHITECTURE the pre-paint script — the one piece of this that is neither
CSS nor React.

The AGENTS rule is the part worth reading twice: a component that names a
colour instead of a token now looks right in one theme and wrong in the
other, and nothing will tell you which.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-08-18 23:30:41 +02:00

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AGENTS.md

This file provides guidance to coding agents working in this repository. It is the working agreement: what this project is, the constraints it holds to, and the rules that are not visible from the code alone. Read it before changing anything.

CLAUDE.md points here, so Claude Code picks it up too — keep the guidance in this file and leave that one a pointer.

Read the docs before changing the thing they describe

This file is the working agreement, not the specification. docs/ holds the reasoning, and it is written for whoever touches that area next — reading the relevant one first is the difference between repairing a rule and rediscovering it the expensive way.

Doc What it settles Read it before
docs/PRD.md What the product is for, feature by feature (F1F14), and the quality bar for dates Changing behaviour a reader can see, or arguing something is out of scope
docs/DATA-MODEL.md GachaEvent, the SQLite tables, every localStorage key space, the export format Touching src/shared/schema.ts, an ID scheme, a stored key, or the game/reset table
docs/INGESTION.md The six pipeline stages, the parser/adapter/merge layering, date formats, the review gate Adding a source, writing or repairing a parser, or changing the fetch runner
docs/ARCHITECTURE.md Process shape, file layout, request paths, offline and update mechanics Moving files, adding a route, or changing the service worker
docs/FEEDBACK.md What readers actually said about the first release, and the work it argues for Deciding what to build next
docs/SOURCES.md Which sites publish a usable schedule for the games we still do not cover, and what is wrong with the ones that do not Picking the next game to add, or assessing a source request

Two rules that follow from that:

  • The docs are part of the change. A change that makes a sentence in docs/ false is not finished until that sentence is fixed. They are the only record of why, so drift costs the next agent the whole reasoning, not just a detail.
  • When this file and a doc disagree, that is a bug — say so. Neither one silently wins. This file summarises; the doc holds the argument, so fix whichever is actually wrong rather than reconciling them in your head and moving on.

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 or by what the reader is partway through, tracks day-by-day progress on events that repeat daily, and lets a user mark events completed.

Status: working app, refreshing itself on a schedule. Schema, six parsers, fourteen sources across thirteen games, the full interface, offline support, a static server, a Docker image and CI all exist and are tested. The refresh runner (bun run refresh) fetches, caches raw snapshots and rebuilds the feed; .github/workflows/refresh.yml runs it twice a day and commits only when a page actually changed. The SQLite layer and the review queue are still specified in docs/ but not built, so the feed is a static JSON file built from snapshots, falling back to checked-in fixtures.

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

bun install
bun test                      # full suite, offline, no network, no build needed
bun run typecheck             # tsc --noEmit
bun run dev                   # build then serve on :3000
bun run build                 # feed + css + js + static into public/

# Fetch sources and refresh the snapshots. Makes real requests — see § Scraping
# conduct before running it, and prefer --dry-run.
bun run refresh --dry-run
bun run refresh --only genshin-game8-events

# Run one source against its fixture (offline, free)
bun run parse genshin-game8-events fixtures/genshin/game8-events-2026-08-14.html
bun run parse endfield-wikigg-events fixtures/endfield/wikigg-events-2026-08-15.html --json

# Single test file / single test
bun test test/dates.test.ts
bun test --test-name-pattern "year-less"

# Hosting under a subpath (GitHub Pages)
BASE_PATH=/gacha-event-tracker/ bun run build

Tests must never need build output. They run before bun run build in CI; anything reading public/ must create its own fixture tree instead.

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 (the contract), time.ts, daily.ts, effort.ts, games.ts, feed.ts
                  custom.ts — reader-authored games and events, and their key spaces
src/ingest/       html.ts, dates.ts (twelve formats), merge.ts, sanitize.ts, robots.ts, snapshots.ts
  parsers/        game8.ts, wikigg.ts, akwiki.ts, fandom.ts, bawiki.ts, holodori.ts — keyed by SITE, not game
  adapters/       index.ts — SOURCES registry binding url+game+parser, and the sanitize seam
src/client/       React app, service worker, manifest
  state/          progress, daily log, ignores, prefs, sort — all localStorage
                  useCustom.ts — the reader's own games and events (PRD F13)
                  lens.ts — who sees which rows (focus, outstanding, next-to-expire); pure
                  zoom.ts — the timeline's scale ladder; pure
                  lanes.ts — how the timeline stacks: a lane per game, or one deadline queue; pure
                  theme.ts — dark or light, and what a game hue reads as on each
scripts/          build-feed.ts, build-static.ts, parse-fixture.ts (offline), refresh-sources.ts (fetches)
serve.ts          static server + /api/health
test/             620 tests
fixtures/<game>/  raw HTML + .expected.json per source — pinned, kept forever
snapshots/        current page per source, rewritten by refresh — see its README

Not yet built: the SQLite layer and the review UI. Everything upstream of them runs as files on disk.

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.
  • A date with no time of day is stored as 00:00Z, and that is a placeholder, not an instant. Most sources print August 19, 2026 and nothing else, so dates.ts returns precision: "day" at UTC midnight because it has to return something. Counting down to it literally turns the placeholder into a claim the source never made — that the day opens in UTC — and retires an event up to nine hours before the game does, while the reader is standing in the game watching a longer timer. So clockFor (src/shared/time.ts) resolves a day-precision boundary to the reset that opens that game-day on the reader's server, via dayStartMs: the same clock daily.ts keys every tick by, and the only fact we hold about a game's day. Two boundaries are never re-anchored — a regionEnds value, which exists precisely because the source stated an instant per server, and an event the reader typed in, which readerInstant already resolved in their own timezone. This is a reading of the printed date, not an invented time, and it changes nothing stored: the feed, every event ID and the parsers are untouched, so it is one resolution at the point where the region is finally known.
  • 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.
  • Parsers are keyed by site, not game. One game8 parser serves eight sources and fandom two; wikigg, akwiki, bawiki and holodoriwiki serve one each — the first two share a host family and have entirely different templates, and the last two are both Miraheze wikis whose page templates have nothing in common. Adding a source for a known site is one SOURCES entry; a new site is a parser module.
  • A source may publish more than one region's schedule. Arknights' wiki lists CN and Global on every row, five months apart. Publish the one our readers are on and skip the row that lacks it — a CN date on a Global calendar is a confidently wrong date, not a near miss.
  • Game8 has no single template. Seven shapes are known and a page may mix them: label/value detail tables, column tables, image-grid schedules (unsupportable), combined label+range+blurb cells, rowspan Start/End pairs, labelled Start: … End: … cells, and <hr>-separated date pairs. Full table in docs/INGESTION.md. Before assuming a new Game8 page will work, dump its structure and check every table — Endfield was written off as undatable on a pass that only inspected its Duration rows, and its real events were further down the page.
  • Check what fences a section off. Inclusion is decided by headings, and the level varies: Persona 5 hides fifty finished events behind nothing but an <h4>Finished Events</h4> in a collapsed accordion, while Genshin uses h4 for sub-headings inside one event. So h4 gates sections but never names one — an unrecognised h4 must leave the current event title alone.
  • Prefer a source that states machine-readable times. wiki.gg emits ISO timestamps with a timer per server region, which is the only reason regionEnds carries real data anywhere.
  • 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.

Two more key spaces have the same property, for the same reason:

  • dailies:<game> (dailiesId in src/shared/daily.ts) keys a game's standing daily chore. Two segments, so it cannot collide with an event ID.
  • Game-day keys (dayKey) are YYYY-MM-DD in server-reset space, not UTC — the day rolls at 04:00 local server time. They are storage keys and they are compared with < and sorted, so the format is fixed. Changing the reset hour or the offsets moves every reader's streak by a day. The clock those keys are cut on — RESET_HOUR_LOCAL, serverOffsetUtc, resetHourFor, resetShiftMs — lives in time.ts, not daily.ts, because the countdown resolves day-precision boundaries on the same grid (§ Domain rules). Ticks are no longer its only caller, so a change there now moves a reader's streak and every undated end date at once. A game whose server map differs lists the affected regions in resetOffsets (games.ts) — Endfield serves Europe off the Americas machine, so europe is UTC-5 there and its reset is 09:00 UTC, not 03:00. Keep that override per region: a blanket per-game offset drags the regions that do have their own server onto someone else's clock. A game that rolls on a different hour says so in resetHourLocal instead — Reverse: 1999 resets at 05:00, not 04:00, so its day rolls at 10:00 UTC on its single UTC-5 server. Do not encode that as a bent resetOffsets value: shifting a game's stated server offset to land the right instant would misreport the server clock to everything else that asks for it. Both fields are absent for every game that takes the default, which is why adding the second one moved nobody's day keys. Neither field can express a server whose offset shifts: Fate/Grand Order's English server runs on US Pacific, which observes daylight saving, and one fixed number is wrong for half the year in either direction — so fgo takes the default and games.ts says why. Reaching for a value anyway would re-label day keys twice a year, which is the one thing this whole section exists to prevent. Every day-key function takes an optional gameanything reading or writing a tick must pass it, or it writes under one clock and reads under another. A day that drops out of dailyDays renders no pip, so a tick on it becomes unreachable; check real fixture windows before changing an offset.

The sanitizer at the ingest boundary recomputes an event ID only when a sanitized title actually changed and the ID was minted the standard way. If a change to it starts moving IDs on real fixtures, that is a data-loss bug, not a diff to regenerate.

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.
  • Space requests to one host, honouring its Crawl-delay and defaulting to 2s. Eight of the fourteen sources are game8.co pages, so the per-source floor alone still permits one cycle to arrive as eight back-to-back requests to a single site — which is the shape an edge network throttles, and what a burst looks like from the far end regardless of our intent.
  • 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.

game8.co does not answer a GitHub Actions runner (confirmed 2026-08-17). Its edge returns 202 Accepted with a bot-management body to every one of the eight game8 sources, from the first scheduled cycle onward — last confirmed: never — while the same URLs return 200 and parse cleanly from a normal address. So robots.txt permits us and the network does not, and those eight games have only ever been built from checked-in fixtures in CI.

The per-host spacing above does not fix this and was not meant to: a 202 on the very first request of a cycle is address reputation, not rate. Do not work around it. Browser-shaped headers, a proxy, or a residential egress would each be defeating a deliberate access control, which is the same reason uma.moe was declined below — and unlike uma.moe we would be doing it to a host whose robots.txt was welcoming, which makes it worse, not better. The legitimate options are to run the refresh from an address game8 will serve, or to find those games another source.

A source whose ToS forbids automated access does not get an adapter. Flag it and ask.

Sources assessed and declined (2026-08-17), so these are not re-litigated each pass:

Source Verdict
azurlane.koumakan.jp Declined. Content-Signal: ai-input=no — an explicit refusal of collecting content as model input, which is what capturing a fixture to read amounts to. Stronger than game8's or wiki.gg's signal. Find Azur Lane another source
uma.moe Declined. Data comes from an API behind a Cloudflare Turnstile proof header; an adapter would mean defeating a deliberate access control. The robots.txt is permissive, but the gate is not in robots.txt
reverse1999.fandom.com Built (2026-08-17), via api.php, not the wiki page — see § Fandom below
bluearchive.fandom.com Declined. Fetches and parses fine; the page is the problem. Its Event/Event_List is a JP-server archive whose newest entry ended 2026-02-18, so all 88 rows are history and it yields zero live or upcoming events. An adapter would put an empty lane on the calendar and, because the runner rejects a body that parses to nothing, report a broken source forever. Same failure as the Infinity Nikki Game8 page, further along
bluearchive.wiki Built (2026-08-17), from the rendered /wiki/Events page — see § Blue Archive below
fategrandorder.fandom.com Built (2026-08-18), via api.php like Reverse: 1999 — but off Event_List_(US), not Event_List, which is the Japanese server. See § Fandom below
holodori.wiki Built (2026-08-18), from the rendered /wiki/Events page. Miraheze again, so the same call as Blue Archive; CC BY-SA 4.0, no Content-Signal, no Crawl-delay for *
prydwen.gg, gametora.com Cleared, unbuilt. User-agent: * allows the paths we would want. prydwen sets Crawl-delay: 10, far below our one-per-6h

.github/ISSUE_TEMPLATE/feature_request.yml points readers at that table by heading, so a source request can be checked against it before anyone writes it up — the loudest feedback on the first release was "not enough games" (docs/FEEDBACK.md), which makes this the request that arrives most. Keep the heading if the section moves.

wiki.gg hosts (arknights, endfield) carry Content-Signal: search=yes, ai-train=no, use=reference with Allow: /, and disallow ClaudeBot and other AI crawlers by name. Our fetcher is neither: it trains nothing, and no LLM reads the page content — constraint 2 is what keeps that true, so it is load-bearing here and not only a cost decision. Note also that Reverse: 1999, Blue Archive, Umamusume and Nikke have no wiki.gg wiki — those subdomains 401.

Fandom: read the API, never the page. reverse1999.fandom.com/wiki/Events answers a non-browser client with a Cloudflare managed challenge — HTTP 403, Just a moment…, "Enable JavaScript" — and so does /robots.txt itself, from a datacenter address. Browser-shaped headers or a JS-executing client would get past both and must not be used: that is defeating a deliberate access control, the same reason uma.moe was declined above.

What makes this source legitimate anyway is that the wiki publishes a second, sanctioned surface. Its robots.txt — read in a browser, where it serves fine — has no Disallow: / for * and explicitly allows /api.php?action=, and that endpoint answers our real User-Agent with a 200 and a JSON body. So the adapter fetches api.php?action=parse&page=Events, with no impersonation anywhere: our own headers, on a path the site put in writing. The only namespaces * is refused are Special:, User:, Template: and Help:, none of which we want; parsers/fandom.ts skips Special: links for that reason.

One consequence to keep in mind: because /robots.txt is unreadable from a challenged address, the robots gate fails closed there and the source is skipped. That is a warning line rather than a broken build — skipped_robots does not touch the failure streak, and the run only hard-fails if every source is blocked — so the scheduled refresh simply never updates this game, and the feed falls back to the checked-in fixture. Refreshing it means running bun run refresh from an address Fandom serves, which is how its first snapshot was taken.

Two Fandom sources now, and the second one's page is chosen, not obvious. fategrandorder.fandom.com publishes two schedules: Event_List opens "This page lists all Events in Fate/Grand Order Japan", and Event_List_(US) is the English server. They run months apart, each links the other, and reading the Japanese one on an English calendar is the akwiki CN column again — it was how this source first landed, and every date it published was a JP date. The adapter is pointed at page=Event_List_(US) and a test asserts it; parsers/fandom.ts carries the reasoning.

Three more things about that page, all of them ways to publish or lose a date:

  • Its sections are fenced by pictures. ONGOING EVENTS, FUTURE EVENTS and PAST EVENTS are banner images with the label drawn in a positioned <div> over them — no heading, no id. Only the ongoing section is parsed, and canParse asserts both of the dividers that bound it, so a redesign fails the source rather than emptying the lane.
  • The other two sections cannot be dated, and that is the whole reason they are skipped. FUTURE EVENTS gives an ETA of August 2026 — a month with no day, and a day is half an event ID. PAST EVENTS is 111 monthly tables that state no year anywhere; the Japanese page's equivalents carry it in a MMYYYY table id, which is a difference easily assumed away.
  • Every duration names a zone and no clockAugust 12, 2026 ~ August 26, 2026 PDT. So the boundaries stay on the day the page states rather than being shifted into UTC: there is no time of day to anchor a conversion to, and the start's day is part of the event ID. That PDT is also the evidence that the English server is one machine on US Pacific — see games.ts, where it does not become a resetOffsets entry, because Pacific observes daylight saving and that field holds one fixed number.

Blue Archive: the page, never the API — the opposite call to Fandom. bluearchive.wiki is a Miraheze wiki, and Miraheze's robots.txt disallows /w/ and /*?action=. So the route parsers/fandom.ts takes is the one that is closed here, and the rendered /wiki/Events page is the surface * is allowed — it answers our own User-Agent with a 200, no Content-Signal, and no Crawl-delay for us. Special: is disallowed too, which is why parsers/bawiki.ts skips those links exactly as the Fandom one does.

Three things about that page are worth knowing before touching it, all of them ways to publish a confidently wrong date:

  • It states JP and Global in separate tabs, and the Japanese one runs four to nine months ahead. Same hazard as the CN column on akwiki, same answer: publish Global only. The tab's nav button carries the id tabber-Global_version-label and sits above both panels, so a reader that slices from the first id match reads the Japanese schedule while believing it read ours.
  • There are three Global tabs, not one — the schedule, plus Mini-Event and Joint Firing Drill further down, whose ids are the same name with _2 and _3. The parser finds the schedule by its Name (EN) header rather than by position, and canParse asserts that lookup, so a renamed tab or column fails the run instead of quietly emptying the lane.
  • The page states no time of day and no timezone anywhere. The schedule's dates are bare YYYY-MM-DD, which is honest day precision. Its five other tables (Mini-Event, Reward campaigns, Attendance bonuses, Guide missions, Joint Firing Drill) do carry a wall clock — 08/12/2026 11:00 — but name no zone for it, and three of the five do not say which server they describe. Those are deliberately unparsed: reading them as UTC invents the fact that matters, and rounding to a day does not save it, because a 04:00 local boundary lands either side of UTC midnight depending on the offset assumed and the start's day is part of the event ID. Attendance bonuses would be a real dailies source if a zone is ever stated. For the same reason ba has no resetOffsets: Blue Archive Global does run one worldwide server, but nothing in this source says on what clock.

hololive Dreams: the same Miraheze call as Blue Archive, and the opposite data. holodori.wiki is Miraheze too, so /wiki/Events is the surface * is allowed and /w/ and ?action= are closed — parsers/holodori.ts takes the route bawiki.ts takes, for the reason it takes it. What differs is the quality of what is there, and three things are worth knowing:

  • It states its timezone on every cell. Every boundary is 08/17/2026 8:00PM (JST), which makes this the only wiki source here publishing exact precision on both sides without a per-region timer. parseSlashClockZone requires the zone rather than defaulting to UTC, so a row that ever loses it drops out instead of landing nine hours off. That is also where holodori's resetOffsets of UTC+9 comes from — evidenced, not assumed; see docs/DATA-MODEL.md.
  • Inclusion is fenced by an <h2>, and the two tables are identical. Current Events and Past Events have the same columns, so a reader that took every wikitable would put the back catalogue on the calendar with nothing to mark it. Rows are checked against ctx.now on top of the heading, because "Current" is maintained by hand and goes stale before anyone moves a row.
  • Every event title is still a red link. The wiki has no article for any of them yet, so each links to ?action=edit&redlink=1 — a create-page form, and a ?action= URL this wiki's robots.txt disallows. The parser refuses a href with a query and falls back to the events page; when the articles exist, they get linked with no change.

Two rows on the page are not events and are meant to be missing. Beginner Mission runs Game LaunchUnknown: no start means no event ID, and a permanent tutorial chore is not what a calendar of deadlines is for. An Unknown end is kept, though — that is endsAt: null, and unlike bawiki.ts this parser does not drop a started-but-undated row, because the heading has already said the event is running.

scripts/refresh-sources.ts enforces all of the above in code — the 6h floor, one request, no retries, conditional headers, per-host spacing, robots (failing closed when robots.txt cannot be read). Anything that would make it fetch more often is a change to this section first.

A source down is a warning; a source down for days is a broken build. One wiki failing must never blank a calendar or stop the sources that did answer from being committed — so a failure is exit 0 and the previous snapshot stands. But a source that has failed BROKEN_AFTER_FAILURES (3) cycles running is not having a bad afternoon: that game's calendar has been quietly built from a checked-in fixture for a day and a half. The runner reports those as broken — a GitHub annotation, a row in the job summary with the status code, and a broken step output — and refresh.yml fails the run on it in a final step, after the commit and the CI dispatch. Exiting non-zero from the runner instead would skip the commit and throw away the pages that did arrive. This tier exists because six of seven sources failed every cycle for three days behind a green tick; a warning nobody opens the log to read is not a signal.

Untrusted input

Every string on an event came from a page we do not control. src/ingest/sanitize.ts is the trust boundary and it is wired into toAdapter() in src/ingest/adapters/index.ts, which is the single seam every source passes through — do not sanitize inside a parser, and do not add a code path that reaches parser.parse directly. Parsers stay pure readers of one site's markup.

The sanitizer never touches a date, cleans rather than drops (a title that sanitizes to nothing is the only drop), and logs every repair and drop by default. See docs/INGESTION.md § Stage 2.5.

Events that repeat daily

Some events are twenty small jobs on twenty deadlines, not one job with an end date, and a missed day is unrecoverable. src/shared/daily.ts decides dailiness from what the source published — type: "login", or "daily"/"check-in"/"7-day" wording — and never from a game's habits or an event's length. It adds no schema field, so the feed contract is untouched.

  • The day rolls at 04:00 server time (RESET_HOUR_LOCAL), per region. Getting this wrong ticks the wrong box for four hours every night.
  • An unannounced end yields no checklist, not a checklist of guessed length — the endsAt: null rule applies here exactly as it does to a countdown.
  • A tick is never removed except by the reader, including ticks outside the window the feed now claims. A source quietly moving a date must not erase a fortnight's streak that exists nowhere else.
  • A repeating event the reader marked done leaves the strip. They have said there is nothing left to do; keeping a tickable chip for it is the app arguing with them. Their logged days are untouched, so unmarking it brings the chip and the streak straight back.
  • Detection is a guess, not a verdict — and it ships off. prefs.detectDaily defaults to false and the control is labelled experimental: wording is a weak signal and gets it wrong in both directions, so a new reader opts in rather than out. The default moves nothing for an existing reader, whose stored prefs wins. The reader can mark any event as repeating, or unmark one detection got wrong (progress.daily, resolved by resolveDaily), whether the guessing is on or off. Store an override only when it disagrees with detection — recording agreement would freeze today's guess and stop a better parser from ever reaching that event. Neither control ever deletes a mark or a logged day, so both are reversible.

Events the reader entered themselves

No adapter list covers a ten-game player, so a reader can define a game and type in events (PRD F13, src/shared/custom.ts, src/client/state/useCustom.ts). They join the same lists, timeline, sort, filters, progress, ignore and daily stores as scraped events. Four rules:

  • Their ids live in their own spaces: mygame:<slug> and myevent:<random>. Never ${game}:${slug}:${date} — a reader can type a scraped event's exact title and date, and that collision would silently share one completion mark and one streak between two events. Random also means renaming their own event never moves its id. dailies, mygame and myevent are reserved first segments and none may ever become a GameId; a test pins this.
  • Nothing they type enters the ingest pipeline. sanitize.ts and merge.ts are for pages we do not control. Their events are not fetched, parsed, merged, scored or quarantined.
  • A hand-entered date is never attributed to a source. No sourceUrl, no source link, and the row and detail sheet both say it is theirs. "I don't know when it ends" is an offered answer, for the same reason the parsers are forbidden from guessing one.
  • They are in the export. These exist in one browser and nowhere else, so an export without them is a lossy backup. Import merges by id and never removes.

A lane may now be a game the reader invented, so gameMeta is a context resolver (metaFor, pure and total) rather than a direct lookup — a lane can outlive its game when an import carries an event whose game did not come with it.

Shipping a new version

The shell is cached cache-first, so a reader with the tab open keeps the bundle they first loaded. An old app presented as current is the same failure as old events presented as current, so a waiting version is disclosed and reloaded on a tap (PRD F14, docs/ARCHITECTURE.md § Shipping a new version to an open page). Four things hold it up:

  • sw.js must not skipWaiting() on install. It activates only on the skip-waiting message the reader's tap sends. Claiming an open page unasked runs the old bundle against the new cache and says nothing.
  • __BUILD__ must stay in sw.js. scripts/build-static.ts substitutes a hash of the built shell for it, which is what makes a deploy's worker bytes differ and therefore detectable. It throws if the placeholder is gone — do not "fix" that by dropping the substitution. There is no CACHE_VERSION bump ritual any more; the cache name is a namespace, and per-build names would discard the stored feed an offline reader is reading.
  • The feed is not part of the build id. It changes twice a day and needs no reload; announcing it as a new version teaches readers to dismiss the notice unread.
  • The app never reloads itself. Someone may be mid-way through typing an event in.

Conventions

  • Commit straight to main. This is a solo repo and its history is a single line; do not open a branch for a change unless asked for one. Committing still waits to be asked.
  • Only ever commit your own work. Stage the files you changed, by path, and nothing else. The working tree may already hold edits, untracked fixtures or a half-finished experiment that someone else — the user, or another agent — put there and has not decided about yet; git add -A, git commit -a and git stash all sweep those into your change or out of sight. Authorship in the log then says you wrote something you never read, and the commit stops being the one coherent change the bullet below asks for. If unrelated changes are in the way, say what you see and leave them alone.
  • Commits are self-contained and succinct. One coherent change per commit, typechecking and passing tests on its own — a feature spanning layers splits as model → store → UI → docs, each step green by itself, even when that means widening a type in the model commit that only the UI commit uses. docs/FEEDBACK.md makes the same argument for adapters specifically: do not batch six games into one commit, because each one is a fixture and a test that has to prove itself. Succinct is about the message, not the change: a one-line subject in plain English, and a body that says why — the reasoning a diff cannot show — rather than listing the files it touched. Never reformat code the change did not touch; a formatter the project does not run buries a 100-line change in a 550-line diff.
  • 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/<game>/ 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. Fixtures are pinned and permanent; snapshots/ is the current page and gets overwritten. Do not conflate them.
  • Colour is a token, and every token has two answers. The app ships dark and offers light (PRD F15), and the whole difference is a set of custom properties re-struck under :root[data-theme="light"] in styles.css. So a component names ink, hairline or soon and never a colour: a literal — bg-white, a hex, a hardcoded scrim — is a component that looks right in one theme and wrong in the other, and nothing will tell you which. The two things that genuinely cannot be tokens are the game hues, which are data (games.ts, and the reader's own), and the pre-paint script in index.html; both are handled in src/client/state/theme.ts and pinned by test/theme.test.ts. Two rules follow. The heat ramp must stay readable on whichever ground it is on — it carries meaning, and the dark theme's amber is 1.9:1 on paper, so each step is re-struck rather than reused. And the dark theme does not move: readableHue returns dark untouched by construction, because adding a theme is not a licence to redraw the one that shipped.
  • The page is two columns past lg, and the split is the one below. What the page tells the reader to do — the next deadlines, tonight's dailies — pins to a rail on the left and stays put while the lists it shows them scroll beside it. Below that breakpoint it is one column in the same order. The focus bar goes at the top of that rail rather than full-width above both columns: it narrows what the rail holds, and a wide row of chips above everything pushes the headline deadline down the page. On a phone, and on the timeline, which has no rail, it is back at the top of the page — one render site per view, never both at once. The rail's rule belongs to the panel, not the column: the panel is short and the list is long, so a full-height divider would spend most of its length walling off a gap.
  • Truncating a list is not re-sorting it. Each section shows LIST_CAP rows and offers "show all N". The rows below the cut keep their place in the order, stay counted in the header, and stay on the timeline — so the sorting groups, it never reorders rule below holds for what is hidden exactly as it does for what is shown. Expanding is per-visit state, not a stored preference: it is something a reader does while reading one list, not a statement about how the app should work.
  • A game we add arrives switched off, and knownGames absent means unrecorded. Adding a source is our decision; a reader who plays two games did not ask for the other twelve. So a lane missing from prefs.knownGames is new to them and is hidden on sight (adoptNewLanes, PRD F8). The trap is the other reading: every install from before this existed has no knownGames at all, and treating that as "has been offered nothing" switches off every game they already read. Seeding records what is on their screen and changes nothing else. Lanes they invented (mygame:) are recorded but never hidden.
  • Which view opens is the reader's answer. prefs.view is asked once on the first run (PRD F8) and written by the tabs from then on. It was component state, which meant a reader who preferred the timeline was put back on the list by every reload, with nothing to blame but the app forgetting. The stored answer is theirs; do not add a heuristic that overrides it.
  • A list row is one target. The event row opens the event and does nothing else — status, effort, notes and the daily checklist all live in the detail sheet. A second control inside a full-bleed row target is a mis-tap waiting to happen, and a decorative chevron says "this opens" without adding a second stop for keyboard and screen-reader users.
  • Sorting groups, it never reorders within a group. Every mode falls back to endingSoonestFirst, so choosing one can never cost the reader the deadline order the product exists for.
  • Telling the reader to do something is not the same as showing it to them. showCompleted and showIgnored decide what they can look at; the "next to expire" headline and the dailies strip are instructions, so both drop anything done or ignored regardless (outstanding in src/client/state/lens.ts). Being pointed at a job you already finished is the bug either way. For the same reason "next to expire" reads the minimum end date rather than the head of the list, which under "doing first" is a different event entirely.
  • The page states its own age unprompted, and reads it off the data. The footer says when event data last refreshed on every load, not only past the two-day threshold — a page silent about its age reads as current, and "how old is this?" has to be answerable before a countdown is worth trusting (PRD F7). freshness() in src/shared/feed.ts is the one definition: it takes the newest lastSuccessAt and never generatedAt, which is a build stamp that would call a fixture-backed calendar minutes old, and it treats a game as only as fresh as its oldest source, so one live wiki cannot vouch for a stalled sibling. Given that eight sources cannot be fetched from CI at all (§ Scraping conduct), this disclosure is the only thing standing between a reader and a confidently stale calendar — do not let a future change source it from the build clock.