Playtest feedback round 2:
- blindtest DJ can now be anyone incl. the track's contributor (pickDj only
excludes bots) — no more "immunity" for whoever isn't picked
- blindtest rounds last 90s (longer listen + typing)
- per-player volume slider (persisted), YT player setVolume + origin/enablejsapi
- theme switcher (light/dark/system) on home + room header
- clock sync: clients estimate the server-clock offset (time:sync) so the
countdown is identical across devices (was off by each device's clock skew);
also used for blindtest media sync
Note on duplicates: anti-repeat is per room code (quiz_played) — it works when
you replay in the SAME room, but a new room starts fresh. Verified e2e: two
chained games in one room share 0 questions.
Verified: typecheck 4/4, lint 4/4, 24 server tests, web build; e2e dedup (0
overlap) and clock/DJ behavior.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
From friends playtest feedback:
- blindtest "who added it?" (and mixed): hide the per-player vote status — the
contributor never validates, which gave them away
- blindtest sound: set YT player `origin`/`enablejsapi` (fixes the postMessage
origin warning) and add a per-game "Activer le son" gesture for non-DJ
(browsers block audible autoplay without a user gesture)
- track list: render each player's own tracks from a server-sent, authoritative
blindtest:myTracks event (emitted on submit/remove/reconnect) instead of local
state that desynced on remount — fixes the "3/3 but only 2 shown" case
- quiz: reset the free-answer input between questions (was pre-filled with the
previous answer)
Verified e2e: myTracks emitted on submit + reconnect.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Dockerfiles: server (Bun, runs migrations then starts) and web (Vite build
served by nginx with SPA fallback); .dockerignore
- docker-compose.prod.yml (postgres + server + web) ready for Dokploy, with
uploads/pgdata volumes and .env.production.example
- README: deployment (Dokploy) + gitflow/versioning sections, Images mode, bots,
i18n; CHANGELOG.md
- bump packages to 0.1.0
Docker images built and validated end-to-end: server migrates + serves
/health + /api/categories; web serves the SPA with VITE_SERVER_URL baked in.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The react-refresh rule flagged button.tsx for exporting a non-component
(buttonVariants) alongside the Button component. Moved the cva to
button-variants.ts (imported by button.tsx); button.tsx now exports only the
component. `bun run lint` is green across all workspaces.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- results page: when there are no tracks (quiz-only game), the recap was sitting
in the left column of a 2-col grid; now a single section is centered (2 columns
only when both tracks and recap exist)
- add a shadcn Tooltip component (@workspace/ui, via radix-ui) and replace native
browser title= tooltips: connection dot, back-office active toggle, and the
locked blindtest tiles (now aria-disabled so the tooltip still triggers)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- blindtest is only available with >=3 players AND >=2 humans (a bot can't be DJ):
lobby gate + tooltips updated, and server game:start rejects otherwise
- new botDifficulty setting (easy/normal/hard) drives how often bots answer
correctly (quiz + blindtest who-added / title-artist); host picks it in the
lobby when at least one bot is present
Verified e2e: blindtest start rejected with 1 human + 2 bots (NEED_THREE).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- server-side bot players (isBot): host adds/removes them in the lobby
(lobby:addBot / lobby:removeBot), capped at 8 players
- bots auto-vote each round: GameRound.botAnswer generates a plausible answer
(quiz ~50% right, blindtest guesses a random player / title); engine schedules
the votes within the answer window and triggers early end when all have voted
- bots are never DJ (pickDj excludes them) and are excluded from the blindtest
track-submission gate (they don't submit)
- snapshot players carry `bot`; lobby shows a 🤖 marker + add/remove controls
Verified e2e: 2 bots added, they vote, game ends with all 3 players scored
and rounds end early.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- room:leave event: removes the player from the room (not just disconnected),
reassigns host if the host leaves, deletes the room when empty
- store leaveRoom() emits it and clears the session (reset)
- room header gets a "Quitter" button (always available); end-screen "Quitter"
now also leaves cleanly
Verified e2e: leaver removed from snapshot, host reassigned to the next player.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- each player gets a reconnectToken; room:create/join return it
- new room:rejoin event: re-attaches the existing player (by id+token) to the
new socket, broadcasts player:rejoined + room:state, and resyncs the current
round to that socket (engine.resync re-emits round:start with their view)
- client persists the session (roomCode/playerId/token/name) in localStorage;
bootstraps the store from it and auto-rejoins on every socket connect;
clears it on reset/quit or failed rejoin
Verified e2e: wrong token rejected, correct token re-attaches (player present
+ connected).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- settings carry `categories` (empty = all); quiz/image pool filters by category
(DB + in-code bank), threaded through prepareQuizForRoom/loadGroup/loadQuizPool
- public GET /api/categories lists available categories
- lobby: category chips (Toutes + each), shown when quiz/images is active
- shared: RoomSettings.categories + UpdateSettingsPayload
Verified e2e: /api/categories returns the list; filtering by ["Pokémon"] serves
only Pokémon questions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mixed settings fix:
- RoundConfig carries a `pool` hint (quiz | image) per quiz round; lobby shows
a separate count for each selected sub-mode (Quiz, Images) and the blindtest
config — not just the quiz one
- server pool composes the queue per round's pool (quiz formats vs image_reveal),
in order; verified e2e (2 quiz + 2 images honored)
Awards:
- "⚡ Le plus rapide" — derived client-side from the speed bonus baked into
quiz/image points (points above the 100 base on correct answers)
Desktop restyle:
- room page gets an ambient halo background and a responsive container
(lobby max-w-3xl with a 2-column players|settings grid, game/end max-w-lg)
- game/end views widened to max-w-lg
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- shared: RoundRecap gains answers[] (RoundPlayerAnswer: text + correct)
- server: quiz/blindtest recap() build per-player answers (choice text / free
text / blindtest guess formatted by mode), with correctness
- client: recap lists each player's answer per round, green/red by correctness,
with their points when they scored
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- shared: RoundRecap (+ scorers); game:end carries recap[]
- server: GameRound.recap(ctx) per mode (quiz: prompt + correct answer +
image; blindtest: "title — artist" + addedBy + links); engine accumulates a
history per round (with that round's scorers from the score deltas) and sends
it at game:end
- client: GameEndView shows a collapsible "Récapitulatif des manches" — each
round's label, answer, media thumbnail (image/youtube) and who scored
- engine test dummy round implements recap
Verified e2e: game:end recap lists every round with answer + scorers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- image_reveal display: larger, object-contain (whole image up to 58vh), no crop
- image prompt optional in back-office (defaults to "Qui est-ce ?"), overridable
- mixed mode reworked: select "Mixte" then toggle sub-modes (Quiz/Images/
Blindtest). Blindtest sub-mode locked under 3 players; mixed itself no longer
needs 3. Server quiz pool formats derived from gameType + mixedModes.
shared: MixMode + RoomSettings.mixedModes (default quiz+image).
- DB: prompt uniqueness is now a partial index (excludes image_reveal) + unique
index on image_url; lets many images share the generic prompt, dedup by URL.
- seed: db:seed:images pulls Pokémon (PokéAPI) as image_reveal questions with
official artwork (remote URL) + FR/EN accepted answers; idempotent by image_url.
Verified: migration applied, Pokémon seed inserts FR+EN, image mode serves only
image_reveal, all checks green (23 tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- image_reveal becomes its own game mode: GameType gains "image"; the quiz
pool is filtered by allowed formats derived from gameType (image →
image_reveal only, quiz → mcq/truefalse/free, mixed → all). loadQuizPool
takes a formats list; pool fallback respects it.
- lobby settings reworked into a refined "Réglages" card: 4 mode tiles
(icon + label, locked <3 players for blindtest/mixed), question count as a
stepper, blindtest config grouped; dynamic label for image mode + hint.
- admin: real upload button (hidden input + styled Button with Upload icon)
instead of the bare file input.
- app title set to "NerdWare …" in index.html (+ lang fr, description).
Verified e2e: image mode serves only image_reveal questions (with imageUrl).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Server:
- quiz-round handles image_reveal like a text-answer format (tolerant match
on acceptedAnswers), exposing imageUrl in the round payload; degressive
scoring comes for free from the existing speed bonus (earlier = blurrier =
more points)
- repo includes image_reveal in the pool (requires imageUrl + acceptedAnswers)
- back-office: image upload (@fastify/multipart) saved to UPLOADS_DIR and
served statically on /uploads (@fastify/static); create supports image_reveal
- env: UPLOADS_DIR; gitignore uploads/
Client:
- admin form: "Image à deviner" — upload + preview + accepted answers
- in-game: ImageReveal shows the image with a time-cadenced decreasing blur
(synced via server timestamps) + text input; reveal shows the clear image
and the answer
shared: QuizQuestionPayload.imageUrl
Verified against real server+DB: upload (url), static serve (200), create
(201), validation (400).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- game:end now carries the played blindtest tracks (title/artist/youtubeId/
url/submittedByName); the end screen lists them as cards with a YouTube
open link so players can recover/export the songs
- who_added vote no longer lets you pick yourself (filtered out)
- home page: animated halo, floating geek emojis, springy gradient title,
hover/tap on buttons (Framer Motion) + Lucide icons
- lobby settings get Lucide icons (game type, quiz, blindtest mode, tracks,
start)
Verified e2e: game:end includes the track list with links.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Restructure onboarding (option B):
- home is just Create / Join (code) — no name field
- name is chosen in the room: room:create/join no longer require a name;
new player:setName event. Nameless players are hidden from the snapshot
(players/scores/submissions) and excluded from eligible voters and the
3-player blindtest gate until they pick a pseudo.
- PseudoScreen with live DiceBear avatar preview gates RoomPage until set
- /join/:code auto-joins then redirects to the room (seamless invite links)
- RoomCode gains a "copier le lien" button (origin/join/CODE)
Verified e2e: nameless players excluded from the room until setName.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Return to lobby (replay without recreating the room):
- lobby:return (host): reset to lobby, scores to 0, keep players + tracks
- client: end screen has "Rejouer" (host) + "Quitter"; store clears transient
game state whenever the room goes back to lobby
Contributor has nothing to input:
- round:start carries a private `mine: true` to the contributor only (via
RoundStart.secretPlayerId targeted emit); they're excluded from eligible
voters. Client shows a "fais-les se tromper" card instead of the vote form.
Editable track submission:
- submitTrack ack returns trackId + youtubeId; new blindtest:removeTrack
- lobby shows submitted tracks as cards (YouTube thumbnail + title) with delete
Verified e2e (3 players): add/remove, private mine flag, return-to-lobby reset.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mixed mode (default):
- gameType is now mixed | quiz | blindtest, default "mixed"; the lobby
interleaves quiz + blindtest rounds so modes alternate
- lobby reworked: 3-way game-type switch, quiz count and/or blindtest config
+ track submission shown per selected type
Free-text quiz questions:
- quiz supports the `free` format (e.g. maths) alongside mcq/truefalse:
payload without choices, {text} vote, tolerant matching on acceptedAnswers
- shared QuizQuestionPayload.choices optional; reveal truth carries answer
- match util moved to game/match.ts (shared by quiz + blindtest)
- repo/seed include free + acceptedAnswers; in-code bank gains free questions
- client quiz view renders a text input for free questions
Mode-aware transitions:
- RoundTransition themed per mode (colors/label/emoji); announces the mode
on change (quiz <-> blindtest), lighter teaser within the same mode
- custom media buckets per mode: assets/transitions/{quiz,blindtest}/ + shared
- store tracks roundModeChanged
Verified e2e: mixed game alternates quiz/blindtest to completion; free-text
scoring covered by tests (22 pass).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Server (option 2 — don't eat answer time):
- engine: leadMs prep delay (default 1600ms) before the clock starts; the
round timer now fires at lead + duration, and scoring uses the post-lead
start so the speed bonus spans the full answer window
- shared: round:start carries startsAt (answers begin) alongside endsAt
- engine test passes leadMs:0
Client:
- Countdown shows the full duration (no ticking) until startsAt, then counts
down — so the WarioWare transition plays in full without stealing time
- store/ActiveRound carry startsAt
Custom transition media:
- RoundTransition auto-loads any gif/webp/apng/png/avif dropped in
src/assets/transitions/ (import.meta.glob), plays one at random per round,
falls back to the Framer animation when none are present
- README documenting how to add animations
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- voteAck now carries `voted` (playerIds who validated) — never their answer,
so no leak; the count/total stay for the progress text
- PlayerCards show a green "Prêt" check for players who answered and a
pulsing "en attente" dot for those who haven't, during in_round only
- score stays visible on the cards alongside the status
- engine test updated for the new voteAck shape
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>