Files
loto/docs/system-architecture.md
tiennm99 574c22ddc1 refactor: rewrite from Next.js + React to SvelteKit + Svelte 5
Full stack swap to enable future extension (more pages / load functions /
backend) while keeping JSDoc-only code style.

Stack:
- SvelteKit 2 + adapter-static
- Svelte 5 runes ($state, $derived, $effect, $props)
- Vite 7 + @sveltejs/vite-plugin-svelte 6
- Tailwind 4 (Vite plugin)
- ESLint 9 (flat) + eslint-plugin-svelte
- Pure JS + JSDoc, no TypeScript

Source moves:
- app/page.jsx              → src/routes/+page.svelte
- app/master/page.jsx       → src/routes/master/+page.svelte
- app/layout.jsx            → src/routes/+layout.svelte (+ +layout.js)
- components/player-board.jsx → src/lib/PlayerBoard.svelte
- lib/game-logic.js         → src/lib/game-logic.js (verbatim)
- next.config.mjs           → svelte.config.js + vite.config.js
- app/globals.css           → src/app.css
- (new)                     → src/app.html

Behavior preserved: PlayerBoard with bingo "Kinh!" popup + waiting "Chờ X"
toast, master 9x10 tracking board with shuffled draw, host's own player
card via storagePrefix="loto_master_card", localStorage prefix model
(loto_*, loto_master, loto_master_card_*), basePath dual mode (CF default
empty, BUILD_PROFILE=gh → /loto, codeserver dev → /absproxy/{port}).

A11y kept from prior hardening: role-correct buttons, aria-pressed on
cells, role=dialog modal with Escape, role=status toast.

Plans: ts-to-jsdoc plan marked completed; sveltekit-refactor plan tracks
the work above. Docs under ./docs/ rewritten by docs-manager subagent to
match the SvelteKit terminology.
2026-04-26 21:03:41 +07:00

3.7 KiB
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System Architecture

Page Flow

Entry
  ├─ / (Player Page)
  │   ├─ Load loto_grid, loto_crossed from localStorage
  │   ├─ Display 9×9 grid
  │   ├─ Generate new grid on button click
  │   ├─ Mark/unmark cells on click
  │   └─ Show bingo popup + "Chờ X" toasts
  │
  └─ /master (Host Page)
      ├─ Load loto_master (called/remaining)
      ├─ Display 9×10 master board (numbers 190)
      ├─ Draw button shows next called number
      ├─ Display host's own card (loto_master_card prefix)
      └─ New Game button resets called/remaining

State Model

Player Card (storagePrefix="loto")

grid: number[][]          // 9×9 numbers (0 = empty)
crossed: boolean[][]      // 9×9 marked state

Each row has exactly 5 non-zero numbers (distributed across columns via weighted random).

Host State (storagePrefix="loto_master")

called: number[]          // [5, 23, 67, ...] — drawn in order
remaining: number[]       // [1, 2, 3, ...] minus called — shuffled initially

Host's Card (storagePrefix="loto_master_card")

Same as player card; isolated by prefix to allow host to play.

localStorage Keys

Prefix Grid Key Crossed Key
"loto" loto_grid loto_crossed
"loto_master_card" loto_master_card_grid loto_master_card_crossed

(Special) loto_master stores { called, remaining } for the master state.

All keys are JSON stringified. Corruption is silent (returns null).

basePath & Asset Resolution

Production Mode

NODE_ENV=production
basePath="/loto"
Output: /loto/index.html, /loto/_next/...
GitHub Pages serves: https://user.github.io/loto

Development Mode (Local)

NEXT_DEV_PROFILE not set
basePath="" (empty)
Dev server: http://localhost:3000

Code-Server Mode

NEXT_DEV_PROFILE=codeserver
CODESERVER_HOST=<proxy-host>
CODESERVER_PORT=3000 (or env)
basePath="/absproxy/{PORT}"
HMR Origin: CODESERVER_HOST
Access: https://<proxy>/absproxy/3000/

Note: /absproxy/{port} preserves the basePath through the proxy. /proxy/{port} strips it before forwarding, breaking HMR.

Client-Only Architecture

All pages are client-only (no SSR) because:

  • ssr: false in +layout.js disables server-side rendering
  • localStorage is unavailable on server
  • State initialization (grid, crossed) must run in browser

Files that are client-only:

  • src/routes/+page.svelte (player page)
  • src/routes/master/+page.svelte (host page)
  • src/lib/PlayerBoard.svelte (shared component)

Data Flow: Mark a Cell

1. User clicks button in PlayerBoard
2. handleCellClick(row, col) fires
3. crossed = crossed.map(...) toggled state
4. $effect listens to crossed → saveCrossedState()
5. localStorage updated with new crossed state
6. $derived updates rowCompleteness matrix
7. If row complete → bingo popup; if waiting → toast

Data Flow: Initial Load

1. Component mounts
2. $effect runs initial loadGrid(storagePrefix)
3. If found, load crossed state (or initialize as all false)
4. Pre-populate celebratedRows + notifiedWaitingRows sets
5. Pass grid + crossed to UI render

Animations

Name Duration Use
fade-in 0.2s Modal background entry
pop-in 0.4s Bingo popup scale + scale-back
bounce-slow 1.5s infinite Emoji on bingo popup
spin-slow 3s infinite on bingo popup
spin-slow-reverse 3s infinite reverse 🎊 on bingo popup
toast 5s forwards "Chờ X" notification fade in/build
cell-crossed::after instant Red diagonal line in marked cells

Offline Capability

All state is localStorage. No API calls. Fully functional offline after initial load.

Last reviewed: 2026-04-26