Commit graph

16 commits

Author SHA1 Message Date
AyoubBenziza
541025f713 chore(release): 0.1.4
New Rebus game mode. See CHANGELOG.
2026-07-06 14:52:25 +02:00
AyoubBenziza
e0ba4c2e23 feat(web): "What's new" patch notes modal
- curated, bilingual player-facing notes (lib/patch-notes.ts) — a public subset
  of CHANGELOG.md (which stays the technical source of truth)
- "Nouveautés" button on home with a dot badge when the app version changed
  since last seen (localStorage); opening marks the version seen
- app version injected at build via Vite define (__APP_VERSION__)
- add shadcn Dialog component (@workspace/ui, via radix-ui)

Verified: notes + version baked into the build; typecheck/lint/build green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 09:17:52 +02:00
AyoubBenziza
1bda0e122e feat(web): optional Umami analytics (env-driven)
- inject the Umami script at runtime only when VITE_UMAMI_SRC + VITE_UMAMI_WEBSITE_ID
  are set (so dev/local traffic isn't tracked); website-id is public, not a secret
- web Dockerfile passes them as build args; docker-compose.prod.yml + env examples
  document them (optional, empty = disabled)

Verified: build bakes the values in when set; skipped when unset.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 08:40:35 +02:00
AyoubBenziza
7a41bbf8c1 feat: DJ can be contributor, volume, theme switch, clock sync, 90s blindtest
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>
2026-06-12 00:39:02 +02:00
AyoubBenziza
6362b97508 fix(web): blindtest sound, hidden vote status, authoritative tracks, quiz input
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>
2026-06-12 00:16:27 +02:00
AyoubBenziza
6ed99ea803 feat: reconnection — keep your place across refresh / network drop
- 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>
2026-06-11 17:26:22 +02:00
AyoubBenziza
b3efa27287 feat: game history + question lang/active management
DB:
- quiz_question gains `lang` ('fr' default) and `active` (true default); migration 0002
- only active questions are served to games (pool filter)

History:
- engine writes a game_history row at game end (modes + ranked results), fire-and-forget
- public GET /api/history/:code lists a room's recent games
- lobby shows a "Parties précédentes" collapsible (date, modes, winner/scores)

Back-office:
- create form has a FR/EN language select; lang stored
- per-question active toggle (PATCH /questions/:id) — disable without deleting;
  inactive rows dimmed and labelled
- seeds set lang (opentdb=en, manual/pokemon=fr)

Verified e2e: migration applied; game played → /api/history returns it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 17:12:07 +02:00
AyoubBenziza
b91d09b7e7 feat: category filter in lobby settings
- 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>
2026-06-11 15:37:33 +02:00
AyoubBenziza
0619c02cdf feat(quiz): image_reveal format (progressive blur) end-to-end
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>
2026-06-10 21:41:34 +02:00
AyoubBenziza
db0100e272 feat(web): victory sound on the end screen (drop-in)
- lib/sound: plays src/assets/sounds/victory.{mp3,ogg,wav} if present,
  auto-detected via import.meta.glob; no-op when absent
- played alongside the confetti when the end screen appears
- README documenting where to drop the file

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 21:17:25 +02:00
AyoubBenziza
e490f23dec feat(web): screen transitions + confetti when the lead changes
- RoomPage animates between coarse phases (lobby ↔ game ↔ end) with a fade/
  slide (AnimatePresence, mode wait). Keyed by phase, not status, so the
  YouTube player survives in_round → reveal → scores.
- PlayerCards fires a small confetti burst when a player overtakes to take
  the lead during the game.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 18:57:49 +02:00
AyoubBenziza
7093ce8cd9 feat(web): victory confetti on the end screen
canvas-confetti burst (center pop + side jets) fired once when the game-end
screen appears.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:54:23 +02:00
AyoubBenziza
d3ce52b60a feat(admin): manual quiz back-office + rewrite README
Back-office (roadmap V1 step 7):
- server: token-protected HTTP API under /api/admin (ADMIN_TOKEN), Drizzle-backed
  CRUD for manual questions — list, create (mcq/truefalse/free, category upsert,
  dedup on prompt, validation), delete; 401/503 when unauthorized/unconfigured
- client: /admin page with token login + TanStack Query (list/create/delete),
  format-aware form (QCM / vrai-faux / réponse libre)
- env: ADMIN_TOKEN

README: replace the shadcn template with a real NerdWare overview (stack,
structure, getting started, scripts, game modes, back-office).

Verified against real Postgres: auth (401), create (201), dedup (409),
validation (400), list, delete (200/404).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:43:19 +02:00
AyoubBenziza
a9eb6098f2 feat(blindtest): contributor-as-DJ scoring, 3-player gate, 16:9 player + seek
- DJ is now the track's contributor (controls their own song); their identity
  is sent only to them so "who added" stays non-trivial. The contributor
  doesn't vote and is excluded from the eligible-voters count.
- Scoring: the contributor earns nothing except in who_added/mixed, where they
  get a misdirection bonus (50) per player who guesses the wrong adder.
- Blindtest (and mixed) require >= 3 connected players: lobby disables the
  options with a hint, and game:start rejects with NEED_THREE.
- Player card is now 16:9 and full width — the video banner shows at reveal;
  DJ gets a seek bar (current/duration) to jump anywhere, plus play/pause/restart.
- Mixed game order is shuffled (no predictable quiz/blindtest alternation).

Verified e2e (3 players): guard rejects at 2, DJ id hidden from others,
misdirection scoring correct. 23 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 14:30:47 +02:00
AyoubBenziza
98e06b8206 feat(blindtest): YouTube blindtest mode with neutral DJ + synced playback
Server:
- BlindtestRound (GameRound): neutral DJ pick (never the contributor),
  per-mode scoring (title_artist fuzzy / who_added / mixed), reveal exposes
  title/artist/submittedBy; contributor doesn't score on own track
- track submission: blindtest:submitTrack validates via YouTube oEmbed
  (exists + embeddable) and captures title/artist; per-player quota; dedup
- DJ media relay: media:control (DJ only) → media:sync broadcast (engine)
- per-room shuffled track pool; submissions count in room snapshot
- shared: blindtest payloads, gameType/tracksPerPlayer in settings
- tests: DJ neutrality, scoring per mode, fuzzy match, youtube id extraction

Client:
- YouTube IFrame player (hidden behind a spinning disc — audio only, no
  title leak), DJ transport (play/pause/restart), non-DJ follows media:sync
  with latency compensation
- lobby: game-type switch (Quiz/Blindtest), blindtest config + per-player
  track submission UI
- vote forms per mode; reveal card with title/artist/who-added

Roadmap V1 step 6 (highest technical risk). Server flow verified end-to-end
over the wire (submit→start→DJ relay→vote→reveal→score).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 13:02:28 +02:00
AyoubBenziza
29faa18731 feat(server,web): first real-time cycle — room create/join + lobby
Server (@nerdware/server):
- RoomManager: in-memory rooms (Map), code generation, create/join,
  disconnect handling, public snapshot projection (no secrets)
- Socket.IO handlers: room:create / room:join with typed acks,
  room:state broadcast on every change, lobby:updateSettings (host-only),
  player:left on disconnect

Web (web):
- typed Socket.IO client + Zustand store mirroring room:state
- wouter routing: home (create/join) + minimal lobby (live player list)
- @nerdware/shared wired into the client

Roadmap V1 step 2. Verified end-to-end (create/join/broadcast/disconnect).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:16:26 +02:00