Files
ToBePlayed-Frontend/README.md
T
lobo 814decc781 feat(points): show points result on every status save
Core now settles on GET /api/rewards/games/{appid}. The Frontend
shows a toast, refreshes the header balance, and lists the paid
rows and reasons on the game page. Deploy Core first.
2026-10-09 15:25:04 +02:00

31 KiB
Raw Blame History

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

Game detail Public profile Mobile
Game detail Public profile Mobile library

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 %. The card counts PlayStation trophies too (platinum = perfect) and also shows for a user with only a PlayStation link.
  • Coming games: a game that is not released yet (and nobody played) shows a "Coming " 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. After every status save (game page, Play Next "Start", Questions, add game) usePointsCheck asks Core GET /api/rewards/games/{appid}, reloads the wallet when the balance moved and shows a toast ("+N points", "Already paid on ...", "No points yet: reason"). The game page shows the paid rows and the reason per missing kind (GamePointsLine); pointsNotice in utils/rewards.js picks the toast, the reason codes come from Core and POINTS.REASONS only maps them to texts.
flowchart LR
    Save["Status save"] --> Check["usePointsCheck"]
    Check -->|"GET /api/rewards/games/{appid}"| Core["Core: settle + paid rows + reasons"]
    Check --> Toast["Toast"]
    Check -->|balance moved| Wallet["reloadWallet: header"]
    Core --> Line["GamePointsLine on the game page"]
  • 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, source filter (Steam, PlayStation, manual; a linked set matches on each of its sources), "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. A game you own on several platforms is one row (Core's counted edition) with a small badge per platform next to the title (PlatformIcons: ST, PS or the platform name, from platforms[]; lucide has no brand icons).
  • Editions: the editions of one game (Steam and PS5 copy, remaster, port) are linked automatically from IGDB's "same game" key; an auditor can also link or unlink them for every user. A user who owns two or more of a linked set sees "Also in your library" on the details page and an "x2" badge in the library; the library lists the set once (no "Hide duplicates" filter any more), and the numbers count it once. The editions of a set share one status, rating and notes (the page reloads after a save to show it). "Not the same game" splits the game off its set for this user only, and it stays split. "Same game as..." on the details page asks the auditors for a link.
  • Detail per platform: the details page of a game with several platforms (or a PlayStation title on a Steam game) shows PlatformsCard above the editions: one row per platform with playtime, last played and the achievement or trophy progress of that platform, a total row, and a link to the edition whose page lists the achievements. The hero playtime and the library card show the set total (totalPlaytimeMinutes); sorting, stats, dashboard cards and the public profile use the set total (Core V45); per row stay the playtime history, rewards and the played / never started counts.
  • 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, 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.
  • PlayStation trophies (slice 3): the game detail shows one card per set, Steam first, then PS5 and PS4 (GameAchievements, grouped by achievementSets). A trophy has its type (bronze to platinum), rarity and a DLC tag; a hidden trophy shows "Hidden trophy" until it is earned; a set whose list is not stored yet says it loads with the next sync. The sync banner and inbox text say "achievements or trophies". Library tiles show the best set of a game.
  • 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. Two more notes come from the user's own PlayStation link (PSN_EXPIRING about 2 days before it ends, PSN_EXPIRED when it has ended), with a link to the settings. 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

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"]
    Core -->|"NPSSO sign-in, played titles, trophies"| Psn["PlayStation API (unofficial)"]
    Browser -.->|"game art, trophy icons"| Images["Steam, IGDB and PlayStation (psnobj) 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 (Steam, IGDB and, for trophy icons, psnobj.prod.dl.playstation.net).
  • 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.
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"]
  • /questions (QuestionsPage, nav item with the open count; the badge is hidden on the page, whose title shows the live count) lists one card per game with an open question (Start it? / Finished? / Dropped? / Rate it?). Core decides which question is open; src/utils/questions.js only loads the list and sends the answer. A yes to Finished? gets the Rate it? card back at once. 409 / 404 reload the list. RatingStars is shared with BacklogCard.
flowchart LR
    Games["Core GET /api/library/games: one row per set + platforms[]"] --> Row["GameLibrary row"]
    Row --> Icons["PlatformIcons: badge per platform"]
    Row -.->|"no platforms (hidden game)"| Badge["single platform badge"]
flowchart LR
    DetailData["Core GET /api/library/games/{appid}: platforms[] + totalPlaytimeMinutes"] --> Platforms["PlatformsCard: row per platform, total"]
    DetailData --> Hero["GameHeroCard: total playtime"]
    Platforms -->|"row of another edition"| Other["/library/{appid} of that edition"]
flowchart LR
    Detail["GameDetail: EditionsCard"] -->|"Not the same game"| Split["Core DELETE /api/library/games/{appid}/set"]
    Detail -->|"Same game as... (request)"| Request["Core POST /api/library/games/{appid}/link-requests"]
    Detail -->|"Unlink (auditor)"| Unlink["Core DELETE /api/library/games/{appid}/link"]
    Split --> Reload["reload the detail"]
    Backlog["BacklogCard save"] -->|"game has editions"| Reload
  • EditionsCard shows "Not the same game" on every game that has other editions in the own library. The call goes through src/utils/links.js (splitGame); 404 NOT_LINKED shows the generic error toast.
flowchart LR
    Header["AppHeader badge"] --> Count["Core /api/library/questions/count"]
    Page["QuestionsPage"] --> List["Core /api/library/questions"]
    Page -->|"Yes / No / stars"| Answer["Core POST /api/library/questions/{appid}"]
  • 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

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.

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

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.