Add TODO document for CS2.WTF rewrite
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TODO.md
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# CS2.WTF Rewrite TODO
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## Phase 0 – Kickoff & Research
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- [ ] Create and push the `cs2-port` branch from the current default branch.
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- [ ] Capture the legacy stack (Vue 3 SPA + Go backend) and existing route map (`/`, `/matches`, `/player/[id]`, `/match/[id]/{economy|details|flashes|damage|chat}`) for reference.
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- [ ] Host workshops with stakeholders, shoutcasters, and data consumers to gather CS2-specific requirements (new stats, volumetric smokes, MR12 changes).
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- [ ] Audit the `csgowtfd` backend APIs and data models; decide whether to extend or replace services for CS2 telemetry.
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- [ ] Document CS2 demo parsing pipeline expectations, storage strategy, and data freshness SLAs.
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## Phase 1 – Technical Foundations
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- [ ] Standardize on Node.js ≥ 18 (add `.nvmrc` / `.tool-versions`) and npm or yarn (lock the choice in documentation).
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- [ ] Scaffold a new SvelteKit project with TypeScript in strict mode and commit the baseline to `cs2-port`.
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- [ ] Integrate Tailwind CSS with DaisyUI; configure theme tokens, base styles, and dark/light mode support.
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- [ ] Add project tooling: ESLint (with Svelte + TypeScript rules), Prettier, `svelte-check`, Stylelint (for Tailwind), and git hooks via Husky + lint-staged.
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- [ ] Configure Vitest for unit/component tests and Playwright for E2E smoke tests (headless + CI modes).
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- [ ] Set up Vite aliases, environment variable handling, and TypeScript path mappings for domain-driven organization.
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- [ ] Update Woodpecker (or preferred CI) pipelines to run install, lint, type-check, test, and build jobs on every push.
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## Phase 2 – Design System & UX Direction
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- [ ] Produce a Figma (or Penpot) design system: typography scale, spacing, color ramps, iconography inspired by modern Counter-Strike 2 visuals.
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- [ ] Define DaisyUI themes aligned with CS2 branding, including semantic color tokens for teams, utility types, and economy states.
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- [ ] Establish responsive layout grids (mobile-first up to ultrawide) and interaction patterns (hover, focus, press states).
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- [ ] Design core components: global navigation, search, tabs, data tables, filters, cards, charts, modals, toasts, and timeline elements.
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- [ ] Create motion guidelines (micro-interactions, transitions) that reinforce hierarchy without compromising performance.
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- [ ] 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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- [ ] Define TypeScript interfaces and Zod schemas for CS2 entities: matches, rounds, players, utility events, economy states, chat logs, and metadata.
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- [ ] Decide on data access strategy (REST, GraphQL, WebSocket) and outline API contracts with backend engineers.
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- [ ] Build a typed API client module with error boundaries, retry/backoff, caching, and cancellation support.
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- [ ] Prepare mocked fixtures and MSW handlers for offline development and automated tests.
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- [ ] Explore real-time update requirements (live match polling or push) and capture API changes needed on the backend.
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## Phase 4 – Application Architecture & Routing
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- [ ] Plan a route hierarchy using SvelteKit layouts (`src/routes/+layout.svelte`, `routes/matches/+page.svelte`, nested `routes/match/[id]/+page.svelte`, etc.).
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- [ ] Implement the global shell: header, footer, persistent search, language switcher, theme toggle, and notification area.
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- [ ] Configure `load` functions, universal load guards, and error/skeleton states per route for resilient UX.
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- [ ] Introduce cross-route state management (Svelte stores) for filters, user preferences, and shared data caches.
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- [ ] Establish analytics and consent handling architecture compatible with SSR.
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## Phase 5 – Feature Delivery (Parity + Enhancements)
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- [ ] Home/Dashboard: featured matches, live queue, top performers, and quick filters with real-time indicators.
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- [ ] Matches Index: searchable, filterable list with virtualized tables, map/side filters, rank tiers, and date range pickers.
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- [ ] Player Profile (`/player/[id]`): career summary, map win rates, weapon performance, clutch stats, and timeline cards.
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- [ ] Match Overview (`/match/[id]`): scoreboard, round-by-round timeline, win probability graph, and MR12 adjustments.
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- [ ] Economy View: spend/equipment charts, save rounds, utility purchases, and loss-bonus visualization.
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- [ ] Utility/Flashes View: breakdown of utility effectiveness, pop flash timings, volumetric smoke coverage (heatmap/webgl overlays).
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- [ ] Damage View: per-round damage charts, headshot percentages, spatial heatmaps using Canvas/WebGL.
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- [ ] Chat View: chronological chat feed with role badges, highlight detection, and translation toggle.
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- [ ] Introduce CS2-exclusive insights (sky smoke bloom, loadout value changes, new grenade types) and align labels accordingly.
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- [ ] Add sharing/export features (downloadable stats, social cards) respecting privacy constraints.
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## Phase 6 – Localization & Personalization
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- [ ] Integrate `sveltekit-i18n` (or equivalent) for multi-language support, starting with English plus priority locales.
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- [ ] Externalize all copy into translation files, including validation messages and chart labels.
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- [ ] Persist language preference (cookie/localStorage) and sync with SSR.
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- [ ] Localize formatting (dates, currency, ranks) using `Intl` APIs and server-aware utilities.
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- [ ] Provide user preference storage for theme, metric units, and favorite players/teams.
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## Phase 7 – Performance, Accessibility & Observability
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- [ ] Define and enforce performance budgets (LCP ≤ 2.5s, CLS ≤ 0.1, TTI ≤ 4s) with automated Lighthouse checks.
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- [ ] Optimize assets: code splitting, prefetching strategies, image/CDN pipeline, and font loading.
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- [ ] Implement progressive enhancement for charts/tables and graceful degradation when JS is disabled.
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- [ ] Add runtime error monitoring (e.g., Sentry), structured logging, and privacy-aware analytics.
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- [ ] Conduct comprehensive accessibility audits with axe, manual keyboard testing, and screen reader passes.
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## Phase 8 – Testing & Quality Assurance
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- [ ] Write unit tests for components, stores, and utilities (Vitest + Testing Library).
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- [ ] Develop integration/E2E scenarios (Playwright) covering match search, player view, and match detail tabs.
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- [ ] Set up visual regression snapshots for critical pages via Playwright or Loki.
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- [ ] Build load-testing scripts for APIs powering live dashboards (k6 or artillery).
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- [ ] Coordinate QA playbook: test matrices, release checklists, and bug triage workflow.
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## Phase 9 – Deployment & Release Strategy
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- [ ] Choose hosting strategy (Node SSR on Fly.io/Vercel/Render or self-hosted) and provision staging/production environments.
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- [ ] Configure CI/CD deployment pipelines with environment promotion gates and feature flag toggles.
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- [ ] Establish secrets management (e.g., Doppler, Vault, SSM) for API keys and telemetry tokens.
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- [ ] Plan data migration/backfill from CS:GO to CS2, including schema evolution and archive policies.
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- [ ] Organize beta program, feedback channels, and phased rollout (legacy vs CS2 opt-in).
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## Phase 10 – Documentation & Handover
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- [ ] Update `README.md` with setup, development, testing, and deployment instructions for CS2.WTF.
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- [ ] Create architecture decision records (ADRs) for key choices (SvelteKit adoption, data strategy, hosting).
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- [ ] Document API contracts, rate limits, and error semantics in an accessible format (OpenAPI + human-readable docs).
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- [ ] Prepare contributor guidelines, coding standards, and project board workflow.
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- [ ] Schedule knowledge transfer sessions and record walkthrough videos for onboarding.
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## Stretch Goals
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- [ ] Add authenticated user features: saved searches, match alerts, personalized dashboards.
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- [ ] Offer real-time live match viewer with timeline scrubbing and auto-updating stats.
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- [ ] Deliver PWA enhancements (offline read-only cache, push notifications when favorites go live).
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- [ ] Explore integrations with tournament APIs (Valve, HLTV, FACEIT) to enrich match context.
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