# TODO ## Auth ### Mobile login with Keycloak (phase 5) The web app logs in with Keycloak; the mobile app still uses the legacy `?userKey=` login. - [ ] Add a `mancala-mobile` public client to `apps/keycloak/realm/mancala-realm.json` (PKCE S256, redirect `com.mancala_mobile://callback`) and to `KEYCLOAK_CLIENT_IDS` for the backend - [ ] Add `react-native-app-auth` with the redirect scheme set up for Android and iOS - [ ] Log in as a guest on first launch (`guest=true`), with `offline_access`; keep tokens in MMKV - [ ] Connect with `rtmt.connectWebSocket(url, getToken)` instead of `?userKey=` (`apps/mobile/src/App.tsx`) and call `reauthenticate` after refreshing the token - [ ] Log in / sign up / log out in the app, player names on the game screen (`getPlayerDisplayName` in core) - [ ] Decide whether guests may skip the browser tab on first launch (would need a custom grant type in the Keycloak extension) - [ ] Delete the unused copy of the WebSocket client in `apps/mobile/src/rtmt` - [ ] Test on a device ### Game history on mobile The web app has game history (see `docs/specs/game-history`); the mobile app needs Keycloak login first. - [ ] Ongoing-game banner, live and popular games, recent games on the home screen - [ ] Move list and looking back during a live game; replay of finished games ### After the mobile release - [ ] Turn off `LEGACY_USERKEY_AUTH` once old app versions are no longer in use; this also removes `/register` ### Later - [ ] Let guests turn their guest user into an account without changing identity (Keycloak required action) - [ ] Statistics for logged in users (wins, losses), now that games are saved - [ ] Social logins (Keycloak identity providers) - [ ] Keycloak email theme in the game's look (password reset emails still use Keycloak's) - [ ] Login pages follow the system color scheme; they could follow the theme chosen in the app instead - [ ] Restrict the Keycloak admin console in production ## Game history - [ ] A page with all of a user's games (the home page shows the last 3) - [ ] Show games of deleted accounts differently, once accounts can be deleted - [ ] Live game state, previews and spectators assume a single backend instance; share them (e.g. Valkey pub/sub) before running more than one - [ ] If Valkey is unreachable when the backend starts, live games are not restored until the next restart ## Game clock See `docs/specs/game-clock`. - [ ] Other time controls or time added per move; a long move animates on the next player's time - [ ] Clocks in the home page's live game previews and in the ongoing-game banner - [ ] Try the mobile clocks on a device; only the type check and the bundle were run ## Game bot See `docs/specs/game-bot`. - [ ] Play against the bot without a connection (a bot in the TypeScript engine on the device) - [ ] Keep bot games apart once there are statistics or ratings - [ ] Hints or move analysis for players, with the same search - [ ] Rebuild `MancalaGame` on `Position`, or use `Position` to check moves before running them (see Security) - [ ] Tune the levels from real games (`games.bot` holds each game's level, strength and seed) - [ ] Try the bot on a mobile device; only the type check and the bundle were run ## Tutorial See `docs/specs/tutorial`. - [ ] Lessons and hints in the mobile app, once it has the new design (it has the rules screen) - [ ] Hints that look ahead, e.g. a warning when a move lets the opponent capture (the bot's search could do it) - [ ] Strategy lessons beyond the rules - [ ] Tutorial progress per account instead of per device - [ ] If the end-of-game rule changes (Game rules below), update `RuleEndOfGameText2` in `en.ts` and `tr.ts` ## Web redesign See `docs/specs/web-redesign`. - [ ] Bring the new design to the mobile app (themes, board, game screen) ## Rematch See `docs/specs/rematch`. - [ ] Rematch and the series strip in the mobile app, with its new design; until then a web player's request to a mobile player ends after a minute - [ ] Series of a fixed length ("best of 3") and a series winner - [ ] Group series in the game history and on the home page (`games.series_id`) - [ ] Take spectators along to the next game of a series - [ ] Leaving the game page does not answer a request; the opponent waits for the minute to pass ## Deployment - [ ] Build the backend and frontend images from the repo root in CI: `docker build -f apps/backend/Dockerfile .` and `docker build -f apps/frontend/Dockerfile .` - [ ] Pass `--build-arg KEYCLOAK_URL=https://auth.playmancala.app` when building the frontend image - [ ] Deploy Keycloak (`apps/.env` with `KEYCLOAK_DB_PASSWORD`, `KEYCLOAK_ADMIN_PASSWORD`, `KEYCLOAK_HOSTNAME=https://auth.playmancala.app`) and reload nginx with the new `auth.playmancala.app` block - [ ] Deploy the backend before the web app; the new web app needs token auth on the server - [ ] The backend is now Java (Quarkus, see `docs/specs/quarkus-backend`); the compose file passes the database as `DATABASE_JDBC_URL`/`DATABASE_USERNAME`/`DATABASE_PASSWORD` built from the same `MANCALA_DB_PASSWORD`, so `apps/.env` needs no change. It reads the Node backend's database and live games, so it can replace it (and be rolled back) without ending games - [ ] Release the mobile update with the game clock before or with the backend: older app versions do not show the clock and do not handle `on_game_end`, so a game they lose on time does not end for them - [ ] Back up the Postgres volume (Keycloak and saved games), e.g. a daily `pg_dumpall` - [ ] Set `MANCALA_DB_PASSWORD` and `POSTGRES_PASSWORD` in `apps/.env` on the server; the `postgres` volume replaces `keycloak-db`, so Keycloak starts with a fresh database there - [ ] Last step: publish a new `mancala.js` to npm (it is at `0.0.2-beta.3` from 2022), so the published engine skips the opponent's store when sowing. The apps do not need it; they use `packages/mancala.js` through `link:` ## Security - [ ] Move the Android signing passwords out of `apps/mobile/release_android.sh` (committed in `bb1c750`) into `~/.gradle/gradle.properties` or environment variables, and consider resetting the upload key - [ ] Add `apps/mobile/mancala-upload-key.jks` to `.gitignore` (only `android/app/mancala-upload-key.jks` is ignored) - [ ] Validate moves before running them instead of treating every invalid move as a crash: each one writes a file to `crashes/` and is broadcast to the players (`GameManager.onGameError`, kept as it was in the Node backend) ## Game rules - [ ] Decide who gets the remaining stones when a move empties the opponent's side (e.g. a capture takes their last stones). Now the player whose side is empty always gets the other side's stones (`GRClearBoardAtEnd`), even when the opponent emptied it; some Mangala rules give them only to a player who emptied their own side. Analyse the rule first, then decide ## Bugs - [ ] `PitAnimator.dispose` removes a newly bound function, so the theme listener is never removed - [ ] `onGameError` broadcasts `{}` instead of the error (the Java backend sends `{}` on purpose, as the Node backend did) ## Maintenance - [ ] The web and mobile apps duplicate components and stores; move shared code into `packages/core` - [ ] Mixed lockfiles: `packages/*` and `apps/mobile` have both `yarn.lock` and `package-lock.json` - [ ] Align TypeScript and Jest versions across packages - [ ] Tests for `MatchMaker`; `PitAnimator` is only tested for the first frame of a move - [ ] CI that runs the tests (the backend's need a JDK 25 and Docker) - [ ] The rules exist twice, in `packages/mancala.js` and in the backend's Java port; a parity test keeps them alike, but every rule change has to be made in both - [ ] Pre-existing type errors: 1 in the frontend (`react-dom/client`), 11 in mobile; the frontend has no `tsconfig.json`, so nothing type-checks it