62 Commits

Author SHA1 Message Date
49033560fa feat: CS2 format support, player tracking fixes, and homepage enhancements
- Add dynamic MR12/MR15 halftime calculation to RoundTimeline component
- Fix TrackPlayerModal API signature (remove shareCode, change isOpen to open binding)
- Update Player types for string IDs and add ban fields (vac_count, vac_date, game_ban_count, game_ban_date)
- Add target/rel props to Button component for external links
- Enhance homepage with processing matches indicator
- Update preferences store for string player IDs
- Document Phase 5 progress and TypeScript fixes in TODO.md

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 19:10:13 +01:00
3192180c60 feat: Overhaul ranking system to support CS2 dual-architecture
Based on comprehensive research, CS2 implements a bifurcated ranking system:
- Premier Mode: CS Rating (numerical ELO, 0-30,000+) - launched Aug 31, 2023
- Competitive/Wingman: Skill Groups (0-18, Silver I to Global Elite)
- Legacy CS:GO: Skill Groups only (pre-Sept 27, 2023)

Changes:
- Add game_mode field to Match type ('premier' | 'competitive' | 'wingman')
- Create rankingSystem.ts utility with smart detection logic:
  * Checks match date (CS:GO legacy vs CS2)
  * Checks game_mode (Premier vs Competitive/Wingman)
  * Falls back to rating value heuristic (0-18 vs 1000+)
- Update PremierRatingBadge to use new detection logic
- Pass match context from match detail page to badge component
- Update Match and schema documentation with dual-system details
- Add research.md documenting CS2's ranking system architecture

Key dates:
- August 31, 2023: Premier Mode and CS Rating launched
- September 27, 2023: CS2 officially replaced CS:GO

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 00:46:28 +01:00
05a6c10458 fix: Fix match detail data loading and add API transformation layer
- Update Zod schemas to match raw API response formats
- Create transformation layer (rounds, weapons, chat) to convert raw API to structured format
- Add player name mapping in transformers for better UX
- Fix Svelte 5 reactivity issues in chat page (replace $effect with $derived)
- Fix Chart.js compatibility with Svelte 5 state proxies using JSON serialization
- Add economy advantage chart with halftime perspective flip (WIP)
- Remove stray comment from details page
- Update layout to load match data first, then pass to API methods

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 00:37:41 +01:00
12115198b7 chore: Remove debug logging from PremierRatingBadge
Debug logging was added to troubleshoot rank detection logic.
Now that icons are working correctly, removing the console.log.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:44:07 +01:00
2e053a6388 fix: Constrain rank icon size and table row height
- Set Rating column table cells to fixed height (h-12 = 48px)
- Wrap icons in flex container for vertical centering
- Reduce icon size from 14x14 to 11x11 to fit within row height
- Add max-h-11 constraint to prevent overflow
- Add inline-block and align-middle to icon for proper alignment

This ensures all table rows remain the same height regardless of
whether they show rank icons or Premier rating badges.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:43:39 +01:00
973d188a26 fix: Increase rank icon sizes further for better readability
- sm: 10x10 → 14x14 (56px, used in scoreboard)
- md: 12x12 → 16x16 (64px)
- lg: 16x16 → 20x20 (80px)

Icons now prominently visible in Rating column.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:41:53 +01:00
afd1d7a822 fix: Increase rank icon sizes for better visibility
- sm: 6x6 → 10x10 (used in scoreboard tables)
- md: 8x8 → 12x12
- lg: 12x12 → 16x16

The icons were too small to see details at 6x6 pixels.
Now properly visible in the Rating column of match scoreboards.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:40:34 +01:00
68aada0c33 fix: Correct legacy rank detection - check rating range instead
The API returns CS:GO skill groups (0-18) in BOTH rank_old and rank_new
fields for legacy matches. Updated detection logic to:

- Check if rating (rank_new) is in 0-18 range (CS:GO skill groups)
- CS2 ratings are typically 1000-30000, so no overlap
- Use rating value for RankIcon display (contains current skill group)

Debug output showed:
- rating: 15-17 (CS:GO skill groups)
- oldRating: same values (15-17)
- Previous logic failed because rating was not 0

This fix properly detects and displays CS:GO rank icons for legacy matches.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:38:56 +01:00
f8cf85661e fix: Improve legacy rank detection logic and add debugging
- Update isLegacyRank check to properly detect CS:GO skill groups (0-18)
- Handle edge case where oldRating could be 0 (unranked)
- Add temporary debug logging to trace rank data values
- Fix detection for matches where rating is outside CS2 range

This will help identify if rank data is being passed correctly from the API.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:36:49 +01:00
668c32ed8a feat: Add CS:GO rank icons for legacy matches
Implemented rank icon display system for pre-CS2 matches:

New Components:
- RankIcon.svelte: Displays CS:GO skill group icons (0-18)
  - Supports sm/md/lg sizes
  - Shows appropriate rank icon based on skill group
  - Includes hover tooltips with rank names
  - Handles all 19 rank tiers (Silver I → Global Elite)

Updated Components:
- PremierRatingBadge: Now intelligently switches between:
  - CS:GO rank icons (when rank_old exists, rank_new doesn't)
  - Premier rating badge (when rank_new exists)
  - "Unranked" text (when neither exists)

Assets:
- Rank icons already present in static/images/rank_icons/
- Weapon icons already present in static/images/weapons/
- All icons in SVG format for crisp display at any size

Display Logic:
- Legacy matches (pre-Sept 2023): Show CS:GO rank icons
- Modern matches (CS2): Show Premier rating with trophy icon
- Automatically detects based on rank_old/rank_new fields

The scoreboard now displays the appropriate ranking visualization
based on match era, matching the original CSGO.WTF design.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:34:37 +01:00
78c87aaedd refactor: Redesign match hero with modern translucent panels
Implemented comprehensive visual overhaul based on UX feedback:

Background & Framing:
- Replace single gradient with dual-layer system for depth
- Add top-to-bottom gradient (30% → transparent → 40%) for framing
- Add left-to-right gradient (70% → 40% → 70%) for content focus
- Creates natural vignette effect that draws eye to center

Hero Info Panel:
- Wrap score and metadata in translucent panel (black/40 + backdrop-blur)
- Add subtle border (white/10) for definition
- Center-align and constrain width (max-w-3xl) for focused composition
- Cleaner hierarchy with reduced text shadows (rely on panel for contrast)

Typography & Layout:
- Increase map title to text-5xl, remove badge duplication
- Score numbers to text-6xl for prominence
- Team labels to text-xs with reduced opacity (70%)
- Metadata with bullet separators (•) for cleaner inline layout
- Smaller icons (3.5) and tighter spacing

Download Demo Button:
- Ghost style with translucent background (white/15)
- Subtle border (white/25) instead of solid primary color
- Hover effect (white/25) for interaction feedback
- Hide text on mobile (icon only) for space efficiency

Navigation:
- Reduce tabs background to 35% opacity with stronger backdrop-blur-lg
- Add border (white/10) for subtle definition
- Maintains readability while showing more background

Result: Modern, cinematic interface with improved visual hierarchy
and readability on both dark and bright map backgrounds.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:24:31 +01:00
4cc2b70dbc fix: Significantly improve text and button visibility on match hero
- Back button: solid black/60 background with backdrop-blur instead of ghost
- Download Demo button: solid primary background instead of outline
- Map name: triple-layer text shadow for maximum contrast
- Score labels: full white with strong shadows, uppercase styling
- Score numbers: triple shadow with glow effect (0.95/0.8/0.6 opacity layers)
- Colon separator: full white with strong shadow
- Metadata text/icons: strong text shadows and drop-shadow filters
- Tabs container: increased to black/70 with stronger backdrop-blur

All text elements now have multiple layers of shadows for readability
on bright map backgrounds like de_dust2.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:17:54 +01:00
a3955da7f2 fix: Improve text visibility on match hero section
- Strengthen background gradient overlay from 90/70/50% to 95/85/75% opacity
- Add stronger text shadows to score numbers (double shadow for depth)
- Increase team label opacity from 70% to 90%
- Increase metadata text from white/80 to white with drop-shadow
- Increase tabs background from black/30 to black/50
- Improve colon separator contrast

Fixes readability issues on bright maps like de_dust2.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:16:25 +01:00
eb68c5d00b fix: Add safe parsing for weapons and chat API endpoints
- Use parseMatchWeaponsSafe instead of parseMatchWeapons
- Use parseMatchChatSafe instead of parseMatchChat
- Throw clear error message when demo not parsed yet
- Prevents Zod validation errors from reaching page loaders
- Matches the pattern already used for rounds endpoint

This fixes Zod errors when navigating to match detail pages where
the demo hasn't been fully parsed yet by the backend.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:14:19 +01:00
05e6182bcf fix: Fix Svelte 5 reactivity issues in matches page and update API handling
- Fix toast notification imports: change from showToast to toast.success/error
- Remove hover preloading from app.html and Tabs component
- Fix match rounds API handling with safe parsing for incomplete data
- Fix pagination timestamp calculation (API returns Unix timestamp, not ISO string)
- Refactor matches page state management to fix reactivity issues:
  - Replace separate state variables with single matchesState object
  - Completely replace state object on updates to trigger reactivity
  - Fix infinite loop in intersection observer effect
  - Add keyed each blocks for proper list rendering
- Remove client-side filtering (temporarily) to isolate reactivity issues
- Add error state handling with nextPageTime in matches loader

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 23:11:50 +01:00
8f21b56223 feat: Add comprehensive utility statistics display
Display detailed utility usage including self-flashes, team flashes, smokes, and decoys.

## Changes

### Enhanced Statistics Calculation
- Added `selfFlashes`: Self-flash count tracking
- Added `teammatesBlinded`: Friendly fire flash tracking
- Added `smokesUsed`: Smoke grenade usage count
- Added `decoysUsed`: Decoy grenade usage count
- Added `flashesUsed`: Total flashbangs used

All stats aggregated from playerStats with per-match averages calculated.

### UI Enhancements
- Expanded Utility Effectiveness section from 4 to 8 cards
- Updated grid layout: 2 cols mobile, 3 cols desktop, 4 cols extra-wide
- Responsive design ensures cards wrap appropriately

### New Display Cards

**Self Flashes**
- Shows total times player flashed themselves
- Warning icon with yellow color
- Per-match average for context

**Team Flashes**
- Displays friendly fire flash incidents
- Users icon with error/red color
- Highlights potential coordination issues

**Smokes Used**
- Total smoke grenades deployed
- Target icon with neutral color
- Per-match usage rate

**Decoys Used**
- Total decoy grenades deployed
- Target icon with info/blue color
- Per-match usage pattern

## Implementation Details

The statistics are extracted from match-level utility data:
- `flash_total_self`: Self-flash incidents
- `flash_total_team`: Teammate flash incidents
- `ud_smoke`: Smoke grenade usage count
- `ud_decoy`: Decoy grenade usage count

Each stat card shows:
1. Total value across all matches
2. Per-match average (value / totalMatches)
3. Consistent icon and color scheme

**Utility Tracking Value:**
These metrics help players identify areas for improvement:
- Self-flashes indicate positioning/timing issues
- Team flashes highlight communication needs
- Smoke/decoy usage shows tactical utility engagement

This completes Phase 3 Feature 5 and ALL 15 MISSING FEATURES! 🎉

Full feature parity with original CS:GO WTF frontend now achieved.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:19:45 +01:00
248c4a8523 feat: Add comprehensive privacy policy page
Create detailed privacy policy explaining data collection and usage practices.

## New Page: /privacy

### Content Sections

**Introduction**
- Overview of CS2.WTF's commitment to privacy

**Information We Collect**
- Public Steam Data: Steam ID, match stats, chat messages, VAC status
- Usage Data: Page visits and feature interactions
- Browser Storage: Theme, favorites, recent players (localStorage only)

**How We Use Information**
- Provide match statistics and analysis
- Track performance over time
- Generate visualizations
- Improve service quality

**Cookies and Local Storage**
- Details on localStorage usage for preferences
- No tracking cookies
- User-controllable through browser settings

**Data Sharing**
- No selling/trading of personal information
- Only share when legally required or for safety
- May use service providers

**Security**
- Reasonable security measures implemented
- Acknowledgment of inherent internet risks
- Note that Steam data is already public

**Your Rights**
- Access, correction, and deletion rights
- Opt-out by not using service
- Control via Steam privacy settings

**Third-Party Services**
- Links to Steam profiles
- Google Translate integration
- Not responsible for third-party privacy practices

**Children's Privacy**
- Not directed at children under 13
- No knowingly collected children's data

**Policy Changes**
- May update with notice
- Continued use implies acceptance

**Contact**
- Direct users to GitHub for questions/issues

### UI Implementation
- Clean, readable layout with Card components
- Icons for each section (Shield, Eye, Cookie, Server, Mail)
- Responsive design optimized for all screen sizes
- Proper semantic HTML and accessibility
- SEO-optimized with meta tags
- Current date automatically displayed

The policy is comprehensive yet clear, covering all necessary legal bases while
explaining data practices in user-friendly language. Already linked from the
footer navigation.

This completes Phase 3 Feature 3 - privacy compliance established.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:17:33 +01:00
469f0df756 feat: Display win/loss/tie statistics on player profiles
Add comprehensive match record breakdown showing wins, losses, and ties.

## Changes

### Data Calculation (+ page.ts)
- Enhanced playerStats mapping to detect tied matches
- Calculate `isTie` by comparing team scores (score_team_a === score_team_b)
- Add `tied` boolean field alongside existing `won` field
- Ensure wins exclude tied matches for accurate statistics

### Statistics Display (+page.svelte)
- Added "Match Record" card to Career Statistics section
- Calculate wins, losses, and ties from playerStats
- Display in compact format: "XW / YL / ZT"
- Color-coded: wins (green), losses (red), ties (blue)
- Show total matches analyzed below the record

### UI Improvements
- Expanded Career Statistics grid from 4 to 5 columns
- Responsive: 2 columns on mobile, 5 on desktop
- Consistent card styling with other career stats
- Trophy icon for Match Record card

## Implementation Details

**Tie Detection Logic:**
```typescript
const isTie = match.score_team_a === match.score_team_b;
const won = !isTie &&
  ((playerData.team_id === 2 && match.score_team_a > match.score_team_b) ||
   (playerData.team_id === 3 && match.score_team_b > match.score_team_a));
```

**Record Format:**
- Wins: Green text, "W" suffix
- Losses: Red text, "L" suffix
- Ties: Blue text, "T" suffix
- Separators: Gray "/"

The statistics are calculated from the last 15 matches with full details,
providing accurate win/loss/tie breakdown for performance tracking.

This completes Phase 3 Feature 2 - match records now fully visible.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:15:54 +01:00
7e101ba274 feat: Add Steam profile link to player pages
Add direct link to Steam Community profile for easy access to player's Steam page.

## Changes

### UI Addition
- Added "Steam Profile" button to player page actions section
- Positioned alongside "Track Player" and "View All Matches" buttons
- Uses ExternalLink icon from lucide-svelte
- Ghost button variant for secondary action styling

### Link Implementation
- Opens Steam Community profile in new tab
- Uses player's Steam ID (uint64) to construct profile URL
- Format: `https://steamcommunity.com/profiles/{steamid64}`
- Includes `target="_blank"` and `rel="noopener noreferrer"` for security

### UX Improvements
- Changed actions container to use `flex-wrap` for responsive layout
- Buttons wrap on smaller screens to prevent overflow
- External link icon clearly indicates opening in new tab

**Security Note:** The `rel="noopener noreferrer"` attribute prevents:
- Potential security issues with window.opener access
- Referrer information leakage to external site

This provides users quick access to full Steam profile information including
inventory, game library, friends list, and other Steam-specific data not
available in CS2.WTF.

This completes Phase 3 Feature 1 - Steam profile integration added.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:13:31 +01:00
b59eebcddb feat: Add chat message translation feature
Enable translation of non-English chat messages to help users understand
international communications.

## Changes

### Translation Detection
- Added `mightNeedTranslation()` function to detect non-English text
- Checks for Cyrillic, Chinese, Japanese, Korean, and Arabic characters
- Uses Unicode range pattern matching for language detection

### Translation UI
- Added Languages icon from lucide-svelte
- Display translate button next to messages that contain non-English text
- Button shows icon only on mobile, "Translate" text on desktop
- Positioned using flexbox to prevent text wrapping issues

### Translation Functionality
- `translateMessage()` opens Google Translate in new popup window
- Auto-detects source language, translates to English
- Uses Google Translate's free web interface (no API key required)
- Opens in 800x600 popup for optimal translation viewing

## Implementation Details

The feature works by:
1. Scanning each message for non-ASCII character ranges
2. Showing translate button only for messages likely in foreign languages
3. Opening Google Translate web UI in popup when clicked
4. Preserving original message while providing translation access

**Why Google Translate Web Interface:**
- No API keys or authentication required
- Free and unlimited usage
- Familiar translation interface for users
- Supports all languages Google Translate offers
- Popup window keeps context while showing translation

This approach avoids the complexity and cost of translation APIs while
providing full-featured translation capabilities to users.

This completes Phase 2 Feature 4 and ALL Phase 2 features! 🎉

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:12:09 +01:00
d4d7015df6 feat: Add SEO sitemap and robots.txt generation
Implement dynamic sitemap.xml and robots.txt for search engine optimization.

## New Files

### src/routes/sitemap.xml/+server.ts
- Generate XML sitemap with all indexable pages
- Include static pages (home, matches list)
- Dynamically fetch and include recent 100 matches
- Set appropriate priority and changefreq for each URL type
- Cache response for 1 hour to reduce server load

### src/routes/robots.txt/+server.ts
- Allow all crawlers to index the site
- Point crawlers to sitemap.xml location
- Set crawl-delay of 1 second to be polite to server
- Cache response for 1 day

## Implementation Details

**Sitemap Structure:**
- Static pages: Priority 0.9-1.0, updated daily
- Match pages: Priority 0.7, updated weekly
- Fetches up to 100 most recent matches from API
- Uses match date as lastmod timestamp for accurate indexing

**SEO Benefits:**
- Helps search engines discover all match pages efficiently
- Provides crawlers with update frequency hints
- Improves indexing of dynamic content
- Reduces unnecessary crawling with robots.txt directives

The sitemap automatically stays current by fetching recent matches on each
request. The 1-hour cache balances freshness with server performance.

Note: Player profile pages not included in sitemap due to lack of bulk listing
API endpoint. Individual player pages will still be indexed via internal links.

This completes Phase 2 Feature 3 - site now properly configured for SEO.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:10:07 +01:00
b1284bad71 feat: Add team average Premier rating badges to match header
Display average Premier rating for each team in match statistics cards.

## Changes

### Average Rating Calculation
- Calculate average rank_new across all ranked players on each team
- Filter out unranked players (rating = 0 or null/undefined)
- Round to nearest integer for clean display

### UI Display
- Add PremierRatingBadge below team name in statistics cards
- Small size badge with trophy icon
- Automatically styled with tier colors (gray/blue/purple/pink/red/gold)
- Only show badge if team has at least one ranked player

## Implementation Details

Extended `calcTeamStats()` function to compute `avgRating` by:
1. Filtering players with valid rank_new > 0
2. Computing average if any ranked players exist
3. Returning undefined if no players are ranked

The PremierRatingBadge component handles all tier styling automatically based
on the rating value using the existing formatPremierRating utility.

Team badges provide quick visual indication of match skill level and help
identify skill disparities between teams.

This completes Phase 2 Feature 2 - team ratings now prominently displayed.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:07:59 +01:00
05ef985851 feat: Complete scoreboard with avatar, score, and player color indicators
Enhance match details scoreboard with additional visual information for better
player identification and context.

## Changes

### Avatar Column
- Display player profile images in first column (40x40px)
- Rounded style with border for consistent appearance
- Non-sortable for visual continuity

### Score Column
- Show in-game score for each player
- Sortable to identify top performers
- Monospace font for numeric alignment

### Player Color Indicators
- Add colored dot next to player names
- Map CS2 player colors (green, yellow, purple, blue, orange, grey) to hex values
- Visual indicator helps identify specific players during match review

## Implementation Details

Created `playerColors` mapping object to convert CS2's player color names to
hex color codes for display. Updated Player name column render function to
include inline colored dot element.

All columns maintain existing team color styling (terrorist/CT) for consistency.

Note: MVP and K/D ratio columns already existed in scoreboard.

This completes Phase 2 Feature 1 - scoreboard now provides comprehensive player
information at a glance.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 20:05:51 +01:00
ae7d880bc1 feat: Add recently visited players tracking to home page
Implement localStorage-based player visit tracking with display on home page.

## New Features

### Recently Visited Players Component
- **RecentPlayers.svelte**: Grid display of up to 10 recently visited players
- **Responsive Layout**: 1-4 columns based on screen size
- **Player Cards**: Avatar, name, and time since last visit
- **Remove Functionality**: Individual player removal with X button
- **Auto-show/hide**: Component only renders when players have been visited

### Player Visit Tracking
- **recentPlayers utility**: localStorage management functions
  - `getRecentPlayers()`: Retrieve sorted list by most recent
  - `addRecentPlayer()`: Add/update player visit with timestamp
  - `removeRecentPlayer()`: Remove specific player from list
  - `clearRecentPlayers()`: Clear entire history
- **Auto-tracking**: Player profile page automatically records visits on mount
- **Smart deduplication**: Visiting same player updates timestamp, no duplicates
- **Max limit**: Maintains up to 10 most recent players

### Time Display
- Relative time formatting: "Just now", "5m ago", "2h ago", "3d ago"
- Real-time updates when component mounts
- Human-readable timestamps

### UX Features
- **Hover Effects**: Border highlights and shadow on card hover
- **Team Colors**: Player names inherit team colors from profiles
- **Remove on Hover**: X button appears only on hover for clean interface
- **Click Protection**: Remove button prevents navigation when clicked
- **Footer Info**: Shows count of displayed players

## Implementation Details

- **localStorage Key**: `cs2wtf_recent_players`
- **Data Structure**: Array of `{id, name, avatar, visitedAt}` objects
- **Sort Order**: Most recently visited first
- **SSR Safe**: All localStorage operations check for browser environment
- **Error Handling**: Try-catch wraps all storage operations with console errors

## Integration

- Added to home page between hero and featured matches
- Integrates seamlessly with existing layout and styling
- No data fetching required - pure client-side functionality
- Persists across sessions via localStorage

This completes Phase 1 (6/6) - all critical features now implemented!

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 19:43:52 +01:00
2215cab77f feat: Add comprehensive weapons statistics tab for matches
Implement detailed weapon performance tracking and visualization.

## New Features

### Weapons Tab
- Added "Weapons" tab to match layout navigation
- Created `/match/[id]/weapons` route with server-side data loading
- Displays weapon statistics for all players in the match

### Statistics Displayed

**Overview Cards:**
- Total kills across all weapons
- Total damage dealt
- Total hits landed

**Charts & Visualizations:**
- Bar chart: Top 10 most-used weapons by kills
- Pie chart: Hit location distribution (head, chest, stomach, arms, legs)
- Legend with exact hit counts for each body part

**Player Performance Table:**
- Player name (with team color coding)
- Top weapon for each player
- Total kills per player
- Total damage per player
- Total hits per player
- Sortable columns for easy comparison

### Technical Implementation

- **Data Loading**: Server-side fetch of weapons data via `getMatchWeapons()` API
- **Type Safety**: Full TypeScript types with WeaponStats, PlayerWeaponStats, MatchWeaponsResponse
- **Error Handling**: Graceful fallback when weapons data unavailable
- **Aggregation**: Weapon stats aggregated across all players for match-wide insights
- **Team Colors**: Player names colored by team (terrorist/CT)

### UX Improvements

- Empty state with helpful message when no weapons data exists
- Responsive grid layouts for cards and charts
- Consistent styling with existing tabs
- Interactive data table with hover states and sorting

This completes Phase 1 feature 5 of 6 - comprehensive weapon performance analysis
gives players insight into their weapon choices and accuracy.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 19:39:38 +01:00
7d642b0be3 feat: Add VAC/ban status column to match scoreboard
Add per-player VAC and game ban status display in match details scoreboard.

## Changes

- **Types & Schema**: Add vac and game_ban optional boolean fields to MatchPlayer
- **Transformer**: Extract vac and game_ban from legacy player.vac and player.game_ban
- **UI**: Add "Status" column to details table showing VAC/BAN badges
- **Mocks**: Update mock player data with ban status fields

## Implementation Details

The backend API provides per-player ban status in match details via the player
object (player.vac and player.game_ban). These were previously not being extracted
by the transformer.

The new Status column displays:
- Red "VAC" badge if player has VAC ban
- Red "BAN" badge if player has game ban
- Both badges if player has both bans
- "-" if player has no bans

Users can identify banned players at a glance in the scoreboard, improving
transparency and match context.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 19:34:39 +01:00
8f3b652740 feat: Implement Phase 1 critical features and fix API integration
This commit completes the first phase of feature parity implementation and
resolves all API integration issues to match the backend API format.

## API Integration Fixes

- Remove all hardcoded default values from transformers (tick_rate, kast, player_count, steam_updated)
- Update TypeScript types to make fields optional where backend doesn't guarantee them
- Update Zod schemas to validate optional fields correctly
- Fix mock data to match real API response format (plain arrays, not wrapped objects)
- Update UI components to handle undefined values with proper fallbacks
- Add comprehensive API documentation for Match and Player endpoints

## Phase 1 Features Implemented (3/6)

### 1. Player Tracking System 
- Created TrackPlayerModal.svelte with auth code input
- Integrated track/untrack player API endpoints
- Added UI for providing optional share code
- Displays tracked status on player profiles
- Full validation and error handling

### 2. Share Code Parsing 
- Created ShareCodeInput.svelte component
- Added to matches page for easy match submission
- Real-time validation of share code format
- Parse status feedback with loading states
- Auto-redirect to match page on success

### 3. VAC/Game Ban Status 
- Added VAC and game ban count/date fields to Player type
- Display status badges on player profile pages
- Show ban count and date when available
- Visual indicators using DaisyUI badge components

## Component Improvements

- Modal.svelte: Added Svelte 5 Snippet types, actions slot support
- ThemeToggle.svelte: Removed deprecated svelte:component usage
- Tooltip.svelte: Fixed type safety with Snippet type
- All new components follow Svelte 5 runes pattern ($state, $derived, $bindable)

## Type Safety & Linting

- Fixed all ESLint errors (any types → proper types)
- Fixed form label accessibility issues
- Replaced error: any with error: unknown + proper type guards
- Added Snippet type imports where needed
- Updated all catch blocks to use instanceof Error checks

## Static Assets

- Migrated all files from public/ to static/ directory per SvelteKit best practices
- Moved 200+ map icons, screenshots, and other assets
- Updated all import paths to use /images/ (served from static/)

## Documentation

- Created IMPLEMENTATION_STATUS.md tracking all 15 missing features
- Updated API.md with optional field annotations
- Created MATCHES_API.md with comprehensive endpoint documentation
- Added inline comments marking optional vs required fields

## Testing

- Updated mock fixtures to remove default values
- Fixed mock handlers to return plain arrays like real API
- Ensured all components handle undefined gracefully

## Remaining Phase 1 Tasks

- [ ] Add VAC status column to match scoreboard
- [ ] Create weapons statistics tab for matches
- [ ] Implement recently visited players on home page

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-12 19:31:18 +01:00
a861b1c1b6 fix: Fix player profile loading with API transformer and improve UI layout
- Add LegacyPlayerProfile transformer to handle API response format mismatch
- Transform avatar hashes to full Steam CDN URLs
- Map team IDs correctly (API 1/2 -> Schema 2/3)
- Calculate aggregate stats (avg_kills, avg_deaths, win_rate) from matches
- Reduce featured matches on homepage from 6 to 3
- Show 4 recent matches on player profile instead of 10
- Display recent matches in 4-column grid on desktop (side-by-side)

Fixes "Player not found" error for all player profiles.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-05 00:43:50 +01:00
62bfdc8090 fix: Fix match page SSR, tab errors, and table consistency
- Enable SSR for match pages by detecting server vs client context in API client
- Fix 500 errors on economy, chat, and details tabs by adding data loaders
- Handle unparsed matches gracefully with "Match Not Parsed" messages
- Fix dynamic team ID detection instead of hardcoding team IDs 2/3
- Fix DataTable component to properly render HTML in render functions
- Add fixed column widths to tables for visual consistency
- Add meta titles to all tab page loaders
- Fix Svelte 5 $derived syntax errors
- Fix ESLint errors (unused imports, any types, reactive state)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-05 00:27:47 +01:00
7d8e3a6de0 feat: Add sorting and result filtering to matches page
Adds client-side sorting and filtering capabilities:

Sorting options:
- Date (newest/oldest)
- Duration (shortest/longest)
- Score difference (close games/blowouts)
- Toggle ascending/descending order

Result filters:
- All matches
- Wins only (Team A won)
- Losses only (Team B won)
- Ties only

Features:
- Reactive $derived computed matches list
- Shows filtered count vs total matches
- Empty state when no matches match filters
- Clear filter button when results are empty
- Works seamlessly with pagination (Load More)

Completes Phase 5.2 advanced features from TODO.md.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 23:45:21 +01:00
8093d4d308 feat: Implement Flashes Tab with real flash effectiveness data
Replaces placeholder with fully functional flash analysis tab showing:
- Summary stats: total enemies blinded, flash assists, blind time
- Team comparison cards (T vs CT)
- Flash effectiveness leaderboard (sortable DataTable)
- Per-team detailed flash stats tables
- Average blind duration per flash calculation
- Self-flash and team-flash tracking

Data includes:
- Enemies blinded count
- Average blind duration (in seconds)
- Flash assists (kills while enemy blinded)
- Teammates flashed (accidents)
- Self-flashed count

Completes Phase 5.7 from TODO.md (Flash Tab implementation).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 23:42:50 +01:00
f583ff54a9 fix: Remove Number() conversions that corrupt uint64 IDs
JavaScript's Number type cannot accurately represent uint64 values exceeding
Number.MAX_SAFE_INTEGER (2^53-1). Converting these IDs to numbers causes
precision loss and API errors.

Root cause found:
- match/[id]/+layout.ts: `Number(params.id)` corrupted match IDs
- player/[id]/+page.ts: `Number(params.id)` corrupted player IDs

Example of the bug:
- URL param: "3638078243082338615" (correct)
- After Number(): 3638078243082339000 (rounded!)
- API response: "Match 3638078243082339000 not found"

Changes:
- Remove Number() conversions in route loaders
- Keep params.id as string throughout the application
- Update API functions to only accept string (not string | number)
- Update MatchesQueryParams.player_id type to string
- Add comprehensive transformers for legacy API responses
- Transform player stats: duo→mk_2, triple→mk_3, steamid64→id
- Build full Steam avatar URLs
- Make share_code optional (not always present)

This ensures uint64 IDs maintain full precision from URL → API → response.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 23:38:37 +01:00
43c50084c6 feat: Implement Load More pagination for matches page
- Add pagination state management (matches, hasMore, nextPageTime)
- Create loadMore() function to fetch and append next page of results
- Replace placeholder "pagination coming soon" with functional Load More button
- Add loading spinner during pagination requests
- Show total matches count and "all loaded" message when complete
- Use $effect to reset pagination state when filters change

Completes Phase 5.2 pagination requirement from TODO.md.
Users can now browse through large match lists efficiently.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 23:17:33 +01:00
ea61061530 fix: Add API response transformer for legacy CSGOW.TF format
- Create transformers.ts to convert legacy API format to new schema
- Transform score array [a, b] to score_team_a/score_team_b fields
- Convert Unix timestamps to ISO strings
- Map legacy field names (parsed, vac, game_ban) to new names
- Update matches API to use transformer with proper types
- Handle empty map names gracefully in homepage
- Limit featured matches to exactly 6 items

Fixes homepage data display issue where API format mismatch prevented
matches from rendering. API returns legacy CSGO:WTF format while frontend
expects new CS2.WTF schema.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 23:14:28 +01:00
8b73a68a6b feat: Add player profile performance charts and visualizations
Implemented comprehensive performance analysis for player profiles with interactive charts
and detailed statistics visualization.

Key Features:
- Performance Trend Chart (K/D and KAST over last 15 matches)
- Map Performance Chart (win rate per map with color coding)
- Utility Effectiveness Stats (flash assists, enemies blinded, HE/flame damage)
- Responsive charts using Chart.js LineChart and BarChart components

Technical Updates:
- Enhanced page loader to fetch 15 detailed matches with player stats
- Fixed DataTable Svelte 5 compatibility and type safety
- Updated MatchCard and PlayerCard to use PlayerMeta properties
- Proper error handling and typed data structures

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 21:49:36 +01:00
274f5b3b53 fix: Configure Vite proxy to eliminate CORS issues in development
Implemented a comprehensive CORS proxy solution that works with both
local and remote backends during development.

## Changes

### Vite Configuration (vite.config.ts)
- Use loadEnv() to properly read VITE_API_BASE_URL from .env
- Configure proxy to forward /api/* requests to backend
- Add detailed logging for proxy requests and responses
- Support changeOrigin, rewrite, secure=false, and websockets

### API Client (src/lib/api/client.ts)
- In development: Always use /api prefix (proxied)
- In production: Use direct VITE_API_BASE_URL
- Add console logging to show proxy configuration in dev mode
- Automatic detection of environment (DEV vs PROD)

### Error Handling (route loaders)
- Fix console.error() calls that caused TypeError with circular refs
- Use error.message instead of logging full error objects
- Affects: +page.ts, matches/+page.ts

### Documentation
- docs/LOCAL_DEVELOPMENT.md: Complete rewrite with proxy explanation
  - Quick start guide for both production API and local backend
  - Detailed proxy flow diagrams
  - Comprehensive troubleshooting section
  - Clear examples and logs

- docs/CORS_PROXY.md: Technical deep-dive on proxy implementation
  - How the proxy works internally
  - Configuration options explained
  - Testing procedures
  - Common issues and solutions

- .env.example: Updated with proxy documentation

## How It Works

Development Flow:
1. Frontend makes request: /api/matches
2. Vite proxy intercepts and forwards to: ${VITE_API_BASE_URL}/matches
3. Backend responds (no CORS headers needed)
4. Proxy returns response to frontend (same-origin)

Production Flow:
1. Frontend makes request directly to: https://api.csgow.tf/matches
2. Backend responds with CORS headers
3. Browser allows request (CORS enabled on backend)

## Benefits
 No CORS errors in development
 Works with local backend (localhost:8000)
 Works with remote backend (api.csgow.tf)
 Simple configuration (just set VITE_API_BASE_URL)
 Detailed logging for debugging
 Production build unaffected (direct requests)

## Testing
Verified with production API:
- curl https://api.csgow.tf/matches ✓
- Dev server proxy logs show successful forwarding ✓
- Browser Network tab shows /api/* requests ✓
- No CORS errors in console ✓

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 21:34:26 +01:00
e81be2cf68 fix: Use svelte:component for dynamic icon rendering in ThemeToggle
Replace invalid {@const} usage with proper <svelte:component this={...}> syntax.
The {@const} tag must be an immediate child of specific block structures,
not directly inside regular HTML elements.
2025-11-04 21:19:28 +01:00
523136ffbc feat: Implement Phase 5 match detail tabs with charts and data visualization
This commit implements significant portions of Phase 5 (Feature Delivery) including:

Chart Components (src/lib/components/charts/):
- LineChart.svelte: Line charts with Chart.js integration
- BarChart.svelte: Vertical/horizontal bar charts with stacking
- PieChart.svelte: Pie/Doughnut charts with legend
- All charts use Svelte 5 runes ($effect) for reactivity
- Responsive design with customizable options

Data Display Components (src/lib/components/data-display/):
- DataTable.svelte: Generic sortable, filterable table component
- TypeScript generics support for type safety
- Custom formatters and renderers
- Sort indicators and column alignment options

Match Detail Pages:
- Match layout with header, tabs, and score display
- Economy tab: Equipment value charts, buy type classification, round-by-round table
- Details tab: Multi-kill distribution charts, team performance, top performers
- Chat tab: Chronological messages with filtering, search, and round grouping

Additional Components:
- SearchBar, ThemeToggle (layout components)
- MatchCard, PlayerCard (domain components)
- Modal, Skeleton, Tabs, Tooltip (UI components)
- Player profile page with stats and recent matches

Dependencies:
- Installed chart.js for data visualization
- Created Svelte 5 compatible chart wrappers

Phase 4 marked as complete, Phase 5 at 50% completion.
Flashes and Damage tabs deferred for future implementation.

Note: Minor linting warnings to be addressed in follow-up commit.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 21:17:32 +01:00
24b990ac62 feat: Implement Phase 4 - Application Architecture & Routing
Phase 4 establishes the core application structure with SvelteKit routing,
data loading, error handling, and state management.

## Routing & Data Loading
- Created root layout load function (+layout.ts) with app version and feature flags
- Implemented comprehensive error boundary (+error.svelte) with status-based messages
- Added page loaders for homepage, matches, players, and about routes
- Homepage loader fetches featured matches via API with error fallback
- Matches loader supports URL query parameters (map, player_id, limit)

## State Management (Svelte Stores)
- preferences.ts: User settings with localStorage persistence
  * Theme selection (cs2dark, cs2light, auto)
  * Favorite players tracking
  * Advanced stats toggle, date format preferences
- search.ts: Search state with recent searches (localStorage)
- toast.ts: Toast notification system with auto-dismiss
  * Success, error, warning, info types
  * Configurable duration and dismissibility

## UI Components
- Toast.svelte: Individual notification with Lucide icons
- ToastContainer.svelte: Fixed top-right toast display
- Integrated ToastContainer into root layout

## Fixes
- Fixed Svelte 5 deprecation warnings (removed <svelte:component> in runes mode)
- Updated homepage to use PageData from loader
- Added proper type safety across all load functions

## Testing
- Type check: 0 errors, 0 warnings
- Production build: Successful
- All Phase 4 core objectives completed

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 20:47:49 +01:00
09ce400cd7 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>
2025-11-04 20:37:20 +01:00
d811efc394 feat: complete Phase 3 - Domain Modeling & Data Layer
Implements comprehensive type system, runtime validation, API client,
and testing infrastructure for CS2.WTF.

TypeScript Interfaces (src/lib/types/):
- Match.ts: Match, MatchPlayer, MatchListItem types
- Player.ts: Player, PlayerMeta, PlayerProfile types
- RoundStats.ts: Round economy and performance data
- Weapon.ts: Weapon statistics with hit groups (HitGroup, WeaponType enums)
- Message.ts: Chat messages with filtering support
- api.ts: API responses, errors, and APIException class
- Complete type safety with strict null checks

Zod Schemas (src/lib/schemas/):
- Runtime validation for all data models
- Schema parsers with safe/unsafe variants
- Special handling for backend typo (looses → losses)
- Share code validation regex
- CS2-specific validations (rank 0-30000, MR12 rounds)

API Client (src/lib/api/):
- client.ts: Axios-based HTTP client with error handling
  - Request cancellation support (AbortController)
  - Automatic retry logic for transient failures
  - Timeout handling (10s default)
  - Typed APIException errors
- players.ts: Player endpoints (profile, meta, track/untrack, search)
- matches.ts: Match endpoints (parse, details, weapons, rounds, chat, search)
- Zod validation on all API responses

MSW Mock Handlers (src/mocks/):
- fixtures.ts: Comprehensive mock data for testing
- handlers/players.ts: Mock player API endpoints
- handlers/matches.ts: Mock match API endpoints
- browser.ts: Browser MSW worker for development
- server.ts: Node MSW server for Vitest tests
- Realistic responses with delays and pagination
- Safe integer IDs to avoid precision loss

Configuration:
- .env.example: Complete environment variable documentation
- src/vite-env.d.ts: Vite environment type definitions
- All strict TypeScript checks passing (0 errors, 0 warnings)

Features:
- Cancellable requests for search (prevent race conditions)
- Data normalization (backend typo handling)
- Comprehensive error types (NetworkError, Timeout, etc.)
- Share code parsing and validation
- Pagination support for players and matches
- Mock data for offline development and testing

Build Status: ✓ Production build successful
Type Check: ✓ 0 errors, 0 warnings
Lint: ✓ All checks passed
Phase 3 Completion: 100%

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 20:31:20 +01:00
66aea51c39 docs: mark Phase 1 and Phase 2 as complete in TODO
Phase 1 (Technical Foundations) - 100% complete:
- Node.js 20+ with .nvmrc, package manager locked to npm
- SvelteKit 2.0 + Svelte 5 with all dependencies installed
- TypeScript strict mode configured
- Tailwind CSS + DaisyUI with CS2 themes
- Complete dev tooling: ESLint, Prettier, Husky, Stylelint
- Vitest and Playwright test frameworks configured
- Vite with path aliases and optimizations
- Woodpecker CI pipeline updated

Phase 2 (Design System) - 100% complete:
- Comprehensive design documentation (docs/DESIGN.md)
- CS2-inspired DaisyUI themes (cs2dark, cs2light)
- Responsive layout guidelines and motion specs
- Core UI components implemented (Button, Badge, Card, Header, Footer)
- Accessibility guidelines documented and enforced

Now starting Phase 3: Domain Modeling & Data Layer

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 20:11:39 +01:00
153c0e9f13 feat: implement CS2-inspired design system and UI components
This commit delivers a comprehensive design system and component library
inspired by Counter-Strike 2's tactical aesthetic.

Design System:
- Created docs/DESIGN.md with complete design language documentation
- CS2-inspired color palette: T-side orange (#d4a74a), CT-side blue (#5e98d9)
- Dark-first approach with tactical, data-dense layouts
- Typography scale, spacing system, and animation guidelines

Component Library:
- Button component: 4 variants (primary, secondary, ghost, danger), 3 sizes
- Badge component: 7 variants including team-specific badges
- Card component: 3 variants (default, elevated, interactive)
- Header component: Responsive navigation with mobile menu
- Footer component: Site-wide footer with organized link sections

Pages:
- Redesigned homepage with hero section, featured matches, features grid, CTA
- Created placeholder pages: /matches, /players, /about
- All pages follow CS2 aesthetic with proper component usage

Technical Fixes:
- Fixed Svelte 5 snippet syntax errors (removed incorrect render prop pattern)
- Fixed Card component accessibility (conditional button/div rendering)
- Removed invalid CSS border-border class from app.css
- Ensured zero TypeScript errors and warnings

Build Status: ✓ Verified with 0 errors, 0 warnings

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 20:07:05 +01:00
288438a953 feat: complete Phase 1 - Technical Foundations for CS2.WTF rewrite
Initialize SvelteKit project with complete modern web development stack:

## Core Framework
- SvelteKit 2.0 with Svelte 5 and TypeScript strict mode
- Vite 5 for blazing fast dev server and builds
- Node.js 20 standardized via .nvmrc

## Styling & Theming
- Tailwind CSS 3.4 with utility-first approach
- DaisyUI 4.0 with custom CS2 themes (cs2dark/cs2light)
- CS2-branded color palette (T-side orange, CT-side blue)
- PostCSS for CSS processing

## Code Quality & Tooling
- ESLint 8 with TypeScript + Svelte plugins
- Prettier 3 with Svelte + Tailwind plugins
- Stylelint 16 for CSS linting
- Husky 9 + lint-staged for pre-commit hooks
- TypeScript 5.3 with all strict flags enabled

## Testing Infrastructure
- Vitest 1.0 for unit/component tests with jsdom
- Playwright 1.40 for E2E tests (3 browsers)
- Testing Library for component testing
- MSW 2.0 for API mocking
- Coverage thresholds set to 80%

## Project Structure
- Organized src/ with lib/, routes/, mocks/, tests/
- Component directories: layout, ui, charts, match, player
- Path aliases configured: $lib, $components, $stores, $types, $api
- Separate test directories: unit, integration, e2e

## CI/CD & Deployment
- Updated Woodpecker CI pipeline with quality gates
- Pipeline steps: install → lint → type-check → test → build
- Deploy targets: master (prod), dev (staging), cs2-port (preview)

## Documentation
- Comprehensive README.md with setup guide
- API.md with complete backend documentation (12 endpoints)
- TODO.md updated with Phase 0 & 1 completion
- Environment variables template (.env.example)

## Development Experience
- Hot module reloading configured
- Dev server running on port 5173
- All npm scripts defined for dev, test, build workflows
- Pre-commit hooks prevent broken code commits

Project is now ready for feature development (Phase 2+).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 19:54:35 +01:00
0404188d4d Document CSGOWTFD backend API and update domain modeling plans
Reflect backend audit findings in TODO.md:
- 12 REST endpoints documented for player, match, matches, and sitemap
- Data models aligned with backend schemas (Match, Player, MatchPlayer,
  etc.)
- CS2 compatibility confirmed with Premier rating support (0-30000)

Add comprehensive API documentation covering:
- Endpoint specifications and response structures
- Integration guide with TypeScript examples
- Error handling and caching strategies
- CS2 migration notes for rank system and MR12 changes
2025-11-04 19:32:08 +01:00
366bfbeb54 Update TODO with detailed rewrite plan and CS2 specifics 2025-11-04 19:25:15 +01:00
be89c68f89 Add TODO document for CS2.WTF rewrite 2025-11-04 18:35:57 +01:00
9ab7ee91ea refactor!: Clear out legacy code for rewrite. 2025-11-04 18:35:46 +01:00
408ee9df1e switched to woodpecker
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2023-03-15 18:31:57 +01:00
36fbe8a685 updated source links
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2023-03-01 21:55:06 +01:00
110586942d updated yarn & deps
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2023-03-01 21:49:45 +01:00
515de7f747 updated deps
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2022-12-07 07:14:08 +01:00
2a541196a4 switched to cookieless tracking
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2022-12-07 06:50:03 +01:00
78da0877c7 cleanup anubis logo
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2022-11-24 20:29:12 +01:00
0739d3bf7b fixed OpenSans Variable usage in other pages
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2022-11-22 17:14:09 +01:00
5279267c8e fixed variable font not displaying correctly
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2022-11-19 16:17:56 +01:00
b3dc4c3d73 new map icons
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2022-11-19 02:54:22 +01:00
f65fc0a0ea fixed fonts; fixed relative url paths
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2022-11-14 01:28:57 +01:00
befc14d894 updated core-js 2022-11-14 01:27:49 +01:00
e33614862e updated deps
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2022-11-06 00:23:05 +01:00
3ca1dfe310 Version 1.0.8 (#72)
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Reviewed-on: https://git.harting.dev/CSGOWTF/csgowtf/pulls/72
2022-08-17 12:44:15 +02:00
2b188b089c added discard old builds
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CSGOWTF/csgowtf/pipeline/head This commit looks good
2022-06-23 00:28:48 +02:00
768 changed files with 33376 additions and 22288 deletions

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> 1%
last 2 versions
not dead

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root = true
[*]
end_of_line = lf
insert_final_newline = true
[*.{js,json,yml}]
charset = utf-8
indent_style = space
indent_size = 2

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.env.example Normal file
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# CS2.WTF Environment Configuration
# Copy this file to .env for local development
# DO NOT commit .env to version control
# ============================================
# API Configuration
# ============================================
# Backend API Base URL
# Development: Vite proxy forwards /api to this URL (default: http://localhost:8000)
# Production: Set to your actual backend URL (e.g., https://api.csgow.tf)
# Note: In development, the frontend uses /api and Vite proxies to this URL
VITE_API_BASE_URL=http://localhost:8000
# API request timeout in milliseconds
# Default: 10000 (10 seconds)
VITE_API_TIMEOUT=10000
# ============================================
# Feature Flags
# ============================================
# Enable live match updates (polling/WebSocket)
# Default: false
VITE_ENABLE_LIVE_MATCHES=false
# Enable analytics tracking
# Default: true (respects user consent)
VITE_ENABLE_ANALYTICS=true
# Enable debug mode (verbose logging, dev tools)
# Default: false
VITE_DEBUG_MODE=false
# ============================================
# Analytics & Tracking (Optional)
# ============================================
# Plausible Analytics
# Only required if analytics is enabled
# VITE_PLAUSIBLE_DOMAIN=cs2.wtf
# VITE_PLAUSIBLE_API_HOST=https://plausible.io
# Umami Analytics (alternative)
# VITE_UMAMI_WEBSITE_ID=your-website-id
# VITE_UMAMI_SRC=https://analytics.example.com/script.js
# ============================================
# Experimental Features
# ============================================
# Enable WebGL-based heatmaps (high performance)
# Default: false (use Canvas fallback)
# VITE_ENABLE_WEBGL_HEATMAPS=false
# Enable MSW API mocking in development
# Useful for frontend development without backend
# Default: false
# VITE_ENABLE_MSW_MOCKING=false
# ============================================
# Build Configuration
# ============================================
# App version (auto-populated from package.json)
# VITE_APP_VERSION=2.0.0
# Build timestamp (auto-populated during build)
# VITE_BUILD_TIMESTAMP=2024-11-04T12:00:00Z
# ============================================
# SSR/Deployment (Advanced)
# ============================================
# Public base URL for the application
# Used for canonical URLs, sitemaps, etc.
# PUBLIC_BASE_URL=https://cs2.wtf
# Origin whitelist for CORS (if handling API in same domain)
# PUBLIC_CORS_ORIGINS=https://cs2.wtf,https://www.cs2.wtf

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module.exports = {
root: true,
env: {
node: true
},
'extends': [
'plugin:vue/vue3-essential',
'eslint:recommended'
],
parserOptions: {
parser: 'babel-eslint'
},
rules: {
'no-console': process.env.NODE_ENV === 'production' ? 'warn' : 'off',
'no-debugger': process.env.NODE_ENV === 'production' ? 'warn' : 'off',
}
}

304
.gitignore vendored
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# Created by https://www.toptal.com/developers/gitignore/api/webstorm+all,yarn,windows,linux,node,vuejs
# Edit at https://www.toptal.com/developers/gitignore?templates=webstorm+all,yarn,windows,linux,node,vuejs
.DS_Store
node_modules
/build
/.svelte-kit
/package
.env
.env.*
!.env.example
vite.config.js.timestamp-*
vite.config.ts.timestamp-*
### Linux ###
*~
# temporary files which can be created if a process still has a handle open of a deleted file
.fuse_hidden*
# KDE directory preferences
.directory
# Linux trash folder which might appear on any partition or disk
.Trash-*
# .nfs files are created when an open file is removed but is still being accessed
.nfs*
### Node ###
# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
.pnpm-debug.log*
# Diagnostic reports (https://nodejs.org/api/report.html)
report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?
# Runtime data
pids
*.pid
*.seed
*.pid.lock
# Build artifacts
dist
dist-ssr
*.local
# Directory for instrumented libs generated by jscoverage/JSCover
lib-cov
# Coverage directory used by tools like istanbul
# Test coverage
coverage
*.lcov
# nyc test coverage
.nyc_output
# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
.grunt
# Bower dependency directory (https://bower.io/)
bower_components
# node-waf configuration
.lock-wscript
# Compiled binary addons (https://nodejs.org/api/addons.html)
build/Release
# Dependency directories
node_modules/
jspm_packages/
# Snowpack dependency directory (https://snowpack.dev/)
web_modules/
# TypeScript cache
*.tsbuildinfo
# Optional npm cache directory
.npm
# Optional eslint cache
.eslintcache
# Microbundle cache
.rpt2_cache/
.rts2_cache_cjs/
.rts2_cache_es/
.rts2_cache_umd/
# Optional REPL history
.node_repl_history
# Output of 'npm pack'
*.tgz
# Yarn Integrity file
.yarn-integrity
# dotenv environment variables file
.env
.env.test
.env.production
# parcel-bundler cache (https://parceljs.org/)
.cache
.parcel-cache
# Next.js build output
.next
out
# Nuxt.js build / generate output
.nuxt
dist
# Gatsby files
.cache/
# Comment in the public line in if your project uses Gatsby and not Next.js
# https://nextjs.org/blog/next-9-1#public-directory-support
# public
# vuepress build output
.vuepress/dist
# Serverless directories
.serverless/
# FuseBox cache
.fusebox/
# DynamoDB Local files
.dynamodb/
# TernJS port file
.tern-port
# Stores VSCode versions used for testing VSCode extensions
.vscode-test
# yarn v2
.yarn/cache
.yarn/unplugged
.yarn/build-state.yml
.yarn/install-state.gz
.pnp.*
### Node Patch ###
# Serverless Webpack directories
.webpack/
### Vuejs ###
# Recommended template: Node.gitignore
dist/
npm-debug.log
yarn-error.log
### WebStorm+all ###
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
# User-specific stuff
.idea/**/workspace.xml
.idea/**/tasks.xml
.idea/**/usage.statistics.xml
.idea/**/dictionaries
.idea/**/shelf
# AWS User-specific
.idea/**/aws.xml
# Generated files
.idea/**/contentModel.xml
# Sensitive or high-churn files
.idea/**/dataSources/
.idea/**/dataSources.ids
.idea/**/dataSources.local.xml
.idea/**/sqlDataSources.xml
.idea/**/dynamic.xml
.idea/**/uiDesigner.xml
.idea/**/dbnavigator.xml
# Gradle
.idea/**/gradle.xml
.idea/**/libraries
# Gradle and Maven with auto-import
# When using Gradle or Maven with auto-import, you should exclude module files,
# since they will be recreated, and may cause churn. Uncomment if using
# auto-import.
# .idea/artifacts
# .idea/compiler.xml
# .idea/jarRepositories.xml
# .idea/modules.xml
# .idea/*.iml
# .idea/modules
# *.iml
# *.ipr
# CMake
cmake-build-*/
# Mongo Explorer plugin
.idea/**/mongoSettings.xml
# File-based project format
*.iws
# IntelliJ
out/
# mpeltonen/sbt-idea plugin
.idea_modules/
# JIRA plugin
atlassian-ide-plugin.xml
# Cursive Clojure plugin
.idea/replstate.xml
# Crashlytics plugin (for Android Studio and IntelliJ)
com_crashlytics_export_strings.xml
crashlytics.properties
crashlytics-build.properties
fabric.properties
# Editor-based Rest Client
.idea/httpRequests
# Android studio 3.1+ serialized cache file
.idea/caches/build_file_checksums.ser
### WebStorm+all Patch ###
# Ignores the whole .idea folder and all .iml files
# See https://github.com/joeblau/gitignore.io/issues/186 and https://github.com/joeblau/gitignore.io/issues/360
.idea/
# Reason: https://github.com/joeblau/gitignore.io/issues/186#issuecomment-249601023
*.iml
modules.xml
.idea/misc.xml
*.ipr
# Sonarlint plugin
.idea/sonarlint
### Windows ###
# Windows thumbnail cache files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msix
*.msm
*.msp
# Windows shortcuts
*.lnk
### yarn ###
# https://yarnpkg.com/advanced/qa#which-files-should-be-gitignored
.yarn/*
!.yarn/releases
!.yarn/plugins
!.yarn/sdks
!.yarn/versions
# if you are NOT using Zero-installs, then:
# comment the following lines
#!.yarn/cache
# and uncomment the following lines
.pnp.*
# End of https://www.toptal.com/developers/gitignore/api/webstorm+all,yarn,windows,linux,node,vuejs
# Playwright
/test-results/
/playwright-report/
/playwright/.cache/
# Vercel
.vercel
# Temporary files
.tmp
tmp
*.tmp

4
.husky/pre-commit Executable file
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#!/usr/bin/env sh
. "$(dirname -- "$0")/_/husky.sh"
npx lint-staged

1
.nvmrc Normal file
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20.11.0

30
.prettierignore Normal file
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.DS_Store
node_modules
/build
/.svelte-kit
/package
.env
.env.*
!.env.example
# Ignore files for PNPM, NPM and YARN
pnpm-lock.yaml
package-lock.json
yarn.lock
# Build artifacts
dist/
.vercel/
.netlify/
.output/
# Generated files
src-tauri/target/
**/.svelte-kit/
# IDE
.vscode/
.idea/
# Logs
*.log

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.prettierrc.json Normal file
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{
"useTabs": true,
"tabWidth": 2,
"singleQuote": true,
"trailingComma": "none",
"printWidth": 100,
"semi": true,
"plugins": ["prettier-plugin-svelte", "prettier-plugin-tailwindcss"],
"overrides": [
{
"files": "*.svelte",
"options": {
"parser": "svelte"
}
}
]
}

6
.stylelintignore Normal file
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node_modules/
build/
.svelte-kit/
dist/
**/*.js
**/*.ts

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.stylelintrc.cjs Normal file
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module.exports = {
extends: ['stylelint-config-standard'],
rules: {
'at-rule-no-unknown': [
true,
{
ignoreAtRules: ['tailwind', 'apply', 'variants', 'responsive', 'screen', 'layer']
}
],
'selector-class-pattern': null,
'custom-property-pattern': null
}
};

1
.tool-versions Normal file
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nodejs 20.11.0

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.woodpecker.yml Normal file
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pipeline:
install:
image: node:20
commands:
- npm ci
pull: true
lint:
image: node:20
commands:
- npm run lint
depends_on:
- install
pull: true
type-check:
image: node:20
commands:
- npm run check
depends_on:
- install
pull: true
test:
image: node:20
commands:
- npm run test
depends_on:
- install
pull: true
build:
image: node:20
commands:
- npm run build
environment:
- VITE_API_BASE_URL=https://api.csgow.tf
secrets:
- vite_plausible_domain
- vite_sentry_dsn
depends_on:
- lint
- type-check
- test
pull: true
# E2E tests (optional - can be resource intensive)
# test-e2e:
# image: mcr.microsoft.com/playwright:v1.40.0-jammy
# commands:
# - npm run test:e2e
# depends_on:
# - build
deploy:
image: cschlosser/drone-ftps
settings:
hostname:
from_secret: ftp_host
src_dir: '/build/'
clean_dir: true
secrets: [ftp_username, ftp_password]
when:
branch: master
event: [push, tag]
status: success
deploy-dev:
image: cschlosser/drone-ftps
settings:
hostname:
from_secret: ftp_host
src_dir: '/build/'
clean_dir: true
secrets:
- source: ftp_username_dev
target: ftp_username
- source: ftp_password_dev
target: ftp_password
when:
branch: dev
event: [push, tag]
status: success
deploy-cs2:
image: cschlosser/drone-ftps
settings:
hostname:
from_secret: ftp_host_cs2
src_dir: '/build/'
clean_dir: true
secrets:
- source: ftp_username_cs2
target: ftp_username
- source: ftp_password_cs2
target: ftp_password
when:
branch: cs2-port
event: [push]
status: success

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nodeLinker: node-modules
plugins:
- path: .yarn/plugins/@yarnpkg/plugin-interactive-tools.cjs
spec: "@yarnpkg/plugin-interactive-tools"
yarnPath: .yarn/releases/yarn-3.0.2.cjs

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pipeline {
agent any
environment {
FTP_HOST = credentials('csgowtf-deploy-host')
LFTP_PASSWORD = credentials('csgowtf-deploy-password')
API_HOST = credentials('csgowtf-api-host')
TRACK_HOST = credentials('csgowtf-track-host')
TRACK_ID = credentials('csgowtf-track-id')
TRACK_DOMAINS = credentials('csgowtf-track-domains')
TRACK = credentials('csgowtf-track')
}
stages {
stage('Prepare') {
steps {
writeFile file: '.env.production', text: 'VUE_APP_API_URL=$API_HOST\nVUE_APP_TRACK_URL=$TRACK_HOST\nVUE_APP_TRACK_ID=$TRACK_ID\nVUE_APP_TRACK_DOMAINS=$TRACK_DOMAINS\nVUE_APP_TRACKING=$TRACK'
}
}
stage('Install Dependencies') {
steps {
sh 'yarn install'
}
}
stage('Build') {
steps {
sh 'yarn build'
archiveArtifacts artifacts: '**/dist/**', excludes: '**/node_modules/**'
}
}
stage('Deploy') {
when {
branch 'master'
expression {
currentBuild.result == null || currentBuild.result == 'SUCCESS'
}
}
environment {
FTP_USERNAME = credentials('csgowtf-deploy-user')
}
steps {
sh 'lftp -u $FTP_USERNAME --env-password -e \'mirror --reverse --verbose --delete --recursion=always dist/ /\' $FTP_HOST'
}
}
stage('Deploy Dev') {
when {
branch 'dev'
expression {
currentBuild.result == null || currentBuild.result == 'SUCCESS'
}
}
environment {
FTP_USERNAME = credentials('csgowtf-deploy-user-dev')
}
steps {
sh 'lftp -u $FTP_USERNAME --env-password -e \'mirror --reverse --verbose --delete --recursion=always dist/ /\' $FTP_HOST'
}
}
}
}

325
README.md
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# CSGOW.TF
# CS2.WTF
[![Vue3](https://img.shields.io/badge/created%20with-Vue3-%2342b883?style=flat-square)](https://vuejs.org/)
[![Go](https://img.shields.io/badge/created%20with-Go-%2379d4fd?style=flat-square)](https://go.dev/)
[![SvelteKit](https://img.shields.io/badge/SvelteKit-5.0-FF3E00?style=flat-square&logo=svelte)](https://kit.svelte.dev/)
[![TypeScript](https://img.shields.io/badge/TypeScript-5.3-3178C6?style=flat-square&logo=typescript)](https://www.typescriptlang.org/)
[![Tailwind CSS](https://img.shields.io/badge/Tailwind-3.4-06B6D4?style=flat-square&logo=tailwindcss)](https://tailwindcss.com/)
[![GPL3](https://img.shields.io/badge/licence-GPL3-%23007ec6?style=flat-square)](https://git.harting.dev/CSGOWTF/csgowtf/src/branch/master/LICENSE)
[![Liberapay](https://img.shields.io/badge/donate%20on-LiberaPay-%23f6c915?style=flat-square)](https://liberapay.com/CSGOWTF/)
[![Liberapay patrons](https://img.shields.io/liberapay/patrons/csgowtf?style=flat-square)](https://liberapay.com/CSGOWTF/)
[![Website](https://img.shields.io/website?down_message=down&label=csgow.tf&style=flat-square&up_message=up&url=https%3A%2F%2Fcsgow.tf)](https://csgow.tf/)
<!--[![Typescript](https://img.shields.io/badge/created%20with-typescript-%233178c6?style=flat-square)](https://www.typescriptlang.org/)-->
[![status-badge](https://ci.somegit.dev/api/badges/CSGOWTF/csgowtf/status.svg?branch=cs2-port)](https://ci.somegit.dev/CSGOWTF/csgowtf)
### Statistics for CS:GO matchmaking matches.
**Statistics for CS2 matchmaking matches** - A complete rewrite of CSGOW.TF with modern web technologies.
---
## Backend
This is the frontend to the [csgowtfd](https://git.harting.dev/CSGOWTF/csgowtfd) backend.
## 🚀 Quick Start
## Tips on how to contribute
- If you are implementing or fixing an issue, please comment on the issue so work is not duplicated.
- If you want to implement a new feature, create an issue first describing the issue, so we know about it.
- Don't commit unnecessary changes to the codebase or debugging code.
- Write meaningful commits or squash them.
- Please try to follow the code style of the rest of the codebase.
- Only make pull requests to the dev branch.
- Only implement one feature per pull request to keep it easy to understand.
- Expect comments or questions on your pull request from the project maintainers. We try to keep the code as consistent and maintainable as possible.
- Each pull request should come from a new branch in your fork, it should have a meaningful name.
### Prerequisites
- **Node.js** ≥ 18.0.0 (v20.11.0 recommended - see `.nvmrc`)
- **npm** or **yarn**
### Installation
```bash
# Clone the repository
git clone https://somegit.dev/CSGOWTF/csgowtf.git
cd csgowtf
# Switch to the cs2-port branch
git checkout cs2-port
# Install dependencies
npm install
# Copy environment variables
cp .env.example .env
# Start development server
npm run dev
```
The app will be available at `http://localhost:5173`
---
## 📦 Tech Stack
### Core Framework
- **SvelteKit 2.0** - Full-stack framework with SSR/SSG
- **Svelte 5** - Reactive UI framework
- **TypeScript 5.3** - Type safety (strict mode)
- **Vite 5** - Build tool and dev server
### Styling
- **Tailwind CSS 3.4** - Utility-first CSS framework
- **DaisyUI 4.0** - Component library with CS2 custom themes
- **PostCSS** - CSS processing
### Data & State
- **Axios** - HTTP client for API requests
- **Zod** - Runtime type validation and parsing
- **Svelte Stores** - State management
### Testing
- **Vitest** - Unit and component testing
- **Playwright** - End-to-end testing
- **Testing Library** - Component testing utilities
- **MSW** - API mocking
### Code Quality
- **ESLint** - Linting (TypeScript + Svelte)
- **Prettier** - Code formatting
- **Stylelint** - CSS linting
- **Husky** - Git hooks
- **lint-staged** - Pre-commit linting
---
## 🛠️ Development
### Available Scripts
```bash
# Development
npm run dev # Start dev server
npm run dev -- --host # Expose to network
# Type Checking
npm run check # Run type check
npm run check:watch # Type check in watch mode
# Linting & Formatting
npm run lint # Run ESLint + Prettier check
npm run lint:fix # Auto-fix linting issues
npm run format # Format code with Prettier
# Testing
npm run test # Run unit tests
npm run test:watch # Run tests in watch mode
npm run test:coverage # Generate coverage report
npm run test:e2e # Run E2E tests (headless)
npm run test:e2e:ui # Run E2E tests with UI
npm run test:e2e:debug # Debug E2E tests
# Building
npm run build # Build for production
npm run preview # Preview production build
```
### Project Structure
```
csgowtf/
├── src/
│ ├── lib/
│ │ ├── api/ # API client & endpoints
│ │ ├── components/ # Reusable Svelte components
│ │ │ ├── layout/ # Header, Footer, Nav
│ │ │ ├── ui/ # Base UI components
│ │ │ ├── charts/ # Data visualization
│ │ │ ├── match/ # Match-specific components
│ │ │ └── player/ # Player-specific components
│ │ ├── stores/ # Svelte stores (state)
│ │ ├── types/ # TypeScript types
│ │ ├── utils/ # Helper functions
│ │ └── i18n/ # Internationalization
│ ├── routes/ # SvelteKit routes (pages)
│ ├── mocks/ # MSW mock handlers
│ ├── tests/ # Test setup
│ ├── app.html # HTML shell
│ └── app.css # Global styles
├── tests/
│ ├── unit/ # Unit tests
│ ├── integration/ # Integration tests
│ └── e2e/ # E2E tests
├── docs/ # Documentation
│ ├── API.md # Backend API reference
│ └── TODO.md # Project roadmap
├── public/ # Static assets
└── static/ # Additional static files
```
---
## 🎨 Features
### Current (Phase 1 - ✅ Complete)
- ✅ SvelteKit project scaffolded with TypeScript strict mode
- ✅ Tailwind CSS + DaisyUI with CS2-themed color palette
- ✅ Complete development tooling (ESLint, Prettier, Husky)
- ✅ Testing infrastructure (Vitest + Playwright)
- ✅ CI/CD pipeline (Woodpecker)
- ✅ Backend API documented
### Planned (See `docs/TODO.md` for details)
- 🏠 Homepage with featured matches
- 📊 Match listing with advanced filters
- 👤 Player profiles with stats & charts
- 🎮 Match detail pages (overview, economy, flashes, damage, chat)
- 🌍 Multi-language support (i18n)
- 🌙 Dark/Light theme toggle (default: dark)
- 📱 Mobile-responsive design
- ♿ WCAG 2.1 AA accessibility
- 🎯 CS2-specific features (MR12, Premier rating, volumetric smokes)
---
## 🔗 Backend
This frontend connects to the [csgowtfd](https://somegit.dev/CSGOWTF/csgowtfd) backend.
- **Language**: Go
- **Framework**: Gin
- **Database**: PostgreSQL
- **Cache**: Redis
- **API Docs**: See `docs/API.md`
Default API endpoint: `http://localhost:8000`
---
## 🧪 Testing
### Unit & Component Tests
```bash
# Run all tests
npm run test
# Watch mode for TDD
npm run test:watch
# Generate coverage report
npm run test:coverage
```
### End-to-End Tests
```bash
# Run E2E tests (headless)
npm run test:e2e
# Run with Playwright UI
npm run test:e2e:ui
# Debug mode
npm run test:e2e:debug
```
---
## 🚢 Deployment
### Build for Production
```bash
npm run build
```
The built app will be in the `build/` directory, ready to be deployed to any Node.js hosting platform.
### Environment Variables
See `.env.example` for all available configuration options:
- `VITE_API_BASE_URL` - Backend API URL
- `VITE_API_TIMEOUT` - API request timeout
- `VITE_ENABLE_LIVE_MATCHES` - Feature flag for live matches
- `VITE_ENABLE_ANALYTICS` - Feature flag for analytics
### CI/CD
Woodpecker CI automatically builds and deploys:
- **`master`** branch → Production
- **`dev`** branch → Development/Staging
- **`cs2-port`** branch → CS2 Preview (during rewrite)
---
## 🤝 Contributing
We welcome contributions! Please follow these guidelines:
### Before You Start
- Check existing issues or create one describing your feature/fix
- Comment on the issue to avoid duplicate work
- Fork the repository and create a feature branch
### Code Standards
- Follow TypeScript strict mode (no `any` types)
- Write tests for new features
- Follow existing code style (enforced by ESLint/Prettier)
- Keep components under 300 lines
- Write meaningful commit messages (Conventional Commits)
### Pull Request Process
1. Create a feature branch: `feature/your-feature-name`
2. Make your changes and commit with clear messages
3. Run linting and tests: `npm run lint && npm run test`
4. Push to your fork and create a PR to the `cs2-port` branch
5. Ensure CI passes and address review feedback
### Git Workflow
- Branch naming: `feature/`, `fix/`, `refactor/`, `docs/`
- Commit messages: `feat:`, `fix:`, `docs:`, `test:`, `refactor:`
- Only one feature/fix per PR
- Squash commits before merging
---
## 📚 Documentation
- **API Reference**: [`docs/API.md`](docs/API.md) - Complete backend API documentation
- **Project Roadmap**: [`docs/TODO.md`](docs/TODO.md) - Detailed implementation plan
- **SvelteKit Docs**: [kit.svelte.dev](https://kit.svelte.dev/)
- **Tailwind CSS**: [tailwindcss.com](https://tailwindcss.com/)
- **DaisyUI**: [daisyui.com](https://daisyui.com/)
---
## 📄 License
[GPL-3.0](LICENSE) © CSGOW.TF Team
---
## 💖 Support
If you find this project helpful, consider supporting us:
[![Liberapay](https://img.shields.io/badge/donate%20on-LiberaPay-%23f6c915?style=for-the-badge)](https://liberapay.com/CSGOWTF/)
---
## 🔗 Links
- **Website**: [csgow.tf](https://csgow.tf) (legacy CS:GO version)
- **Backend**: [csgowtfd](https://somegit.dev/CSGOWTF/csgowtfd)
- **Issues**: [Report a bug](https://somegit.dev/CSGOWTF/csgowtf/issues)
---
**Status**: 🚧 **Phase 1 Complete** - Active rewrite for CS2 support

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module.exports = {
presets: [
'@vue/cli-plugin-babel/preset'
]
}

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# API Proxying with SvelteKit Server Routes
This document explains how API requests are proxied to the backend using SvelteKit server routes.
## Why Use Server Routes?
The CS2.WTF frontend uses **SvelteKit server routes** to proxy API requests to the backend. This approach provides several benefits:
-**Works in all environments**: Development, preview, and production
-**No CORS issues**: Requests are server-side
-**Single code path**: Same behavior everywhere
-**Flexible backend switching**: Change one environment variable
-**Future-proof**: Can add caching, rate limiting, auth later
-**Better security**: Backend URL not exposed to client
## Architecture
### Request Flow
```
Browser → /api/matches → SvelteKit Server Route → Backend → Response
```
**Detailed Flow**:
```
1. Browser: GET http://localhost:5173/api/matches?limit=20
2. SvelteKit: Routes to src/routes/api/[...path]/+server.ts
3. Server Handler: Reads VITE_API_BASE_URL environment variable
4. Backend Call: GET https://api.csgow.tf/matches?limit=20
5. Backend: Returns JSON response
6. Server Handler: Forwards response to browser
7. Browser: Receives response (no CORS issues!)
```
**SSR (Server-Side Rendering) Flow**:
```
1. Page Load: +page.ts calls api.matches.getMatches()
2. API Client: Detects import.meta.env.SSR === true
3. Direct Call: GET https://api.csgow.tf/matches?limit=20
4. Backend: Returns JSON response
5. SSR: Renders page with data
```
**Note**: SSR bypasses the SvelteKit route and calls the backend directly because relative URLs (`/api`) don't work during server-side rendering.
### Key Components
**1. SvelteKit Server Route** (`src/routes/api/[...path]/+server.ts`)
- Catch-all route that matches `/api/*`
- Forwards requests to backend
- Supports GET, POST, DELETE methods
- Handles errors gracefully
**2. API Client** (`src/lib/api/client.ts`)
- Browser: Uses `/api` base URL (routes to SvelteKit)
- SSR: Uses `VITE_API_BASE_URL` directly (bypasses SvelteKit route)
- Automatically detects environment with `import.meta.env.SSR`
**3. Environment Variable** (`.env`)
- `VITE_API_BASE_URL` controls which backend to use
- Switch between local and production easily
## Configuration
### Environment Variables
**`.env`**:
```env
# Production API (default)
VITE_API_BASE_URL=https://api.csgow.tf
# Local backend (for development)
# VITE_API_BASE_URL=http://localhost:8000
```
**Switching Backends**:
```bash
# Use production API
echo "VITE_API_BASE_URL=https://api.csgow.tf" > .env
npm run dev
# Use local backend
echo "VITE_API_BASE_URL=http://localhost:8000" > .env
npm run dev
```
### Server Route Implementation
**File**: `src/routes/api/[...path]/+server.ts`
```typescript
import { error, json } from '@sveltejs/kit';
import type { RequestHandler } from './$types';
const API_BASE_URL = import.meta.env.VITE_API_BASE_URL || 'https://api.csgow.tf';
export const GET: RequestHandler = async ({ params, url }) => {
const path = params.path; // e.g., "matches"
const queryString = url.search; // e.g., "?limit=20"
const backendUrl = `${API_BASE_URL}/${path}${queryString}`;
try {
const response = await fetch(backendUrl);
const data = await response.json();
return json(data);
} catch (err) {
throw error(503, 'Unable to connect to backend');
}
};
```
### API Client Configuration
**File**: `src/lib/api/client.ts`
```typescript
// Simple, single configuration
const API_BASE_URL = '/api';
// Always routes to SvelteKit server routes
// No environment detection needed
```
## Testing the Setup
### 1. Check Environment Variable
```bash
cat .env
# Should show:
VITE_API_BASE_URL=https://api.csgow.tf
# or
VITE_API_BASE_URL=http://localhost:8000
```
### 2. Start Development Server
```bash
npm run dev
# Server starts on http://localhost:5173
```
### 3. Check Network Requests
Open DevTools → Network tab:
- ✅ Requests go to `/api/matches`, `/api/player/123`, etc.
- ✅ Status should be `200 OK`
- ✅ No CORS errors in console
### 4. Test Both Backends
**Test Production API**:
```bash
# Set production API
echo "VITE_API_BASE_URL=https://api.csgow.tf" > .env
# Start dev server
npm run dev
# Visit http://localhost:5173/matches
# Should load matches from production API
```
**Test Local Backend**:
```bash
# Start local backend first
cd ../csgowtfd
go run main.go
# In another terminal, set local API
echo "VITE_API_BASE_URL=http://localhost:8000" > .env
# Start dev server
npm run dev
# Visit http://localhost:5173/matches
# Should load matches from local backend
```
## Common Issues
### Issue 1: 503 Service Unavailable
**Symptom**: API requests return 503 error
**Possible Causes**:
1. Backend is not running
2. Wrong `VITE_API_BASE_URL` in `.env`
3. Network connectivity issues
**Fix**:
```bash
# Check .env file
cat .env
# If using local backend, make sure it's running
curl http://localhost:8000/matches
# If using production API, check connectivity
curl https://api.csgow.tf/matches
# Restart dev server after changing .env
npm run dev
```
### Issue 2: 404 Not Found
**Symptom**: `/api/*` routes return 404
**Cause**: SvelteKit server route file missing or not loaded
**Fix**:
```bash
# Check file exists
ls src/routes/api/[...path]/+server.ts
# If missing, create it
mkdir -p src/routes/api/'[...path]'
# Then create +server.ts file
# Restart dev server
npm run dev
```
### Issue 3: Environment Variable Not Loading
**Symptom**: Server route uses wrong backend URL
**Cause**: Changes to `.env` require server restart
**Fix**:
```bash
# Stop dev server (Ctrl+C)
# Update .env
echo "VITE_API_BASE_URL=http://localhost:8000" > .env
# Start dev server again
npm run dev
```
### Issue 4: CORS Errors Still Appearing
**Symptom**: Browser console shows CORS errors
**Cause**: API client is not using `/api` prefix
**Fix**:
Check `src/lib/api/client.ts`:
```typescript
// Should be:
const API_BASE_URL = '/api';
// Not:
const API_BASE_URL = 'https://api.csgow.tf'; // ❌ Wrong
```
## How It Works Compared to Vite Proxy
### Old Approach (Vite Proxy)
```
Development:
Browser → /api → Vite Proxy → Backend
Production:
Browser → Backend (direct, different code path)
```
**Problems**:
- Two different code paths (dev vs prod)
- Proxy only works in development
- SSR has to bypass proxy
- Complex configuration
### New Approach (SvelteKit Server Routes)
```
All Environments:
Browser → /api → SvelteKit Route → Backend
```
**Benefits**:
- Single code path
- Works in dev, preview, and production
- Consistent behavior everywhere
- Simpler configuration
## Adding Features
### Add Request Caching
**File**: `src/routes/api/[...path]/+server.ts`
```typescript
const cache = new Map<string, { data: any; expires: number }>();
export const GET: RequestHandler = async ({ params, url }) => {
const cacheKey = `${params.path}${url.search}`;
// Check cache
const cached = cache.get(cacheKey);
if (cached && Date.now() < cached.expires) {
return json(cached.data);
}
// Fetch from backend
const data = await fetch(`${API_BASE_URL}/${params.path}${url.search}`).then((r) => r.json());
// Cache for 5 minutes
cache.set(cacheKey, {
data,
expires: Date.now() + 5 * 60 * 1000
});
return json(data);
};
```
### Add Rate Limiting
```typescript
import { rateLimit } from '$lib/server/rateLimit';
export const GET: RequestHandler = async ({ request, params, url }) => {
// Check rate limit
await rateLimit(request);
// Continue with normal flow...
};
```
### Add Authentication
```typescript
export const GET: RequestHandler = async ({ request, params, url }) => {
// Get auth token from cookie
const token = request.headers.get('cookie')?.includes('auth_token');
// Forward to backend with auth
const response = await fetch(backendUrl, {
headers: {
Authorization: `Bearer ${token}`
}
});
// ...
};
```
## Summary
| Feature | Vite Proxy | SvelteKit Routes |
| --------------------- | ---------- | ---------------- |
| Works in dev | ✅ | ✅ |
| Works in production | ❌ | ✅ |
| Single code path | ❌ | ✅ |
| Can add caching | ❌ | ✅ |
| Can add rate limiting | ❌ | ✅ |
| Can add auth | ❌ | ✅ |
| SSR compatible | ❌ | ✅ |
**SvelteKit server routes provide a production-ready, maintainable solution for API proxying that works in all environments.**

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# CS2.WTF Design System
A modern, tactical design language inspired by Counter-Strike 2's in-game aesthetics.
---
## 🎨 Design Philosophy
### Core Principles
1. **Tactical & Data-Dense**: Inspired by CS2's HUD - information at a glance
2. **Dark-First**: Gaming-optimized dark theme as default
3. **Team Identity**: Leverage T-side (orange) and CT-side (blue) throughout
4. **Performance**: Smooth animations, no bloat
5. **Accessible**: WCAG 2.1 AA compliant
### Visual Language
- **Sharp Corners**: Minimal border radius (2-4px) for tactical feel
- **Neon Accents**: Subtle glows on interactive elements
- **Grid-Based**: 8px base unit for consistent spacing
- **Monospace Numbers**: Stats feel more tactical
- **Depth Through Layers**: Elevated cards with subtle shadows
---
## 🎨 Color Palette
### Brand Colors
```css
/* Primary (CT Blue) */
--ct-blue: #5e98d9;
--ct-blue-light: #7eaee5;
--ct-blue-dark: #4a7ab3;
/* Secondary (T Orange) */
--t-orange: #d4a74a;
--t-orange-light: #e5c674;
--t-orange-dark: #b38a3a;
/* Accent (Success Green) */
--accent-green: #36d399;
```
### Base Colors (Dark Theme)
```css
/* Backgrounds */
--bg-primary: #0f172a; /* Slate 900 - Main background */
--bg-secondary: #1e293b; /* Slate 800 - Card background */
--bg-tertiary: #334155; /* Slate 700 - Hover states */
/* Text */
--text-primary: #e2e8f0; /* Slate 200 - Main text */
--text-secondary: #94a3b8; /* Slate 400 - Muted text */
--text-tertiary: #64748b; /* Slate 500 - Disabled text */
/* Borders */
--border-default: #334155; /* Slate 700 */
--border-accent: #475569; /* Slate 600 - Hover */
```
### Semantic Colors
```css
/* Status */
--success: #36d399; /* Win, positive stats */
--warning: #fbbd23; /* Neutral, info */
--error: #f87272; /* Loss, negative stats */
--info: #3abff8; /* Information, CT-related */
```
---
## 📐 Typography
### Font Families
**Primary (UI Text):**
```css
font-family:
'Inter',
system-ui,
-apple-system,
sans-serif;
```
**Monospace (Stats & Numbers):**
```css
font-family: 'JetBrains Mono', 'Fira Code', Consolas, monospace;
```
### Type Scale
```css
/* Display */
--text-6xl: 3.75rem; /* 60px - Hero headings */
--text-5xl: 3rem; /* 48px - Page titles */
--text-4xl: 2.25rem; /* 36px - Section headers */
/* Headings */
--text-3xl: 1.875rem; /* 30px - Card titles */
--text-2xl: 1.5rem; /* 24px - Subsection headers */
--text-xl: 1.25rem; /* 20px - Large body */
/* Body */
--text-lg: 1.125rem; /* 18px - Prominent text */
--text-base: 1rem; /* 16px - Default body */
--text-sm: 0.875rem; /* 14px - Small text */
--text-xs: 0.75rem; /* 12px - Captions */
```
### Font Weights
```css
--font-normal: 400;
--font-medium: 500;
--font-semibold: 600;
--font-bold: 700;
```
---
## 🏗️ Layout
### Spacing System (8px Grid)
```css
--space-1: 0.25rem; /* 4px */
--space-2: 0.5rem; /* 8px */
--space-3: 0.75rem; /* 12px */
--space-4: 1rem; /* 16px */
--space-6: 1.5rem; /* 24px */
--space-8: 2rem; /* 32px */
--space-12: 3rem; /* 48px */
--space-16: 4rem; /* 64px */
--space-24: 6rem; /* 96px */
```
### Container Widths
```css
--container-sm: 640px; /* Mobile landscape */
--container-md: 768px; /* Tablet */
--container-lg: 1024px; /* Desktop */
--container-xl: 1280px; /* Large desktop */
--container-2xl: 1536px; /* Extra large */
```
### Breakpoints
```css
/* Mobile first approach */
sm: 640px /* Tablet */
md: 768px /* Small desktop */
lg: 1024px /* Desktop */
xl: 1280px /* Large desktop */
2xl: 1536px /* Extra large */
```
---
## 🎭 Components
### Cards
**Default Card:**
```css
background: var(--bg-secondary);
border: 1px solid var(--border-default);
border-radius: 4px;
padding: 1.5rem;
box-shadow: 0 4px 6px -1px rgb(0 0 0 / 0.1);
```
**Elevated Card:**
```css
box-shadow:
0 10px 15px -3px rgb(0 0 0 / 0.2),
0 4px 6px -4px rgb(0 0 0 / 0.1);
```
**Interactive Card (Hover):**
```css
transition: all 0.2s ease;
&:hover {
border-color: var(--ct-blue);
box-shadow: 0 0 0 2px rgb(94 152 217 / 0.2);
transform: translateY(-2px);
}
```
### Buttons
**Primary (CT Blue):**
```css
background: var(--ct-blue);
color: white;
padding: 0.75rem 1.5rem;
border-radius: 4px;
font-weight: 600;
transition: all 0.2s;
&:hover {
background: var(--ct-blue-dark);
box-shadow: 0 0 20px rgb(94 152 217 / 0.3);
}
```
**Secondary (T Orange):**
```css
background: var(--t-orange);
color: white;
/* Similar styling */
```
**Ghost:**
```css
background: transparent;
border: 1px solid var(--border-default);
color: var(--text-primary);
&:hover {
background: var(--bg-tertiary);
border-color: var(--ct-blue);
}
```
### Badges
**Team Badge:**
```css
/* T-Side */
background: rgb(212 167 74 / 0.1);
color: var(--t-orange-light);
border: 1px solid var(--t-orange-dark);
/* CT-Side */
background: rgb(94 152 217 / 0.1);
color: var(--ct-blue-light);
border: 1px solid var(--ct-blue-dark);
```
**Status Badge:**
```css
/* Win */
background: rgb(54 211 153 / 0.1);
color: var(--success);
/* Loss */
background: rgb(248 114 114 / 0.1);
color: var(--error);
```
---
## 🌊 Animations
### Transitions
```css
/* Standard */
transition: all 0.2s ease;
/* Slow */
transition: all 0.3s ease;
/* Fast */
transition: all 0.15s ease;
```
### Keyframes
**Fade In:**
```css
@keyframes fadeIn {
from {
opacity: 0;
transform: translateY(-10px);
}
to {
opacity: 1;
transform: translateY(0);
}
}
```
**Pulse (Live Indicator):**
```css
@keyframes pulse {
0%,
100% {
opacity: 1;
}
50% {
opacity: 0.5;
}
}
```
**Glow:**
```css
@keyframes glow {
0%,
100% {
box-shadow: 0 0 10px rgb(94 152 217 / 0.3);
}
50% {
box-shadow: 0 0 20px rgb(94 152 217 / 0.5);
}
}
```
---
## 🎯 Iconography
**Icon Library:** Lucide Icons (clean, modern, consistent)
**Icon Sizes:**
```css
--icon-xs: 16px;
--icon-sm: 20px;
--icon-md: 24px;
--icon-lg: 32px;
--icon-xl: 48px;
```
**Icon Colors:**
- Default: `text-slate-400`
- Active: `text-primary` or `text-secondary`
- Success: `text-success`
- Error: `text-error`
---
## 📊 Data Visualization
### Chart Colors
**Team Performance:**
- T-Side: `#d4a74a`
- CT-Side: `#5e98d9`
**Heatmaps:**
- Low: `#334155` (Slate 700)
- Medium: `#f59e0b` (Amber 500)
- High: `#ef4444` (Red 500)
**Line Charts:**
- Primary line: `#5e98d9`
- Secondary line: `#d4a74a`
- Grid: `rgb(51 65 85 / 0.3)`
### Tables
**Header:**
```css
background: var(--bg-primary);
font-weight: 600;
text-transform: uppercase;
font-size: 0.75rem;
letter-spacing: 0.05em;
color: var(--text-secondary);
```
**Row:**
```css
border-bottom: 1px solid var(--border-default);
&:hover {
background: var(--bg-tertiary);
}
```
**Stats (Numbers):**
```css
font-family: var(--font-mono);
font-variant-numeric: tabular-nums;
```
---
## ♿ Accessibility
### Focus States
```css
&:focus-visible {
outline: 2px solid var(--ct-blue);
outline-offset: 2px;
}
```
### Color Contrast
- Text on dark bg: Minimum 4.5:1 (WCAG AA)
- Large text: Minimum 3:1
- UI components: Minimum 3:1
### Motion
```css
@media (prefers-reduced-motion: reduce) {
* {
animation-duration: 0.01ms !important;
transition-duration: 0.01ms !important;
}
}
```
---
## 🎮 CS2-Specific Elements
### Rank Display
- Show Premier rating (0-30,000) with color coding
- Bronze: `#cd7f32`
- Silver: `#c0c0c0`
- Gold: `#ffd700`
- Legend: `#9b59b6`
### Map Thumbnails
- 16:9 aspect ratio
- Slight overlay gradient (bottom to top)
- Map name in bottom-left corner
### Weapon Icons
- Monochrome with subtle glow
- Size: 32x32px default
- Color: Match rarity (Consumer White, Mil-Spec Blue, etc.)
### Kill Feed
```css
.kill-feed-item {
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.25rem 0.5rem;
background: rgb(15 23 42 / 0.9);
border-left: 2px solid var(--t-orange);
}
```
---
## 📱 Responsive Design
### Mobile (< 768px)
- Stack layouts vertically
- Reduce padding/spacing by 25%
- Hide secondary information
- Larger tap targets (min 44x44px)
- Bottom navigation for main actions
### Tablet (768px - 1024px)
- Two-column layouts
- Collapsible sidebar
- Touch-optimized interactions
### Desktop (> 1024px)
- Three-column layouts where appropriate
- Hover states and tooltips
- Keyboard shortcuts
- Dense data tables
---
## 🎨 Example Compositions
### Hero Section (Homepage)
```
┌─────────────────────────────────────────┐
│ │
│ CS2.WTF (Large Logo) │
│ Statistics for CS2 Matches │
│ │
│ [Search Match] [Browse Players] │
│ │
│ Featured Matches (Carousel) ────> │
│ │
└─────────────────────────────────────────┘
```
### Match Card
```
┌─────────────────────────────────────┐
│ de_inferno 13 - 10 LIVE │
│ ─────────────────────────────────── │
│ 👤 Player1 24K 18D ⭐⭐⭐ │
│ 👤 Player2 21K 20D ⭐⭐ │
│ ... │
│ ─────────────────────────────────── │
│ 📅 2 hours ago ⏱️ 42:33 │
└─────────────────────────────────────┘
```
### Stats Table
```
┌──────────────────────────────────────────────┐
│ PLAYER K D A HS% ADR RATING │
├──────────────────────────────────────────────┤
│ 👤 Player1 24 18 6 50% 98 1.32 🥇 │
│ 👤 Player2 21 20 8 48% 87 1.12 │
│ 👤 Player3 19 22 5 44% 82 0.98 │
└──────────────────────────────────────────────┘
```
---
## 🚀 Performance Guidelines
- Lazy load images and charts
- Use CSS transforms for animations (GPU-accelerated)
- Debounce search inputs (300ms)
- Virtual scrolling for large tables (> 100 rows)
- Optimize bundle size (< 200KB initial)
---
## 📝 Naming Conventions
### CSS Classes
```css
/* Component */
.match-card {
}
/* Element */
.match-card__header {
}
/* Modifier */
.match-card--featured {
}
/* State */
.match-card.is-active {
}
```
### Tailwind Utilities
Prefer utility classes for spacing, colors, and common patterns:
```html
<div class="rounded-lg bg-base-200 p-6 shadow-lg"></div>
```
---
**Last Updated**: 2025-11-04
**Status**: Active Development

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# CS2.WTF Feature Implementation Status
**Last Updated:** 2025-11-12
**Branch:** cs2-port
**Status:** In Progress (~70% Complete)
## Overview
This document tracks the implementation status of missing features from the original CS:GO WTF frontend that need to be ported to the new CS2.WTF SvelteKit application.
---
## Phase 1: Critical Features (HIGH PRIORITY)
### ✅ 1. Player Tracking System
**Status:** COMPLETED
- ✅ Added `tracked` field to Player type
- ✅ Updated player schema validation
- ✅ Updated API transformer to pass through `tracked` field
- ✅ Created `TrackPlayerModal.svelte` component
- Auth code input
- Optional share code input
- Track/Untrack functionality
- Help text with instructions
- Loading states and error handling
- ✅ Integrated modal into player profile page
- ✅ Added tracking status indicator button
- ✅ Connected to API endpoints: `POST /player/:id/track` and `DELETE /player/:id/track`
**Files Modified:**
- `src/lib/types/Player.ts`
- `src/lib/schemas/player.schema.ts`
- `src/lib/api/transformers.ts`
- `src/routes/player/[id]/+page.svelte`
**Files Created:**
- `src/lib/components/player/TrackPlayerModal.svelte`
---
### ✅ 2. Match Share Code Parsing
**Status:** COMPLETED
- ✅ Created `ShareCodeInput.svelte` component
- Share code input with validation
- Submit button with loading state
- Parse status feedback (parsing/success/error)
- Auto-redirect to match page on success
- Help text with instructions
- ✅ Added component to matches page
- ✅ Connected to API endpoint: `GET /match/parse/:sharecode`
- ✅ Share code format validation
**Files Created:**
- `src/lib/components/match/ShareCodeInput.svelte`
**Files Modified:**
- `src/routes/matches/+page.svelte`
---
### ✅ 3. VAC/Game Ban Status Display (Player Profile)
**Status:** COMPLETED
- ✅ Added VAC ban badge with count and date
- ✅ Added Game ban badge with count and date
- ✅ Styled with error/warning colors
- ✅ Displays on player profile header
- ✅ Shows ban dates when available
**Files Modified:**
- `src/routes/player/[id]/+page.svelte`
---
### 🔄 4. VAC Status Column on Match Scoreboard
**Status:** NOT STARTED
**TODO:**
- Add VAC status indicator column to scoreboard in `src/routes/match/[id]/+page.svelte`
- Add VAC status indicator to details tab table
- Style with red warning icon for players with VAC bans
- Tooltip with ban date on hover
**Files to Modify:**
- `src/routes/match/[id]/+page.svelte`
- `src/routes/match/[id]/details/+page.svelte`
---
### 🔄 5. Weapons Statistics Tab
**Status:** NOT STARTED
**Requires:**
- New tab on match detail page
- Component to display weapon statistics
- Hitgroup visualization (similar to old HitgroupPuppet.vue)
- Weapon breakdown table with kills, damage, hits per weapon
- API endpoint already exists: `GET /match/:id/weapons`
- API method already exists: `matchesAPI.getMatchWeapons()`
**TODO:**
- Create `src/routes/match/[id]/weapons/+page.svelte`
- Create `src/routes/match/[id]/weapons/+page.ts` (load function)
- Create `src/lib/components/match/WeaponStats.svelte`
- Create `src/lib/components/match/HitgroupVisualization.svelte`
- Update match layout tabs to include weapons tab
**Estimated Effort:** 8-16 hours
---
### 🔄 6. Recently Visited Players (Home Page)
**Status:** NOT STARTED
**Requires:**
- localStorage tracking of visited player profiles
- Display on home page as cards
- Delete/clear functionality
- Limit to last 6-10 players
**TODO:**
- Create utility functions for localStorage management
- Create `src/lib/components/player/RecentlyVisitedPlayers.svelte`
- Add to home page (`src/routes/+page.svelte`)
- Track player visits in player profile page
- Add to preferences store
**Estimated Effort:** 4-6 hours
---
## Phase 2: Important Features (MEDIUM-HIGH PRIORITY)
### 🔄 7. Complete Scoreboard Columns
**Status:** NOT STARTED
**Missing Columns:**
- Player avatars (Steam avatar images)
- Color indicators (in-game player colors)
- In-game score column
- MVP stars column
- K/D ratio column (separate from K/D difference)
- Multi-kill indicators on scoreboard (currently only in Details tab)
**TODO:**
- Update `src/routes/match/[id]/+page.svelte` scoreboard table
- Add avatar column with Steam profile images
- Add color-coded player indicators
- Add Score, MVP, K/D ratio columns
- Move multi-kill indicators to scoreboard or add as tooltips
**Estimated Effort:** 6-8 hours
---
### 🔄 8. Sitemap Generation
**Status:** NOT STARTED
**Requires:**
- Dynamic sitemap generation based on players and matches
- XML sitemap endpoint
- Sitemap index for pagination
- robots.txt configuration
**TODO:**
- Create `src/routes/sitemap.xml/+server.ts`
- Create `src/routes/sitemap/[id]/+server.ts`
- Implement sitemap generation logic
- Add robots.txt to static folder
- Connect to backend sitemap endpoints if they exist
**Estimated Effort:** 6-8 hours
---
### 🔄 9. Team Average Rank Badges (Match Header)
**Status:** NOT STARTED
**Requires:**
- Calculate average Premier rating per team
- Display in match header/layout
- Show tier badges for each team
- Rank change indicators
**TODO:**
- Add calculation logic in `src/routes/match/[id]/+layout.svelte`
- Create component for team rank display
- Style with tier colors
**Estimated Effort:** 3-4 hours
---
### 🔄 10. Chat Message Translation
**Status:** NOT STARTED
**Requires:**
- Translation API integration (Google Translate, DeepL, or similar)
- Translate button on each chat message
- Language detection
- Cache translations
**TODO:**
- Choose translation API provider
- Add API key configuration
- Create translation service in `src/lib/services/translation.ts`
- Update `src/routes/match/[id]/chat/+page.svelte`
- Add translate button to chat messages
- Handle loading and error states
**Estimated Effort:** 8-12 hours
---
## Phase 3: Polish & Nice-to-Have (MEDIUM-LOW PRIORITY)
### 🔄 11. Steam Profile Links
**Status:** NOT STARTED
**TODO:**
- Add Steam profile link to player name on player profile page
- Add links to scoreboard player names
- Support for vanity URLs
- Open in new tab
**Files to Modify:**
- `src/routes/player/[id]/+page.svelte`
- `src/routes/match/[id]/+page.svelte`
- `src/routes/match/[id]/details/+page.svelte`
**Estimated Effort:** 2-3 hours
---
### 🔄 12. Win/Loss/Tie Statistics
**Status:** NOT STARTED
**TODO:**
- Display total wins, losses, ties on player profile
- Calculate win rate from these totals
- Add to player stats cards section
**Files to Modify:**
- `src/routes/player/[id]/+page.svelte`
**Estimated Effort:** 1-2 hours
---
### 🔄 13. Privacy Policy Page
**Status:** NOT STARTED
**TODO:**
- Create `src/routes/privacy-policy/+page.svelte`
- Write privacy policy content
- Add GDPR compliance information
- Link from footer
**Estimated Effort:** 2-4 hours
---
### 🔄 14. Player Color Indicators (Scoreboard)
**Status:** NOT STARTED
**TODO:**
- Display in-game player colors on scoreboard
- Color-code player rows or names
- Match CS2 color scheme (green/yellow/purple/blue/orange)
**Files to Modify:**
- `src/routes/match/[id]/+page.svelte`
**Estimated Effort:** 1-2 hours
---
### 🔄 15. Additional Utility Statistics
**Status:** NOT STARTED
**Missing Stats:**
- Self-flash statistics
- Smoke grenade usage
- Decoy grenade usage
- Team flash statistics
**TODO:**
- Display in match details or player profile
- Add to utility effectiveness section
**Estimated Effort:** 2-3 hours
---
## Feature Parity Comparison
### What's BETTER in Current Implementation ✨
- Modern SvelteKit architecture with TypeScript
- Superior filtering and search functionality
- Data export (CSV/JSON)
- Better data visualizations (Chart.js)
- Premier rating system (CS2-specific)
- Dark/light theme toggle
- Infinite scroll
- Better responsive design
### What's Currently Missing ⚠️
- Weapon statistics page (high impact)
- Complete scoreboard columns (medium impact)
- Recently visited players (medium impact)
- Sitemap/SEO (medium impact)
- Chat translation (low-medium impact)
- Various polish features (low impact)
---
## Estimated Remaining Effort
### By Priority
| Priority | Tasks Remaining | Est. Hours | Status |
| ------------------- | --------------- | --------------- | ---------------- |
| Phase 1 (Critical) | 3 | 16-30 hours | 50% Complete |
| Phase 2 (Important) | 4 | 23-36 hours | 0% Complete |
| Phase 3 (Polish) | 5 | 8-14 hours | 0% Complete |
| **TOTAL** | **12** | **47-80 hours** | **25% Complete** |
### Overall Project Status
- **Completed:** 3 critical features
- **In Progress:** API cleanup and optimization
- **Remaining:** 12 features across 3 phases
- **Estimated Completion:** 2-3 weeks of full-time development
---
## Next Steps
### Immediate (This Session)
1. ✅ Player tracking UI - DONE
2. ✅ Share code parsing UI - DONE
3. ✅ VAC/ban status display (profile) - DONE
4. ⏭️ VAC status on scoreboard - NEXT
5. ⏭️ Weapons statistics tab - NEXT
6. ⏭️ Recently visited players - NEXT
### Short Term (Next Session)
- Complete remaining Phase 1 features
- Start Phase 2 features (scoreboard completion, sitemap)
### Medium Term
- Complete Phase 2 features
- Begin Phase 3 polish features
### Long Term
- Full feature parity with old frontend
- Additional CS2-specific features
- Performance optimizations
---
## Testing Checklist
### Completed Features
- [x] Player tracking modal opens and closes
- [x] Player tracking modal validates auth code input
- [x] Track/untrack API calls work
- [x] Tracking status updates after track/untrack
- [x] Share code input validates format
- [x] Share code parsing submits to API
- [x] Parse status feedback displays correctly
- [x] Redirect to match page after successful parse
- [x] VAC/ban badges display on player profile
- [x] VAC/ban dates show when available
### TODO Testing
- [ ] VAC status displays on scoreboard
- [ ] Weapons tab loads and displays data
- [ ] Hitgroup visualization renders correctly
- [ ] Recently visited players tracked correctly
- [ ] Recently visited players display on home page
- [ ] All Phase 2 and 3 features
---
## Known Issues
### Current
- None
### Potential
- Translation API rate limiting (once implemented)
- Sitemap generation performance with large datasets
- Weapons tab may need pagination for long matches
---
## Notes
### Architecture Decisions
- Using SvelteKit server routes for API proxying (no CORS issues)
- Transformers pattern for legacy API format conversion
- Component-based approach for reusability
- TypeScript + Zod for type safety
### API Endpoints Used
-`POST /player/:id/track`
-`DELETE /player/:id/track`
-`GET /match/parse/:sharecode`
- ⏭️ `GET /match/:id/weapons` (available but not used yet)
- ⏭️ `GET /player/:id/meta` (available but not optimized yet)
---
## Contributors
- Initial Analysis: Claude (Anthropic AI)
- Implementation: In Progress
- Testing: Pending
---
**For questions or updates, refer to the main project README.md**

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# Local Development Setup
This guide will help you set up the CS2.WTF frontend for local development.
## Prerequisites
- **Node.js**: v18.x or v20.x (check with `node --version`)
- **npm**: v9.x or higher (comes with Node.js)
- **Backend API**: Either local csgowtfd service OR access to production API
## Quick Start
### 1. Install Dependencies
```bash
npm install
```
### 2. Environment Configuration
The `.env` file already exists in the project. You can use it as-is or modify it:
**Option A: Use Production API** (Recommended for frontend development)
```env
# Use the live production API - no local backend needed
VITE_API_BASE_URL=https://api.csgow.tf
VITE_API_TIMEOUT=10000
VITE_DEBUG_MODE=true
VITE_ENABLE_ANALYTICS=false
```
**Option B: Use Local Backend** (For full-stack development)
```env
# Use local backend (requires csgowtfd running on port 8000)
VITE_API_BASE_URL=http://localhost:8000
VITE_API_TIMEOUT=10000
VITE_DEBUG_MODE=true
VITE_ENABLE_ANALYTICS=false
```
### 3. Start the Development Server
```bash
npm run dev
```
The frontend will be available at `http://localhost:5173`
You should see output like:
```
VITE v5.x.x ready in xxx ms
➜ Local: http://localhost:5173/
➜ Network: use --host to expose
```
### 4. (Optional) Start Local Backend
Only needed if using `VITE_API_BASE_URL=http://localhost:8000`:
```bash
# In the csgowtfd repository
cd ../csgowtfd
go run cmd/csgowtfd/main.go
```
Or use Docker:
```bash
docker-compose up csgowtfd
```
## How SvelteKit API Routes Work
All API requests go through **SvelteKit server routes** which proxy to the backend. This works consistently in all environments.
### Request Flow (All Environments)
```
1. Browser makes request to: http://localhost:5173/api/matches
2. SvelteKit routes to: src/routes/api/[...path]/+server.ts
3. Server handler reads VITE_API_BASE_URL environment variable
4. Server fetches from backend: ${VITE_API_BASE_URL}/matches
5. Backend responds
6. Server handler forwards response to browser
```
### Benefits
-**No CORS errors** - All requests are server-side
-**Works in all environments** - Dev, preview, and production
-**Single code path** - Same behavior everywhere
-**Easy backend switching** - Change one environment variable
-**Future-proof** - Can add caching, rate limiting, auth later
-**Backend URL not exposed** - Hidden from client
### Switching Between Backends
Simply update `.env` and restart the dev server:
```bash
# Use production API
echo "VITE_API_BASE_URL=https://api.csgow.tf" > .env
npm run dev
# Use local backend
echo "VITE_API_BASE_URL=http://localhost:8000" > .env
npm run dev
```
### Development vs Production
| Mode | Request Flow | Backend URL From |
| -------------------------------- | ---------------------------------------------- | ------------------------------ |
| **Development** (`npm run dev`) | Browser → `/api/*` → SvelteKit Route → Backend | `.env``VITE_API_BASE_URL` |
| **Production** (`npm run build`) | Browser → `/api/*` → SvelteKit Route → Backend | Build-time `VITE_API_BASE_URL` |
**Note**: The flow is identical in both modes - this is the key advantage over the old Vite proxy approach.
## Troubleshooting
### No Data Showing / Network Errors
**Problem**: Frontend loads but shows no matches, players show "Failed to load" errors.
**Solutions**:
1. **Check what backend you're using**:
```bash
# Look at your .env file
cat .env | grep VITE_API_BASE_URL
```
2. **If using production API** (`https://api.csgow.tf`):
```bash
# Test if production API is accessible
curl https://api.csgow.tf/matches?limit=1
```
Should return JSON data. If not, production API may be down.
3. **If using local backend** (`http://localhost:8000`):
```bash
# Test if local backend is running
curl http://localhost:8000/matches?limit=1
```
If you get "Connection refused", start the backend service.
4. **Check browser console**:
- Open DevTools → Console tab
- Look for `[API Route]` error messages from the server route handler
- Network tab should show requests to `/api/*` (not external URLs)
- Check if requests return 503 (backend unreachable) or 500 (server error)
5. **Check server logs**:
- Look at the terminal running `npm run dev`
- Server route errors will appear with `[API Route] Error fetching...`
- This will show you the exact backend URL being requested
6. **Restart dev server**:
```bash
# Stop dev server (Ctrl+C)
npm run dev
```
### CORS Errors (Should Never Happen)
CORS errors should be impossible with SvelteKit server routes since all requests are server-side.
**If you somehow see CORS errors:**
- This means the API client is bypassing the `/api` routes
- Check that `src/lib/api/client.ts` has `API_BASE_URL = '/api'`
- Verify `src/routes/api/[...path]/+server.ts` exists
- Clear cache and restart:
```bash
rm -rf .svelte-kit
npm run dev
```
### Port Already in Use
If port 5173 is already in use:
```bash
# Vite will automatically try the next available port
npm run dev
# Or specify a custom port
npm run dev -- --port 3000
```
### Backend Connection Issues
If the backend is on a different host/port, update `.env`:
```env
# Custom backend location
VITE_API_BASE_URL=http://192.168.1.100:8080
```
Then restart the dev server.
## Development Workflow
### 1. Make Changes
Edit files in `src/`. The dev server has hot module replacement (HMR):
- Component changes reload instantly
- Route changes reload the page
- Store changes reload affected components
### 2. Type Checking
Run TypeScript type checking:
```bash
npm run check # Check once
npm run check:watch # Watch mode
```
### 3. Linting
```bash
npm run lint # Check for issues
npm run lint:fix # Auto-fix issues
npm run format # Run Prettier
```
### 4. Testing
```bash
# Unit tests
npm run test # Run once
npm run test:watch # Watch mode
npm run test:coverage # Generate coverage report
# E2E tests
npm run test:e2e # Headless
npm run test:e2e:ui # Playwright UI
```
## API Endpoints
The backend provides these endpoints (see `docs/API.md` for full details):
- `GET /matches` - List all matches
- `GET /match/:id` - Get match details
- `GET /match/:id/rounds` - Get round economy data
- `GET /match/:id/weapons` - Get weapon statistics
- `GET /match/:id/chat` - Get chat messages
- `GET /player/:id` - Get player profile
### How Requests Work
**All Environments** (dev, preview, production):
```
Frontend code: api.matches.getMatches()
API Client: GET /api/matches
SvelteKit Route: src/routes/api/[...path]/+server.ts
Server Handler: GET ${VITE_API_BASE_URL}/matches
Response: ← Data returned to frontend
```
The request flow is identical in all environments. The only difference is which backend URL `VITE_API_BASE_URL` points to:
- Development: Usually `https://api.csgow.tf` (production API)
- Local full-stack: `http://localhost:8000` (local backend)
- Production: `https://api.csgow.tf` (or custom backend URL)
## Mock Data (Alternative: No Backend)
If you want to develop without any backend (local or production), enable MSW mocking:
1. Update `.env`:
```env
VITE_ENABLE_MSW_MOCKING=true
```
2. Restart dev server
The app will use mock data from `src/mocks/handlers/`.
**Note**: Mock data is limited and may not reflect all features. **Production API is recommended** for most development work.
## Building for Production
```bash
# Build
npm run build
# Preview production build locally
npm run preview
```
The preview server runs on `http://localhost:4173` and uses the production API configuration.
## Environment Variables Reference
| Variable | Default | Description |
| -------------------------- | ----------------------- | ---------------------------- |
| `VITE_API_BASE_URL` | `http://localhost:8000` | Backend API base URL |
| `VITE_API_TIMEOUT` | `10000` | Request timeout (ms) |
| `VITE_ENABLE_LIVE_MATCHES` | `false` | Enable live match polling |
| `VITE_ENABLE_ANALYTICS` | `false` | Enable analytics tracking |
| `VITE_DEBUG_MODE` | `false` | Enable debug logging |
| `VITE_ENABLE_MSW_MOCKING` | `false` | Use mock data instead of API |
## Getting Help
- **Frontend Issues**: Check browser console for errors
- **API Issues**: Check backend logs and proxy output in terminal
- **Type Errors**: Run `npm run check` for detailed messages
- **Build Issues**: Delete `.svelte-kit/` and `node_modules/`, then `npm install`
## Next Steps
- Read `TODO.md` for current development status
- Check `docs/DESIGN.md` for design system documentation
- Review `docs/API.md` for complete API reference
- See `README.md` for project overview

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# Matches API Endpoint Documentation
This document provides detailed information about the matches API endpoints used by CS2.WTF to retrieve match data from the backend CSGOWTFD service.
## Overview
The matches API provides access to Counter-Strike 2 match data including match listings, detailed match statistics, and related match information such as weapons, rounds, and chat data.
## Base URL
All endpoints are relative to the API base URL: `https://api.csgow.tf`
During development, requests are proxied through `/api` to avoid CORS issues.
## Authentication
No authentication is required for read operations. All match data is publicly accessible.
## Rate Limiting
The API does not currently enforce rate limiting, but clients should implement reasonable request throttling to avoid overwhelming the service.
## Endpoints
### 1. Get Matches List
Retrieves a paginated list of matches.
**Endpoint**: `GET /matches`
**Alternative**: `GET /matches/next/:time`
**Parameters**:
- `time` (path, optional): Unix timestamp for pagination (use with `/matches/next/:time`)
- Query parameters:
- `limit` (optional): Number of matches to return (default: 50, max: 100)
- `map` (optional): Filter by map name (e.g., `de_inferno`)
- `player_id` (optional): Filter by player Steam ID
**Response** (200 OK):
**IMPORTANT**: This endpoint returns a **plain array**, not an object with properties.
```json
[
{
"match_id": "3589487716842078322",
"map": "de_inferno",
"date": 1730487900,
"score": [13, 10],
"duration": 2456,
"match_result": 1,
"max_rounds": 24,
"parsed": true,
"vac": false,
"game_ban": false
}
]
```
**Field Descriptions**:
- `match_id`: Unique match identifier (uint64 as string)
- `map`: Map name (can be empty string if not parsed)
- `date`: Unix timestamp (seconds since epoch)
- `score`: Array with two elements `[team_a_score, team_b_score]`
- `duration`: Match duration in seconds
- `match_result`: 0 = tie, 1 = team_a win, 2 = team_b win
- `max_rounds`: Maximum rounds (24 for MR12, 30 for MR15)
- `parsed`: Whether the demo has been parsed
- `vac`: Whether any player has a VAC ban
- `game_ban`: Whether any player has a game ban
**Pagination**:
- The API returns a plain array of matches, sorted by date (newest first)
- To get the next page, use the `date` field from the **last match** in the array
- Request `/matches/next/{timestamp}` where `{timestamp}` is the Unix timestamp
- Continue until the response returns fewer matches than your `limit` parameter
- Example: If you request `limit=20` and get back 15 matches, you've reached the end
### 2. Get Match Details
Retrieves detailed information about a specific match including player statistics.
**Endpoint**: `GET /match/{match_id}`
**Parameters**:
- `match_id` (path): The unique match identifier (uint64 as string)
**Response** (200 OK):
```json
{
"match_id": "3589487716842078322",
"share_code": "CSGO-XXXXX-XXXXX-XXXXX-XXXXX-XXXXX",
"map": "de_inferno",
"date": "2024-11-01T18:45:00Z",
"score_team_a": 13,
"score_team_b": 10,
"duration": 2456,
"match_result": 1,
"max_rounds": 24,
"demo_parsed": true,
"vac_present": false,
"gameban_present": false,
"tick_rate": 64.0, // Optional: not always provided by API
"players": [
{
"id": "765611980123456",
"name": "Player1",
"avatar": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/fe/fef49e7fa7e1997310d705b2a6158ff8dc1cdfeb_full.jpg",
"team_id": 2,
"kills": 24,
"deaths": 18,
"assists": 6,
"headshot": 12,
"mvp": 3,
"score": 56,
"kast": 78, // Optional: not always provided by API
"rank_old": 18500,
"rank_new": 18650,
"dmg_enemy": 2450,
"dmg_team": 120,
"flash_assists": 4,
"flash_duration_enemy": 15.6,
"flash_total_enemy": 8,
"ud_he": 450,
"ud_flames": 230,
"ud_flash": 5,
"ud_smoke": 3,
"avg_ping": 25.5,
"color": "yellow"
}
]
}
```
### 3. Get Match Weapons
Retrieves weapon statistics for all players in a match.
**Endpoint**: `GET /match/{match_id}/weapons`
**Parameters**:
- `match_id` (path): The unique match identifier
**Response** (200 OK):
```json
{
"match_id": 3589487716842078322,
"weapons": [
{
"player_id": 765611980123456,
"weapon_stats": [
{
"eq_type": 17,
"weapon_name": "AK-47",
"kills": 12,
"damage": 1450,
"hits": 48,
"hit_groups": {
"head": 8,
"chest": 25,
"stomach": 8,
"left_arm": 3,
"right_arm": 2,
"left_leg": 1,
"right_leg": 1
},
"headshot_pct": 16.7
}
]
}
]
}
```
### 4. Get Match Rounds
Retrieves round-by-round statistics for a match.
**Endpoint**: `GET /match/{match_id}/rounds`
**Parameters**:
- `match_id` (path): The unique match identifier
**Response** (200 OK):
```json
{
"match_id": 3589487716842078322,
"rounds": [
{
"round": 1,
"winner": 2,
"win_reason": "elimination",
"players": [
{
"round": 1,
"player_id": 765611980123456,
"bank": 800,
"equipment": 650,
"spent": 650,
"kills_in_round": 2,
"damage_in_round": 120
}
]
}
]
}
```
### 5. Get Match Chat
Retrieves chat messages from a match.
**Endpoint**: `GET /match/{match_id}/chat`
**Parameters**:
- `match_id` (path): The unique match identifier
**Response** (200 OK):
```json
{
"match_id": 3589487716842078322,
"messages": [
{
"player_id": 765611980123456,
"player_name": "Player1",
"message": "nice shot!",
"tick": 15840,
"round": 8,
"all_chat": true,
"timestamp": "2024-11-01T19:12:34Z"
}
]
}
```
### 6. Parse Match from Share Code
Initiates parsing of a match from a CS:GO/CS2 share code.
**Endpoint**: `GET /match/parse/{sharecode}`
**Parameters**:
- `sharecode` (path): The CS:GO/CS2 match share code
**Response** (200 OK):
```json
{
"match_id": "3589487716842078322",
"status": "parsing",
"message": "Demo download and parsing initiated",
"estimated_time": 120
}
```
## Data Models
### Match
```typescript
interface Match {
match_id: string; // Unique match identifier (uint64 as string)
share_code?: string; // CS:GO/CS2 share code (optional)
map: string; // Map name (e.g., "de_inferno")
date: string; // Match date and time (ISO 8601)
score_team_a: number; // Final score for team A
score_team_b: number; // Final score for team B
duration: number; // Match duration in seconds
match_result: number; // Match result: 0 = tie, 1 = team_a win, 2 = team_b win
max_rounds: number; // Maximum rounds (24 for MR12, 30 for MR15)
demo_parsed: boolean; // Whether the demo has been successfully parsed
vac_present: boolean; // Whether any player has a VAC ban
gameban_present: boolean; // Whether any player has a game ban
tick_rate?: number; // Server tick rate (64 or 128) - optional, not always provided by API
players?: MatchPlayer[]; // Array of player statistics (optional)
}
```
### MatchPlayer
```typescript
interface MatchPlayer {
id: string; // Player Steam ID (uint64 as string)
name: string; // Player display name
avatar: string; // Steam avatar URL
team_id: number; // Team ID: 2 = T side, 3 = CT side
kills: number; // Kills
deaths: number; // Deaths
assists: number; // Assists
headshot: number; // Headshot kills
mvp: number; // MVP stars earned
score: number; // In-game score
kast?: number; // KAST percentage (0-100) - optional, not always provided by API
rank_old?: number; // Premier rating before match (0-30000)
rank_new?: number; // Premier rating after match (0-30000)
dmg_enemy?: number; // Damage to enemies
dmg_team?: number; // Damage to teammates
flash_assists?: number; // Flash assist count
flash_duration_enemy?: number; // Total enemy blind time
flash_total_enemy?: number; // Enemies flashed count
ud_he?: number; // HE grenade damage
ud_flames?: number; // Molotov/Incendiary damage
ud_flash?: number; // Flash grenades used
ud_smoke?: number; // Smoke grenades used
avg_ping?: number; // Average ping
color?: string; // Player color
}
```
### MatchListItem
```typescript
interface MatchListItem {
match_id: string; // Unique match identifier (uint64 as string)
map: string; // Map name
date: string; // Match date and time (ISO 8601)
score_team_a: number; // Final score for team A
score_team_b: number; // Final score for team B
duration: number; // Match duration in seconds
demo_parsed: boolean; // Whether the demo has been successfully parsed
player_count?: number; // Number of players in the match - optional, not provided by API
}
```
## Error Handling
All API errors follow a consistent format:
```json
{
"error": "Error message",
"code": 404,
"details": {
"match_id": "3589487716842078322"
}
}
```
### Common HTTP Status Codes
- `200 OK`: Request successful
- `400 Bad Request`: Invalid parameters
- `404 Not Found`: Resource not found
- `500 Internal Server Error`: Server error
## Implementation Notes
### Pagination
The matches API implements cursor-based pagination using timestamps:
1. Initial request to `/matches` returns a plain array of matches (sorted newest first)
2. Extract the `date` field from the **last match** in the array
3. Request `/matches/next/{timestamp}` to get older matches
4. Continue until the response returns fewer matches than your `limit` parameter
5. The API does **not** provide `has_more` or `next_page_time` fields - you must calculate these yourself
### Data Transformation
The frontend application transforms legacy API responses to a modern schema-validated format:
- Unix timestamps are converted to ISO strings
- Avatar hashes are converted to full URLs (if provided)
- Team IDs are normalized (1/2 → 2/3 if needed)
- Score arrays `[team_a, team_b]` are split into separate fields
- Field names are mapped: `parsed``demo_parsed`, `vac``vac_present`, `game_ban``gameban_present`
- Missing fields are provided with defaults (e.g., `tick_rate: 64`)
### Steam ID Handling
All Steam IDs and Match IDs are handled as strings to preserve uint64 precision. Never convert these to numbers as it causes precision loss.
## Examples
### Fetching Matches with Pagination
```javascript
// Initial request - API returns a plain array
const matches = await fetch('/api/matches?limit=20').then((r) => r.json());
// matches is an array: [{ match_id, map, date, ... }, ...]
console.log(`Loaded ${matches.length} matches`);
// Get the timestamp of the last match for pagination
if (matches.length > 0) {
const lastMatch = matches[matches.length - 1];
const lastTimestamp = lastMatch.date; // Unix timestamp
// Fetch next page using the timestamp
const moreMatches = await fetch(`/api/matches/next/${lastTimestamp}?limit=20`).then((r) =>
r.json()
);
console.log(`Loaded ${moreMatches.length} more matches`);
// Check if we've reached the end
if (moreMatches.length < 20) {
console.log('Reached the end of matches');
}
}
```
### Complete Pagination Loop
```javascript
async function loadAllMatches(limit = 50) {
let allMatches = [];
let hasMore = true;
let lastTimestamp = null;
while (hasMore) {
// Build URL based on whether we have a timestamp
const url = lastTimestamp
? `/api/matches/next/${lastTimestamp}?limit=${limit}`
: `/api/matches?limit=${limit}`;
// Fetch matches
const matches = await fetch(url).then((r) => r.json());
// Add to collection
allMatches.push(...matches);
// Check if there are more
if (matches.length < limit) {
hasMore = false;
} else {
// Get timestamp of last match for next iteration
lastTimestamp = matches[matches.length - 1].date;
}
}
return allMatches;
}
```
### Filtering Matches by Map
```javascript
const response = await fetch('/api/matches?map=de_inferno&limit=20');
const data = await response.json();
```
### Filtering Matches by Player
```javascript
const response = await fetch('/api/matches?player_id=765611980123456&limit=20');
const data = await response.json();
```

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eslint.config.js Normal file
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import js from '@eslint/js';
import ts from 'typescript-eslint';
import svelte from 'eslint-plugin-svelte';
import prettier from 'eslint-config-prettier';
import globals from 'globals';
/** @type {import('eslint').Linter.FlatConfig[]} */
export default [
js.configs.recommended,
...ts.configs.recommended,
...svelte.configs['flat/recommended'],
prettier,
...svelte.configs['flat/prettier'],
{
languageOptions: {
globals: {
...globals.browser,
...globals.node
}
}
},
{
files: ['**/*.svelte'],
languageOptions: {
parserOptions: {
parser: ts.parser
}
}
},
{
ignores: [
'build/',
'.svelte-kit/',
'dist/',
'node_modules/',
'**/*.cjs',
'*.config.js',
'*.config.ts'
]
},
{
rules: {
'@typescript-eslint/no-unused-vars': [
'error',
{
argsIgnorePattern: '^_',
varsIgnorePattern: '^_'
}
],
'@typescript-eslint/no-explicit-any': 'error',
'svelte/no-at-html-tags': 'warn'
}
}
];

9106
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@@ -1,43 +1,79 @@
{
"name": "csgowtf",
"version": "1.0.7",
"name": "cs2wtf",
"version": "2.0.0",
"description": "Statistics for CS2 matchmaking matches",
"private": true,
"type": "module",
"scripts": {
"serve": "vue-cli-service serve",
"build": "vue-cli-service build --mode production",
"lint": "vue-cli-service lint"
"dev": "vite dev",
"build": "vite build",
"preview": "vite preview",
"check": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json",
"check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch",
"lint": "prettier --check . && eslint .",
"lint:fix": "prettier --write . && eslint --fix .",
"format": "prettier --write .",
"test": "vitest run",
"test:watch": "vitest",
"test:coverage": "vitest run --coverage",
"test:e2e": "playwright test",
"test:e2e:ui": "playwright test --ui",
"test:e2e:debug": "playwright test --debug",
"prepare": "husky"
},
"dependencies": {
"@popperjs/core": "^2.11.2",
"axios": "^0.25.0",
"bootstrap": "^5.1.3",
"core-js": "^3.21.0",
"dotenv-webpack": "^7.1.0",
"echarts": "^5.3.0",
"fork-awesome": "^1.2.0",
"http-status-codes": "^2.2.0",
"iso-639-1": "^2.1.13",
"jquery": "^3.6.0",
"luxon": "^2.3.0",
"string-sanitizer": "^2.0.2",
"vue": "^3.2.30",
"vue-matomo": "^4.1.0",
"vue-router": "^4.0.12",
"vue3-cookies": "^1.0.6",
"vuex": "^4.0.2"
"@sveltejs/kit": "^2.0.0",
"axios": "^1.6.0",
"chart.js": "^4.5.1",
"svelte": "^5.0.0",
"zod": "^3.22.0"
},
"devDependencies": {
"@vue/cli-plugin-babel": "~4.5.15",
"@vue/cli-plugin-eslint": "~4.5.15",
"@vue/cli-plugin-router": "~4.5.15",
"@vue/cli-plugin-vuex": "~4.5.15",
"@vue/cli-service": "~4.5.15",
"@vue/compiler-sfc": "^3.2.30",
"babel-eslint": "^10.1.0",
"eslint": "^6.8.0",
"eslint-plugin-vue": "^7.20.0",
"sass": "^1.49.7",
"sass-loader": "^10.2.1"
"@playwright/test": "^1.40.0",
"@sveltejs/adapter-auto": "^3.0.0",
"@sveltejs/adapter-node": "^5.0.0",
"@sveltejs/vite-plugin-svelte": "^4.0.0",
"@testing-library/jest-dom": "^6.0.0",
"@testing-library/svelte": "^5.0.0",
"@types/node": "^20.10.0",
"@typescript-eslint/eslint-plugin": "^7.0.0",
"@typescript-eslint/parser": "^7.0.0",
"@vitest/coverage-v8": "^1.0.0",
"autoprefixer": "^10.4.0",
"daisyui": "^4.0.0",
"eslint": "^8.57.0",
"eslint-config-prettier": "^9.1.0",
"eslint-plugin-svelte": "^2.35.0",
"globals": "^15.0.0",
"husky": "^9.0.0",
"jsdom": "^24.0.0",
"lint-staged": "^15.0.0",
"lucide-svelte": "^0.400.0",
"msw": "^2.0.0",
"postcss": "^8.4.0",
"prettier": "^3.2.0",
"prettier-plugin-svelte": "^3.1.0",
"prettier-plugin-tailwindcss": "^0.5.0",
"stylelint": "^16.0.0",
"stylelint-config-standard": "^36.0.0",
"svelte-check": "^4.0.0",
"tailwindcss": "^3.4.0",
"tslib": "^2.6.0",
"typescript": "^5.3.0",
"typescript-eslint": "^8.0.0",
"vite": "^5.0.0",
"vitest": "^1.0.0"
},
"packageManager": "yarn@3.0.2"
"lint-staged": {
"*.{js,ts,svelte}": [
"prettier --write",
"eslint --fix"
],
"*.{json,css,md}": [
"prettier --write"
]
},
"engines": {
"node": ">=18.0.0"
}
}

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import type { PlaywrightTestConfig } from '@playwright/test';
const config: PlaywrightTestConfig = {
webServer: {
command: 'npm run build && npm run preview',
port: 4173,
reuseExistingServer: !process.env.CI
},
testDir: 'tests/e2e',
testMatch: /(.+\.)?(test|spec)\.[jt]s/,
use: {
baseURL: 'http://localhost:4173',
screenshot: 'only-on-failure',
trace: 'retain-on-failure'
},
projects: [
{
name: 'chromium',
use: { browserName: 'chromium' }
},
{
name: 'firefox',
use: { browserName: 'firefox' }
},
{
name: 'webkit',
use: { browserName: 'webkit' }
}
],
reporter: process.env.CI ? 'github' : 'html',
forbidOnly: !!process.env.CI,
retries: process.env.CI ? 2 : 0,
workers: process.env.CI ? 1 : undefined
};
export default config;

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module.exports = {
plugins: {
tailwindcss: {},
autoprefixer: {}
}
};

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