# To Be Played – Core Service Business service of **To Be Played**, a Steam backlog tracker. It syncs the user's Steam library, stores the backlog (status, rating, notes, priority), tracks playtime per day, syncs the wishlist and adds time-to-beat data from IGDB. To Be Played is split into three repositories: | Repository | Role | |---|---| | ToBePlayed-Auth | Users, login, settings, signs JWTs | | **ToBePlayed-Core** (this one) | Steam library, backlog, wishlist, stats; verifies JWTs | | ToBePlayed-Frontend | React single-page app | ## Features - **Steam sync**: owned games, playtime and achievements through the Steam Web API. Manual sync plus a nightly sync. Resilience4j retries and rate-limits every Steam call; Caffeine caches game counts and player summaries. - **Backlog**: status (`BACKLOG`, `PLAYING`, `FINISHED`, `COMPLETED` = 100 %, `DROPPED`), rating 1–5, notes, priority, filters and sorting. "Pile of Shame" summary with a random suggestion of what to play. - **Picker**: up to 10 random backlog games for a time budget (IGDB normal time to beat) and a mood, HIGH priority first, then MEDIUM, then the rest. Games already shown can be excluded for a reroll. Moods `STORY`, `COOP`, `CHILL`, `ACTION`, `SCARY` come from IGDB genres, themes and game modes; `SPEEDRUN` from speedrun.com. - **Speedrun games**: a backlog game counts as a speedrun game when speedrun.com has a game with the same name (and a release year at most one year off, when IGDB knows it) with at least one verified run. The game detail returns the speedrun.com link as `speedrunUrl`. speedrun.com has no Steam or IGDB link and no key, so one queue works for all users, with up to 3 requests per game and 1 request per second; a result is kept 30 days. - **Achievements**: after every library sync a background job fetches the achievement schema of each owned game and the user's unlocks of each game whose playtime changed. One Steam call per second, so user requests keep half of the rate limit; it stops after 3 Steam errors in a row or when Steam hides the achievements. A Steam error never overwrites stored data. Summary: unlocked total, perfect games, average completion over started games, the 5 games closest to 100 %. - **Playtime history**: one row per game and day, for the activity view and the "most played in the last two weeks" dashboard banner. - **Wishlist**: synced from Steam with store price and discount. - **Time to beat**: story, extras and completionist hours from the IGDB API. Optional: without credentials the feature is off and the rest works. - **Public profile data**: totals, status counts, games in progress and finished games with rating, perfect games and average completion. Readable only with a profile ticket issued by Auth. Never returns notes, priority or the Steam ID. ## Authentication Core never issues tokens. It verifies Auth's EdDSA (Ed25519) JWTs with public keys only. It loads them from Auth's JWKS by the token's `kid` and loads again when a new `kid` shows up (at most every 10 seconds). Loaded keys stay until Core restarts. `JWT_PUBLIC_KEY` is used only until the first JWKS load works. The token comes from Auth's `tbp_access` cookie or a `Bearer` header, whichever verifies first. Core reads `userId` and `steamId` from the claims. `POST`, `PUT` and `DELETE` need an `X-TBP-Client` or `Authorization` header (CSRF guard), and CORS allows only the frontend origin. A token with a `typ` claim (for example a profile ticket) is rejected on normal endpoints; the profile ticket is accepted only by `GET /api/public/profiles/library` in the `X-Profile-Ticket` header. ## API | Method | Path | Auth | |---|---|---| | `GET` | `/api/library/games`, `/api/library/games/{appid}` | JWT | | `PUT` | `/api/library/games/{appid}/backlog` | JWT | | `PUT` | `/api/library/games/{appid}/status` (status only, keeps rating, notes, priority) | JWT | | `POST` | `/api/library/sync` | JWT | | `GET` | `/api/library/picker?maxMinutes=&mood=&count=&exclude=` | JWT | | `GET` | `/api/library/achievements/summary` | JWT | | `GET` | `/api/library/sync-status`, `/summary`, `/activity`, `/wishlist`, `/steam-profile`, `/games-count` | JWT | | `GET` | `/api/public/profiles/library` | profile ticket | | `GET` | `/api/stats/public` | public | ## Tech stack - Java 25, Spring Boot 4.1 (Web MVC, Security, Data JPA, Validation, Cache with Caffeine), virtual threads - PostgreSQL 17, Flyway migrations - Resilience4j: retry and rate limiter for Steam, rate limiters for IGDB and speedrun.com - JJWT with Ed25519 public key - Spring Boot Actuator + Micrometer (Prometheus) - Tests: JUnit 5, Testcontainers (PostgreSQL), ArchUnit - CI: Forgejo Actions, multi-stage Docker image ## Architecture A modular monolith. Each module under `core_service.modules` is a vertical slice that could move to its own service later. ```mermaid flowchart LR Browser["Frontend in the browser"] subgraph CoreService["ToBePlayed-Core"] Security["configuration.security
JwtAuthenticationFilter"] subgraph Library["library"] LibApi["api"] --> LibService["service"] --> LibRepo["repo"] end Stats["stats"] Steam["steam_adapter"] Igdb["igdb_adapter"] Speedrun["speedrun_adapter"] LibService --> Steam LibService --> Igdb LibService --> Speedrun end Browser -->|"tbp_access cookie"| Security Security -->|"JWKS by kid"| Auth["ToBePlayed-Auth"] Steam --> SteamApi["Steam Web API"] Igdb --> IgdbApi["IGDB API"] Igdb -->|"OAuth token"| Twitch["Twitch"] Speedrun --> SpeedrunApi["speedrun.com API"] LibRepo --> Db[("PostgreSQL tbp_core")] Stats --> Db ``` | Module | Content | |---|---| | `library` | Sync, backlog, manual games, playtime history, wishlist, achievements, public profile data | | `stats` | Public numbers for the landing page | | `steam_adapter` | Steam Web API client | | `igdb_adapter` | IGDB client (Twitch OAuth): time to beat, game tags for moods, release years, game search | | `speedrun_adapter` | speedrun.com client: game search by name, verified runs | Inside a module: `api` (controllers, DTOs), `service` (business logic), `domain` (JPA entities) and `repo` (repositories). `src/test/java/core_service/architecture/ArchitectureTest.java` checks these rules on every build: - Modules do not depend on each other. Only `library` may use `steam_adapter`, `igdb_adapter` and `speedrun_adapter`. - No cycles between `modules`, `shared` and `configuration`. - `api` never uses `repo`, and `repo` never uses `api`. - Every class in `repo` ends with `Repository`. - `shared` never uses `modules`, and `modules` never use `configuration`. - A `*Service` class in a module's `service` package has `@Service`. A `*Controller` class in `api` has `@RestController`, `@ControllerAdvice` or `@RestControllerAdvice`. ### Sync flow 1. `GET /api/library/games`, `/games-count` and `/picker` call `LibrarySyncService.syncIfStale`. It starts a sync when the last one is older than 24 hours, older than 15 minutes after a failure, or was for another Steam ID. `POST /api/library/sync` starts one at once, but at most every 60 seconds (else `429` with `Retry-After`). 2. A nightly job (23:55, Europe/Berlin) syncs every account used in the last 14 days, one after the other. 3. `LibrarySyncWorker` runs in the background. `user_steam_sync` lets only one run per user start. 4. The worker loads the wishlist and the owned games from Steam. It updates `steam_game` and `user_game`, adds the playtime growth of the day to `user_game_playtime_day`, and soft-deletes Steam games the user no longer owns. When Steam returns no games, the library stays as it is. 5. `TimeToBeatService` and `MoodService` ask IGDB for missing or old time-to-beat and mood data, for Steam games and manual games. 6. After the commit, `LibrarySyncedEvent` starts `AchievementSyncService` and `SpeedrunService` (backlog games only) in the background. The frontend polls `GET /api/library/sync-status` until the run ends. ### Manual games next to Steam games A game the user adds by hand comes from IGDB (`ManualGameService`). Steam games and manual games share `steam_game` and `user_game` and one key, the column `appid` (see `GameKeys`): - `appid > 0`: the Steam appid. A manual game gets it when IGDB knows the game on Steam. - `appid < 0`: minus the IGDB id, for a game that is not on Steam. Steam appids are always positive, so the two never meet. `user_game.source` (`GameSource`) says who owns the row. The sync never changes or removes a `MANUAL` row, with one exception: when the user later owns the game on Steam under the same appid, the sync takes the row over: it becomes `STEAM`, and status, rating and notes stay. Only `MANUAL` rows can be edited (`PUT /api/library/games/{appid}/manual`) or deleted (`DELETE /api/library/games/{appid}`). Time to beat uses the Steam appid for positive keys and the IGDB id for negative keys. Search and add check both keys of a game. A game added under minus its IGDB id can still get a second row when IGDB learns its Steam appid later and the user owns it on Steam. ## Run locally Needs Java 25 and Docker. ```bash ./mvnw spring-boot:run -Dspring-boot.run.profiles=dev ``` Spring Boot's Docker Compose support starts PostgreSQL from `compose.yaml`, Flyway applies the migrations, and the service listens on `http://localhost:8090`. Health: `/actuator/health`, metrics: `/actuator/prometheus`. In the `dev` profile a request without an `Authorization` header gets a dummy user, so the API is usable without a running Auth service. Configuration comes from environment variables: | Variable | Purpose | |---|---| | `JWT_JWKS_URL` | Auth's `/.well-known/jwks.json` | | `JWT_PUBLIC_KEY` | Ed25519 public key (Base64 of the X.509 DER bytes), used until the first JWKS load. Set this, `JWT_JWKS_URL`, or both | | `STEAM_API_KEY` | Steam Web API key | | `IGDB_CLIENT_ID`, `IGDB_CLIENT_SECRET` | Twitch app for IGDB (optional) | | `DB_PASSWORD` | Local PostgreSQL password | ## Tests ```bash ./mvnw clean verify ``` Runs unit, WebMvc, persistence and integration tests plus the ArchUnit rules. Needs Docker for Testcontainers. ## Roadmap - Sale alerts for wishlist games. - Move `steam_adapter` DTOs out of `api`, then turn on strict module independence in ArchUnit. ## License All rights reserved. The source is public for reading only.