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ToBePlayed-Frontend/README.md
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feat(registration): add email confirmation UI
New ConfirmEmailPage for users to verify their email and set password.
Resend form on registration and error pages. Registration form no
longer asks for a password. Confirmation requires a button click. The
admin list marks unconfirmed requests and offers only delete for them.
2026-10-01 16:20:51 +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 %.
- **What to play next** (`/play-next`): three backlog picks for a time budget (up to 5 / 15 / 40 h or any) and a mood
(story, co-op, chill, action, scary from IGDB; speedrun from speedrun.com), high priority first, reroll without
repeats, and "Start playing" in one click.
- **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.
- **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`),
shown on the dashboard and the public profile. The balance is in the header. Every effect stands still 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.
- **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 Steam game (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).
- **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). "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).
- **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.
Users turn platform mails off in the settings; account mails always come.
- **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 and genres 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.
- **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
```
- 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.
- `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
```
## Roadmap
See `ROADMAP.md` in the ToBePlayed-Deployment repo.
## License
All rights reserved. The source is public for reading only.