docs: mark Phase 3 as complete in TODO
Phase 3 (Domain Modeling & Data Layer) is now 100% complete: - ✅ TypeScript interfaces for all data models - ✅ Zod schemas with runtime validation - ✅ API client with error handling and cancellation - ✅ MSW mock handlers for testing - Real-time features deferred to Phase 5 Now starting Phase 4: Application Architecture & Routing 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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TODO.md
42
TODO.md
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- [x] Create motion guidelines (micro-interactions, transitions) that reinforce hierarchy without compromising performance.
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- [x] Run accessibility review on mockups (contrast, color blindness variants, keyboard flows).
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## Phase 3 – Domain Modeling & Data Layer
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## Phase 3 – Domain Modeling & Data Layer ✅ COMPLETE
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**Reference**: See `docs/API.md` for complete backend API documentation, endpoints, and response structures.
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- [ ] Define core TypeScript interfaces in `src/lib/types/` (based on backend schemas):
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- [x] Define core TypeScript interfaces in `src/lib/types/` (based on backend schemas):
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- `Match.ts`: match_id, share_code, map, date, scores, duration, match_result, max_rounds, demo_parsed, tick_rate
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- `Player.ts`: id (Steam ID), name, avatar, vanity_url, wins/losses/ties, vac_count, game_ban_count, steam_updated
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- `MatchPlayer.ts`: player stats per match (kills, deaths, assists, headshot, mvp, score, kast, rank changes, damage, utility stats, flash metrics)
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- `RoundStats.ts`: round number, bank (money), equipment value, spent
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- `Weapon.ts`: weapon statistics (victim, damage, eq_type, hit_group)
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- `Weapon.ts`: weapon statistics (victim, damage, eq_type, hit_group) with enums
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- `Message.ts`: chat messages (message text, all_chat flag, tick, player reference)
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- Derived types: `MatchWithPlayers`, `PlayerProfile`, `MatchRoundsData`, `MatchChatData`
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- **Important**: Backend uses `looses` (typo) - map to `losses` in frontend types
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- [ ] Create Zod schemas for runtime validation:
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- **Implemented**: Backend typo handling (looses → losses) with normalization
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- [x] Create Zod schemas for runtime validation:
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- Match all TypeScript interfaces with Zod schemas for API response validation
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- Add custom validators for Steam IDs (uint64), match IDs, rank tiers (0-30000 for CS2)
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- Handle nullable fields properly (many optional fields in backend)
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- Export type-safe parsers: `parseMatch()`, `parsePlayer()`, `parseMatchPlayer()`, etc.
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- Add schema for error responses
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- [ ] Design API client architecture:
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- [x] Design API client architecture:
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- Backend confirmed: REST API (Go + Gin) at `localhost:8000` (default)
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- Build `src/lib/api/client.ts` with axios/fetch wrapper (see `docs/API.md` for example)
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- Create endpoint modules: `players.ts`, `matches.ts`, `sitemap.ts`
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- Implement error handling (network errors, API errors, validation errors)
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- Add retry logic with exponential backoff for transient failures (500, 503)
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- Implement request cancellation (AbortController) for navigation
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- Add response caching strategy (in-memory cache, TTL-based invalidation)
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- Built `src/lib/api/client.ts` with axios wrapper
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- Created endpoint modules: `players.ts`, `matches.ts`
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- Implemented error handling (network errors, API errors, validation errors)
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- Added timeout handling (10s default) and typed APIException
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- Implemented request cancellation (AbortController) for search
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- Zod validation on all API responses
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- Handle CORS (backend supports configurable CORS domains)
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- [ ] Set up MSW (Mock Service Worker) for testing:
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- Install: `msw@^2.0.0`
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- Create mock handlers in `src/mocks/handlers/` for all endpoints
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- Generate realistic fixture data matching CS2 statistics
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- Configure MSW for both development mode and test runs
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- **Note**: Retry logic and response caching deferred to Phase 7 (Performance)
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- [x] Set up MSW (Mock Service Worker) for testing:
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- Installed: `msw@^2.0.0`
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- Created mock handlers in `src/mocks/handlers/` for all endpoints
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- Generated realistic fixture data matching CS2 statistics
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- Configured MSW for both development mode (browser) and test runs (server)
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- [ ] Explore real-time features:
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- Decide: polling vs WebSocket for live match updates
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- Define update frequency and data delta strategy
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- Plan optimistic UI updates and conflict resolution
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- Document backend API requirements for live data
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- **Note**: Deferred to Phase 5 after basic features are implemented
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## Phase 4 – Application Architecture & Routing
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@@ -870,6 +872,6 @@ VITE_PLAUSIBLE_DOMAIN=cs2.wtf
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---
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**Last Updated**: 2025-11-04
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**Current Phase**: Phase 3 (Domain Modeling & Data Layer) - IN PROGRESS
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**Completed Phases**: Phase 0 (Planning & Research), Phase 1 (Technical Foundations), Phase 2 (Design System)
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**Next Milestone**: Complete TypeScript interfaces, Zod schemas, and API client
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**Current Phase**: Phase 4 (Application Architecture & Routing) - IN PROGRESS
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**Completed Phases**: Phase 0 (Planning), Phase 1 (Technical Foundations), Phase 2 (Design System), Phase 3 (Domain Modeling)
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**Next Milestone**: Implement SvelteKit routing, data loading, and state management
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