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