The library carried titles, systems and genres but almost nothing else:
developer was 3.8% filled, publisher 2.9%, description 0%. These are columns
the app has always had and never been able to populate.
enrich_metadata.py reads them off the same articles the cover fetcher
locates. Only empty fields are touched unless --overwrite is given.
year 79% -> 96%
developer 3.8% -> 95%
publisher 2.9% -> 96%
description 0% -> 96%
Parsing infoboxes needed several guards, each found by checking output
rather than trusting the first pass:
* "Infobox video game" is a substring of "Infobox video game series", so
the loose test resolved Banjo-Kazooie to the series overview. Now
rejected, which also fixes the cover fetcher's article resolution.
* An article spans every release and its date block leads with the
original, so year is only filled when the article covers that platform.
Otherwise a DS port inherits the SNES original's year.
* A search hit that neither covers the platform nor closely matches the
title is discarded: "Dragon Ball Z Budokai" surfaces "Shin Budokai", a
different game on a different console. Left blank instead.
* Values are grouped under bold platform headings, tagged with region
codes, annotated with the platform in parentheses, and wrapped in
templates whose named parameters leak through. Each of those read as
the developer or publisher before being handled.
Developer, publisher and year are facts and written verbatim. Descriptions
are article summaries under CC BY-SA, stored with an attribution line.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
268 lines
11 KiB
Markdown
268 lines
11 KiB
Markdown
# LudosData
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A personal video game library: catalogue what you own, what you've dumped,
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played and finished.
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Originally built in 2018 on Angular 5 + PHP + MySQL. Rebuilt in 2026 on
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**Angular 22** and **ASP.NET Core 10** with **SQLite**, running in Docker.
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---
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## Quick start
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```bash
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cp .env.example .env
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# Generate a signing key and put it in .env as JWT_KEY:
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openssl rand -base64 48
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# Also set SEED_USERNAME / SEED_EMAIL / SEED_PASSWORD for the first account.
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docker compose up --build
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```
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Then open <http://localhost:8080> and sign in with the seed credentials.
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On first run the API creates that account and imports the **105 games** recovered
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from the 2018 database dump. Seeding only happens while the database has no users.
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> **Password rules:** 12+ characters, with an uppercase, a lowercase and a digit.
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> The API refuses to start if `JWT_KEY` is missing or shorter than 32 characters —
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> that is deliberate, so a misconfigured deployment fails loudly instead of
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> signing tokens with a guessable key.
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---
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## Layout
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```
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backend/ ASP.NET Core 10 Web API (C#)
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src/LudosData.Api/
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Domain/ Game, AppUser
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Data/ DbContext, migrations, seeder, games.json
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Auth/ JWT options, token service
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Controllers/ auth, games, images
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Services/ image storage
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frontend/ Angular 22 SPA
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src/app/
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core/ models, services, guard, HTTP interceptor
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features/ login, register, game-grid, game-edit, account
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shared/ toolbar, confirm dialog
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archive/ the original 2018 MySQL dump, for provenance
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```
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Everything stateful lives in one Docker volume (`ludos-data`): the SQLite file,
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uploaded box art, and the Data Protection keys. Back that volume up and you have
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backed up the whole application.
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---
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## Development
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Host tooling (Node 24, .NET 10) is installed via Homebrew. `dotnet-ef` needs
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`~/.dotnet/tools` on `PATH`, which `~/.bashrc.d/dotnet.sh` sets up.
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```bash
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# API on http://localhost:5099
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cd backend/src/LudosData.Api
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Jwt__Key="a-dev-key-of-at-least-32-characters!!" dotnet run
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# SPA on http://localhost:4200, proxying /api and /uploads to :5099
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cd frontend
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npm start
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```
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```bash
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cd frontend && npm test # vitest
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cd backend && dotnet build # 0 warnings expected
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```
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### Cover art
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`tools/library/fetch_art.py` fills in box art, pushing each image through the
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app's own `POST /api/images` so it gets the same validation and WebP re-encoding
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as a manual upload. Standard library only — no virtualenv, and neither source
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needs an account.
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It tries two sources in order:
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1. **[libretro-thumbnails](https://thumbnails.libretro.com)** — scanned retail
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boxes, named to the No-Intro / Redump conventions. Best art where it has any,
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but its coverage is the retro consoles. Its `Microsoft - Xbox 360` set exists
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but holds about a dozen entries.
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2. **English Wikipedia** — a cover on essentially every notable game article,
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which is what fills the Xbox 360 shelf. The exact filename is read from the
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article's infobox rather than guessed from file names, since filtering names
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for "box" also matches `Xbox-360-Pro-wController.png`. Calls are throttled to
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one per second and cached; the API returns 429 if pushed harder.
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```bash
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cd tools/library
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python3 fetch_art.py --password '...' --dry-run # report matches, change nothing
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python3 fetch_art.py --password '...' # download and attach
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python3 fetch_art.py --password '...' --overwrite # also replace existing art
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python3 fetch_art.py --password '...' --no-wikipedia # libretro only
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```
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Always dry-run first; it prints every match with a similarity score, marks the
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source (`W` for Wikipedia), and flags anything below 0.95 for eyeballing.
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Matching handles the gaps between a personal catalogue and a ROM-naming one:
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accents (`Pokemon` → `Pokémon`), roman numerals (our SNES `Final Fantasy 2` is
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the catalogue's `Final Fantasy II`), trailing articles (`Sims 2, The`), missing
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subtitles in either direction, and outright typos — `Brett Hull Hocky 95` finds
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`Brett Hull Hockey 95`. A sequel guard stops `Donkey Kong Country 2` from
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silently taking `Donkey Kong Country`'s box.
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All 105 games currently have art: 93 from libretro, 12 from Wikipedia.
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Two rows got art of the right *game* but the wrong *platform*, because the
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platform in the source data looks wrong — a Game Boy "Donkey Kong Country 2"
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(never released on that system; the handheld sequels were *Donkey Kong Land*)
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and a DS "Donkey Kong Country Returns" (a Wii game, later *Returns 3D* on 3DS).
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Fix the system field and re-run with `--overwrite` to correct them.
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Art is publisher copyright. Fetching it for a private collection is ordinary
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practice for library software; redistributing it is a different question.
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### Metadata enrichment
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`tools/library/enrich_metadata.py` fills developer, publisher, year and
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description from the same Wikipedia articles the cover fetcher locates. Only
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empty fields are touched unless `--overwrite` is passed — anything typed by hand
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outranks anything derived here.
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```bash
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cd tools/library
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python3 enrich_metadata.py --password '...' --dry-run
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python3 enrich_metadata.py --password '...'
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python3 enrich_metadata.py --password '...' --fields developer,publisher
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```
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Coverage went from this to this:
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| Field | Before | After |
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| --- | --- | --- |
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| year | 79% | 96% |
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| developer | 3.8% | 95% |
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| publisher | 2.9% | 96% |
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| description | 0% | 96% |
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Developer, publisher and year are facts, written verbatim. Descriptions are
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article summaries, which are CC BY-SA, so each is stored with an attribution
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line naming the source article.
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Parsing an infobox is messier than it looks, and the guards matter:
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- **Series articles are rejected.** A substring test for `Infobox video game`
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also matches `Infobox video game series`, which resolved Banjo-Kazooie to the
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series overview instead of the 1998 game.
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- **Year is only filled when the article covers that platform.** An article
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spans every release, and its date block leads with the original — so a DS
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port would otherwise be dated to the SNES original.
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- **A search hit that neither covers the platform nor closely matches the title
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is discarded.** Our "Dragon Ball Z Budokai" surfaces "Dragon Ball Z: Shin
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Budokai", a different game on a different console. A blank field beats a
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confidently wrong one.
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- Platform headings (`'''PlayStation'''`), region codes (`JP`, `NA`), trailing
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platform annotations (`Rare (N64)`) and named template parameters (`title=`)
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are all stripped, since each one otherwise reads as the value itself.
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Four games have no usable article: a typo'd title (`Brett Hull Hocky 95`),
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`Dragon Ball Z Budokai`, and two niche releases.
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### Database changes
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```bash
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cd backend/src/LudosData.Api
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dotnet ef migrations add <Name> --output-dir Data/Migrations
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```
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Migrations are applied automatically at startup.
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---
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## API
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All `/api/games` and `/api/images` routes require `Authorization: Bearer <token>`.
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| Method | Route | Notes |
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| --- | --- | --- |
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| `POST` | `/api/auth/register` | Returns a token; signs the new user straight in |
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| `POST` | `/api/auth/login` | Returns `{ token, expiresAt, user }` |
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| `GET` | `/api/auth/me` | Current user |
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| `GET` | `/api/auth/available?userName=` / `?email=` | Returns only a boolean |
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| `GET` | `/api/games` | `search, system, genre, own, dumped, played, finished, page, pageSize, sort, dir` |
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| `GET` | `/api/games/{id}` | |
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| `GET` | `/api/games/facets` | Distinct systems and genres, for filter dropdowns |
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| `POST` | `/api/games` | |
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| `PUT` | `/api/games/{id}` | |
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| `DELETE` | `/api/games/{id}` | |
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| `POST` | `/api/images` | multipart `file`; re-encodes to WebP |
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| `GET` | `/health` | Anonymous |
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**Ownership is always taken from the JWT subject, never from the request.** A game
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belonging to another user returns `404`, not `403`, so the response does not
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confirm that the id exists.
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---
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## Security notes
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### Rotate the old database password
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The 2018 code committed live MySQL credentials to this repository
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(`interfaceServices/dbConfig.php`, and again in four other files). They are in git
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history. **That password must be considered compromised and rotated**, regardless
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of this rewrite. Removing the files does not remove them from history.
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The new stack keeps secrets in `.env`, which is gitignored.
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### What was fixed in the rewrite
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The old backend was ~16,700 lines of PHP, of which ~16,400 were vendored
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third-party code — four near-identical copies of `php-crud-api` plus
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`class.upload.php`. Only ~150 lines were application logic. These problems were
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not carried across:
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| Old behaviour | Now |
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| --- | --- |
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| Two endpoints exposed unauthenticated CRUD over every table | Every data route requires a valid token |
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| Client chose whose rows to read (`filter[]=userId,eq,N`) | Owner comes from the JWT subject, server-side |
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| Login hardcoded to a single username | Any registered user can sign in |
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| `crypt()` with one global salt, silently truncating passwords to 8 chars | ASP.NET Core Identity (PBKDF2, per-user salt) |
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| JWT secret was the literal string `"testing"`, tokens never expired | Key required from config, 12-hour expiry |
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| Token passed in the query string | `Authorization: Bearer` header |
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| Uploads anonymous, path built from the client filename | Authenticated, server-generated name, per-user folder, must decode as an image |
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| `Access-Control-Allow-Origin: *` | Explicit origin allowlist |
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Passwords could not be migrated — the old hashes are unrecoverable by design.
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### Known accepted risk
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`npm audit` reports a moderate advisory in `@hono/node-server`, reached
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transitively through `@angular/cli`'s MCP server feature. It is:
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- **dev-only** — `npm audit --omit=dev` reports 0 vulnerabilities, and it is not in the browser bundle
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- a **Windows-only** path traversal, on a Linux-only toolchain here
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`npm audit fix --force` would downgrade Angular CLI to 21.0.4, a breaking change.
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Overriding the dependency means forcing a major bump the MCP SDK does not accept
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(`^1.19.9`). Left as-is deliberately; revisit when Angular CLI updates the SDK.
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---
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## Notable version facts (as of 2026-08)
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- **Angular 22.1** is **zoneless** — there is no `zone.js` in the dependency tree.
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Component state must be signal-based for change detection to see it.
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- **`@angular/animations` is deprecated in v22**; Material 22 no longer depends on
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it. There is no `provideAnimations()` in `app.config.ts`, and a test pins that
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Material still renders without one.
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- Unit tests run on **Vitest**, not Karma/Jasmine.
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- Fonts and Material icons are bundled from `node_modules`, so the app makes no
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third-party requests at runtime.
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- The backend pins two transitive packages (`Microsoft.OpenApi`,
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`SQLitePCLRaw.lib.e_sqlite3`) to clear high-severity advisories. See the comment
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in `LudosData.Api.csproj`.
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- Image processing uses **SkiaSharp**, not ImageSharp: ImageSharp v4 requires a
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paid licence key at build time.
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