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ToBePlayed-Frontend/README.md
T
lobo 6ae2abee07 feat(play-next): add FRIENDS row and reason text
Shows games from followed users. Reason displays friend name and finish
or playtime status. Supports reroll without mood. Added English and
German translations.
2026-10-07 09:42:10 +02:00

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# To Be Played – Frontend
Web app of **To Be Played**, a Steam backlog tracker: import your Steam library, decide what to play, and track what
you finished. The UI is in German and English, with light and dark mode.
![Library](docs/screenshots/library-desktop-dark.png)
| Game detail | Public profile | Mobile |
|---|---|---|
| ![Game detail](docs/screenshots/detail-desktop-dark.png) | ![Public profile](docs/screenshots/profile-desktop-dark.png) | ![Mobile library](docs/screenshots/library-mobile-dark.png) |
To Be Played is split into three repositories:
| Repository | Role |
|---|---|
| ToBePlayed-Auth | Users, login, settings, signs JWTs |
| ToBePlayed-Core | Steam library, backlog, wishlist, stats; verifies JWTs |
| **ToBePlayed-Frontend** (this one) | React single-page app |
## Features
- **Dashboard** with an edit mode ("Customize"): the user orders, hides and resizes the tiles (small = half width
and less content, large = double width and more), and can add the stat groups of "Your stats" as tiles. Stored
in Auth, so it follows the user to the phone; "Reset" goes back to the default. Tiles: most played games, games in progress, "Pile of Shame" with backlog hours, its trend of the last 90
days ("this month: +N added, -N off the pile") and a random suggestion,
Steam avatar and a banner from the most played game of the last two weeks, and an achievement card: unlocked
total, perfect games, average completion and the 5 games closest to 100 %.
- **Coming games**: a game that is not released yet (and nobody played) shows a "Coming <date>" badge in the library, on
the details page, in the stat game lists and on the public profile. The pile counts only the games Core sends in
`pileGames`, so coming games are not on it; Core never picks them.
- **What to play next** (`/play-next`): seven rows of up to 3 backlog games each: up next (your own backlog order),
next in series (the next part of a series you played), because you played (a similar game for each of your 3 most
played), same studio (a developer you played), from people you follow (a backlog game someone you follow finished or played 5 h or more), longest on your list, and mood picks. A time
budget (up to 5 / 15 / 40 h or any) filters all rows; a mood (story, co-op, chill, action, scary from IGDB; speedrun
from speedrun.com) only the mood row. Each row has its own reroll without repeats, and "Start playing" in one click.
On a phone each row scrolls sideways.
- **Backlog order** (`/backlog`, third library tab): all backlog games in your own order. Move a game by drag (pointer
events, no library, so it works with touch), by the up and down buttons, or "move to top / bottom" in the menu. Each
move saves the whole list. The "Up next" dashboard tile shows the first games; the picker's "Up next" row shows the first games.
- **Your stats** (`/stats`): totals and statuses; the pile in hours, in weeks at your pace of the last 90 days and in
years of full-time work, and its oldest unplayed game; most played and most loyal games; top genres and moods;
trips to the moon, the longest gaming day, games started but under one hour; finished games per year; games per platform.
- **Click a number** (stats page, dashboard, public profile, landing page, Pile Points): a number, bar, row or year
opens the games behind it in a dialog (a bottom sheet on phones), 40 per page with "Load more". In your own
views the status counts and the pile link to the library with the filter instead. Not clickable: sums (playtime),
averages, rates and the moon trips. The list always uses the same rules as the number.
- **Pile Points** (`/points`): points for playing games off your pile (start, finish by time to beat, 100 %, month and
streak bonuses; Core checks proof of play), spent in a small shop on an avatar border, a badge, a premium accent, a
banner frame, an effect for 100 % games and an animated page or banner background (CSS and SVG in `effects.css`, two canvas engines in `EffectCanvas`; layers follow the mouse and the phone tilt, on iPhone after the switch in the settings),
shown on the dashboard and the public profile. Twelve more items are unlock-only: they show locked with a progress bar
until a goal is reached (games finished, 100 % games, weeks in a row, months with a smaller pile, months with more
play time). Skins (`skins.css`, Pastel, Retro CRT, Cyberpunk bought, Steam unlocked) are full themes made of CSS
variables; a skin wins over accent and corners, while badges, borders, frames and effects stay on top. The balance is in the header. Every effect stands still (canvas: one static frame, no loop) with the
system setting "reduce motion" or the "Reduce animations" switch in the settings.
- **Landing page**: next to the community numbers and the top games, three blocks: games per platform, top genres and
finished games per year of all users.
- **Library**: status filters, "short games" filter (up to 10 h), search, sorting by playtime, recently seen, newest
in library, rating or priority, paging. Each row shows the unlocked achievements.
- **Editions**: an auditor links the editions of one game (Steam and PS5 copy, remaster, port) for every user. A user
who owns two or more of a linked set sees "Also in your library" on the details page, an "x2" badge in the library
and the filter "Hide duplicates"; the numbers count the set once. "Same game as..." on the details page asks the
auditors for a link.
- **Add a game by name** for games outside Steam (PlayStation, Switch, Xbox, physical): search IGDB, pick a hit,
a platform and optional hours. Works without a Steam ID. Games already in ToBePlayed come first. Check several
hits to add them at once through the import review.
- **Import** (`/import`): a list (one title per line) or a CSV (title, platform, hours or minutes, status). Core
matches the lines with IGDB and saves them in the background; the page shows the steps (queued with the imports
before yours, searching on IGDB, your review, adding to the library, time to beat and moods, done) with the
progress, and "Try again" for an import that stopped. The review shows the best match, other candidates and
"search again", with the platform and status per line. Only sure matches are checked. Earlier imports can be
undone.
- **Export files** in the same file field, told apart by their header (`src/utils/importFormats.js`): GOG Galaxy 2.0
(the community script [GOG-Galaxy-Export-Script](https://github.com/AB1908/GOG-Galaxy-Export-Script), minutes),
Grouvee (Settings, "Export your collection", shelves as status, the wish list is left out), HowLongToBeat (its CSV
export, the lists as status, "Ignored" left out) and Playnite (the add-on "Library Exporter Advanced", completion
status, seconds). Store and platform names become IGDB abbreviations (`platformFromNames`); an unknown one stays
empty and the review preselects. **Unverified:** each format is built from the exporter's public source, not from
a real file; the test files in `src/test/fixtures/import` are made up.
- **Store pages** (tab "Store page", `src/utils/storeList.js`): a bookmarklet for PlayStation
(`library.playstation.com`), Xbox (`www.xbox.com`), Nintendo eShop (`ec.nintendo.com`), Epic Games
(`www.epicgames.com`) and GOG (`www.gog.com`). On the store page it reads the user's games with the page's own
login and opens `/import#data=...` with at most 1000 titles and platforms. Firefox blocks bookmarklets on pages
with a strict Content Security Policy, so the same code can be copied and pasted in the browser console. Xbox has
no JSON without its own tokens: it reads the game links shown on the page and is the most likely to break.
Nintendo lists purchases only, no free games. **Unverified:** each reader follows the site's JSON as public
scripts use it, not a real account.
- **Platform everywhere**: each game shows its platform ("Steam" for Steam games). The favorite platform from the
settings is preselected when a game is on it; otherwise a game on one platform gets that one, and a game on
several waits for the user's pick.
- **Game detail**: status, priority, 1–5 star rating, notes, achievements, time to beat (story / extras / 100 %),
a link to the game's speedrun.com page when it has verified runs, a hint when Steam shows recent playtime for a
game still in the backlog, and one to set the status to 100 % when
every achievement is unlocked.
- **Confetti**: opening a finished game plays a small confetti burst, a finished game with every achievement a big
one; setting the status to finished plays it at once. Logo and accent colors, a canvas of our own (no library),
nothing with "reduce motion" (system or the settings switch).
- **Finished?**: Core marks a game as finished by itself when the ending achievement is unlocked and the status was
never set by hand. Otherwise the game page asks: "You unlocked the ending, finished?" or "You played longer than
most players need, finished?", with "Mark as finished" and "Not yet".
- **Hide games**: a game, Steam or added by hand (e.g. a playtest or a tool), can be hidden on its detail page. It leaves the lists,
the dashboard, the stats and the public profile; the library's "Hidden" filter shows it again for unhiding.
- **Wishlist** with store price and discount.
- **Steam account** linked in the settings with "Sign in through Steam": the user signs in on Steam and Auth gets
the proved Steam ID, never a typed-in one. A Steam ID typed in before shows as "not verified" with a button to
verify it; unlinking is possible.
- **Public profile** at `/u/<display name>`, opt-in in the settings, with perfect games and average completion.
The owner arranges it with the same edit mode on the profile page itself (the tiles, incl. the stat groups of
"Your stats"), and sets its look in the settings: accent, corners, banner and background from own game art
("Profile art" on a game's page). Visitors see the owner's look on that page only; light or dark mode stays theirs.
- **Appearance**: accent color, corner style, wide layout, reduce animations, page background and banner from your own game art.
Saved in Auth, so it follows you to every device.
- **Language**: kept in the browser and saved in Auth; after the login Auth's language wins when one is saved. Dark
mode stays per device. The registration sends the browser language (`de` for a German browser, else `en`): Auth
writes its mails in it and saves it as the user's language.
- **Registration** (`/register`): no invite code; the form asks for email and display name only (no password); the page says that the user gets a mail with a link, then an admin
checks the request, and stays on "registration sent" after the send. Auth answers `409 PENDING_LIMIT_REACHED` while
20 wait. The mail link opens `/confirm-email#<token>` (the token stays in the fragment and goes to Auth in a POST
body); the page asks for the password (and its repeat) and confirms on a button click, not on load, so mail scanners do not burn the link. An expired or used
link and the page after the send offer "send the link
again" (same answer for any address).
- **Forgot password** (`/reset-password`): the login page links to it. Without a fragment it asks for the email and
shows the same text for any address. The mail link opens `/reset-password#<token>` (fragment, sent in a POST body on
the button click only): the page asks for the new password twice. A used or expired link shows the email form again.
**Change password** is a card in the settings (current password and the new one twice); the other logins end, this
one stays. The admin users page has "Send password reset" for an active, unblocked user.
- **Broken pictures**: a Steam cover or achievement icon that does not load shows a placeholder and is reported
to Core once per page load (`POST /api/library/broken-images`, only with a session). Core repairs it at night;
a repaired cover comes back as `imageUrl`.
- German and English, dark mode, mobile layout, session-expired message instead of a silent logout.
- **Admin** (PLATFORM_ADMIN only, `/admin/users`): search the users, block, unblock and delete them (the email is
typed to confirm a delete), and set the role of another user in the "Roles" dialog, which also lists the role
changes. "View as" in the menu switches the own session to User or Auditor and back; a badge
shows the lower role. Auth checks every right on the server. Registrations that wait show "Waits" with Accept
and Deny (a "Waiting only" filter lists just them); the menu shows how many wait, loaded again on every page change
and menu opening. A request whose address is not confirmed shows "Not confirmed" and only a Delete button. The login tells a waiting user that the admin has not decided yet.
- **Dashboard hints**: news from the admin at the bottom of the dashboard, one at a time. A "Dismiss" hint closes
after 30 s or with X and comes back in the next browser session unless "Do not show again" is ticked; an
"Accept" hint stays until "OK". Admins write, preview and end hints on `/admin/hints` (Auth stores them). A hint can
target groups (without Steam, role and higher, new users, empty library; all must match). Four automatic hints
(no Steam, empty library, pile grew this month, open link queue for auditors) show after the admin hints while
their condition is true; the Frontend checks it with Core's library summary, stats and link queue. X hides an
automatic hint for 7 days, "Do not show again" for good, the 30 s auto close only for this browser session.
Admins turn each on or off on `/admin/hints`. Hint and news text may use `**bold**` and `[text](url)` (an app
path or https; anything else stays plain text); `HintText` renders React elements, never HTML.
- **Follow users** (#27): a logged-in visitor follows the owner of a public profile with "Follow" on `/u/<name>`; the
settings page lists who you follow ("Unfollow") and who follows you ("Remove", a private follower shows as "Private
user"). Core writes one inbox note per followed user and batch (new games, achievements, status changes, wishlist
adds; what the profile hides is left out). `/inbox` (bell in the header, with the unread count) lists the newest 50 notes
and marks them read; a user who goes private ends the follow with a note. Notes older than 90 days are deleted.
- **What's new**: a dialog on the dashboard shows the news entries the user has not seen yet, newest first. "Got it"
marks them seen in Auth; closing the dialog any other way shows them again on the next dashboard visit. `/whats-new`
(menu) lists all entries and marks them seen. Admins publish, preview, edit and delete entries on `/admin/news`.
- **Broadcast mail**: admins write a mail in both languages on `/admin/broadcasts`, send it to all active users or to
picked ones, send a test to themselves, confirm with the real recipient count, and see the history with the counts.
- **Welcome page**: `/welcome` opens once after the first login (Auth `settings.welcomeSeenAt` is null; only the
dashboard redirects, deep links stay). Feature cards with links, two next steps (Steam, import) with checks from
`/me` and the library summary. "Let's go" and "Skip" stamp it in Auth and open the dashboard. The settings page
links to it again.
- **Correct game data** (AUDITOR or higher): "Correct data" on the game detail page changes name, header image,
speedrun link, moods, endless flag, genres and time to beat (hours and minutes) for every user; each field goes back to the source on its own.
"Merge duplicate" joins two entries of the same game (e.g. the Steam game and the same game added by hand) for
every user; an auditor can undo a merge for 30 days from the audit log ("Undo"). An old link of a merged game opens the kept game.
- **Game catalog** (`/audit/games`, AUDITOR or higher): search every game any user has by name (cover, platforms,
key), paged; "Correct" opens the correction dialog, also for a game the auditor does not own. The audit log links
its games here.
- **Link queue** (`/audit/links`, AUDITOR or higher): the pairs IGDB suggests and users asked for, with "requested by N
players"; Link or Dismiss; paged, 20 pairs a page. **Audit log** (`/audit/log`): the newest merges, merge undos, links, unlinks, dismissals, corrections and resets with who
did it, filter by action, paged; "Undo" on a merge made in the last 30 days.
- **Delete my account** in the settings: a dialog asks for the own email and the password. Auth blocks the
account at once and removes it after 30 days; the page ends the session and goes to the landing page.
- **Build version** in the settings: commit and build time of Frontend, Auth and Core, each hash links to its
commit. CI passes them as Docker build args; a local build shows `dev`.
- **Installable** as an app on phone and desktop (web app manifest, no service worker, so no offline mode).
- **Session**: the tokens are HttpOnly cookies that no script can read. `apiFetch` renews an expired access token
once and sends the request again; parallel requests and other tabs share one refresh.
## Tech stack
- React 19, React Router 7, Vite 8
- Tailwind CSS 4, Radix UI primitives (shadcn/ui style components), Lucide icons
- react-hook-form + zod for forms, i18next for translations (`public/i18n`)
- Vitest + React Testing Library + jsdom
- Production image: nginx (Alpine), SPA fallback, long-term caching for hashed assets, Content Security Policy
and security headers
- ESLint with the React hooks rules (`npm run lint`)
- CI: Forgejo Actions (`npm ci`, `npm run lint`, `npm test`, `npm run build`, Docker image)
## Architecture
```mermaid
flowchart LR
Browser["Browser"] --> Proxy["Traefik (TLS)"]
Proxy --> Frontend["ToBePlayed-Frontend<br/>nginx, static files"]
Proxy --> Auth["ToBePlayed-Auth"]
Proxy --> Core["ToBePlayed-Core"]
Core -->|"JWKS"| Auth
Auth --> Db[("PostgreSQL")]
Core --> Db
Core --> Steam["Steam Web API"]
Core --> Igdb["IGDB API"]
Core -->|"OAuth token"| Twitch["Twitch"]
Core --> Speedrun["speedrun.com API"]
Browser -.->|"game art"| Images["Steam and IGDB image hosts"]
Browser -.->|"Sign in through Steam"| SteamLogin["steamcommunity.com (OpenID)"]
Browser -.->|"bookmarklet, the user's login"| Stores["PlayStation, Xbox, Nintendo, Epic, GOG"]
Auth -->|"check_authentication"| SteamLogin
```
- `useDragSort` (`src/hooks/useDragSort.js`) sorts a list with pointer events. Only the drag handle has `touch-action: none`, so the page still scrolls from a row.
- nginx serves the built app. It has no backend of its own: the browser calls Auth and Core directly
(`VITE_API_URL`, `VITE_CORE_API_URL`). The Content Security Policy allows only these two hosts and the image hosts.
- Auth and Core each have their own database. Core verifies Auth's tokens with Auth's public keys (JWKS).
- Calls for the logged-in user go through `src/utils/api.js`. `clientFetch` sends the HttpOnly cookies and the
`X-TBP-Client` header. `apiFetch` answers a `401` with one `POST /api/auth/refresh` and sends the request again.
Parallel requests and other tabs share this refresh (`navigator.locks`). When the second answer is still a
`401`, `apiFetch` ends the session (`expireSession`); the pages only stop. `request()` wraps `apiFetch` as
`{ok, status, data}` and never throws. Public pages (landing page, public profile) and the public
`GET /api/version` in the settings use plain `fetch`.
- `src/utils/auth.js` is the session store: `markSession`, `clearSession` (logout) and `expireSession` (a `401`)
tell every `useSession()`, also on a login or logout in another tab. The user (`CurrentUserProvider`) and the
look (`PreferencesProvider`) follow it.
- The pages that need a login sit under the `RequireSession` layout route in `App.jsx`. Without a session it opens
the login page: after a `401` with the "session expired" message and back to the same page, after a logout
without a way back. A public page stays open when the session ends there.
- `CurrentUserProvider` holds `GET /api/users/me` for the whole app (`useCurrentUserContext`, `useCurrentUser`).
Dashboard and settings load it again when they open.
- Tests render through `src/test/renderWithProviders.jsx` (a data router like `main.jsx`) and answer requests
with `src/test/fetchRoutes.js`, which fails a test on any request without a route.
- `src/utils/brokenImages.js` reports pictures that fail to load (`GameCover`, achievement icons on the game
detail page) to Core.
- The games behind a number: pages wrap their content in `StatDrillProvider` (`source` own, profile, community or
points), which renders one `StatGamesDialog`. Numbers call `useStatDrill()` / `StatCount`; outside a provider they
are plain text. `src/utils/statGames.js` builds the four endpoint URLs.
```mermaid
flowchart LR
Number["Number, bar or row"] --> Provider["StatDrillProvider"]
Provider --> Dialog["StatGamesDialog"]
Dialog -->|own| Own["Core /api/library/stats/games"]
Dialog -->|"profile + ticket"| Profile["Core /api/public/profiles/library/stats/games"]
Dialog -->|community| Community["Core /api/stats/public/games"]
Dialog -->|points| Points["Core /api/rewards/.../games"]
Dialog -->|"community row, login"| Owners["Core /api/stats/owners"]
Landing["Landing user tiles, login"] --> Users["Auth /api/stats/users"]
```
- Owner and user lists (`src/components/people/`, `src/utils/people.js`) need a login and show listed users by name
(a link to `/u/<name>`), everyone else as "+N private", the viewer as "You". The setting "show me in owner lists" is
saved on its own (`PUT /api/users/settings/owner-lists`), never through `saveSettings`.
- `useLibrarySync` polls Core's `/api/library/sync-status` while a Steam sync runs, then loads the data again.
- The bookmarklet hands its list over in the URL fragment (base64url JSON), which the browser sends to no server.
The import page reads it once and removes it from the URL. `RequireSession` keeps the fragment on the way
through the login page.
- The import page polls a running import every 2 s. After a `5xx` or a network error it waits twice as long (up to
30 s) and gives up after 10 failures in a row; a hidden tab does not poll.
- All `localStorage` access goes through `src/utils/storage.js`: with site data blocked a read is `null` and a
write is lost, but the app still starts.
- `PUT /api/users/settings` replaces dark mode, language, display name and public profile at once, so every save
goes through `saveSettings` in `src/utils/settings.js`: one after the other, each on a fresh `GET /api/users/me`.
- Pages keep a load error as its i18n key and translate it when rendering, so a language switch loads nothing
again.
## Project structure
```text
src/
├── pages/ # One component per route (Dashboard, GameLibrary, GameDetail, ...): loads data, places cards
├── components/ # Cards and shared components; ui/ holds the base components, import/ and stats/ the parts
│ # of one page that share page-only code
├── hooks/ # Data hooks (game, dashboard, library sync, Steam profile, appearance, session)
├── context/ # PreferencesContext: theme, language, appearance
├── utils/ # Validation schemas and helpers
└── test/ # Test setup (i18n mock)
```
Tests sit next to the code they test (`Component.test.jsx`).
## Run locally
### Local development without keys (profile `local`)
The whole stack runs on your machine with no API keys and no calls to Steam, Twitch/IGDB or speedrun.com. Needs
Java 25, Node 24 and Docker. Clone `ToBePlayed-Auth`, `ToBePlayed-Core` and `ToBePlayed-Frontend` next to each
other, then start them in this order (Core also starts without Auth and finds it later):
1. **Auth**: in `ToBePlayed-Auth`, `./mvnw spring-boot:run -Dspring-boot.run.profiles=local`
(IDE: active profile `local`). Port 8080.
2. **Core**: in `ToBePlayed-Core`, `./mvnw spring-boot:run -Dspring-boot.run.profiles=local`. Port 8090.
3. **Frontend**: in `ToBePlayed-Frontend`, `npm install`, then `npm run dev`, and open `http://localhost:5173`
(`localhost`, not `127.0.0.1`, so the browser sends the login cookies to every local port). The development
values must be `VITE_API_URL=http://localhost:8080` and `VITE_CORE_API_URL=http://localhost:8090`.
4. **Log in** with `dev@localhost` / `password123`. On the dashboard, start a Steam sync: the library fills with 8
games, achievements, time to beat, moods, a wishlist and one speedrun game from recorded answers.
The dev user is `PLATFORM_ADMIN`, so user, auditor and admin pages can all be tried ("View as" in the menu
switches down). What the profile does in Auth and Core: their readmes, "Run locally".
### Against other services
Needs Node 24 and running Auth and Core services.
```bash
npm install
npm run dev
```
| Variable | Purpose |
|---|---|
| `VITE_API_URL` | Base URL of the Auth service |
| `VITE_CORE_API_URL` | Base URL of the Core service |
Values for development and production live in `.env.development` and `.env.production`. They end up in the
browser bundle, so they must never hold a secret.
## Tests and build
```bash
npm run lint
npm test
npm run build
```
### Overflow check (phones)
`scripts/check-overflow.js` visits every page at 360, 390, 412 and 414 px and reports any page that scrolls sideways
(`scrollWidth != clientWidth`) with its widest elements. It is not part of the gate and needs no dependency:
1. Start the local stack (see "Run locally") and log in as an admin in the Playwright MCP browser.
2. Set `GAME_ID` (an appid in the library) and `PROFILE_NAME` (the display name of that user, the profile must be public) at the top of the script.
3. Run the file with the Playwright MCP tool `browser_run_code_unsafe` (`filename` = the script). An empty `hits` list is green.
4. Other runs: edit `FONT_PERCENT = 130` (large system font), `DARK`, `SKIN`. For the logged-out pages set `LOGGED_OUT = true` and run in a browser without a session (a logged-in browser redirects them).
Use long display names (up to 24 characters in Auth) and long game names in the local data to stress the layout.
## Roadmap
See `ROADMAP.md` in the ToBePlayed-Deployment repo.
## License
All rights reserved. The source is public for reading only.