Start forfra: server-autoritativ spilmotor over WebSocket
Den tidligere version (Angular-SPA, REST og polling) er gemt på branchen legacy. Denne version samler alle regler i en ren Python-spilmotor (fupogfakta/engine.py), holder rummene i hukommelsen i én proces og sender hele spiltilstanden pr. rolle over én WebSocket. Vært-login sker via Authentik forward-auth i NPMplus. Claude-Session: https://claude.ai/code/session_01JmhJG6JnhXfzNiKv8f2vHu
This commit is contained in:
@@ -1,27 +0,0 @@
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# Arkitektur (MVP)
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## Moduler
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- `core_admin`: global drift/admin, health, valideringer
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- `lobby`: session creation/join, player presence
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- `fupogfakta`: game rules, rounds, scoring (spil 1)
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- `realtime`: websocket events + state sync
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- `voice`: fælles voice-acting/TTS interface
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## Auth & sessions
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- Login (username/password) kræves for at oprette/hoste spil
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- Deltagelse i kørende spil sker via session-kode
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## Voice-acting (platformkrav)
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- Alle spil skal kunne afspille voice lines via fælles interface
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- Voice er modulært pr. spil (ikke hardcoded)
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## Realtidsmodel
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- Host-screen og mobilklienter forbinder via websocket
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- Autoritativ game state ligger server-side
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- Klienter sender intents (`submit_lie`, `submit_guess`)
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- Server broadcaster state transitions
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## Datamodel-principper
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- Score beregnes server-side
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- Hver scoreændring gemmes i `ScoreEvent`
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- Runde-konfiguration gemmes per session (points ikke hardcoded)
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# F0 anti-cheat regler — Fup og Fakta
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## Formål
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Fastlæg simple, håndhævelige anti-cheat regler for F0, så runderne opleves fair uden tung NLP/moderation.
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## Scope (F0)
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Gælder for inputfasen hvor spillere indsender løgne til et spørgsmål.
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## Regelsæt (F0)
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### 1) Ingen identiske løgne i samme runde
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- To spillere må ikke have samme løgntekst efter normalisering.
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- Hvis en indsendt løgn matcher en eksisterende løgn i runden, afvises den med fejlbesked og spilleren skal indsende ny tekst.
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### 2) Ingen løgn må være identisk med korrekt svar
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- En løgn, der matcher det korrekte svar efter normalisering, afvises.
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### 3) Ingen tomme eller trivielt ugyldige svar
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- Tom tekst, kun whitespace eller kun tegnsætning afvises.
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- Minimumslængde: 2 tegn efter trim.
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### 4) Én aktiv løgn pr. spiller pr. spørgsmål
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- Spilleren må gerne overskrive sin egen løgn inden deadline.
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- Ved deadline er kun seneste gyldige version gældende.
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### 5) Ingen afslørende metatekst
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- Svar som eksplicit afslører bluff-mekanikken (fx “det rigtige svar er …”, “jeg lyver”) afvises i F0 via enkel nøgleordsblokliste.
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## Normalisering (bruges i regel 1 + 2)
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Følgende normalisering anvendes før sammenligning:
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1. Unicode NFKC
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2. Trim + collapse af flere mellemrum til ét
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3. Lowercase
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4. Fjern afsluttende tegnsætning (`.`, `,`, `!`, `?`, `:` `;`)
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Bemærk: F0 bruger **ikke** semantisk duplikatdetektion (synonymer/stavevarianter kan passere).
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## Håndhævelse i UX/API
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- Validering sker server-side ved submit.
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- Klienten får konkret fejlårsag og kan indsende igen inden tidsfrist.
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- Samme valideringsregler gælder for alle klienter (web/mobil).
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## Acceptance criteria (F0)
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- Identiske løgne (efter normalisering) kan ikke gemmes i samme runde.
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- Løgn == korrekt svar (efter normalisering) kan ikke gemmes.
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- Tom/ugyldig input afvises.
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- Overskrivning af egen løgn inden deadline virker.
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- Ved deadline bruges kun seneste gyldige løgn.
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## Out-of-scope (bevidst udskudt)
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- Semantisk duplikatdetektion (embeddings/fuzzy matching)
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- Avanceret toxicitet/moderation
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- Sprogdetektion og translitterering
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# F0 MVP-definition — Spil 1: Fup og Fakta
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## Formål
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Definere et klart, implementerbart MVP-scope for første spil, så teamet kan bygge og validere en første spilbar version uden scope creep.
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## MVP-mål (Spilbar kerne)
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MVP er opfyldt når en host kan starte en session, 3-12 spillere kan deltage via kode, og mindst én fuld runde kan gennemføres med korrekt pointgivning og synlig scoreboard.
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## In-scope (skal med i MVP)
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1. **Lobby + sessionstyring**
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- Host opretter session (kræver login).
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- Spillere joiner med nickname + session-kode.
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- Session håndterer 3-12 aktive spillere.
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2. **Rundeflow (single game loop)**
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- System vælger kategori + spørgsmål.
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- Alle spillere indsender én løgn inden for X=45 sek.
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- System samler svarliste: korrekt svar + alle gyldige løgne (blandet rækkefølge).
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- Alle spillere gætter inden for Z=30 sek.
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3. **Scoring (server-side)**
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- Point for korrekt gæt.
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- Point når andre vælger ens løgn (bluff-point).
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- Score opdateres pr. spørgsmål og logges i `ScoreEvent`.
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4. **Resultatvisning**
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- Scoreboard efter hvert spørgsmål.
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- Slutresultat efter sidste spørgsmål i runden.
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5. **Driftbar baseline**
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- Realtidsopdateringer via websocket (host + mobilklienter).
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- Grundlæggende fejlhåndtering for timeout/manglende svar (spillet går videre).
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## Out-of-scope for F0 MVP
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- Voice-acting/TTS-afvikling (beholdes som platformkrav i senere fase).
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- Avancerede anti-cheat regler (fx semantisk duplikatdetektion).
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- Bulk-import/avanceret content moderation.
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- Reconnect-robusthed ud over basal håndtering.
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- Temaer, lydeffekter, onboarding-polish.
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## Afgrænsning af “Done” for F0
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F0-MVP anses som leveret når følgende acceptance criteria er opfyldt:
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- Én host kan oprette og starte en `Fup og Fakta` session.
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- Mindst 3 spillere kan joine med kode og gennemføre en hel runde.
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- Tidsfaser (løgntid/gættetid) håndhæves server-side.
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- Pointtildeling er korrekt og auditerbar via `ScoreEvent`.
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- Scoreboard og slutresultat vises deterministisk for alle klienter.
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## Åbne afhængigheder (ikke blokkerende for definitionen)
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- Endelig pointmatrix i `RoundConfig` (kan justeres uden at ændre MVP-scope).
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- Anti-cheat-regler specificeres separat i Fase 0-opgaven “Fastlæg anti-cheat regler”.
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# Git workflow
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## Branches
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- `main`: stabil baseline
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- `feature/<name>`: løbende udvikling
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- `release/vX.Y.Z`: release-klargøring
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## Commit-strategi
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- Commit often, små commits med klare budskaber.
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## Release-flow
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1. Arbejd i `feature/*`
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2. Merge til `main`
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3. Opret `release/vX.Y.Z` fra `main`
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4. Opdater `VERSION` + `CHANGELOG.md`
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5. Tag: `vX.Y.Z`
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6. Push branch + tag til Gitea
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# Shared i18n architecture (frontend + backend)
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## Scope
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Issue #175 requires one shared i18n contract for MVP host/player flows across frontend and backend.
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## Source of truth
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- Catalog: `shared/i18n/lobby.json`
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- Locales:
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- supported: `en`, `da`
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- default/fallback: `en`
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Django (`lobby/i18n.py`) reads directly from the catalog. Frontend runtimes are Angular-first and use a shared loader (`frontend/shared/i18n/lobby-loader.ts`) so Angular shell and SPA fallback consume the same keyspace + locale normalization.
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## Key naming convention
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- Domain-first namespaces:
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- `frontend.ui.common.*`
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- `frontend.ui.host.*`
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- `frontend.ui.player.*`
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- `frontend.errors.*`
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- `backend.errors.*`
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- `backend.error_codes.*`
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- UI lookup keys in Angular are shortened aliases mapped under `frontend.ui`, e.g.:
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- `host.start_round`
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- `player.submit_guess`
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- `common.session_code`
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- Backend API errors return stable code + localized message:
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- `error_code` = machine-stable key from `backend.error_codes`
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- `error` = localized message from `backend.errors`
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- `locale` = resolved request locale
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## Fallback model (robust)
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1. Resolve requested locale (`Accept-Language` on backend, user/browser preference on frontend).
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2. If locale unsupported -> use default `en`.
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3. If key missing -> return key and log warning.
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4. If locale translation missing for key -> fallback to `en` translation.
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## Audio-routing policy
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- Catalog capability: `frontend.capabilities.client_has_no_audio_output = true`
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- Host/player clients expose this as a read-only capability flag.
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- Policy: phone clients must not play audio directly; only primary/host output is allowed.
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## Verification
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- Backend tests: `lobby/tests.py` i18n coverage for locale selection + fallback + error-code/message matrix.
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- Frontend smoke/e2e-level unit coverage:
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- `frontend/angular/src/app/lobby-i18n.spec.ts`
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- `frontend/angular/src/app/i18n-mvp-flow-smoke.spec.ts`
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- `frontend/angular/src/app/features/host/host-shell.component.spec.ts`
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- `frontend/angular/src/app/features/player/player-shell.component.spec.ts`
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- `frontend/tests/lobby-loader.parity.test.ts` (minimal da/en key parity guard for shared keyspace)
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# ISSUE-175 Artifact — shared i18n contract + MVP host/player flow
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## Delivered
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- Shared i18n contract is centralized in `shared/i18n/lobby.json` (da/en, default `en`, robust fallback).
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- Frontend host/player MVP copy is read via shared keys (no hardcoded Danish strings in Angular MVP flow components).
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- Backend error messages resolve from shared keyspace with locale-aware API payload (`error_code`, `error`, `locale`).
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- Audio-routing policy is explicit and shared: `frontend.capabilities.client_has_no_audio_output=true`.
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- Architecture + key naming documented in `docs/I18N_ARCHITECTURE.md`.
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## Smoke / e2e evidence
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### Backend locale + fallback
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Command:
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```bash
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. .venv/bin/activate && python manage.py test \
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lobby.tests.LobbyFlowTests.test_join_error_localizes_to_danish_with_accept_language_header \
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lobby.tests.LobbyFlowTests.test_join_error_falls_back_to_english_for_unsupported_locale \
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lobby.tests.I18nResolverTests
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```
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Result:
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- PASS (7 tests)
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- Confirms `da` localization and fallback to `en` for unsupported locale.
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### Frontend host/player + language switch + audio policy
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Command:
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```bash
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cd frontend/angular
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npm test -- --run \
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src/app/lobby-i18n.spec.ts \
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src/app/i18n-mvp-flow-smoke.spec.ts \
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src/app/features/host/host-shell.component.spec.ts \
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src/app/features/player/player-shell.component.spec.ts
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```
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Result:
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- PASS (22 tests)
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- Includes smoke for host/player copy in **both en and da** and verifies primary-only audio policy flag (`clientHasNoAudioOutput=true`).
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# Issue #180 Evidence — SPA next-round + final leaderboard
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## Flow log (Angular SPA)
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1. Host reaches `reveal` phase and runs `loadScoreboard()` (`GET /lobby/sessions/:code/scoreboard`).
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2. Host can start next round directly in SPA via `startNextRound()` (`POST /lobby/sessions/:code/rounds/next`) and then session hydrate (`GET /lobby/sessions/:code`) without page reload.
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3. Host can finish game directly in SPA via `finishGame()` (`POST /lobby/sessions/:code/finish`), rendering winner + sorted final leaderboard (plus raw payload for debug) in the same shell.
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4. Player SPA renders final leaderboard from refreshed finished-session payload (sorted by score desc, nickname tiebreak) without leaving SPA route.
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5. Error/retry paths are implemented and covered:
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- scoreboard failure -> `scoreboardError` + retry button
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- next-round failure -> `nextRoundError` + retry button
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- finish-game/final-leaderboard failure -> `finishError` + retry button
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## Test evidence
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### `frontend/angular` (Vitest)
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- `src/app/features/host/host-shell.component.spec.ts`
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- `runs next-round transition without reload and clears scoreboard payload`
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- `captures finish-game failure for retry and stores final leaderboard on success`
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- `src/app/features/player/player-shell.component.spec.ts`
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- `builds final leaderboard in finished status without legacy page hop`
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Result:
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- Test Files: 2 passed
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- Tests: 9 passed
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### `frontend` shared SPA tests (regression)
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Result:
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- Test Files: 5 passed
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- Tests: 24 passed
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@@ -1,47 +0,0 @@
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# Issue #188 Artifact — SPA cutover hardening (asset versioning + rollback)
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## Scope
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Acceptance for `[READY][SPA][P11] Cutover hardening`:
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1. Dokumenteret strategi for cache-busting/versionering af SPA assets i Django staticfiles/reverse proxy setup.
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2. Konfigurerbar rollback-procedure for `USE_SPA_UI` (trin-for-trin, target <10 min).
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3. Smoke-artefakt for både SPA on/off i samme release-vindue.
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4. Ingen gameplay-ændringer.
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## 1) Asset versioning/cache-busting strategi
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Implementeret i SPA shell render-path:
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- Konfiguration i `partyhub/settings.py`:
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- `WPP_SPA_ASSET_BASE` (eksisterende)
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- `WPP_SPA_ASSET_VERSION` (ny)
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- `lobby/ui_views.py` injicerer `spa_asset_version` til template-context.
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- `lobby/templates/lobby/spa_shell.html` appender `?v={{ spa_asset_version }}` på:
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- `styles.css`
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- `main.js`
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Effekt:
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- Ny release-version (fx SHA/tag) kan tvinge cache-miss i browser/proxy uden ændring af route.
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- Rollback kan pege på tidligere stabil version-token med samme mekanisme.
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## 2) Rollback playbook (`USE_SPA_UI`) — target <10 min
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Dokumenteret i `docs/spa-cutover-flag.md`:
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1. Sæt `USE_SPA_UI=false`.
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2. Sæt `WPP_SPA_ASSET_VERSION` til sidste stabile release-token.
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3. Deploy/reload app-processer.
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4. Verificér legacy routes (`/lobby/ui/host` + `/lobby/ui/player`).
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5. Kør hurtig smoke sanity.
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6. Log trigger/timestamp/resultat i smoke artifact.
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## 3) Smoke artifact for SPA OFF/ON i samme release-vindue
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Dokumenteret i:
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- `docs/UI_SMOKE.md` (sektion: "Samme release-vindue: SPA OFF + ON verifikation")
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- `docs/STAGING_GAMEPLAY_SMOKE_ARTIFACT.md` (template udvidet med release-window check + `WPP_SPA_ASSET_VERSION`)
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Krav:
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- OFF-pass (legacy) og ON-pass (SPA) køres i samme deploy/release-vindue.
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- Begge passes logges i samme artifact med UTC timestamps og version-token.
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## Non-goals bekræftet
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- Ingen gameplay-regler ændret.
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- Ingen API-kontrakter ændret.
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- Ingen UX-redesign; kun drift/cutover-hardening.
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@@ -1,57 +0,0 @@
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# Issue #200 Artifact — SPA host→player phase sync (no reload)
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## Scope
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Acceptance for `[READY][SPA][P14] Gameplay MVP-del 5`:
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1. Host handlinger (`start round` / `næste fase`) propagere korrekt til player-ruter i SPA.
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2. Happy-path artefakt for én fuld faseovergang uden page reload.
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3. Sync-fejl giver kontrolleret fallback/error state.
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Afgrænsning overholdt: ingen nye spilregler og ingen redesign af backend event-model.
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## Happy-path faseovergang (uden page reload)
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Reference-flow i Angular shell:
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1. **Host starter runde/fase**
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- Host action kalder backend endpoint (`POST /lobby/sessions/:code/start` eller fase-endpoint)
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- Host shell hydrerer session igen (`GET /lobby/sessions/:code`)
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- Host route synkes via hash-rewrite i samme SPA shell:
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- `#/host/<phase>/<CODE>`
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- Implementeret i `HostShellComponent.syncRouteFromSession()`
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2. **Player modtager ny fase via state sync**
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- Player shell kører periodisk session-refresh (3s), uden hard reload
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- Når `session.status` ændrer sig, synkes hash-route i samme SPA shell:
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- `#/player/<phase>/<CODE>`
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- Implementeret i `PlayerShellComponent.syncRouteFromSession()`
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3. **Ingen page reload**
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- Routing sker med `window.history.replaceState(...)`
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- URL opdateres i eksisterende SPA instans (ingen template-hop, ingen full refresh)
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## Kontrolleret fallback ved sync-fejl
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Når player-sync fejler (netværk/fetch/session-refresh):
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|
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- UI går i kontrolleret connection-state:
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- `reconnecting` ved online netværksfejl
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- `offline` når browser rapporterer offline
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- Fejl vises med retry/back-to-join handlinger
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- Reconnect forsøges igen via timer (`scheduleReconnect`) uden at crashe shell
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## Verifikation (tests)
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Kørt i `frontend/angular` med Vitest:
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|
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- `src/app/features/host/host-shell.component.spec.ts`
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- Verificerer host-faseflow og hash-route sync uden reload
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- `src/app/features/player/player-shell.component.spec.ts`
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- Verificerer periodisk player state sync + hash-route sync
|
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- Verificerer reconnect/offline fallback ved sync-fejl
|
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- `src/app/api-contract-smoke.spec.ts`
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- `src/app/session-route-context.spec.ts`
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||||
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||||
Kommando:
|
||||
|
||||
```bash
|
||||
npm test -- --reporter=dot
|
||||
```
|
||||
|
||||
Resultat: **4/4 testfiler grønne, 22/22 tests bestået**.
|
||||
@@ -1,36 +0,0 @@
|
||||
# Issue #205 — Django i18n foundation (da/en)
|
||||
|
||||
## Implemented acceptance checks
|
||||
|
||||
- **Django i18n setup for `en` + `da` with `en` fallback**
|
||||
- `LANGUAGE_CODE` set to `en`.
|
||||
- `LANGUAGES = [('en', 'English'), ('da', 'Danish')]`.
|
||||
- `LocaleMiddleware` enabled in middleware chain.
|
||||
- **Shared-key resolver/adapter (no ad hoc backend mapping)**
|
||||
- Backend error responses now resolve from shared catalog keys in `shared/i18n/lobby.json`.
|
||||
- `lobby.i18n.api_error()` accepts a shared key and resolves locale-specific text.
|
||||
- **Representative API flow documented with key/locale behavior**
|
||||
- `POST /lobby/join` with empty code returns:
|
||||
- `error_code: "session_code_required"`
|
||||
- localized `error`
|
||||
- resolved `locale`
|
||||
- **Missing key handling deterministic and loggable**
|
||||
- `resolve_error_message()` returns key string when key/translation is missing.
|
||||
- Warning is logged (`lobby.i18n` logger) for missing key/translation.
|
||||
|
||||
## Example response behavior
|
||||
|
||||
### Request
|
||||
`POST /lobby/join` with empty code and header `Accept-Language: da`
|
||||
|
||||
### Response (400)
|
||||
|
||||
```json
|
||||
{
|
||||
"error": "Sessionskode er påkrævet",
|
||||
"error_code": "session_code_required",
|
||||
"locale": "da"
|
||||
}
|
||||
```
|
||||
|
||||
If locale is unsupported (e.g. `fr`), response uses `locale: "en"` and English message.
|
||||
@@ -1,35 +0,0 @@
|
||||
# Issue #207 Artifact — da/en locale switch + audio routing (primary-only)
|
||||
|
||||
## Scope
|
||||
Acceptance for `[READY][i18n][P19]`:
|
||||
1. Verify one MVP host+player flow in both `en` and `da` locale context.
|
||||
2. Verify controlled fallback to `en` when a locale key is missing.
|
||||
3. Verify audio-routing policy is primary-only (client/player has no audio output).
|
||||
|
||||
No new feature behavior added — this is verification-only evidence.
|
||||
|
||||
## Smoke/e2e evidence (Angular shell test run)
|
||||
Executed from `frontend/angular`:
|
||||
|
||||
```bash
|
||||
npm test -- --reporter=dot src/app/lobby-i18n.spec.ts src/app/features/host/host-shell.component.spec.ts src/app/features/player/player-shell.component.spec.ts
|
||||
```
|
||||
|
||||
Evidence covered by the run:
|
||||
- `lobby-i18n.spec.ts`
|
||||
- subscriber locale switch updates (`en -> da -> en`)
|
||||
- controlled fallback where `da` key is removed during test and `en` copy is returned
|
||||
- `clientHasNoAudioOutput === true` (primary-only audio routing)
|
||||
- `host-shell.component.spec.ts`
|
||||
- host actions and route sync in SPA (no reload)
|
||||
- `player-shell.component.spec.ts`
|
||||
- player session refresh/sync path and retry behavior
|
||||
|
||||
## Policy evidence
|
||||
- Shared catalog capability: `shared/i18n/lobby.json`
|
||||
- `frontend.capabilities.client_has_no_audio_output = true`
|
||||
- Angular host/player shells bind this capability:
|
||||
- `HostShellComponent.clientHasNoAudioOutput`
|
||||
- `PlayerShellComponent.clientHasNoAudioOutput`
|
||||
|
||||
Conclusion: locale switching works in `da`/`en`, fallback resolves to `en` when locale key is intentionally missing, and client audio remains disabled by policy (`primary-only`).
|
||||
@@ -1,20 +0,0 @@
|
||||
# Issue #223 — Telefon-klient audio guard (artifact)
|
||||
|
||||
## Scope leveret
|
||||
- Telefon-/player-klient installerer en eksplicit audio guard ved mount (`installSecondaryDeviceAudioGuard`).
|
||||
- Guard overskriver `HTMLMediaElement.prototype.play` til en no-op på secondary device (client policy: `client_has_no_audio_output=true`).
|
||||
- Guard fjernes igen ved unmount (`ngOnDestroy`) så øvrige flows/enheder ikke påvirkes.
|
||||
- Ingen audio-controls er eksponeret i player-shell UI.
|
||||
|
||||
## Acceptance mapping
|
||||
1. **Telefon-klient trigger ikke audio playback i kerneflow**
|
||||
- Verificeret af test: `player-shell.component.spec.ts` (`installs secondary-device audio guard while player shell is mounted`).
|
||||
2. **Primær enhed påvirkes ikke negativt**
|
||||
- Guard er scoped til player-shell lifecycle og restore'r original `play` ved destroy.
|
||||
3. **Enkel test/verifikation dokumenteret**
|
||||
- Dokumenteret her + testkørsel nedenfor.
|
||||
|
||||
## Testkørsel
|
||||
- Kommando:
|
||||
- `cd frontend/angular && npm test -- src/app/features/player/player-shell.component.spec.ts`
|
||||
- Resultat: bestået (inkl. audio-guard test).
|
||||
@@ -1,55 +0,0 @@
|
||||
# Issue #224 — Trunk-sekvens for #175 (A/B/C)
|
||||
|
||||
Formål: gøre #175 scheduler-klar som tre små, uafhængige og mergeklare bidder.
|
||||
|
||||
## Sekvens
|
||||
|
||||
### A) Backend i18n baseline
|
||||
- Tracking issue: #225
|
||||
- Scope:
|
||||
- Backend resolver til locale (da/en)
|
||||
- Fallback til `en` ved unsupported locale
|
||||
- Stabil fejlkontrakt i payload (`error_code`, `error`, `locale`)
|
||||
- Mergebarhed: Kan merges uden frontend-ændringer.
|
||||
- Acceptance:
|
||||
- Backend tests dækker `da` + fallback `en`
|
||||
- Kontraktfelter er stabile i response
|
||||
|
||||
### B) Shared key-map + locale-kontrakt
|
||||
- Tracking issue: #226
|
||||
- Scope:
|
||||
- Én shared key-map for lobby/kerneflow
|
||||
- Locale-kontrakt (tilladte locales, default locale, fallback-regler)
|
||||
- Dokumentation af naming + ownership
|
||||
- Mergebarhed: Kan merges uden host/player UI-migrering.
|
||||
- Acceptance:
|
||||
- Shared kontrakt findes ét sted
|
||||
- Begge sider kan importere den
|
||||
- Docs opdateret med da/en eksempler
|
||||
|
||||
### C) Angular host/player integration + hardcoded-text cleanup
|
||||
- Tracking issue: #227
|
||||
- Scope:
|
||||
- Angular host/player kerneflow bruger shared keys
|
||||
- Hardcoded tekster fjernes i aftalte kernekomponenter
|
||||
- Sprogskift verificeres i kritiske states
|
||||
- Mergebarhed: Kan merges selvstændigt når frontend-tests er grønne.
|
||||
- Acceptance:
|
||||
- Korrekt i18n-copy i da/en i kerneflow
|
||||
- Ingen hardcoded kerneflow-tekster tilbage
|
||||
- Frontend tests/smoke grønne
|
||||
|
||||
## PR-grænser (per bid)
|
||||
- 1 PR pr. bid (A/B/C) mod `main`
|
||||
- Mål: ~200–300 net LOC per PR (ekskl. generated artefakter)
|
||||
- Undgå cross-layer scope creep
|
||||
- Review-tid <30 min
|
||||
|
||||
## Overordnet acceptance for #224
|
||||
- A/B/C-sekvens er tydelig med links
|
||||
- Hver bid er mergebar isoleret
|
||||
- Scheduler kan assign’e direkte uden ekstra afklaring
|
||||
|
||||
## Verification (docs-only)
|
||||
- Verificeret at dokumentet kun beskriver trunk-sekvensen for issue #224 og linker til #225/#226/#227.
|
||||
- Ingen runtime-kode ændret; der er derfor ikke kørt kode/tests i denne PR.
|
||||
@@ -1,44 +0,0 @@
|
||||
# ISSUE-225 Artifact — Backend i18n baseline (resolver + fallback)
|
||||
|
||||
Issue: **#225** (`[MVP][READY] #175-A: Backend i18n baseline (resolver + fallback)`)
|
||||
|
||||
## Scope verified
|
||||
|
||||
- Backend locale resolver supports `da` + `en` and normalizes language tags.
|
||||
- Unsupported locale requests fall back to default locale (`en`).
|
||||
- Error payload contract is stable for API errors:
|
||||
- `error_code`
|
||||
- `error`
|
||||
- `locale`
|
||||
|
||||
## Implementation references
|
||||
|
||||
- Locale resolution + fallback chain:
|
||||
- `lobby/i18n.py`
|
||||
- `resolve_locale()`
|
||||
- `resolve_error_message()`
|
||||
- `api_error()`
|
||||
- Shared locale contract source:
|
||||
- `shared/i18n/lobby.json` (`locales.default=en`, supported includes `en`, `da`)
|
||||
|
||||
## Acceptance checks run
|
||||
|
||||
Command:
|
||||
|
||||
```bash
|
||||
.venv/bin/python manage.py test \
|
||||
lobby.tests.I18nResolverTests \
|
||||
lobby.tests.LobbyFlowTests \
|
||||
lobby.tests.StartRoundTests
|
||||
```
|
||||
|
||||
Result (2026-03-02):
|
||||
|
||||
- `Ran 28 tests in 24.781s — OK`
|
||||
- `System check identified no issues (0 silenced).`
|
||||
- Confirms resolver behavior for locale normalization + fallback and stable error payload fields across flow endpoints.
|
||||
|
||||
## Notes
|
||||
|
||||
- Existing merged follow-ups in `main` include Accept-Language parsing fixes for q-values and locale tag normalization.
|
||||
- This artifact documents the final baseline state and verification evidence for #225.
|
||||
@@ -1,30 +0,0 @@
|
||||
# ISSUE-226 — Shared key-map + locale-kontrakt (backend/frontend)
|
||||
|
||||
## Source of truth
|
||||
- Single shared artifact: `shared/i18n/lobby.json`
|
||||
- Ownership is documented under `contract.ownership` in the same artifact.
|
||||
|
||||
## Locale contract
|
||||
Defined under `contract.locale`:
|
||||
- default locale: `en`
|
||||
- supported locales: `en`, `da`
|
||||
- fallback rule: use default locale when requested locale is unsupported or a key translation is missing.
|
||||
|
||||
## Shared backend→frontend key-map
|
||||
Defined under `contract.backend_to_frontend_error_keys`.
|
||||
|
||||
Examples:
|
||||
- `session_not_found -> session_not_found`
|
||||
- `session_not_joinable -> join_failed`
|
||||
- `round_start_invalid_phase -> start_round_failed`
|
||||
|
||||
This allows backend error codes to remain stable while frontend copy keys stay UX-oriented.
|
||||
|
||||
## da/en example values
|
||||
From `shared/i18n/lobby.json`:
|
||||
- `frontend.errors.session_code_required.en = "Session code is required."`
|
||||
- `frontend.errors.session_code_required.da = "Sessionskoden er påkrævet."`
|
||||
|
||||
## Verification
|
||||
- Backend: `python manage.py test lobby.tests.I18nResolverTests`
|
||||
- Frontend: `npm test -- --run tests/lobby-i18n.contract.test.ts`
|
||||
@@ -1,16 +0,0 @@
|
||||
# Issue #250 Artifact — MVP guardrail (telefon-klient uden lydafspilning)
|
||||
|
||||
## Scope
|
||||
Implementeret guardrail for `primary-device only` audio policy i SPA player-flow.
|
||||
|
||||
## Acceptance mapping
|
||||
1. **Telefon-klient flow indeholder ingen audio-play init-path**
|
||||
- Test: `player-shell.component.spec.ts` → `does not trigger original media play during player-shell init path`.
|
||||
2. **Primær enhed policy er dokumenteret og testbar**
|
||||
- Policy i contract: `shared/i18n/lobby.json` → `frontend.capabilities.client_has_no_audio_output=true`.
|
||||
- Testbar via eksisterende guard-tests + init-path test i player-shell specs.
|
||||
3. **Krav er refereret i SPA-plan/cutover-noter**
|
||||
- Dokumenteret i `docs/spa-cutover-flag.md` under *MVP audio policy guardrail (telefon-klient)*.
|
||||
|
||||
## UX/i18n note
|
||||
- Player shell viser advarselstekst via i18n key: `frontend.ui.player.audio_policy_notice`.
|
||||
@@ -1,124 +0,0 @@
|
||||
# Issue #251 — Release-often lane for SPA MVP (3 micro-PR batches)
|
||||
|
||||
## Formål
|
||||
Bryde SPA MVP-arbejdet op i **3 merge-klare micro-PRs** med tydelige acceptance criteria,
|
||||
så vi kan levere værdi oftere, reducere review-risiko og holde `main` grøn.
|
||||
|
||||
## Scope (issue-bound)
|
||||
Denne plan dækker kun planlægning/acceptance for den kommende SPA MVP-lane.
|
||||
Implementering af de konkrete features sker i efterfølgende PRs.
|
||||
|
||||
## Hard acceptance criteria for issue #251
|
||||
- [x] Der findes en dokumenteret plan med præcis **3 batches**.
|
||||
- [x] Hver batch har:
|
||||
- [x] mål og afgrænsning
|
||||
- [x] konkrete leverancer (kodeområder)
|
||||
- [x] test/checks før merge
|
||||
- [x] rollback-note
|
||||
- [x] "ikke med i denne batch" for at undgå scope creep
|
||||
- [x] Batch-rækkefølgen er dependencies-sikker (batch B bygger på batch A, batch C på batch B).
|
||||
- [x] Hver batch kan merges/releaseres uafhængigt uden at blokere drift på `main`.
|
||||
- [x] Planen linker til konkrete dev-opgaver for lane-kørsel.
|
||||
|
||||
## Batch-plan (merge-klare micro-PRs)
|
||||
|
||||
### Batch A — SPA shell + routing baseline
|
||||
**Mål:** Et stabilt SPA-skelet med route-struktur og guard-basics.
|
||||
|
||||
**Leverancer (kodeområder)**
|
||||
- `frontend/angular/src/app/app.routes.ts` (host/player entry routes + fallback)
|
||||
- `frontend/angular/src/app/session-route-context.ts` (baseline route guards)
|
||||
- `frontend/angular/src/app/app.component.*` (shell-nav + route outlet wiring)
|
||||
- `lobby/templates/lobby/spa_shell.html` (kompatibel shell-entry ved SPA cutover)
|
||||
|
||||
**Done-kriterier**
|
||||
- Host- og player-entry routes kan åbnes uden runtime-fejl i samme SPA-shell.
|
||||
- Route guards afviser ugyldige parametre deterministisk (ingen hard crash).
|
||||
- `USE_SPA_UI=false` fortsætter med legacy-flow uden regression.
|
||||
|
||||
**Checks før merge**
|
||||
- `cd frontend/angular && npm test -- --run src/app/app.routes.spec.ts src/app/session-route-context.spec.ts`
|
||||
- `cd frontend/angular && npm run build`
|
||||
- Manual smoke: `/lobby/ui/host` + `/lobby/ui/player` (både `USE_SPA_UI=false` og `true`).
|
||||
|
||||
**Rollback-note**
|
||||
- Sæt `USE_SPA_UI=false` og redeploy; verificér legacy routes svarer 200.
|
||||
|
||||
**Ikke med i batch A**
|
||||
- Fuld gameplay-state synkronisering.
|
||||
- Audio/polish og i18n finpudsning ud over baseline wiring.
|
||||
|
||||
---
|
||||
|
||||
### Batch B — Session-state + host/player sync MVP
|
||||
**Mål:** Korrekt synkronisering af session-state mellem host og spillerklient.
|
||||
|
||||
**Leverancer (kodeområder)**
|
||||
- `frontend/angular/src/app/features/host/host-shell.component.ts`
|
||||
- `frontend/angular/src/app/features/player/player-shell.component.ts`
|
||||
- `frontend/src/api/angular-client.ts` (MVP-kald for status/phase-overgange)
|
||||
|
||||
**Done-kriterier**
|
||||
- Host handlinger (`start`, `show`, `mix`, `score`, `next`, `finish`) afspejles hos player uden side-reload.
|
||||
- Session-phase transitions er deterministiske i happy-path (`lobby -> question -> score -> next/finish`).
|
||||
- Guardrails reducerer race-condition regressions ved hurtige phase-skift.
|
||||
|
||||
**Checks før merge**
|
||||
- `cd frontend/angular && npm test -- --run src/app/features/host/host-shell.component.spec.ts src/app/features/player/player-shell.component.spec.ts`
|
||||
- `cd frontend && npm test -- --run tests/angular-api-client.test.ts`
|
||||
- Manual smoke: host action -> player phase sync indenfor forventet latenstid.
|
||||
|
||||
**Rollback-note**
|
||||
- Slå `USE_SPA_UI=false`, redeploy, og kør hurtig gameplay-smoke i legacy flow.
|
||||
|
||||
**Ikke med i batch B**
|
||||
- Avanceret UX-polish/animation.
|
||||
- Udvidet observability udenfor MVP-kritiske logs.
|
||||
|
||||
---
|
||||
|
||||
### Batch C — Lobby/join/start minimal flow + release readiness
|
||||
**Mål:** Gøre SPA MVP release-klar med fokus på stabilitet og driftssikkerhed omkring det minimale flow.
|
||||
|
||||
**Leverancer (kodeområder)**
|
||||
- `frontend/angular/src/app/i18n-mvp-flow-smoke.spec.ts` + relevante shell-tests
|
||||
- `docs/UI_SMOKE.md` + `docs/STAGING_GAMEPLAY_SMOKE_ARTIFACT.md`
|
||||
- `CHANGELOG.md` release-input for SPA MVP lane
|
||||
|
||||
**Done-kriterier**
|
||||
- End-to-end minimal flow (`lobby -> join -> start`) er dokumenteret PASS i SPA.
|
||||
- Fejl-/empty-/loading states for flowets kritiske skærme er verificeret.
|
||||
- Driftsteam kan udføre cutover + rollback uden tvetydighed.
|
||||
|
||||
**Checks før merge**
|
||||
- `cd frontend/angular && npm test -- --run src/app/i18n-mvp-flow-smoke.spec.ts`
|
||||
- `python manage.py test lobby.tests.LobbyFlowTests`
|
||||
- Opdateret staging-smoke artifact med UTC tidsstempler og gate-resultat.
|
||||
|
||||
**Rollback-note**
|
||||
- Brug eksisterende playbook i `docs/spa-cutover-flag.md` (`USE_SPA_UI=false` + asset-version rollback).
|
||||
|
||||
**Ikke med i batch C**
|
||||
- Post-MVP featureudvidelser.
|
||||
- Større refactors uden direkte release-værdi.
|
||||
|
||||
## Rækkefølge og parallel-kørsel
|
||||
- **Dependency-rækkefølge:** A -> B -> C.
|
||||
- **Kan køres parallelt uden konflikt:**
|
||||
- Test-/doc-forberedelse til C kan startes parallelt med B (ingen blokering af runtime-kode), men merges først efter B.
|
||||
- Drift-smoke templates kan opdateres tidligt, så længe de ikke ændrer runtime-adfærd.
|
||||
- **Må ikke køre parallelt:**
|
||||
- Runtime routing/guard ændringer i A og session-sync logik i B på samme filer uden feature-flag koordinering.
|
||||
|
||||
## Konkret lane-opgavebinding (dev-opgaver)
|
||||
- Batch A PR: `feat/issue-251-batch-1-spa-shell-routing`
|
||||
- Batch B PR: `feat/issue-251-batch-2-session-sync`
|
||||
- Batch C PR: `feat/issue-251-batch-3-lobby-join-start-release-readiness`
|
||||
|
||||
Hver PR skal linke tilbage til issue #251 og inkludere test-evidence + rollback-check.
|
||||
|
||||
## Merge-gate for alle 3 batches
|
||||
- Små PRs (mål: reviewbar størrelse, helst < ~300 netto-linjer når muligt).
|
||||
- Grøn CI/checks før review-request.
|
||||
- Tydelig PR-beskrivelse med: scope, test evidence, out-of-scope.
|
||||
- Ingen skjulte sideeffekter på tværs af apps/domæner.
|
||||
@@ -1,27 +0,0 @@
|
||||
# ISSUE-252 Artifact — React fallback trigger criteria (delivery-blocking only)
|
||||
|
||||
Issue: **#252**
|
||||
|
||||
## Leveret ændring
|
||||
Dokumentationen i `docs/spa-cutover-flag.md` er opdateret med en dedikeret sektion:
|
||||
- **React fallback trigger-kriterier (kun delivery-blocking)**
|
||||
- klare **tilladelses-kriterier** (alle skal være opfyldt)
|
||||
- tydelige **scope-limits**
|
||||
- eksplicitte **ikke-tilladte** anvendelser
|
||||
|
||||
## Acceptance mapping
|
||||
1. **Clear trigger criteria**
|
||||
- Definerer præcist hvornår fallback er tilladt:
|
||||
- aktiv delivery-blocking fejl i Angular SPA
|
||||
- ingen sikker Angular-fix inden release-vinduet
|
||||
- rollback alene er utilstrækkelig for leveringsbehovet
|
||||
- beslutning + evidens logges eksplicit (inkl. issue/incident-reference)
|
||||
2. **Scope limits**
|
||||
- Begrænset til delivery-blocking host/player-paths.
|
||||
- Ingen feature-bundling eller ikke-kritiske ændringer.
|
||||
- Midlertidig anvendelse kun i aktiv incident/release-vindue.
|
||||
3. **When fallback is allowed**
|
||||
- Kun når alle trigger-kriterier er opfyldt og dokumenteret.
|
||||
|
||||
## Resultat
|
||||
Issue #252 er dokumenteret med operationelle guardrails, så React fallback kun bruges i kontrollerede, leveringsblokerende situationer.
|
||||
@@ -1,32 +0,0 @@
|
||||
# ISSUE-257 Artifact — Shared i18n keyspace + frontend loader (da/en, Angular-first)
|
||||
|
||||
Issue: **#257** (`[MVP][READY] #175-B: Shared i18n keyspace + frontend loader`)
|
||||
|
||||
## Acceptance checklist
|
||||
|
||||
- [x] **Delt key-strategi dokumenteret (frontend/backend)**
|
||||
- Arkitektur/deling beskrevet i `docs/I18N_ARCHITECTURE.md`.
|
||||
- Shared contract + keyspace source of truth: `shared/i18n/lobby.json`.
|
||||
|
||||
- [x] **Frontend loader kan indlæse da+en med samme keyspace**
|
||||
- Shared loader: `frontend/shared/i18n/lobby-loader.ts`.
|
||||
- Angular-first integration via `frontend/angular/src/app/lobby-i18n.ts` (samme loader/samme keyspace).
|
||||
- Locale-normalisering inkluderer underscore/hyphen variants (`da_DK` → `da`).
|
||||
|
||||
- [x] **Minimal check for key-paritet da/en**
|
||||
- `collectLocaleParityIssues(...)` i shared loader.
|
||||
- Testet i `frontend/tests/lobby-loader.parity.test.ts`.
|
||||
|
||||
- [x] **Ingen API-kontraktbrud**
|
||||
- Contract-test: `frontend/tests/lobby-i18n.contract.test.ts`.
|
||||
- Drift-check mellem manifest og katalog: `scripts/check_i18n_drift.py`.
|
||||
|
||||
## Kørte checks
|
||||
|
||||
```bash
|
||||
python3 scripts/check_i18n_drift.py
|
||||
cd frontend && npm test -- --run tests/lobby-loader.parity.test.ts tests/lobby-i18n.contract.test.ts
|
||||
cd frontend/angular && npm test -- --run src/app/lobby-i18n.spec.ts src/app/i18n-mvp-flow-smoke.spec.ts
|
||||
```
|
||||
|
||||
Resultat: alle checks grønne.
|
||||
@@ -1,37 +0,0 @@
|
||||
# ISSUE-257 Artifact — shared i18n keyspace + frontend loader (Angular-first)
|
||||
|
||||
Issue: **#257** (`[MVP][READY] #175-B: Shared i18n keyspace + frontend loader (da/en, Angular-first)`)
|
||||
|
||||
## Acceptance mapping
|
||||
|
||||
### 1) Delt key-strategi dokumenteret (frontend/backend)
|
||||
- Shared contract source: `shared/i18n/lobby.json`
|
||||
- Architecture doc: `docs/I18N_ARCHITECTURE.md`
|
||||
- Key-map/contract doc: `docs/ISSUE-226-SHARED-KEYMAP-LOCALE-CONTRACT.md`
|
||||
|
||||
### 2) Frontend loader kan indlæse da+en med samme keyspace
|
||||
- Shared loader: `frontend/shared/i18n/lobby-loader.ts`
|
||||
- Angular-first consumer path:
|
||||
- `frontend/src/spa/lobby-i18n.ts`
|
||||
- Angular shell/tests continue to consume same shared catalog through shared loader contract.
|
||||
|
||||
### 3) Minimal check for key-paritet da/en
|
||||
- Guard test: `frontend/tests/lobby-loader.parity.test.ts`
|
||||
- Contract test: `frontend/tests/lobby-i18n.contract.test.ts`
|
||||
|
||||
### 4) Ingen API-kontraktbrud
|
||||
- Frontend API contract smoke:
|
||||
- `frontend/angular/src/app/api-contract-smoke.spec.ts`
|
||||
- `frontend/tests/angular-api-client.test.ts`
|
||||
|
||||
## Verification run (this lane)
|
||||
|
||||
```bash
|
||||
cd frontend
|
||||
npm test -- --run tests/lobby-loader.parity.test.ts tests/lobby-i18n.contract.test.ts tests/angular-api-client.test.ts
|
||||
|
||||
cd ../frontend/angular
|
||||
npm test -- --run src/app/api-contract-smoke.spec.ts
|
||||
```
|
||||
|
||||
Result: PASS (all selected suites green).
|
||||
@@ -1,18 +0,0 @@
|
||||
# Issue #260 Artifact — Phone/client no-audio guard (primary-device only playback)
|
||||
|
||||
## Scope
|
||||
Added regression coverage for MVP audio policy to ensure phone/client flows never claim playback ownership, while primary-device playback stays unaffected.
|
||||
|
||||
## Acceptance mapping
|
||||
1. **client/phone triggers no playback**
|
||||
- Existing test coverage retained in `player-shell.component.spec.ts`:
|
||||
- `does not trigger original media play during player-shell init path`
|
||||
- `installs secondary-device audio guard while player shell is mounted`
|
||||
2. **primary device playback unaffected**
|
||||
- New negative test in `player-shell.component.spec.ts`:
|
||||
- `keeps primary-device playback untouched when no-audio capability is disabled`
|
||||
3. **one negative test for phone audio**
|
||||
- Existing negative path preserved:
|
||||
- `does not trigger original media play during player-shell init path`
|
||||
4. **no backend contract changes**
|
||||
- Frontend test/docs-only scope; no backend contract files changed.
|
||||
@@ -1,80 +0,0 @@
|
||||
# ISSUE-277 Artifact — shared i18n registry parity report (Django ↔ Angular MVP)
|
||||
|
||||
Issue: **#277** (`[READY][#175][P3] Shared i18n registry artifact: backend/frontend keyspace parity report`)
|
||||
|
||||
## Artifact metadata
|
||||
|
||||
- `artifact_id`: `issue-277-shared-i18n-parity-report`
|
||||
- `artifact_version`: `1.0`
|
||||
- `catalog_source`: `shared/i18n/lobby.json`
|
||||
- `generator`: `scripts/report_i18n_parity.py`
|
||||
|
||||
## Naming/version rules (email-manager-inspired strategy)
|
||||
|
||||
- **Single canonical artifact per issue**: issue-bundne rapporter navngives `docs/ISSUE-<nr>-<slug>-ARTIFACT.md`.
|
||||
- **Stable artifact identity**: `artifact_id` ændres ikke ved tekstlige opdateringer i samme rapporttype; det er den faste reference i review/ops.
|
||||
- **Explicit artifact versioning**: `artifact_version` bumpes, når rapportlogik eller scope ændres, så drift/review kan se forskel på format- vs. dataændringer.
|
||||
- **Shared namespace first**: keys refereres med fulde navnerum (`frontend.ui.*`, `frontend.errors.*`, `backend.error_codes.*`, `backend.errors.*`) i stedet for lokale aliases i artefakter.
|
||||
- **Source-of-truth before consumers**: rapporten afledes fra `shared/i18n/lobby.json`; Django/Angular beskrives som consumers af samme registry og ikke som parallelle kontrakter.
|
||||
|
||||
## MVP-critical parity summary
|
||||
|
||||
- Frontend UI gameplay keys checked: **16** → `OK`
|
||||
- Frontend error keys checked: **7** → `OK`
|
||||
- Backend gameplay/error codes checked: **9** → `OK`
|
||||
- Distinct frontend error keys reached from backend MVP flow: **6** (`join_failed, nickname_invalid, nickname_taken, session_code_required, session_not_found, start_round_failed`)
|
||||
|
||||
Status: **Shared locale matrix is aligned (`en`, `da`) and backend→frontend error handling is contract-complete for MVP-critical flow.**
|
||||
|
||||
## Django ↔ Angular parity matrix (MVP-critical error contract)
|
||||
|
||||
| Backend code (`backend.error_codes.*`) | Django message key (`backend.errors.*`) | Angular key (`frontend.errors.*`) | Locales `en/da` | Parity note |
|
||||
|---|---|---|---|---|
|
||||
| `session_code_required` | `session_code_required` | `session_code_required` | `OK` | 1:1 |
|
||||
| `nickname_invalid` | `nickname_invalid` | `nickname_invalid` | `OK` | 1:1 |
|
||||
| `session_not_found` | `session_not_found` | `session_not_found` | `OK` | 1:1 |
|
||||
| `session_not_joinable` | `session_not_joinable` | `join_failed` | `OK` | mapped alias |
|
||||
| `nickname_taken` | `nickname_taken` | `nickname_taken` | `OK` | 1:1 |
|
||||
| `category_slug_required` | `category_slug_required` | `start_round_failed` | `OK` | many:1 collapse |
|
||||
| `category_not_found` | `category_not_found` | `start_round_failed` | `OK` | many:1 collapse |
|
||||
| `round_start_invalid_phase` | `round_start_invalid_phase` | `start_round_failed` | `OK` | many:1 collapse |
|
||||
| `round_already_configured` | `round_already_configured` | `start_round_failed` | `OK` | many:1 collapse |
|
||||
|
||||
## Scope notes
|
||||
|
||||
- **Django** consumes backend codes/messages directly from `shared/i18n/lobby.json` via `lobby/i18n.py`.
|
||||
- **Angular** consumes the same registry via `frontend/shared/i18n/lobby-loader.ts` and runtime helpers in `frontend/angular/src/app/lobby-i18n.ts`.
|
||||
- **Parity in MVP** is therefore strongest on the shared error contract and locale matrix; gameplay UI labels are frontend-owned but still live in the same registry.
|
||||
|
||||
## Verified MVP gameplay UI keyspace present in the shared registry
|
||||
|
||||
- `frontend.ui.host.title`
|
||||
- `frontend.ui.player.title`
|
||||
- `frontend.ui.common.session_code`
|
||||
- `frontend.ui.player.nickname`
|
||||
- `frontend.ui.player.join`
|
||||
- `frontend.ui.host.start_round`
|
||||
- `frontend.ui.host.show_question`
|
||||
- `frontend.ui.player.lie_label`
|
||||
- `frontend.ui.player.submit_lie`
|
||||
- `frontend.ui.player.submit_guess`
|
||||
- `frontend.ui.host.mix_answers`
|
||||
- `frontend.ui.host.calculate_scores`
|
||||
- `frontend.ui.host.load_scoreboard`
|
||||
- `frontend.ui.host.final_leaderboard`
|
||||
- `frontend.ui.player.final_leaderboard`
|
||||
- `frontend.ui.common.points_short`
|
||||
|
||||
## Concrete deviations / follow-up items
|
||||
|
||||
1. **Error granularity collapse remains intentional**: backend codes `category_slug_required, category_not_found, round_start_invalid_phase, round_already_configured` all map to `frontend.errors.start_round_failed`. Follow-up only if product wants case-specific Angular copy instead of one shared host failure message.
|
||||
2. **Frontend-only fallback copy is not mirrored in Django**: `frontend.errors.unknown` and `frontend.errors.session_fetch_failed` are Angular-side resilience keys, not backend contract keys. Follow-up if API responses should expose stable backend equivalents for these states.
|
||||
3. **Gameplay UI labels are registry-shared but not backend-rendered**: `frontend.ui.host.*`, `frontend.ui.player.*`, and `frontend.ui.common.*` are available in the shared artifact, but Django currently consumes only the backend error slice. Follow-up only if server-rendered views must guarantee the same UI label surface as Angular.
|
||||
|
||||
## Re-run
|
||||
|
||||
```bash
|
||||
python3 scripts/check_i18n_drift.py
|
||||
python3 scripts/report_i18n_parity.py
|
||||
python3 scripts/check_i18n_parity_artifact.py
|
||||
```
|
||||
@@ -1,36 +0,0 @@
|
||||
# Issue #278 Artifact — smoke/e2e gate for da+en locale flow and primary-only audio
|
||||
|
||||
## Scope
|
||||
Acceptance for `[READY][#175][P4]`:
|
||||
1. Verify one MVP host+player smoke run in `en`.
|
||||
2. Verify one MVP host+player smoke run in `da`.
|
||||
3. Verify audio routing remains `primary-device only` so phone/player clients never take playback ownership.
|
||||
|
||||
Dette er en gate-/evidensleverance. Ingen ny produktfunktion ud over test/verifikation.
|
||||
|
||||
## Implemented smoke gate
|
||||
Angular smoke spec: `frontend/angular/src/app/i18n-mvp-flow-smoke.spec.ts`
|
||||
|
||||
The gate now runs two explicit locale scenarios:
|
||||
- `en`: host refresh/start-round copy + player submit-guess copy
|
||||
- `da`: samme flow med dansk copy
|
||||
|
||||
Audio-policy delen af samme smoke-spec verificerer:
|
||||
- host/primary playback path er uændret før player mount
|
||||
- player mount installerer no-audio guard på secondary device
|
||||
- guard fjernes igen ved unmount, så primary path fortsat er eneste aktive output
|
||||
|
||||
## Recommended verification command
|
||||
Køres fra `frontend/angular`:
|
||||
|
||||
```bash
|
||||
npm test -- --run src/app/i18n-mvp-flow-smoke.spec.ts src/app/lobby-i18n.spec.ts src/app/features/player/player-shell.component.spec.ts
|
||||
```
|
||||
|
||||
## Why this is the gate
|
||||
- `i18n-mvp-flow-smoke.spec.ts` giver en lille, samlet smoke/e2e-lignende verifikation af host+player i begge locale-kontekster.
|
||||
- `lobby-i18n.spec.ts` holder shared locale propagation + contract fallback grøn.
|
||||
- `player-shell.component.spec.ts` dækker den dybere regressionflade for audio-guard på secondary device.
|
||||
|
||||
## Conclusion
|
||||
Gate’en verificerer nu eksplicit begge locale-runs (`da` + `en`) og bekræfter primary-only audio routing i MVP-flowet.
|
||||
@@ -1,168 +0,0 @@
|
||||
# ISSUE-279 — i18n MVP close-out note
|
||||
|
||||
Issue: **#279** (`[READY][#175][P5] MVP close-out note: migration/changelog + release-readiness checklist for i18n`)
|
||||
|
||||
## Scope
|
||||
|
||||
Dette dokument lukker MVP-sporet for issue #175 med tre konkrete ting:
|
||||
|
||||
1. en migrationsnote for release/deploy,
|
||||
2. changelog-indhold der kan genbruges i næste release-note,
|
||||
3. en release-readiness checkliste for i18n, forankret i et verificeret snapshot af `main` ved reviewtidspunktet.
|
||||
|
||||
Repo-state ved review-opdatering:
|
||||
- `main` peger nu på merge commit `1bc4c27` (PR #283), og inkluderer også PR #282 via merge commit `6ad5430`.
|
||||
- Denne note er opdateret mod repo-tilstanden verificeret 2026-03-13 UTC, ikke en løbende garanti for senere `main`-ændringer.
|
||||
- Denne revision afløser de tidligere snapshot-antagelser fra PR-historikken, hvor #282/#283 endnu ikke var landet.
|
||||
- Der er ingen åbne release-afklaringer tilbage for PR #282/#283; begge er allerede landet på `main`.
|
||||
|
||||
## Current i18n MVP state on `main`
|
||||
|
||||
Følgende er allerede til stede på `main`:
|
||||
|
||||
- **Shared contract** i `shared/i18n/lobby.json`
|
||||
- default locale: `en`
|
||||
- supported locales: `en`, `da`
|
||||
- fælles frontend/backend keyspace + fallback-regler
|
||||
- **Django bootstrap** via `partyhub/i18n_bootstrap.py` og `partyhub/settings.py`
|
||||
- `LocaleMiddleware` aktiv
|
||||
- `LANGUAGE_CODE` + `LANGUAGES` bootstrappes fra shared catalog
|
||||
- **Backend locale/error flow** via `lobby/i18n.py`
|
||||
- normalisering af locale-tags
|
||||
- locale-aware fejlpayload med `error_code`, `error`, `locale`
|
||||
- fallback til `en` når locale eller oversættelse mangler
|
||||
- **Angular MVP wiring** via
|
||||
- `frontend/shared/i18n/lobby-loader.ts`
|
||||
- `frontend/angular/src/app/lobby-i18n.ts`
|
||||
- host/player shells med locale switch og shared copy-opslag
|
||||
- **Drift/parity guardrails**
|
||||
- `shared/i18n/key-manifest.json`
|
||||
- `scripts/check_i18n_drift.py`
|
||||
- frontend parity/contract tests
|
||||
- **Existing documentation/artifacts**
|
||||
- `docs/I18N_ARCHITECTURE.md`
|
||||
- `docs/ISSUE-175-I18N-SHARED-CONTRACT-ARTIFACT.md`
|
||||
- `docs/ISSUE-225-BACKEND-I18N-BASELINE-ARTIFACT.md`
|
||||
- `docs/ISSUE-257-SHARED-I18N-KEYSPACE-FRONTEND-LOADER-ARTIFACT.md`
|
||||
- `docs/ISSUE-207-I18N-AUDIO-SMOKE-ARTIFACT.md`
|
||||
- `docs/i18n-drift-check.md`
|
||||
|
||||
## Migration note for release
|
||||
|
||||
### Schema impact
|
||||
|
||||
**Der er ingen nye Django-migrations i selve i18n-MVP-sporet på `main`.**
|
||||
|
||||
Den i18n-relaterede leverance ligger i shared catalog, locale-bootstrap, error-payload-kontrakt, Angular wiring og test/documentation. Den kræver derfor ikke en særskilt i18n-database-migration for at gå i release.
|
||||
|
||||
### Release/deploy expectation
|
||||
|
||||
Selv om issue #279 ikke introducerer schemaændringer, skal release-flow stadig følge repoets generelle migreringsgate:
|
||||
|
||||
```bash
|
||||
python manage.py makemigrations --check --dry-run
|
||||
python manage.py migrate --check --noinput
|
||||
```
|
||||
|
||||
Hvorfor: release-policyen kræver, at vi undgår code/schema drift, og staging-smoke-suiten forventer eksplicit migration consistency check.
|
||||
|
||||
### Praktisk migrationskonklusion
|
||||
|
||||
Til release-notes/deploy-runbook kan i18n-sporet beskrives sådan her:
|
||||
|
||||
- **Migration impact:** none for i18n MVP itself
|
||||
- **Deploy requirement:** run standard Django migration consistency checks anyway
|
||||
- **Rollback note:** rollback er primært kode-/asset-baseret (shared catalog, frontend bundles, backend locale resolver), ikke schema-baseret
|
||||
|
||||
## Suggested changelog content
|
||||
|
||||
Følgende tekst kan bruges direkte i næste unreleased/release-sektion:
|
||||
|
||||
```markdown
|
||||
### i18n
|
||||
- Shared da/en lobby i18n contract is now wired across Django and Angular MVP flows via `shared/i18n/lobby.json`.
|
||||
- Backend error payloads expose stable locale-aware fields (`error_code`, `error`, `locale`) with fallback to English for unsupported locales.
|
||||
- Angular host/player shells now consume shared i18n copy, persist preferred locale, and keep audio-policy messaging aligned with the shared catalog.
|
||||
- Added repo guardrails for i18n drift/parity through the shared key manifest, drift checker, and focused frontend/backend contract tests.
|
||||
- Release migration impact for the i18n MVP is **none** beyond the standard Django migration consistency checks.
|
||||
```
|
||||
|
||||
Kort version til annoterede release-notes:
|
||||
|
||||
```markdown
|
||||
## i18n MVP close-out
|
||||
- Shared da/en contract is active across backend + Angular MVP shell.
|
||||
- Locale fallback remains `en` for unsupported requests and missing translations.
|
||||
- No i18n-specific schema migration is required; keep standard `migrate --check --noinput` in release verification.
|
||||
```
|
||||
|
||||
## Release-readiness checklist for i18n
|
||||
|
||||
Status er vurderet mod verificeret snapshot `main@1bc4c27` (reviewet 2026-03-13 UTC, inkl. PR #282/#283).
|
||||
|
||||
### 1) Shared contract and locale behavior
|
||||
|
||||
- [x] Shared catalog findes i `shared/i18n/lobby.json`.
|
||||
- [x] Default/supported locales er dokumenteret og implementeret som `en` + `da`.
|
||||
- [x] Backend bruger shared contract til locale-aware fejlbeskeder.
|
||||
- [x] Frontend/Angular bruger shared loader + shared keyspace.
|
||||
- [x] Fallback-regel til `en` er dokumenteret og testet.
|
||||
|
||||
### 2) Verification artifacts and local checks
|
||||
|
||||
- [x] Arkitektur-note findes: `docs/I18N_ARCHITECTURE.md`.
|
||||
- [x] Baseline artifact for issue #175 findes.
|
||||
- [x] Backend artifact for issue #225 findes.
|
||||
- [x] Frontend/shared loader artifact for issue #257 findes.
|
||||
- [x] Drift-check dokumentation findes i `docs/i18n-drift-check.md`.
|
||||
- [x] Parity artifact fra issue #277 er på `main` via PR #282 (merge commit `6ad5430`).
|
||||
|
||||
### 3) Code readiness on current branch topology
|
||||
|
||||
- [x] Angular MVP host/player i18n flow er på `main` (PR #281).
|
||||
- [x] Shared locale/bootstrap wiring er på `main`.
|
||||
- [x] Django i18n hardening fra issue #275 er på `main` via PR #283 (merge commit `1bc4c27`).
|
||||
- [x] PR #283 er ikke længere en separat release-afklaring; hardeningen er allerede indarbejdet på `main`.
|
||||
|
||||
### 4) Release gate before shipping i18n as “done”
|
||||
|
||||
- [x] PR #282 er allerede merged, så parity-artifact-status er afklaret på `main`.
|
||||
- [x] PR #283 er allerede merged, så backend hardening-status er afklaret på `main`.
|
||||
- [ ] Kør drift-check fra repo root:
|
||||
```bash
|
||||
python3 scripts/check_i18n_drift.py
|
||||
```
|
||||
- [ ] Kør backend i18n regressions:
|
||||
```bash
|
||||
. .venv/bin/activate && python manage.py test \
|
||||
partyhub.tests_i18n_bootstrap \
|
||||
lobby.tests.I18nResolverTests
|
||||
```
|
||||
- [ ] Kør frontend shared-contract/parity checks:
|
||||
```bash
|
||||
cd frontend && npm test -- --run \
|
||||
tests/lobby-loader.parity.test.ts \
|
||||
tests/lobby-i18n.contract.test.ts
|
||||
```
|
||||
- [ ] Kør Angular MVP locale smoke:
|
||||
```bash
|
||||
cd frontend/angular && npm test -- --run \
|
||||
src/app/lobby-i18n.spec.ts \
|
||||
src/app/i18n-mvp-flow-smoke.spec.ts \
|
||||
src/app/features/host/host-shell.component.spec.ts \
|
||||
src/app/features/player/player-shell.component.spec.ts
|
||||
```
|
||||
- [ ] Bekræft standard migration consistency gate:
|
||||
```bash
|
||||
. .venv/bin/activate && python manage.py makemigrations --check --dry-run
|
||||
. .venv/bin/activate && python manage.py migrate --check --noinput
|
||||
```
|
||||
- [ ] Følg `docs/RELEASE_POLICY.md`: staging deploy, `/healthz`, smoke-resultat og changelog-reference før tag.
|
||||
|
||||
## Close-out conclusion
|
||||
|
||||
**Konklusion:** i18n-MVP'en er implementeret på `main`, og issue #279 leverer den manglende release-/migration-closeout dokumentation uden nye kodeændringer i app-logikken.
|
||||
|
||||
PR #282 (parity artifact) og PR #283 (Django i18n hardening) er nu begge merged på `main`, så close-out-noten, changelog-teksten og release-readiness-checklisten kan behandles som indbyrdes konsistente for det verificerede snapshot.
|
||||
|
||||
Det betyder, at de resterende release-gates for i18n nu er de almindelige verificeringstrin (drift-check, backend/frontend-smoke, migrations-konsistens, staging deploy og changelog-reference) — ikke længere afklaring af om #282/#283 skal lande.
|
||||
@@ -1,22 +0,0 @@
|
||||
# Issue #287 — Canonical round-flow backend artifact
|
||||
|
||||
## State-transition matrix
|
||||
|
||||
| Trigger | From | To | Server-owned effect |
|
||||
|---|---|---|---|
|
||||
| `POST /lobby/sessions/{code}/rounds/start` | `lobby` | `lie` | Opretter `RoundConfig`, vælger/låser konkret `RoundQuestion`, eksponerer prompt + lie-deadline i samme svar |
|
||||
| Sidste gyldige `submit_lie` for aktivt spørgsmål | `lie` | `guess` | Dedupe/shuffle `correct_answer + lies`, persisterer `mixed_answers`, broadcaster `phase.guess_started` |
|
||||
| Sidste gyldige `submit_guess` for aktivt spørgsmål | `guess` | `reveal` | Beregner score deterministisk, persisterer `ScoreEvent` + opdaterede `Player.score`, returnerer canonical reveal payload |
|
||||
| Første canonical state-read efter resolved reveal (`session_detail`, og idempotent `GET /scoreboard` hvis state allerede er resolved) | `reveal` | `scoreboard` | Promoverer scoreboard som state, broadcaster `phase.scoreboard`, eksponerer leaderboard + readiness |
|
||||
| `POST /lobby/sessions/{code}/rounds/next` | `scoreboard` | `lie` | Increment round counter, kopierer seneste `RoundConfig`, vælger/låser næste spørgsmål i samme kategori og broadcaster `phase.lie_started` |
|
||||
| `POST /lobby/sessions/{code}/finish` | `scoreboard` | `finished` | Fryser slutresultat og returnerer final leaderboard |
|
||||
|
||||
## Flow-log (happy path)
|
||||
|
||||
1. Host starter runde med kategori.
|
||||
2. Server vælger straks spørgsmål og går i `lie`.
|
||||
3. Spillere sender løgne; sidste submission auto-advancer til `guess`.
|
||||
4. Spillere sender gæt; sidste submission auto-advancer til `reveal` og scorer runden.
|
||||
5. Næste canonical state-read promoverer resolved reveal til `scoreboard`; state findes uden separat debug-knap.
|
||||
6. Host kan nu kun vælge `next round` eller `finish game`.
|
||||
7. `next round` starter næste runde direkte i `lie` med nyt konkret spørgsmål; ingen mellem-hop tilbage til `lobby`.
|
||||
@@ -1,52 +0,0 @@
|
||||
# Issue #301 Artifact — Client action gating from canonical phase state
|
||||
|
||||
Refs: #287, #301
|
||||
|
||||
## What changed
|
||||
|
||||
Frontend host/player shells now prefer the canonical phase exposed by `phase_view_model.current_phase` when deciding:
|
||||
|
||||
- which gameplay actions are enabled
|
||||
- whether reveal data should still be shown
|
||||
- which SPA hash-route should represent the active game state
|
||||
|
||||
This tightens the #301 slice so the client stays aligned with backend canonicalisation even when `session.status` lags during reveal/scoreboard promotion.
|
||||
|
||||
## Gated UI actions by phase
|
||||
|
||||
### Lobby
|
||||
- **Host:** `startRound`
|
||||
- **Player:** `join`
|
||||
|
||||
### Bluff / lie
|
||||
- **Host:** `showQuestion`
|
||||
- **Player:** `submitLie`
|
||||
- **Blocked:** guess submission, scoreboard load, next round, finish game
|
||||
|
||||
### Guess
|
||||
- **Host:** `mixAnswers`, `calculateScores`
|
||||
- **Player:** `submitGuess`
|
||||
- **Blocked:** lie submission, scoreboard load, next round, finish game
|
||||
|
||||
### Reveal
|
||||
- **Host:** `loadScoreboard`
|
||||
- **Player:** display-only reveal state
|
||||
- **Blocked:** start next round, finish game, guess/lie submission
|
||||
|
||||
### Scoreboard
|
||||
- **Host:** `startNextRound`, `finishGame`
|
||||
- **Player:** display-only reveal/scoreboard state
|
||||
- **Blocked:** scoreboard reload, guess/lie submission
|
||||
|
||||
## Test evidence
|
||||
|
||||
Targeted tests added/updated for:
|
||||
|
||||
- host shell canonical gating and route sync when `current_phase` differs from `session.status`
|
||||
- player shell canonical gating and route sync when `current_phase` differs from `session.status`
|
||||
- shared gameplay phase machine gating from canonical permissions
|
||||
- shared API mapper contract coverage, including reveal/scoreboard payload stability
|
||||
|
||||
## Contract note
|
||||
|
||||
No backend protocol redesign was introduced. This follow-up only preserves and consumes the existing canonical phase/action contract more strictly on the client side.
|
||||
@@ -1,55 +0,0 @@
|
||||
# Issue #302 Evidence — canonical bluff → guess → reveal → scoreboard regression
|
||||
|
||||
## Runnable command
|
||||
|
||||
```bash
|
||||
python manage.py migrate --noinput
|
||||
python manage.py smoke_staging --artifact docs/artifacts/issue-302-canonical-loop-smoke.json
|
||||
```
|
||||
|
||||
`migrate` is the normal local bootstrap precondition when the database has not been initialized yet; the regression evidence itself is produced by `smoke_staging`.
|
||||
|
||||
## What the regression proves
|
||||
|
||||
`smoke_staging` now exercises one full canonical round and fails fast with step-specific diagnostics if any of these break:
|
||||
|
||||
1. `start_round` lands the session in `lie` and returns a concrete `round_question_id`.
|
||||
2. Final `submit_lie` auto-advances the session to `guess` and exposes mixed answers containing both the correct answer and player bluffs.
|
||||
3. Final `submit_guess` auto-advances the session to `reveal` and returns the canonical reveal payload.
|
||||
4. The reveal payload includes:
|
||||
- correct answer
|
||||
- all lies
|
||||
- all guesses
|
||||
- fooled-player references for bluff hits
|
||||
5. The first canonical state read after reveal promotes the session to `scoreboard`.
|
||||
6. Scoreboard promotion preserves the same reveal payload and exposes a leaderboard with `scoreboard_ready=true`.
|
||||
|
||||
## Artifact shape
|
||||
|
||||
When `--artifact` is provided, the JSON file records:
|
||||
|
||||
- the exact smoke command
|
||||
- session code and round question id
|
||||
- deterministic guess plan used to produce both bluff hits and one correct guess
|
||||
- per-step evidence for:
|
||||
- `create_session`
|
||||
- `join_players`
|
||||
- `start_round`
|
||||
- `auto_guess_transition`
|
||||
- `submit_guesses`
|
||||
- `auto_reveal_transition`
|
||||
- `auto_scoreboard_transition`
|
||||
- `finish_game`
|
||||
- reveal summary (`correct_answer`, lie/guess counts, fooled-player ids, correct guess player ids)
|
||||
- promoted scoreboard leaderboard payload
|
||||
|
||||
## Targeted test coverage
|
||||
|
||||
Backend regression coverage lives in `lobby/tests.py`:
|
||||
|
||||
- `test_smoke_staging_command_runs_full_flow`
|
||||
- `test_smoke_staging_writes_phase_evidence_artifact_when_requested`
|
||||
|
||||
Together they ensure the command stays runnable in normal workflow and that the evidence artifact contains phase-by-phase proof instead of only a generic pass/fail.
|
||||
|
||||
Refs #287 #302
|
||||
@@ -1,33 +0,0 @@
|
||||
# Issue #310 — Host transition idempotency and error catalog
|
||||
|
||||
## Scope
|
||||
|
||||
This artifact hardens the two host-owned scoreboard exits in the canonical gameplay flow:
|
||||
|
||||
- `POST /lobby/sessions/{code}/rounds/next`
|
||||
- `POST /lobby/sessions/{code}/finish`
|
||||
|
||||
The goal is retry-safe host behavior when the scoreboard transition already succeeded server-side but the client retries because of a duplicate click, timeout, or lost response.
|
||||
|
||||
## Transition contract
|
||||
|
||||
| Endpoint | First valid transition | Idempotent replay state | Replay result | Broadcast behavior | Still-invalid states |
|
||||
|---|---|---|---|---|---|
|
||||
| `POST /lobby/sessions/{code}/rounds/next` | `scoreboard -> lie` | `lie` with persisted current-round bootstrap (`RoundConfig` + `RoundQuestion`) | `200 OK` with the same canonical next-round payload shape | `phase.lie_started` fires only on the first transition | `lobby`, `guess`, `reveal`, `finished` → `next_round_invalid_phase` |
|
||||
| `POST /lobby/sessions/{code}/finish` | `scoreboard -> finished` | `finished` | `200 OK` with the same final leaderboard payload shape | `phase.game_over` fires only on the first transition | `lobby`, `lie`, `guess`, `reveal` → `finish_game_invalid_phase` |
|
||||
|
||||
## Error catalog notes
|
||||
|
||||
No new backend error codes were introduced for this slice.
|
||||
|
||||
The contract change is behavioral:
|
||||
|
||||
- `next_round_invalid_phase` now means the session is in a phase where the scoreboard → next-round transition has **not** already been completed, or the expected bootstrap artifact for the already-started round is missing.
|
||||
- `finish_game_invalid_phase` now means the session is in a phase where the scoreboard → finish transition has **not** already been completed.
|
||||
- Successful replays are returned as normal `200 OK` canonical responses instead of phase errors.
|
||||
|
||||
## Acceptance evidence
|
||||
|
||||
- Repeated `rounds/next` calls after a successful scoreboard exit return the same canonical lie/bootstrap payload without incrementing the round twice.
|
||||
- Repeated `finish` calls after a successful scoreboard exit return the same finished leaderboard payload without rebroadcasting game-over.
|
||||
- Wrong-phase calls outside those replay states still return the existing shared error codes.
|
||||
@@ -1,202 +0,0 @@
|
||||
# Issue #312 — FupOgFakta extraction map for logic currently living in `lobby/`
|
||||
|
||||
Parent: #311
|
||||
Issue: #312
|
||||
|
||||
## Purpose
|
||||
|
||||
This artifact documents the concrete FupOgFakta-specific logic that still lives in `lobby/`, separates it from true platform/session concerns, and names the intended destination ownership before any larger code move happens.
|
||||
|
||||
It is intentionally an inventory + extraction plan only. It does **not** perform the full move.
|
||||
|
||||
## Architectural boundary this map is enforcing
|
||||
|
||||
The target boundary is already described in:
|
||||
|
||||
- `docs/plans/2026-03-09-fupogfakta-game-engine-design.md`
|
||||
- `docs/plans/2026-03-09-fupogfakta-implementation-plan.md`
|
||||
- `docs/ARCHITECTURE.md`
|
||||
|
||||
Those docs consistently describe:
|
||||
|
||||
- `lobby/` as the **platform layer** for session lifecycle, player presence, host ownership, generic game-run orchestration, and transport-facing platform concerns.
|
||||
- `fupogfakta/` as the **game cartridge** that owns question selection rules, round config semantics, lie/guess/reveal/scoreboard flow, answer mixing, scoring, and game-specific response/event payloads.
|
||||
|
||||
In other words:
|
||||
|
||||
- **Platform (`lobby/`)** should know that a session exists and that a game can be started/observed.
|
||||
- **Cartridge (`fupogfakta/`)** should know what a lie is, what a guess is, how answers are mixed, when phases advance, and what payload shape those game phases expose.
|
||||
|
||||
## Summary split
|
||||
|
||||
### Generic platform/session concerns that belong in `lobby/`
|
||||
|
||||
These are not FupOgFakta-specific and should remain platform-owned:
|
||||
|
||||
- Session code parsing/generation:
|
||||
- `lobby/views.py::_generate_session_code`
|
||||
- `lobby/views.py::_normalize_session_code`
|
||||
- `lobby/views.py::_create_unique_session_code`
|
||||
- Generic request parsing:
|
||||
- `lobby/views.py::_json_body`
|
||||
- Session lifecycle and player presence endpoints:
|
||||
- `lobby/views.py::create_session`
|
||||
- `lobby/views.py::join_session`
|
||||
- `lobby/views.py::session_detail` **only for the generic session/player shell part**
|
||||
- Generic ownership / host authorization checks
|
||||
- Generic session detail payload fields:
|
||||
- `session.code`
|
||||
- `session.status`
|
||||
- `session.host_id`
|
||||
- `session.current_round`
|
||||
- `session.players_count`
|
||||
- `players[].id|nickname|score|is_connected`
|
||||
- Generic i18n/error transport helper usage:
|
||||
- `lobby/i18n.py`
|
||||
- `api_error(...)`
|
||||
- Route mounting / namespace ownership in `lobby/urls.py` for platform routes only
|
||||
|
||||
### FupOgFakta-specific logic currently misplaced in `lobby/`
|
||||
|
||||
These items are game-cartridge logic and should move behind `fupogfakta/` ownership:
|
||||
|
||||
- Round question selection by category and previously-used questions
|
||||
- Lie-phase payload construction and lie timer semantics
|
||||
- Mixed-answer preparation for bluff gameplay
|
||||
- Guess correctness / fooled-player detection
|
||||
- Bluff/correct-answer score resolution
|
||||
- Reveal payload construction
|
||||
- Reveal → scoreboard promotion rules
|
||||
- Start round / mix answers / submit lie / submit guess / calculate scores / reveal scoreboard / next round / finish game gameplay endpoints
|
||||
- Phase view-model booleans that encode FupOgFakta rules rather than generic platform readiness
|
||||
|
||||
## Extraction map
|
||||
|
||||
| Source file | Current function / concern | Why it is FupOgFakta-specific | Intended destination / owner |
|
||||
| --- | --- | --- | --- |
|
||||
| `lobby/views.py` | `_build_player_ref(player)` | Helper is only used to shape FupOgFakta reveal payloads; not a generic platform concern today. | `fupogfakta/serializers.py` or `fupogfakta/payloads.py` owned by cartridge. |
|
||||
| `lobby/views.py` | `_build_reveal_payload(round_question)` | Encodes FupOgFakta reveal contract: lies, guesses, fooled-player refs, correct answer, prompt. | `fupogfakta/payloads.py::build_reveal_payload` or equivalent cartridge response builder. |
|
||||
| `lobby/views.py` | `_build_leaderboard(session)` | Current implementation is generic-ish, but used exclusively by FupOgFakta scoreboard/finish flow and coupled to that response shape. | Short term: keep shared helper if multiple games will consume same contract; otherwise move to `fupogfakta/payloads.py` until a true shared scoreboard contract exists. |
|
||||
| `lobby/views.py` | `_get_current_round_question(session)` | Depends on FupOgFakta `RoundQuestion` model and current-round semantics. | `fupogfakta/services/rounds.py` or `fupogfakta/queries.py`. |
|
||||
| `lobby/views.py` | `_select_round_question(session, round_config)` | Implements FupOgFakta question selection rules by category, active questions, and not-yet-used question set. | `fupogfakta/services/rounds.py::select_round_question`. |
|
||||
| `lobby/views.py` | `_build_lie_started_payload(session, round_config, round_question)` | Builds a FupOgFakta event/response contract for lie phase, including category, prompt, lie deadline, round question id. | `fupogfakta/payloads.py::build_lie_started_payload`. |
|
||||
| `lobby/views.py` | `_prepare_mixed_answers(round_question)` | Bluff-answer dedupe and shuffle is core FupOgFakta gameplay logic. | `fupogfakta/services/answers.py::prepare_mixed_answers`. |
|
||||
| `lobby/views.py` | `_resolve_scores(session, round_question, round_config)` | Applies FupOgFakta scoring rules for correct guesses and successful bluffs; depends on `Guess`, `LieAnswer`, `ScoreEvent`, `points_correct`, `points_bluff`. | `fupogfakta/services/scoring.py::resolve_scores`. |
|
||||
| `lobby/views.py` | `_maybe_promote_reveal_to_scoreboard(session)` | Encodes FupOgFakta reveal completion semantics and scoreboard transition trigger. | `fupogfakta/services/phases.py::maybe_promote_reveal_to_scoreboard`. |
|
||||
| `lobby/views.py` | `_build_phase_view_model(session, players_count, has_round_question)` | Most booleans are not platform-generic; they encode FupOgFakta phase names (`lie`, `guess`, `scoreboard`) and MVP constraints (`3-5 players`, round-question readiness, next-round/finish gating). | Split: keep platform-shell fields in `lobby/`; move game-specific readiness/action flags to `fupogfakta/payloads.py::build_phase_view_model` or cartridge driver payload builder. |
|
||||
| `lobby/views.py` | `start_round(request, code)` | Starts FupOgFakta round, binds category, creates `RoundConfig`, selects `RoundQuestion`, transitions to `LIE`, broadcasts `phase.lie_started`. | `fupogfakta/views.py` or cartridge command handler behind a future `GameDriver.on_game_start` / round bootstrap service. |
|
||||
| `lobby/views.py` | `show_question(request, code)` | Emits lie-phase question payload using FupOgFakta `RoundQuestion` and `RoundConfig`. | `fupogfakta/views.py` or remove entirely once canonical driver flow owns the transition. |
|
||||
| `lobby/views.py` | `submit_lie(request, code, round_question_id)` | Pure FupOgFakta gameplay endpoint: lie validation, deadline semantics, auto-advance to guess phase, `phase.guess_started` payload. | `fupogfakta/views.py::submit_lie` (or cartridge intent handler). |
|
||||
| `lobby/views.py` | `mix_answers(request, code, round_question_id)` | Manual FupOgFakta host action for lie→guess transition and answer mixing. | `fupogfakta/views.py` short term; long term likely deleted in favor of cartridge-driven automatic transition. |
|
||||
| `lobby/views.py` | `submit_guess(request, code, round_question_id)` | Pure FupOgFakta gameplay endpoint: validates answer choice, resolves correctness/bluff source, auto-calculates scores, transitions to reveal. | `fupogfakta/views.py::submit_guess` plus `fupogfakta/services/scoring.py` and `fupogfakta/services/phases.py`. |
|
||||
| `lobby/views.py` | `reveal_scoreboard(request, code)` | FupOgFakta reveal/scoreboard progression, not a generic platform capability. | `fupogfakta/views.py::reveal_scoreboard` or cartridge phase service. |
|
||||
| `lobby/views.py` | `start_next_round(request, code)` | FupOgFakta next-round bootstrap: copies prior `RoundConfig`, increments round, picks next question, re-enters lie phase. | `fupogfakta/services/rounds.py::start_next_round` plus cartridge-owned endpoint/driver integration. |
|
||||
| `lobby/views.py` | `finish_game(request, code)` | Current finish path is tied to FupOgFakta scoreboard semantics and winner payload. | `fupogfakta/views.py::finish_game` until a truly generic platform finish contract exists. |
|
||||
| `lobby/views.py` | `calculate_scores(request, code, round_question_id)` | Explicit FupOgFakta score resolution endpoint. | `fupogfakta/services/scoring.py` and/or remove when fully absorbed by cartridge phase driver. |
|
||||
| `lobby/urls.py` | Gameplay routes for rounds, lies, guesses, scoreboard, finish | These route names expose FupOgFakta-specific phase/actions from the platform namespace. | Re-home under `fupogfakta/urls.py` or leave mounted under `/lobby/sessions/...` only as a temporary façade delegating to cartridge-owned code. |
|
||||
| `lobby/tests.py` | `StartRoundTests`, `LieSubmissionTests`, `MixAnswersTests`, `GuessSubmissionTests`, `CanonicalRoundFlowTests`, `ScoreCalculationTests`, `RevealRoundFlowTests`, `SessionDetailRoundQuestionTests`, `SessionDetailPhaseViewModelTests`, `SmokeStagingCommandTests` | These test classes verify FupOgFakta game flow rather than platform mechanics. | Move/split into `fupogfakta/tests/` with only session creation/join/platform transport tests left in `lobby/tests.py`. |
|
||||
| `lobby/management/commands/smoke_staging.py` | End-to-end gameplay smoke through lies/guesses/finish | Script executes one concrete game flow and should be cartridge-aware, not platform-owned. | `fupogfakta/management/commands/` or a shared smoke harness that delegates into cartridge-specific scenario runners. |
|
||||
|
||||
## Recommended ownership split by module
|
||||
|
||||
### Keep in `lobby/`
|
||||
|
||||
- Session creation/join and session-code lifecycle
|
||||
- Generic player membership/presence reads
|
||||
- Generic auth/host checks helpers (if extracted from views)
|
||||
- Generic API error/i18n plumbing
|
||||
- Future `GameRun` / driver orchestration, timers, and cartridge dispatch
|
||||
- A slim generic `session_detail` envelope that can embed cartridge payloads under a dedicated game key
|
||||
|
||||
### Move to `fupogfakta/`
|
||||
|
||||
- Round state queries
|
||||
- Question selection
|
||||
- Lie/guess/reveal/scoreboard/finish transition rules
|
||||
- Score calculation
|
||||
- Answer mixing
|
||||
- Gameplay payload/response builders
|
||||
- Gameplay endpoints and tests
|
||||
- Gameplay smoke command
|
||||
|
||||
## Explicit boundary for `session_detail`
|
||||
|
||||
`session_detail` is currently mixed.
|
||||
|
||||
### Generic part that should remain platform-owned
|
||||
|
||||
- Session identity/status metadata
|
||||
- Player list / presence list
|
||||
- Generic host/player capability envelope if it is game-agnostic
|
||||
|
||||
### FupOgFakta part that should move or be delegated
|
||||
|
||||
- `round_question` payload
|
||||
- `reveal` payload
|
||||
- `scoreboard` payload
|
||||
- `phase_view_model` fields keyed to `lie`, `guess`, `scoreboard`, `finished`, `question_ready`, and 3–5-player MVP rules
|
||||
|
||||
A clean future shape would be:
|
||||
|
||||
```json
|
||||
{
|
||||
"session": {"code": "ABC123", "status": "active", "game_type": "fupogfakta"},
|
||||
"players": [...],
|
||||
"game": {
|
||||
"phase": "lie",
|
||||
"payload": {"round_question": {...}, "reveal": null, "scoreboard": null}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
That makes `lobby/` the shell and `fupogfakta/` the authority for game-state payloads.
|
||||
|
||||
## Concrete extraction sequence
|
||||
|
||||
1. **Move pure helpers first**
|
||||
- `_get_current_round_question`
|
||||
- `_select_round_question`
|
||||
- `_prepare_mixed_answers`
|
||||
- `_resolve_scores`
|
||||
- `_build_lie_started_payload`
|
||||
- `_build_reveal_payload`
|
||||
2. **Move gameplay endpoints behind cartridge-owned service functions**
|
||||
- `submit_lie`
|
||||
- `submit_guess`
|
||||
- `start_round`
|
||||
- `start_next_round`
|
||||
- `finish_game`
|
||||
- `reveal_scoreboard`
|
||||
- `calculate_scores`
|
||||
3. **Slim `session_detail` into platform envelope + delegated cartridge payload**
|
||||
4. **Move gameplay tests out of `lobby/tests.py`**
|
||||
5. **Optionally leave compatibility routes in `lobby/urls.py` as a façade** until clients are rewired
|
||||
|
||||
## Risks this map is explicitly preventing
|
||||
|
||||
- Moving only models but leaving hidden phase-transition rules in `lobby/views.py`
|
||||
- Treating `session_detail` as platform-generic while it still leaks cartridge payload semantics
|
||||
- Leaving scoreboard/reveal transition logic behind as an undocumented coupling
|
||||
- Splitting tests incorrectly so regressions stay "green" in `lobby/` while FupOgFakta behavior silently drifts
|
||||
|
||||
## Decision
|
||||
|
||||
For #311 / #312, the repository should treat the following as **game-specific and extraction candidates**:
|
||||
|
||||
- round-question selection
|
||||
- lie/guess/reveal/scoreboard/finish transitions
|
||||
- answer mixing
|
||||
- score resolution
|
||||
- reveal/scoreboard payload builders
|
||||
- FupOgFakta-specific session-detail subpayloads
|
||||
- gameplay flow tests and smoke command
|
||||
|
||||
And it should treat the following as **platform-generic**:
|
||||
|
||||
- session identity/lifecycle
|
||||
- player presence/membership
|
||||
- host authorization shell
|
||||
- generic error transport
|
||||
- future game-driver dispatch/orchestration
|
||||
|
||||
That is the explicit `lobby` vs `fupogfakta` boundary this issue needs before code extraction proceeds.
|
||||
@@ -0,0 +1,116 @@
|
||||
# Protokol: server ↔ klient
|
||||
|
||||
Al spilkommunikation går over én WebSocket pr. skærm. Serveren er autoritativ: klienten sender **handlinger** og modtager **hele tilstanden** (et snapshot tilpasset modtagerens rolle) efter hver ændring. Klienten gemmer intet spil-state ud over sin `token` og tegner altid fra seneste snapshot.
|
||||
|
||||
## Endpoints
|
||||
|
||||
| Sti | Hvem | Hvad |
|
||||
| --- | --- | --- |
|
||||
| `GET /` | spillere/publikum | Join-side (`?code=ABCD` udfylder koden) |
|
||||
| `GET /host/` | vært (Authentik) | Opret nyt spil |
|
||||
| `POST /host/new` | vært | Opretter rum, redirect til `/host/<CODE>/` |
|
||||
| `GET /host/<CODE>/` | vært | Storskærm |
|
||||
| `GET /qr/<CODE>.svg` | alle | QR-kode til `https://<host>/?code=<CODE>` |
|
||||
| `WS /ws/play/<CODE>/` | spillere/publikum | |
|
||||
| `WS /ws/host/<CODE>/` | vært (Authentik) | |
|
||||
|
||||
Koder er 4 store bogstaver (`BCDFGHJKLMNPQRSTVWXZ`), fx `KLMT`.
|
||||
|
||||
## Klient → server
|
||||
|
||||
Alle beskeder er JSON `{"action": "...", ...}`.
|
||||
|
||||
**Spiller/publikum (`/ws/play/`)**
|
||||
|
||||
| action | felter | hvornår |
|
||||
| --- | --- | --- |
|
||||
| `join` | `name` (1-12 tegn) | første gang. Svar: `joined`. Er der 8 spillere, eller er spillet i gang, bliver man publikum. |
|
||||
| `resume` | `token` | ved genforbindelse (token fra `localStorage["wpp:"+code]`). Ukendt token → `error` `unknown_token`, klienten viser join-formularen igen. |
|
||||
| `start` | | VIP (første spiller) starter fra lobby |
|
||||
| `choose_category` | `category_id` | kun den valgte spiller i fasen `category` |
|
||||
| `submit_lie` | `text` (1-40 tegn) | fase `lie` |
|
||||
| `lie_for_me` | | fase `lie`; svar: `suggestion` |
|
||||
| `guess` | `answer_id` | fase `guess`; spillere og publikum, én gang |
|
||||
| `like` | `answer_id` | fase `guess` (efter eget gæt) og `reveal`; slår til/fra; ikke eget svar |
|
||||
| `play_again` | | VIP i fasen `final` |
|
||||
| `ping` | | svar `pong` |
|
||||
|
||||
**Vært (`/ws/host/`)**: `start`, `skip` (afslut nuværende fase nu), `play_again`, `kick` (`player_id`), `ping`.
|
||||
|
||||
## Server → klient
|
||||
|
||||
| type | felter |
|
||||
| --- | --- |
|
||||
| `state` | `state`: snapshot (se nedenfor) |
|
||||
| `joined` | `token`, `player_id`, `role` (`player`/`audience`) |
|
||||
| `suggestion` | `text` |
|
||||
| `error` | `code`, `message` (dansk, kan vises direkte) |
|
||||
| `pong` | |
|
||||
|
||||
Fejlkoder: `unknown_room`, `unknown_token`, `name_taken`, `name_invalid`, `not_allowed`, `wrong_phase`, `lie_is_truth`, `lie_invalid`, `already_done`, `answer_invalid`, `too_few_players`.
|
||||
|
||||
## Snapshot
|
||||
|
||||
```jsonc
|
||||
{
|
||||
"code": "KLMT",
|
||||
"phase": "lobby", // lobby | category | lie | guess | reveal | scores | final
|
||||
"server_time": 1790000000000,// ms epoch; klienten udregner sin forskydning
|
||||
"deadline": 1790000060000, // ms epoch eller null
|
||||
"join_url": "https://party.weircon.dk/?code=KLMT",
|
||||
"min_players": 2, "max_players": 8,
|
||||
"round": {"number": 1, "name": "Runde 1", "multiplier": 1,
|
||||
"question_number": 2, "questions_in_round": 3}, // null i lobby/final
|
||||
"players": [
|
||||
{"id": "p1", "name": "Asger", "color": "#ff4d6d", "score": 1500,
|
||||
"connected": true, "vip": true, "done": false} // done = har løjet/gættet i nuværende fase
|
||||
],
|
||||
"audience_count": 0,
|
||||
"category": {"chooser_id": "p2", "options": [{"id": 3, "name": "Dyreriget"}]}, // kun i fase category
|
||||
"question": {"category": "Dyreriget", "prompt": "En flok _____ kaldes en parlament."}, // lie/guess/reveal
|
||||
"answers": [{"id": "a1", "text": "ugler"}], // guess + reveal; spillerens egen løgn er udeladt i guess
|
||||
"reveal": { // kun i fase reveal
|
||||
"steps": [ // løgne først (kun dem der blev valgt), sandheden sidst
|
||||
{"answer_id": "a3", "text": "krager", "is_truth": false, "house": false,
|
||||
"authors": ["p2"], "guessed_by": ["p1", "p3"], "audience_votes": 2, "likes": 1,
|
||||
"points": [{"player_id": "p2", "delta": 1000}]},
|
||||
{"answer_id": "a1", "text": "ugler", "is_truth": true, "house": false,
|
||||
"authors": [], "guessed_by": ["p4"], "audience_votes": 1, "likes": 0,
|
||||
"points": [{"player_id": "p4", "delta": 1000}]}
|
||||
],
|
||||
"step_ms": 4000 // værtsskærmen viser ét trin pr. step_ms
|
||||
},
|
||||
"deltas": [{"player_id": "p1", "delta": 1500}], // fase scores: point i den netop afsluttede runde
|
||||
"final": { // kun i fase final
|
||||
"ranking": [{"player_id": "p1", "score": 9000, "place": 1}],
|
||||
"awards": [{"title": "Største løgner", "player_id": "p2", "detail": "narrede 7 gange"}]
|
||||
},
|
||||
"me": { // kun til spiller/publikum
|
||||
"id": "p1", "role": "player", "vip": true,
|
||||
"lie": "krager", // egen løgn i nuværende spørgsmål eller null
|
||||
"guess": "a3", // eget gæt eller null
|
||||
"likes": ["a2"],
|
||||
"is_chooser": false,
|
||||
"last_delta": 1500 // point fra seneste spørgsmål (reveal/scores)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Værten får samme snapshot uden `me`, men med `"host": true`.
|
||||
|
||||
## Spillets gang (Fibbage-klassisk)
|
||||
|
||||
| Runde | Spørgsmål | Point: rigtigt gæt / pr. narret spiller |
|
||||
| --- | --- | --- |
|
||||
| Runde 1 | 3 | 1000 / 500 |
|
||||
| Runde 2 | 3 | 2000 / 1000 |
|
||||
| Finale | 1 | 3000 / 1500 |
|
||||
|
||||
For hvert spørgsmål: `category` (15 s; skiftende spiller vælger blandt 4; i finalen springes fasen over) → `lie` (60 s, slutter når alle har løjet) → `guess` (30 s, slutter når alle spillere har gættet) → `reveal` (automatisk: antal trin × `step_ms` + 3 s; værten kan `skip`). Efter sidste spørgsmål i en runde: `scores` (10 s). Efter finalen: `final`.
|
||||
|
||||
- Løgn lig sandheden (eller næsten lig) afvises med `lie_is_truth`. Ens løgne slås sammen, og alle forfattere får point.
|
||||
- Spillere, der ikke løj i tide, får ingen løgn; huset fylder op med lokkesvar, så der er mindst `max(4, spillere+1)` svar.
|
||||
- Man kan ikke vælge sin egen løgn.
|
||||
- Like: +100 til forfatteren pr. like (uden multiplikator).
|
||||
- Publikum: forfatteren får `round(500 × multiplikator × andel af publikum narret)`.
|
||||
- Spil igen: samme spillere, point nulstilles.
|
||||
@@ -1,28 +0,0 @@
|
||||
# Release policy (Issue #23)
|
||||
|
||||
## Formål
|
||||
Sikre at release-tags altid repræsenterer faktisk deployet software.
|
||||
|
||||
## Hård regel
|
||||
- **Ingen release-tag før staging deploy er succesfuld.**
|
||||
- **Ingen release-tag uden changelog-reference.**
|
||||
- **Ingen deploy hvis tester er i gang med smoke-run.**
|
||||
|
||||
## Release-flow
|
||||
1. Bekræft architect-gate (`issue #17`) er release-approved.
|
||||
2. Bekræft tester ikke er aktiv.
|
||||
3. Deploy kandidat til staging (`infra/staging/deploy_staging.sh`).
|
||||
4. Verificér `/healthz` + smoke-resultat.
|
||||
5. Tilføj changelog-entry i `CHANGELOG.md`.
|
||||
6. Opret release-tag i Gitea (annotated), og referér changelog-sektion i release-notes.
|
||||
|
||||
## Minimum release-notes template
|
||||
```markdown
|
||||
## Changelog
|
||||
- Ref: CHANGELOG.md#<sektion>
|
||||
|
||||
## Deploy
|
||||
- Environment: staging
|
||||
- Status: success
|
||||
- Healthz: ok
|
||||
```
|
||||
@@ -1,66 +0,0 @@
|
||||
# Staging gameplay smoke artifact (Issue #144)
|
||||
|
||||
Formål: levere et lille, ensartet evidensformat for release-nær gameplay-smoke i #16/#90-sporet uden scope-udvidelse.
|
||||
|
||||
## Guardrails (MVP)
|
||||
- Hold scope inden for #16 (execution board) og #17 (scope guardrail).
|
||||
- Kun verifikation af eksisterende flow; ingen nye features/polish.
|
||||
|
||||
## Hvornår bruges artifacten
|
||||
- Efter staging-smoke af gameplay-flowet: lobby -> join -> start -> runde -> scoreboard -> next/final.
|
||||
- Resultatet logges i issue/PR-kommentar med denne skabelon.
|
||||
|
||||
## Evidence template (kopiér i PR/issue-kommentar)
|
||||
```markdown
|
||||
### Staging gameplay smoke evidence
|
||||
- Timestamp (UTC): <YYYY-MM-DD HH:MM>
|
||||
- Environment: staging
|
||||
- Commit/Head SHA: <sha>
|
||||
- Linked scope: #16 #17 #90 #129 #144
|
||||
|
||||
#### Setup
|
||||
- Host authenticated in Django admin: <yes/no>
|
||||
- Active category/questions present: <yes/no>
|
||||
- Participants: host + <N> players
|
||||
- `USE_SPA_UI`: <on/off>
|
||||
- `WPP_SPA_ASSET_VERSION`: <release-token/sha>
|
||||
- UI route used:
|
||||
- OFF (legacy): `/lobby/ui/host` + `/lobby/ui/player`
|
||||
- ON (SPA shell): `/lobby/ui/host/<spa-path>` + `/lobby/ui/player`
|
||||
|
||||
#### Checks (PASS/FAIL)
|
||||
0. Same release-window verification
|
||||
- OFF + ON smoke kørt i samme release-vindue: <pass/fail>
|
||||
1. Cutover route sanity
|
||||
- Flag OFF serves legacy UI templates: <pass/fail>
|
||||
- Flag ON serves SPA shell on expected path(s): <pass/fail>
|
||||
2. Lobby -> join -> start
|
||||
- Mixed-case + whitespace session code accepted: <pass/fail>
|
||||
3. One full round to scoreboard
|
||||
- submit lie -> mix -> submit guess -> calculate score -> show scoreboard: <pass/fail>
|
||||
4. Next-round + game-end sanity
|
||||
- next round transitions: <pass/fail>
|
||||
- final leaderboard visible: <pass/fail>
|
||||
|
||||
#### Smoke-gate decision (før `USE_SPA_UI=true`)
|
||||
- Gate status: <GREEN/RED>
|
||||
- Gate criteria met:
|
||||
- [ ] Cutover route sanity = PASS (OFF + ON)
|
||||
- [ ] Full gameplay round = PASS
|
||||
- [ ] Next-round/final leaderboard sanity = PASS
|
||||
- [ ] Ingen nye blocker-regressioner i host/player flow
|
||||
|
||||
#### Rollback checkpoint
|
||||
- Rollback required: <yes/no>
|
||||
- Trigger reason (if yes): <kort trigger>
|
||||
- Rollback done (`USE_SPA_UI=false`) verified: <yes/no>
|
||||
|
||||
#### Evidence pointers
|
||||
- Command(s): `<exact command(s)>`
|
||||
- UI notes/screenshots/log refs: <short refs>
|
||||
- Result: <PASS/FAIL>
|
||||
- If FAIL: blocker issue link + shortest repro
|
||||
```
|
||||
|
||||
## Anti-stall minimum
|
||||
Hvis der ikke er ny kode at ændre, er denne artifact-skabelon den mindste gyldige leverance for at sikre ensartet, reviewbar smoke-evidens i staging.
|
||||
@@ -1,48 +0,0 @@
|
||||
# UI smoke (MVP)
|
||||
|
||||
## Forudsætning
|
||||
- Host er logget ind i Django.
|
||||
- Mindst én aktiv kategori med spørgsmål findes.
|
||||
|
||||
## Cutover-forudsætning (`USE_SPA_UI`)
|
||||
- `USE_SPA_UI=false` (default): brug legacy routes `/lobby/ui/host` + `/lobby/ui/player`.
|
||||
- `USE_SPA_UI=true`: host må gerne testes på SPA deep-link route `/lobby/ui/host/<spa-path>` (fx `/lobby/ui/host/guess`), player på `/lobby/ui/player`.
|
||||
|
||||
## Flow
|
||||
1. Verificér cutover-route matcher valgt flag (legacy vs SPA shell).
|
||||
2. Åbn host-siden og tryk Opret session.
|
||||
3. Åbn player-siden i 3 faner/enheder.
|
||||
4. Join alle spillere med sessionkode og nickname.
|
||||
5. Host: vælg kategori, Start runde, Vis spørgsmål.
|
||||
6. Spillere: brug round_question_id og submit løgn.
|
||||
7. Host: Mix svar.
|
||||
8. Spillere: submit gæt.
|
||||
9. Host: Beregn score og Vis scoreboard.
|
||||
10. Host: Næste runde eller Afslut spil.
|
||||
|
||||
## Smoke-gate (staging cutover)
|
||||
`USE_SPA_UI` må kun aktiveres i staging når følgende er opfyldt:
|
||||
- Cutover route sanity er PASS for både OFF (legacy) og ON (SPA shell).
|
||||
- Én fuld gameplay-runde til scoreboard er PASS.
|
||||
- Next-round/final leaderboard sanity er PASS.
|
||||
- Ingen nye blocker-regressioner i host/player kerneflow.
|
||||
|
||||
## Samme release-vindue: SPA OFF + ON verifikation
|
||||
Kør begge checks i samme release-vindue (samme deploy/artifact version):
|
||||
|
||||
1. **OFF-pass (legacy)**
|
||||
- `USE_SPA_UI=false`
|
||||
- Verificér legacy routes + fuld runde.
|
||||
2. **ON-pass (SPA)**
|
||||
- `USE_SPA_UI=true`
|
||||
- Behold samme release artifact og kun toggl flag/version-token ved behov.
|
||||
- Verificér SPA shell routes + fuld runde.
|
||||
3. Dokumentér begge pass i samme smoke-artifact med UTC timestamps og `WPP_SPA_ASSET_VERSION`.
|
||||
|
||||
## Rollback check points
|
||||
Skift straks tilbage til `USE_SPA_UI=false` hvis en gate fejler:
|
||||
1. Verificér legacy routes (`/lobby/ui/host` + `/lobby/ui/player`) fungerer igen.
|
||||
2. Log rollback trigger + kort repro i smoke artifact.
|
||||
3. Opret/link blocker issue før nyt cutover-forsøg.
|
||||
|
||||
Resultat: En fuld runde kan køres uden rå API-kald fra terminal.
|
||||
@@ -1,110 +0,0 @@
|
||||
{
|
||||
"ok": true,
|
||||
"command": "python manage.py smoke_staging --artifact <path>",
|
||||
"generated_at": "2026-03-16T15:19:30.105231+00:00",
|
||||
"question": {
|
||||
"prompt": "Smoke prompt?",
|
||||
"correct_answer": "Correct"
|
||||
},
|
||||
"steps": [
|
||||
{
|
||||
"step": "create_session",
|
||||
"session_status": "lobby"
|
||||
},
|
||||
{
|
||||
"step": "join_players",
|
||||
"players_count": 3
|
||||
},
|
||||
{
|
||||
"step": "start_round",
|
||||
"session_status": "lie",
|
||||
"round_question_id": 1
|
||||
},
|
||||
{
|
||||
"step": "auto_guess_transition",
|
||||
"session_status": "guess",
|
||||
"answers": [
|
||||
"Lie from P3",
|
||||
"Lie from P1",
|
||||
"Lie from P2",
|
||||
"Correct"
|
||||
]
|
||||
},
|
||||
{
|
||||
"step": "submit_guesses",
|
||||
"guess_results": [
|
||||
{
|
||||
"player_id": 1,
|
||||
"selected_text": "Lie from P2",
|
||||
"is_correct": false,
|
||||
"fooled_player_id": 2
|
||||
},
|
||||
{
|
||||
"player_id": 2,
|
||||
"selected_text": "Correct",
|
||||
"is_correct": true,
|
||||
"fooled_player_id": null
|
||||
},
|
||||
{
|
||||
"player_id": 3,
|
||||
"selected_text": "Lie from P1",
|
||||
"is_correct": false,
|
||||
"fooled_player_id": 1
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"step": "auto_reveal_transition",
|
||||
"session_status": "reveal",
|
||||
"reveal": {
|
||||
"correct_answer": "Correct",
|
||||
"lies_count": 3,
|
||||
"guesses_count": 3,
|
||||
"fooled_player_ids": [
|
||||
1,
|
||||
2
|
||||
],
|
||||
"correct_guess_player_ids": [
|
||||
2
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"step": "auto_scoreboard_transition",
|
||||
"session_status": "scoreboard",
|
||||
"leaderboard": [
|
||||
{
|
||||
"id": 2,
|
||||
"nickname": "P2",
|
||||
"score": 7
|
||||
},
|
||||
{
|
||||
"id": 1,
|
||||
"nickname": "P1",
|
||||
"score": 2
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"nickname": "P3",
|
||||
"score": 0
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"step": "finish_game",
|
||||
"session_status": "finished"
|
||||
}
|
||||
],
|
||||
"session_code": "7YV59E",
|
||||
"players": [
|
||||
"P1",
|
||||
"P2",
|
||||
"P3"
|
||||
],
|
||||
"round_question_id": 1,
|
||||
"guess_plan": {
|
||||
"P1": "Lie from P2",
|
||||
"P2": "Correct",
|
||||
"P3": "Lie from P1"
|
||||
}
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
# i18n key manifest + drift check
|
||||
|
||||
Issue: #240
|
||||
|
||||
This repo keeps shared lobby keyspaces in two files:
|
||||
|
||||
- Contract source: `shared/i18n/lobby.json`
|
||||
- Key manifest: `shared/i18n/key-manifest.json`
|
||||
|
||||
The manifest is intentionally small and explicit. It lists:
|
||||
|
||||
- Supported locales (`locales`)
|
||||
- Frontend error key set (`frontend_error_keys`)
|
||||
- Backend error code set (`backend_error_codes`)
|
||||
- Backend translation key set (`backend_error_keys`)
|
||||
- Optional contract-only aliases (`allowed_contract_only_backend_codes`)
|
||||
|
||||
## Local check
|
||||
|
||||
Run the read-only drift checker from repo root:
|
||||
|
||||
```bash
|
||||
python3 scripts/check_i18n_drift.py
|
||||
```
|
||||
|
||||
The script returns non-zero when it detects drift, including:
|
||||
|
||||
- key set mismatch between manifest and shared catalog
|
||||
- missing backend→frontend mapping coverage
|
||||
- mapping to unknown frontend keys
|
||||
- mappings for unknown backend codes
|
||||
- missing/empty locale translations (`en`/`da`)
|
||||
|
||||
No CI gating changes are included in this task; this is a local guardrail.
|
||||
@@ -1,69 +0,0 @@
|
||||
# i18n key-map bootstrap (Angular host/player MVP)
|
||||
|
||||
Issue: #220
|
||||
Scope: Lobby → Join → Start round → Round → Reveal → Scoreboard
|
||||
Locales: `en`, `da`
|
||||
|
||||
This document is the gameplay key-namespace map for Angular host/player MVP.
|
||||
It maps existing text keys only (no feature expansion) and stays aligned with `shared/i18n/lobby.json`.
|
||||
|
||||
## Key families
|
||||
|
||||
- `host` — `frontend.ui.host.*` host-facing gameplay actions and status text.
|
||||
- `player` — `frontend.ui.player.*` player-facing gameplay actions and status text.
|
||||
- `system` — shared UI labels used across host/player views (implemented under `frontend.ui.common.*` in `shared/i18n/lobby.json`).
|
||||
- `errors` — user-facing error keys shown by frontend (`frontend.errors.*`) plus backend code → frontend key bridge via `backend.error_codes.*` / `contract.backend_to_frontend_error_keys.*`.
|
||||
|
||||
## Gameplay flow key map
|
||||
|
||||
| Flow step | Family | Key | en | da |
|
||||
|---|---|---|---|---|
|
||||
| Lobby | `host` | `host.title` | Host gameplay flow | Vært gameplay-flow |
|
||||
| Lobby | `player` | `player.title` | Player gameplay flow | Spiller gameplay-flow |
|
||||
| Lobby | `system` (`frontend.ui.common`) | `common.session_code` | Session code | Sessionskode |
|
||||
| Lobby | `player` | `player.nickname` | Nickname | Kaldenavn |
|
||||
| Join | `player` | `player.join` | Join | Join |
|
||||
| Start round | `host` | `host.start_round` | Start round | Start runde |
|
||||
| Round | `host` | `host.show_question` | Show question | Vis spørgsmål |
|
||||
| Round | `player` | `player.lie_label` | Lie | Løgn |
|
||||
| Round | `player` | `player.submit_lie` | Submit lie | Send løgn |
|
||||
| Round | `player` | `player.submit_guess` | Submit guess | Send gæt |
|
||||
| Reveal | `host` | `host.mix_answers` | Mix answers → guess | Bland svar → gæt |
|
||||
| Reveal | `host` | `host.calculate_scores` | Calculate scores → reveal | Udregn score → afslør |
|
||||
| Scoreboard | `host` | `host.load_scoreboard` | Load scoreboard | Hent scoreboard |
|
||||
| Scoreboard | `host` | `host.final_leaderboard` | Final leaderboard | Finale leaderboard |
|
||||
| Scoreboard | `player` | `player.final_leaderboard` | Final leaderboard | Finale leaderboard |
|
||||
| Scoreboard | `system` (`frontend.ui.common`) | `common.points_short` | pts | point |
|
||||
|
||||
## Frontend error keys used in flow scope
|
||||
|
||||
| Error family | Key | en | da |
|
||||
|---|---|---|---|
|
||||
| Join | `frontend.errors.session_code_required` | Session code is required. | Sessionskoden er påkrævet. |
|
||||
| Join | `frontend.errors.session_not_found` | Session code is invalid or the session no longer exists. | Sessionskoden er ugyldig, eller sessionen findes ikke længere. |
|
||||
| Join | `frontend.errors.nickname_invalid` | Nickname must be between 2 and 40 characters. | Kaldenavn skal være mellem 2 og 40 tegn. |
|
||||
| Join | `frontend.errors.nickname_taken` | Nickname is already taken. | Kaldenavnet er allerede taget. |
|
||||
| Join | `frontend.errors.join_failed` | Join failed. Check code or nickname and try again. | Kunne ikke joine. Tjek kode eller kaldenavn og prøv igen. |
|
||||
| Start round | `frontend.errors.start_round_failed` | Could not start round. Refresh the lobby and try again. | Kunne ikke starte runden. Opdater lobbyen og prøv igen. |
|
||||
| Any | `frontend.errors.unknown` | Action failed. Refresh status and try again. | Handlingen fejlede. Opdater status og prøv igen. |
|
||||
|
||||
## Backend→frontend mapping for gameplay errors
|
||||
|
||||
Mapped in `contract.backend_to_frontend_error_keys` (source: `shared/i18n/lobby.json`):
|
||||
|
||||
> Note: `host_only_action` is **not** part of the current shared contract mapping and is intentionally not listed here.
|
||||
|
||||
- `session_code_required` → `session_code_required`
|
||||
- `nickname_invalid` → `nickname_invalid`
|
||||
- `session_not_found` → `session_not_found`
|
||||
- `session_not_joinable` → `join_failed`
|
||||
- `nickname_taken` → `nickname_taken`
|
||||
- `category_slug_required` → `start_round_failed`
|
||||
- `category_not_found` → `start_round_failed`
|
||||
- `round_start_invalid_phase` → `start_round_failed`
|
||||
- `round_already_configured` → `start_round_failed`
|
||||
|
||||
## Notes
|
||||
|
||||
- This is a bootstrap key-map doc for MVP mergeability.
|
||||
- The key/value source of truth remains `shared/i18n/lobby.json`.
|
||||
@@ -1,28 +0,0 @@
|
||||
# Issue #180 – SPA gameplay flow evidence
|
||||
|
||||
## Flow log (host + player, no page reload)
|
||||
|
||||
1. Host opens SPA host shell and loads scoreboard (`GET /lobby/sessions/{code}/scoreboard`).
|
||||
2. Host starts next round (`POST /lobby/sessions/{code}/rounds/next`).
|
||||
3. Host shell refreshes session state in-place (`GET /lobby/sessions/{code}`) and clears old scoreboard/final leaderboard payloads.
|
||||
4. Player shell performs periodic session refresh while online (3s cadence) and transitions from `scoreboard` to `lobby` without page reload.
|
||||
5. Host finishes game (`POST /lobby/sessions/{code}/finish`) and renders final leaderboard directly in SPA shell.
|
||||
6. Player shell reads `finished` state and renders final leaderboard in SPA (sorted by score).
|
||||
7. Error/retry paths available:
|
||||
- Host: next-round and finish-game retry buttons with explicit error feedback.
|
||||
- Player: reconnect + submit retry feedback.
|
||||
|
||||
## Test output snapshot
|
||||
|
||||
Command:
|
||||
|
||||
```bash
|
||||
cd frontend/angular
|
||||
npm test -- --run src/app/features/host/host-shell.component.spec.ts src/app/features/player/player-shell.component.spec.ts
|
||||
```
|
||||
|
||||
Result:
|
||||
|
||||
- `host-shell.component.spec.ts`: 6 passed
|
||||
- `player-shell.component.spec.ts`: 7 passed
|
||||
- Total: 13 passed, 0 failed
|
||||
@@ -1,272 +0,0 @@
|
||||
# Design: Fup og Fakta — Game Engine & Platform Architecture
|
||||
|
||||
**Date:** 2026-03-09
|
||||
**Status:** Approved
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Build a working Fup og Fakta game (Fibbage-style) on top of a **pluggable game platform**. The platform handles sessions, players, WebSocket push, and Celery-driven timers. Each game is a self-contained **cartridge** that implements a shared driver interface and owns its own models, config, and phase logic.
|
||||
|
||||
---
|
||||
|
||||
## Platform Architecture
|
||||
|
||||
```
|
||||
partyhub/ Django project — settings, Celery app, ASGI
|
||||
lobby/ Platform layer — sessions, players, GameRun, timer dispatch
|
||||
realtime/ WebSocket consumers (already built)
|
||||
fupogfakta/ Game cartridge #1
|
||||
future_game/ Game cartridge #N (same interface)
|
||||
```
|
||||
|
||||
### Platform provides (`lobby/`)
|
||||
|
||||
#### Models
|
||||
|
||||
**`GameSession`** (exists, minor additions)
|
||||
- `game_type` (CharField) — e.g. `"fupogfakta"`
|
||||
- `host` (FK → User)
|
||||
- `code` (6-char session code)
|
||||
- `status` (LOBBY / ACTIVE / FINISHED)
|
||||
- `config_id` / `config_snapshot` — see Config section
|
||||
|
||||
**`GameRun`** (new — ephemeral, deleted on game exit)
|
||||
- `session` (OneToOne → GameSession)
|
||||
- `current_state` (CharField — game-defined state string)
|
||||
- `phase_deadline` (DateTimeField, nullable)
|
||||
- `is_paused` (BooleanField, default False)
|
||||
- `paused_remaining_seconds` (FloatField, nullable)
|
||||
- `celery_task_id` (CharField, nullable)
|
||||
- `state_data` (JSONField) — game-specific snapshot for current phase
|
||||
|
||||
**`Player`** (exists)
|
||||
- `session`, `nickname`, `score`, `session_token`, `is_connected`
|
||||
|
||||
#### GameDriver interface
|
||||
|
||||
Each cartridge implements:
|
||||
|
||||
```python
|
||||
class GameDriver:
|
||||
game_type: str # e.g. "fupogfakta"
|
||||
|
||||
def on_game_start(session, run, config) -> PhaseResult
|
||||
def on_timer_expired(session, run, config) -> PhaseResult
|
||||
def on_pause(session, run) -> None
|
||||
def on_resume(session, run) -> None
|
||||
def on_exit(session, run) -> None # must clean up all game data
|
||||
def get_ws_payload(state, state_data) -> dict
|
||||
```
|
||||
|
||||
`PhaseResult` = `(next_state: str, duration_seconds: int | None, broadcast_payload: dict)`
|
||||
|
||||
#### Celery task
|
||||
|
||||
```python
|
||||
@app.task
|
||||
def handle_timer_expired(run_id: int, expected_state: str):
|
||||
# If run no longer exists or state has changed → stale task, ignore
|
||||
# Call driver.on_timer_expired(session, run, config)
|
||||
# Apply PhaseResult: update run, broadcast via channel layer, schedule next task
|
||||
```
|
||||
|
||||
`expected_state` prevents stale tasks from firing after pause/resume or manual state changes.
|
||||
|
||||
#### REST endpoints (platform-level)
|
||||
|
||||
- `POST /sessions/{code}/play` — start or resume
|
||||
- `POST /sessions/{code}/pause` — pause current phase timer
|
||||
- `POST /sessions/{code}/exit` — end game, delete GameRun + all game data
|
||||
|
||||
---
|
||||
|
||||
## Configuration System
|
||||
|
||||
### Base config model (`partyhub/`)
|
||||
|
||||
```python
|
||||
class BaseGameConfig(models.Model):
|
||||
class Meta:
|
||||
abstract = True
|
||||
|
||||
name = models.CharField(max_length=100) # "Quick game", "Full evening"
|
||||
user = models.ForeignKey(User, null=True, ...) # null = system default
|
||||
is_default = models.BooleanField(default=False)
|
||||
created_at = models.DateTimeField(auto_now_add=True)
|
||||
```
|
||||
|
||||
### Game-specific config (`fupogfakta/`)
|
||||
|
||||
```python
|
||||
class FupOgFaktaConfig(BaseGameConfig):
|
||||
num_rounds = PositiveIntegerField(default=3)
|
||||
questions_per_round = PositiveIntegerField(default=3)
|
||||
min_players = PositiveIntegerField(default=2)
|
||||
max_players = PositiveIntegerField(default=8)
|
||||
lie_seconds = PositiveIntegerField(default=45)
|
||||
guess_seconds = PositiveIntegerField(default=30)
|
||||
reveal_seconds_per_lie = PositiveIntegerField(default=8)
|
||||
scoreboard_recap_seconds = PositiveIntegerField(default=10)
|
||||
# Escalating scoring per round (stored as arrays or separate fields)
|
||||
points_correct = JSONField(default=[1500, 3000, 4500])
|
||||
points_bluff = JSONField(default=[500, 1000, 1500])
|
||||
# Reaction bonus (static, feeds post-game awards only)
|
||||
reaction_bonus = IntegerField(default=5)
|
||||
```
|
||||
|
||||
### Default resolution at session start
|
||||
|
||||
1. User has `is_default=True` row for this game type → use that
|
||||
2. System default (`user=null, is_default=True`) — set in Django admin
|
||||
3. Model field `default=` values (hardcoded)
|
||||
|
||||
User can have **multiple named presets** (one-to-many). When starting a session they choose which to use (or it auto-selects their default). The chosen config's values are **snapshotted into `GameRun.state_data`** at game start — immutable for the life of the session.
|
||||
|
||||
---
|
||||
|
||||
## Fup og Fakta — Game States
|
||||
|
||||
```
|
||||
LOBBY
|
||||
│ (host presses Play)
|
||||
▼
|
||||
LIE_PHASE timer: lie_seconds
|
||||
│ (all submitted OR timer expires)
|
||||
▼
|
||||
GUESS_PHASE timer: guess_seconds
|
||||
│ (timer expires — no mercy)
|
||||
▼
|
||||
REVEAL_LIE_{n} timer: reveal_seconds_per_lie (one per lie with ≥1 guess)
|
||||
│ → score liar incrementally as each is shown
|
||||
▼
|
||||
REVEAL_TRUTH timer: reveal_seconds_per_lie
|
||||
│ → score correct guessers
|
||||
▼
|
||||
SCOREBOARD_RECAP timer: scoreboard_recap_seconds
|
||||
│
|
||||
├─ more questions in round → back to LIE_PHASE (next question)
|
||||
├─ round done, more rounds → back to LIE_PHASE (next round, next category)
|
||||
└─ all rounds done → POST_GAME_AWARDS
|
||||
timer: configurable
|
||||
→ FINISHED (GameRun deleted, GameSession status = FINISHED)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Fup og Fakta — Phase Details
|
||||
|
||||
### LIE_PHASE
|
||||
- Question shown to all clients via WebSocket (`phase.lie_started` event)
|
||||
- Players submit lie via `POST /fupogfakta/{code}/lie`
|
||||
- **If lie matches correct answer (case-insensitive):** return `error_code: lie_matches_correct_answer` — player prompted again, does not consume their submission
|
||||
- Anonymous to other players during this phase
|
||||
- `state_data` tracks: question id, round number, how many have submitted (for progress display on host screen)
|
||||
- Timer expires → transition to GUESS_PHASE regardless of how many submitted
|
||||
|
||||
### GUESS_PHASE
|
||||
- Answers mixed (lies + truth, deduped) broadcast to all clients (`phase.guess_started`)
|
||||
- Players guess via `POST /fupogfakta/{code}/guess`
|
||||
- **After selecting:** player can react to other lies with 👍 😂 ❤️ etc. until timer expires. Cannot change guess.
|
||||
- Reactions stored in `LieReaction` model (player, lie, reaction_type)
|
||||
- Timer expires → transition to first REVEAL_LIE (or REVEAL_TRUTH if no lies had guesses)
|
||||
|
||||
### REVEAL_LIE_{n}
|
||||
- One Celery task per lie to reveal (only lies with ≥1 guesser)
|
||||
- Broadcast: which lie, who wrote it, who guessed it (`phase.reveal_lie`)
|
||||
- Score awarded to liar: `points_bluff[round_index] × guesser_count`
|
||||
- Score broadcast immediately (`phase.score_delta`)
|
||||
- Skipped lies (0 guesses): not shown at all
|
||||
|
||||
### REVEAL_TRUTH
|
||||
- Broadcast: correct answer, who guessed correctly (`phase.reveal_truth`)
|
||||
- Score awarded: `points_correct[round_index]` per correct guesser
|
||||
- Also show reaction totals on each lie during this phase
|
||||
|
||||
### SCOREBOARD_RECAP
|
||||
- Full leaderboard broadcast (`phase.scoreboard`)
|
||||
- Auto-advances to next question, next round, or post-game
|
||||
|
||||
### POST_GAME_AWARDS
|
||||
- Computed from `LieReaction` aggregate:
|
||||
- "Most Hilarious Liar" — most 😂 reactions total
|
||||
- "Most Beloved Lie" — most ❤️ reactions on a single lie
|
||||
- etc. (extensible)
|
||||
- Broadcast as `phase.awards`
|
||||
- Then FINISHED → GameRun deleted, all session game data wiped
|
||||
|
||||
---
|
||||
|
||||
## Fup og Fakta — Models
|
||||
|
||||
**Existing (keep):** `Category`, `Question`, `RoundQuestion`, `LieAnswer`, `Guess`
|
||||
|
||||
**Remove:** `ScoreEvent` (no audit trail needed — game state is ephemeral)
|
||||
|
||||
**New:**
|
||||
```python
|
||||
class LieReaction(models.Model):
|
||||
lie = ForeignKey(LieAnswer, on_delete=CASCADE)
|
||||
player = ForeignKey(Player, on_delete=CASCADE)
|
||||
reaction = CharField(max_length=20) # "laugh", "heart", "fire", etc.
|
||||
created_at = auto_now_add
|
||||
class Meta:
|
||||
unique_together = [("lie", "player", "reaction")]
|
||||
```
|
||||
|
||||
**Modify `RoundQuestion`:**
|
||||
- Add `reveal_order` (PositiveIntegerField, nullable) — set when GUESS_PHASE ends, determines reveal sequence
|
||||
|
||||
---
|
||||
|
||||
## Pause / Resume
|
||||
|
||||
- **Pause:** compute `remaining = phase_deadline - now`, store in `paused_remaining_seconds`, set `is_paused=True`, revoke Celery task by `celery_task_id`
|
||||
- **Resume:** set `phase_deadline = now + paused_remaining_seconds`, schedule new Celery task, clear pause fields
|
||||
- Stale task guard: every Celery task checks `expected_state == run.current_state` before firing
|
||||
|
||||
---
|
||||
|
||||
## Host Controls (Session Owner Only)
|
||||
|
||||
| Action | Effect |
|
||||
|--------|--------|
|
||||
| Play | Starts game from LOBBY, or resumes from paused |
|
||||
| Pause | Freezes current phase timer, broadcasts `phase.paused` |
|
||||
| Exit | Ends game immediately, deletes GameRun + all game data |
|
||||
|
||||
Cannot skip. Cannot manually advance phases.
|
||||
|
||||
---
|
||||
|
||||
## WebSocket Event Reference
|
||||
|
||||
| Event | Triggered by | Payload |
|
||||
|-------|-------------|---------|
|
||||
| `phase.lie_started` | LIE_PHASE start | question prompt, deadline, round info |
|
||||
| `phase.lie_progress` | Each lie submitted | n_submitted / n_players (no names) |
|
||||
| `phase.guess_started` | GUESS_PHASE start | mixed answers, deadline |
|
||||
| `phase.reveal_lie` | REVEAL_LIE_{n} | lie text, author, guessers, score delta |
|
||||
| `phase.reveal_truth` | REVEAL_TRUTH | correct answer, correct guessers, score delta |
|
||||
| `phase.scoreboard` | SCOREBOARD_RECAP | full leaderboard |
|
||||
| `phase.awards` | POST_GAME_AWARDS | award winners |
|
||||
| `phase.paused` | Pause | remaining_seconds |
|
||||
| `phase.resumed` | Resume | new deadline |
|
||||
| `phase.game_over` | FINISHED | final leaderboard |
|
||||
|
||||
---
|
||||
|
||||
## Data Lifecycle
|
||||
|
||||
All game session data (`GameRun`, `RoundQuestion`, `LieAnswer`, `Guess`, `LieReaction`, `Player`) is **deleted when host exits or game reaches FINISHED**. `GameSession` row is kept (with status=FINISHED) for the session code uniqueness constraint. `Category` and `Question` content is permanent.
|
||||
|
||||
---
|
||||
|
||||
## Not In Scope (This Implementation)
|
||||
|
||||
- TTS / read-aloud (Fase 4, deferred)
|
||||
- Reconnect recovery after server restart (game is gone if server dies)
|
||||
- Spectator/viewer mode (post-MVP)
|
||||
- Rate limiting on endpoints (backlog)
|
||||
- Bulk question import (Fase 5)
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,99 +0,0 @@
|
||||
# SPA cutover feature flag (`USE_SPA_UI`)
|
||||
|
||||
## Formål
|
||||
`USE_SPA_UI` styrer om host/player UI routes serverer Angular SPA shell eller legacy Django templates.
|
||||
|
||||
## Miljø-toggle (uden kodeændring)
|
||||
Sæt env var pr. miljø:
|
||||
|
||||
- `USE_SPA_UI=true` -> `/lobby/ui/host` og `/lobby/ui/player` returnerer SPA shell
|
||||
- `USE_SPA_UI=false` (default) -> legacy template-flow bruges uændret
|
||||
|
||||
Backward compatibility under cutover:
|
||||
- Hvis `USE_SPA_UI` ikke er sat, bruges `WPP_SPA_ENABLED` som fallback.
|
||||
|
||||
## Static asset versioning/cache-busting (hardening)
|
||||
Formål: sikre at browser/proxy/CDN hurtigt henter ny SPA bundle i release-vinduet uden at kræve hard refresh.
|
||||
|
||||
- `WPP_SPA_ASSET_BASE` peger fortsat på build-output (`/static/frontend/angular/browser`).
|
||||
- `WPP_SPA_ASSET_VERSION` injiceres i SPA shell URLs som query-param (`?v=<version>`).
|
||||
- Anbefalet værdi for `WPP_SPA_ASSET_VERSION`: release-tag eller kort commit SHA.
|
||||
- Ved rollback sættes `WPP_SPA_ASSET_VERSION` til den tidligere kendte stabile release-værdi.
|
||||
|
||||
Eksempel (staging/prod env):
|
||||
|
||||
```env
|
||||
USE_SPA_UI=true
|
||||
WPP_SPA_ASSET_BASE=/static/frontend/angular/browser
|
||||
WPP_SPA_ASSET_VERSION=rel-2026-03-01-bb82357
|
||||
```
|
||||
|
||||
## Staging rollout-checkliste (`USE_SPA_UI`)
|
||||
1. **Baseline (flag OFF)**
|
||||
- Bekræft at staging kører med `USE_SPA_UI=false`.
|
||||
- Kør gameplay smoke på legacy routes (`/lobby/ui/host` + `/lobby/ui/player`).
|
||||
2. **Smoke-gate før aktivering (skal være grøn)**
|
||||
- Cutover route sanity = PASS for både OFF og ON checks.
|
||||
- Full gameplay round (join/start/round/scoreboard) = PASS.
|
||||
- Next-round/final leaderboard sanity = PASS.
|
||||
- Ingen nye blocker-regressioner i host/player kerneflow.
|
||||
3. **Kontrolleret aktivering i staging**
|
||||
- Sæt `USE_SPA_UI=true` i staging miljøet.
|
||||
- Kør smoke-flow igen med SPA-route-verifikation.
|
||||
4. **Post-cutover dokumentation**
|
||||
- Log evidens med commit/head SHA, UTC timestamp og gate-status.
|
||||
|
||||
## Rollback playbook (`USE_SPA_UI`) — mål: <10 min
|
||||
Rollback til legacy (`USE_SPA_UI=false`) udføres straks hvis et checkpoint fejler:
|
||||
- Forkert route/shell for valgt flag i cutover route sanity.
|
||||
- Gameplay smoke kan ikke gennemføres til scoreboard/final leaderboard.
|
||||
- Kritisk regression i host/player flow under smoke.
|
||||
|
||||
Trin-for-trin:
|
||||
1. Sæt `USE_SPA_UI=false` i deploy-env.
|
||||
2. Sæt `WPP_SPA_ASSET_VERSION` til sidste stabile release-token.
|
||||
3. Deploy/reload app-processer.
|
||||
4. Verificér legacy routes: `/lobby/ui/host` + `/lobby/ui/player`.
|
||||
5. Kør hurtig smoke sanity (join/start/scoreboard path).
|
||||
6. Log UTC tid, trigger, release-token og resultat i smoke artifact.
|
||||
|
||||
Target: rollback + sanity-verifikation inden for 10 minutter.
|
||||
|
||||
## React fallback trigger-kriterier (kun delivery-blocking)
|
||||
Formål: React fallback må kun bruges som kortvarig leverings-sikring, når release ellers er blokeret.
|
||||
|
||||
### Hvornår fallback er tilladt
|
||||
Alle punkter skal være opfyldt:
|
||||
1. **Delivery-blocking fejl i Angular SPA**
|
||||
- Host/player kerneflow kan ikke leveres i release-vinduet (fx login/join/start/round/scoreboard stopper).
|
||||
2. **Ingen hurtig Angular-fix inden for release-vinduet**
|
||||
- Teamet har vurderet at patch + verificering ikke kan nås sikkert i tide.
|
||||
3. **Rollback alene løser ikke leveringsbehovet**
|
||||
- `USE_SPA_UI=false` (legacy) er enten utilstrækkelig for den konkrete leverance eller allerede verificeret som ikke tilstrækkelig.
|
||||
4. **Beslutning er eksplicit logget**
|
||||
- Trigger, impact, UTC-tid, ansvarlig, issue/incident-reference og plan for tilbagevenden til Angular er dokumenteret i release/smoke artifact.
|
||||
|
||||
### Scope-limits for fallback
|
||||
- Fallback omfatter kun **delivery-blocking host/player-paths**.
|
||||
- Ingen nye features, UX-forbedringer eller ikke-kritiske ændringer må bundtes ind i fallback.
|
||||
- Fallback er **midlertidig** og gælder kun for aktiv incident/release-vindue.
|
||||
- Når blocker er fjernet, skal miljøet tilbage på standard cutover-spor (Angular + `USE_SPA_UI` styring).
|
||||
|
||||
### Ikke tilladt
|
||||
- Proaktiv fallback "for en sikkerheds skyld" uden aktiv blocker.
|
||||
- Brug af fallback til at omgå normale kvalitetsgates eller testkrav.
|
||||
- Langvarig drift i fallback-mode uden dokumenteret blocker og opfølgningsplan.
|
||||
|
||||
## Verifikation
|
||||
- Flag OFF: `UiScreenTests.test_legacy_templates_are_used_when_spa_flag_is_off`
|
||||
- Flag ON (host): `UiScreenTests.test_host_screen_can_render_angular_shell_when_feature_flag_enabled`
|
||||
- Flag ON (host deep-link): `UiScreenTests.test_host_screen_deeplink_preserves_spa_path_when_feature_flag_enabled`
|
||||
- Flag ON (player): `UiScreenTests.test_player_screen_can_render_angular_shell_when_feature_flag_enabled`
|
||||
- Smoke-checkliste for cutover paths: `docs/STAGING_GAMEPLAY_SMOKE_ARTIFACT.md` + `docs/UI_SMOKE.md`
|
||||
|
||||
|
||||
## MVP audio policy guardrail (telefon-klient)
|
||||
- Telefon-/player-klienten må ikke starte lydafspilning lokalt i MVP (`primary-device only`).
|
||||
- Policy er bundet til capability-flaget `frontend.capabilities.client_has_no_audio_output=true` i `shared/i18n/lobby.json`.
|
||||
- Brugeradvarsel i player UI leveres via i18n key: `frontend.ui.player.audio_policy_notice`.
|
||||
- Acceptance-spec er dækket i Angular tests (`player-shell.component.spec.ts`), inkl. at init-path ikke kalder original media `play`.
|
||||
Reference in New Issue
Block a user