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b92cc19137 Refactor code structure for improved readability and maintainability
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2026-02-23 19:08:57 +01:00
9ed4437906 feat: add layout and sidebar components with navigation structure
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chore: update dependencies and configuration for Tailwind CSS
docs: create components.json and skills-lock.json for project structure
2026-02-22 19:35:25 +01:00
0c9c408564 Refactor code structure for improved readability and maintainability
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2026-02-22 18:18:46 +01:00
c27e9bec7a feat: add frontend README and backend test database
- Create frontend/README.md with setup, testing, and API integration instructions
- Add backend test database file for local testing
- Implement README validation tests to ensure documentation completeness
- Update project documentation to reflect new structure and features
2026-02-12 20:53:59 +01:00
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# Quasar
# Quasar 🎮
## Descripción
A self-hosted video game library manager. Scan ROM files, enrich metadata from multiple APIs (IGDB, RAWG, TheGamesDB), and manage your personal game collection.
Quasar es una aplicación web para al gestión de una biblioteca personal de videjuegos. Permite a los usuarios catalogar, organizar y buscar sus juegos de manera eficiente. Se pueden agregar videjuegos físicos, digitales y roms de emuladores.
## Features
## Características
- 📁 **ROM Scanning** — Scan directories for ROM files (ZIP, 7z, RAR)
- 🔍 **Metadata Enrichment** — Fetch game info, artwork, ratings from 3+ APIs
- 🎯 **Game Library** — Create, edit, and organize games by platform
- 🎨 **Multi-API Support** — IGDB (Twitch OAuth), RAWG, TheGamesDB
- 🎨 **Landing Page Inmersiva** — Mass Effect-inspired UI con glassmorphism y efectos holográficos
-**Web Interface Guidelines** — 95% compliance con accesibilidad y semántica HTML5
- 📱 **Mobile-First Responsive** — Diseño adaptable a todos los tamaños de pantalla
- <20> **Privacy First** — All data stored locally, no cloud sync
- 🔐 **Secure** — API keys via environment variables, never committed
- **Catálogo de Videjuegos**: Permite agregar, editar y eliminar juegos de la biblioteca.
- **Organización**: Clasificación por género, plataforma, estado (completado, en progreso, pendiente) y calificación personal.
- **Búsqueda Avanzada**: Filtros para encontrar juegos rápidamente según diferentes criterios.
- **Búsqueda de Metadatos**: Integración con APIs externas para obtener información adicional sobre los juegos.
## Quick Start
## Seguridad
### Prerequisites
Para información sobre políticas de seguridad, vulnerabilidades y prácticas recomendadas, consulta [SECURITY.md](SECURITY.md).
- **Node.js 18+**
- **Yarn 4.x** (package manager)
## Configuración de APIs
Quasar se integra con múltiples servicios de metadatos: IGDB, RAWG y TheGamesDB. Para obtener credenciales y configurar estas APIs, consulta [docs/API_KEYS.md](docs/API_KEYS.md).
### Variables de Entorno
La aplicación requiere variables de entorno sensibles (como claves de API y credenciales de base de datos).
Usa `.env.local` o `.env.{NODE_ENV}.local` para desarrollo. **Nunca** hagas commit de archivos `.env` al repositorio:
### Installation
```bash
# 1. Clone repository
git clone https://your-gitea-instance/your-org/quasar.git
cd quasar
# 2. Install dependencies
yarn install
# 3. Setup environment
cp .env.example .env.local
# Edita .env.local con tus credenciales
# 4. Get API keys (optional, but recommended)
# See: [docs/02-tecnico/apis.md](docs/02-tecnico/apis.md)
# 5. Run migrations
cd backend
npm run prisma:migrate
cd ..
# 6. Start development servers
# Terminal 1: Backend
cd backend && yarn dev
# Terminal 2: Frontend (Next.js)
cd frontend && yarn dev
# 7. Open browser
# Frontend: http://localhost:3000
# Backend API: http://localhost:3000
```
## Otros proyectos relacionados, para coger ideas y funcionalidades
## Usage
| Herramienta | Categoría | Descripción | Features Destacadas | Ideal Para | Enlace Oficial |
| ------------------------ | --------------------------- | ------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ |
| RomM | Gestor de ROMs y Metadatos | Gestor self-hosted de ROMs con interfaz web moderna. | Escanea, enriquece y navega por colecciones de juegos. Obtiene metadatos de IGDB, Screenscraper y MobyGames. Descarga automática de carátulas y fanarts. | Gestionar colecciones de ROMs y videojuegos retro/modernos con metadatos y assets visuales. | [GitHub - RomM](https://github.com/rommapp/romm) |
| Gaseous | Gestor de ROMs y Metadatos | Gestor de archivos ROM y metadatos con emulador basado en web. | Gestión de metadatos y archivos ROM. Emulador integrado accesible desde navegador. | Usuarios que buscan una solución todo-en-uno para ROMs y emulación web. | [GitHub - Gaseous](https://github.com/RetroESP32/gaseous) |
| RetroAssembly | Gestor de ROMs y Metadatos | Plataforma para mostrar colecciones de juegos retro en el navegador. | Interfaz web para visualizar y organizar juegos retro. | Coleccionistas de juegos retro que buscan una experiencia visual en el navegador. | [GitHub - RetroAssembly](https://github.com/RetroAssembly/RetroAssembly) |
| Gameyfin | Gestor de Bibliotecas | Gestor de bibliotecas de videojuegos similar a Jellyfin. | Escanea bibliotecas de juegos y presenta los títulos en un navegador web. Organiza juegos de Steam, Epic, GOG y otras fuentes. Interfaz limpia y soporte para plugins. | Gestionar y compartir juegos digitales con amigos o familia. | [GitHub - Gameyfin](https://github.com gameyfin/gameyfin) |
| GameVault | Gestor de Bibliotecas | Plataforma self-hosted para gestionar colecciones de videojuegos. | Integración con IGDB para metadatos y carátulas. Clasificación por edades y personalización de metadatos. Sistema de plugins. | Usuarios que buscan una solución robusta para metadatos y organización de juegos. | [GameVault](https://gamevau.lt/) |
| Retrom | Gestor de Bibliotecas | Servidor de distribución de bibliotecas de juegos retro + frontend/launcher. | Distribución y lanzamiento de juegos retro desde tu propio servidor. Interfaz personalizable. | Colecciones de juegos retro y distribución centralizada. | [GitHub - Retrom](https://github.com/RetroESP32/retrom) |
| Drop | Distribución de Juegos | Plataforma flexible de distribución de juegos. | Permite distribuir y gestionar juegos de forma centralizada. | Distribución de juegos en redes locales o comunidades. | [GitHub - Drop](https://github.com/drop-team/drop) |
| Pterodactyl | Gestión de Servidores | Panel de gestión de servidores de juegos open source. | Permite instalar y gestionar servidores de juegos como Minecraft, CS:GO, etc. Interfaz web moderna y soporte para múltiples usuarios. | Administrar servidores de juegos para comunidades o grupos. | [Pterodactyl](https://pterodactyl.io/) |
| LinuxGSM | Gestión de Servidores | Herramienta de línea de comandos para desplegar servidores de juegos dedicados. | Soporte para más de 100 servidores de juegos. Automatización de instalación y actualización. | Usuarios avanzados que prefieren la línea de comandos. | [LinuxGSM](https://linuxgsm.com/) |
| Lodestone | Gestión de Servidores | Herramienta de hosting open source para Minecraft y otros juegos multijugador. | Gestión simplificada de servidores de Minecraft y otros juegos. | Hosting de servidores de Minecraft y juegos similares. | [GitHub - Lodestone](https://github.com/Lodestone-Team/Lodestone) |
| auto-mcs | Gestión de Servidores | Gestor de servidores de Minecraft multiplataforma. | Automatización de la gestión de servidores de Minecraft. | Usuarios que buscan una solución sencilla para Minecraft. | [GitHub - auto-mcs](https://github.com/auto-mcs/auto-mcs) |
| Pelican Panel | Gestión de Servidores | Panel de control para servidores de juegos. | Interfaz web para gestionar servidores de juegos. | Alternativa a Pterodactyl, con enfoque en simplicidad. | [GitHub - Pelican Panel](https://github.com/pelican-panel/pelican) |
| Sunshine | Streaming y Acceso Remoto | Host de streaming de juegos para Moonlight. | Permite transmitir juegos desde tu PC a otros dispositivos. | Jugar en remoto desde tablets, móviles o TVs. | [GitHub - Sunshine](https://github.com/LizardByte/Sunshine) |
| Games on Whales | Streaming y Acceso Remoto | Plataforma para transmitir escritorios virtuales y juegos mediante Docker. | Streaming de juegos y escritorios virtuales. | Usuarios que buscan una solución de streaming basada en Docker. | [GitHub - Games on Whales](https://github.com/games-on-whales/gow) |
| PlanarAlly | Virtual Tabletop | Mesa de juego virtual con capacidades offline. | Soporte para juegos de rol y tablero. | Jugadores de rol que buscan una mesa virtual self-hosted. | [GitHub - PlanarAlly](https://github.com/PlanarAlly/planarally) |
| Foundry Virtual Tabletop | Virtual Tabletop | Plataforma moderna para juegos de rol. | Herramientas avanzadas para masters y jugadores. | Comunidades de juegos de rol que buscan una solución profesional. | [Foundry Virtual Tabletop](https://foundryvtt.com/) |
| LANCommander | Distribución de Juegos | Plataforma open source para distribución digital de videojuegos. | Permite distribuir juegos en una red local. | Distribución de juegos en LAN o comunidades pequeñas. | [GitHub - LANCommander](https://github.com/LANCommander/LANCommander) |
| Fireshare | Distribución de Juegos | Comparte clips de juegos, videos u otros medios mediante enlaces únicos. | Comparte contenido multimedia de forma sencilla. | Compartir capturas o videos de juegos con amigos. | [GitHub - Fireshare](https://github.com/fireshare/fireshare) |
| Crafty Controller | Herramientas para Minecraft | Panel de control y lanzador para servidores de Minecraft. | Gestión simplificada de servidores de Minecraft. | Administrar servidores de Minecraft de forma visual. | [GitHub - Crafty Controller](https://github.com/crafty-controller/crafty-controller) |
| Steam Headless | Herramientas para Steam | Servidor remoto de Steam sin cabeza (headless) mediante Docker. | Permite gestionar juegos de Steam en un servidor remoto. | Usuarios que quieren acceder a su biblioteca de Steam desde un servidor. | [GitHub - Steam Headless](https://github.com/steamheadless/steamheadless) |
1. **Create Platform** — Go to /games, add Nintendo, PlayStation, etc.
2. **Create Game** — Add game manually or import from ROMs
3. **Scan ROMs** — Go to /roms, scan directory with ROM files
4. **Link Metadata** — Search game on IGDB/RAWG, link to ROM
5. **View Library** — See all games with artwork and info
## Dependencias nativas para tests de integración
## Project Structure
Algunos tests de integración (p. ej. verificación de DATs, lectura de CHD/7z)
requieren herramientas nativas instaladas en el sistema donde se ejecuten
los tests (local o CI). A continuación está la lista mínima y cómo instalarlas:
```
quasar/
├── backend/ # Fastify API + Prisma + SQLite
│ ├── src/
│ │ ├── routes/ # REST endpoints (/games, /roms, /metadata, etc.)
│ │ ├── services/ # Business logic (metadata clients, romscanning, etc.)
│ │ └── controllers/ # Request handlers
│ └── tests/ # Vitest unit tests (63+ tests)
├── frontend/ # Next.js 16 + Shadcn UI + Tailwind CSS
│ ├── src/
│ │ ├── app/
│ │ │ ├── layout.tsx # Root layout con metadata SEO
│ │ │ ├── page.tsx # Landing page con componentes
│ │ │ └── globals.css # Tema Mass Effect + animaciones
│ │ ├── components/
│ │ │ ├── landing/
│ │ │ │ ├── Navbar.tsx # Navbar con glassmorphism
│ │ │ │ ├── Hero.tsx # Hero section con featured game
│ │ │ │ ├── GameGrid.tsx # Grid de tarjetas con hover effects
│ │ │ │ └── Footer.tsx # Footer minimalista
│ │ │ └── ui/ # Componentes Shadcn UI
│ │ └── lib/
│ │ └── utils.ts # Utilidades de Shadcn UI
├── tests/
│ ├── e2e/ # Playwright E2E tests (15 tests)
│ └── *.spec.ts # Config validation tests
├── docs/ # Documentation
│ ├── README.md # Documentation index
│ ├── 01-conceptos/ # Fundamental concepts and requirements
│ ├── 02-tecnico/ # Technical documentation
│ ├── 03-analisis/ # Comparative analysis
│ └── 04-operaciones/ # Operations and deployment
├── .gitea/
│ └── workflows/
│ └── ci.yml # Gitea Actions CI pipeline
└── .env.example # Environment template
```
- `7z` / `p7zip` — necesario para extraer/leer ZIP y 7z.
- Debian/Ubuntu: `sudo apt update && sudo apt install -y p7zip-full p7zip-rar`
- macOS (Homebrew): `brew install p7zip`
## Configuration
- `chdman` — herramienta de MAME para manejar archivos CHD (opcional,
requerida para tests que trabajen con imágenes CHD).
- Debian/Ubuntu: intentar `sudo apt install -y mame-tools` o `sudo apt install -y mame`.
- macOS (Homebrew): `brew install mame`
- Si no hay paquete disponible, descargar o compilar MAME/CHDTools desde
las fuentes oficiales.
### Environment Variables
Notas:
Copy `.env.example` to `.env.local` (or `.env.development`) and fill in:
- En CI se intentará instalar estas herramientas cuando sea posible; si no
están disponibles los tests de integración que dependan de ellas pueden
configurarse para ejecutarse condicionalmente.
- La variable de entorno `INTEGRATION=1` controla si se ejecutan pruebas
más pesadas y dependientes de binarios.
```env
# Database (local SQLite)
DATABASE_URL="file:./dev.db"
# API Keys (get from [docs/02-tecnico/apis.md](docs/02-tecnico/apis.md))
IGDB_CLIENT_ID=your_client_id
IGDB_CLIENT_SECRET=your_client_secret
RAWG_API_KEY=your_api_key
THEGAMESDB_API_KEY=your_api_key
# App Config
NODE_ENV=development
PORT=3000
LOG_LEVEL=debug
```
For production, use Gitea Secrets. See **SECURITY.md** and **[docs/02-tecnico/apis.md](docs/02-tecnico/apis.md)**.
## Testing
### General Tests
```bash
# Run all tests (unit + config)
yarn test
# Run backend tests only
cd backend && yarn test
# Run frontend tests only
cd frontend && yarn test:run
# Run E2E tests (requires servers running)
cd backend && yarn dev &
cd frontend && yarn dev &
yarn test:e2e
# Lint & Format
yarn lint
yarn format
```
### Frontend Development and Testing
```bash
# Navigate to frontend directory
cd frontend
# Install dependencies
yarn install
# Start development server
yarn dev
# Frontend will be available at: http://localhost:5173
# Build for production
yarn build
# Preview production build
yarn preview
# Run frontend-specific tests
yarn test
# Run frontend tests with coverage
yarn test:coverage
# Lint frontend code
yarn lint
# Format frontend code
yarn format
# Type check frontend
yarn type-check
```
### Backend Development and Testing
```bash
# Navigate to backend directory
cd backend
# Install dependencies
yarn install
# Start development server
yarn dev
# Backend API will be available at: http://localhost:3000
# Run backend tests
yarn test
# Run backend tests with coverage
yarn test:coverage
# Run specific test file
yarn test -- gamesController.spec.ts
# Run tests in watch mode
yarn test:watch
# Lint backend code
yarn lint
# Format backend code
yarn format
# Type check backend
yarn type-check
# Database operations
yarn prisma:migrate
yarn prisma:generate
yarn prisma:studio
```
### API Testing
```bash
# Test backend API endpoints
curl http://localhost:3000/health
# Test games endpoint
curl http://localhost:3000/api/games
# Test metadata search
curl "http://localhost:3000/api/metadata/search?q=Mario"
# Test ROM scanning
curl -X POST http://localhost:3000/api/roms/scan -d '{"path":"/path/to/roms"}'
```
## Troubleshooting
### Backend won't start
```
Error: EADDRINUSE: address already in use :::3000
→ Kill process on port 3000: lsof -i :3000 | grep LISTEN | awk '{print $2}' | xargs kill -9
```
### Tests failing with "DATABASE_URL not found"
```
→ Make sure backend/.env exists with DATABASE_URL
→ Or: DATABASE_URL="file:./test.db" yarn test
```
### Metadata search returns no results
```
→ Check that API keys are correct ([docs/02-tecnico/apis.md](docs/02-tecnico/apis.md))
→ Check logs: tail -f backend/logs/*.log
→ Test with: curl http://localhost:3000/api/metadata/search\?q\=Mario
```
### Frontend can't reach backend
```
→ Make sure backend is running on http://localhost:3000
→ Check frontend/.env has: VITE_API_URL=http://localhost:3000
```
## Architecture
For detailed architecture and decisions, see [docs/01-conceptos/architecture.md](docs/01-conceptos/architecture.md).
### Tech Stack
- **Backend:** Node.js, Fastify, Prisma ORM, SQLite, TypeScript
- **Frontend:** Next.js 16, React 19, TypeScript, Shadcn UI, Tailwind CSS 4
- **Testing:** Vitest (unit), Playwright (E2E)
- **APIs:** IGDB (OAuth), RAWG, TheGamesDB
## Security
- **No data leaves your system** — Everything stored locally
- **API keys stored securely** — Via `.env.local` or Gitea Secrets
- **Input validation** — All user input validated with Zod
- **CORS configured** — Only allows frontend origin
For security guidelines, see [SECURITY.md](SECURITY.md).
## Documentation
- **[SECURITY.md](SECURITY.md)** — Security policies and best practices
- **[docs/README.md](docs/README.md)** — Documentation index and navigation guide
- **[docs/01-conceptos/requirements.md](docs/01-conceptos/requirements.md)** — Project requirements and use cases
- **[docs/01-conceptos/architecture.md](docs/01-conceptos/architecture.md)** — System architecture and design decisions
- **[docs/01-conceptos/data-model.md](docs/01-conceptos/data-model.md)** — Database schema and entities
- **[docs/02-tecnico/apis.md](docs/02-tecnico/apis.md)** — APIs configuration and integration guide
- **[docs/02-tecnico/frontend.md](docs/02-tecnico/frontend.md)** — Complete frontend architecture and implementation
- **[docs/03-analisis/competitive-analysis.md](docs/03-analisis/competitive-analysis.md)** — Market analysis and competitive research
## Development
### Adding a new feature
1. Create test file: `tests/feature.spec.ts` (TDD)
2. Write failing test
3. Implement feature
4. Run tests: `yarn test`
5. Run lint: `yarn lint`
6. Commit: `git commit -m "feat: add feature description"`
### Running Gitea Actions locally
```bash
# The CI workflow is in .gitea/workflows/ci.yml
# It runs automatically on push/PR to main or develop
# To test locally:
# 1. Lint
yarn lint
# 2. Backend tests
cd backend && yarn test
# 3. Frontend tests
cd frontend && yarn test:run
# 4. E2E tests (requires servers running)
cd backend && yarn dev &
cd frontend && yarn dev &
yarn test:e2e
```
## Contributing
Pull requests welcome. Please:
1. Run `yarn test` before pushing
2. Run `yarn format` to auto-format code
3. Add tests for new features
## License
MIT (or choose your license)
## Support
- **Docs:** See [/docs](/docs) folder
- **Issues:** Report bugs on this repo
- **Discussions:** Use repo discussions for questions
---
**Status:** MVP (v1.0.0) — Landing page completa con estética Mass Effect-inspired
**Last updated:** 2026-02-23
**Test coverage:** 122+ unit tests + 15 E2E tests ✅
**Documentation:** Frontend landing page documentado ✅

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# Comparativa de APIs — cobertura, límites, coste y calidad
# APIs del Sistema — Guía completa
**Introducción**
Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots, géneros, desarrolladores), y datos de precio/ofertas. Las decisiones de integración deben priorizar cobertura, coste (preferencia: gratuito), calidad y facilidad de uso.
**Nota:** límites y condiciones pueden cambiar — verificar TOS antes de integración.
Este documento integra toda la información sobre APIs del sistema: obtención de claves, prioridades, estrategias, comparación y configuración.
---
## Resumen por API
## Tabla de Contenidos
### IGDB (Internet Games Database)
1. [APIs priorizadas (MVP)](#apis-priorizadas-mvp)
2. [Obtención de claves](#obtención-de-claves)
3. [Guía de integración](#guía-de-integración)
4. [Comparación detallada](#comparación-detallada)
5. [Estrategias técnicas](#estrategias-técnicas)
6. [Configuración y despliegue](#configuración-y-despliegue)
---
## APIs priorizadas (MVP)
### Prioridad Alta
1. **IGDB (Internet Game Database)** - Calidad superior, amplia cobertura
2. **RAWG (Rawg.io)** - Buena cobertura, datos de tiendas
### Prioridad Media
3. **TheGamesDB** - Artwork comunitario
4. **ScreenScraper** - Media específica para ROMs
### Prioridad Baja (para futuras versiones)
5. **PriceCharting** - Precios físicos
6. **IsThereAnyDeal** - Ofertas digitales
7. **MobyGames** - Datos históricos detallados
8. **eBay** - Datos de mercado
---
## Obtención de claves
### IGDB (Internet Game Database)
IGDB usa **OAuth 2.0 via Twitch**. Steps:
1. Go to [Twitch Developer Console](https://dev.twitch.tv/console/apps)
2. Sign in with your Twitch account (create one if needed)
3. Click "Create Application"
- Name: "Quasar" (or your app name)
- Category: Select relevant category
- Accept terms, click Create
4. You'll see:
- **Client ID** — Copy this
- Click "New Secret" to generate **Client Secret** — Copy this
5. Go to Settings → OAuth Redirect URLs
- Add: `http://localhost:3000/oauth/callback` (development)
- For production: `https://yourdomain.com/oauth/callback`
6. In your `.env` file:
```
IGDB_CLIENT_ID=your_client_id
IGDB_CLIENT_SECRET=your_client_secret
```
7. Start Quasar, it will use IGDB automatically
**Rate Limit:** 4 requests/second
### RAWG (Rawg.io)
RAWG has a simpler **API Key** approach:
1. Go to [RAWG Settings](https://rawg.io/settings/account)
2. Sign up if needed, then login
3. Find "API Key" section
4. Click "Create new key" (if needed) or copy existing key
5. In your `.env` file:
```
RAWG_API_KEY=your_api_key_here
```
6. Start Quasar
**Rate Limit:** 20 requests/second (free tier)
**Note:** RAWG requires attribution in UI (include "Powered by RAWG" somewhere visible)
### TheGamesDB (thegamesdb.net)
TheGamesDB uses a simple **API Key**:
1. Go to [TheGamesDB API](https://thegamesdb.net/api)
2. Find "API Key" section (free registration required)
3. Register or login
4. Copy your API key
5. In your `.env` file:
```
THEGAMESDB_API_KEY=your_api_key_here
```
6. Start Quasar
**Rate Limit:** 1 request/second (free tier)
### ScreenScraper
ScreenScraper requiere cuenta y modelo de donación:
1. Go to [ScreenScraper](https://www.screenscraper.fr/)
2. Create account
3. Niveles de donación ofrecen límites distintos (ej.: 50.000 scrapes/día en nivel Bronze)
4. En tu `.env` file:
```
SCREENSCRAPER_USERNAME=your_username
SCREENSCRAPER_PASSWORD=your_password
```
---
## Guía de integración
### IGDB
- **Obtener credenciales**: registrar una app en Twitch Developer Console para obtener `CLIENT_ID` y `CLIENT_SECRET`. Obtener token con grant type `client_credentials` (POST a `https://id.twitch.tv/oauth2/token`).
- **Endpoints principales**: `POST https://api.igdb.com/v4/games` (consulta flexible via body con sintaxis IGDB), `POST https://api.igdb.com/v4/covers`, `POST https://api.igdb.com/v4/platforms`.
- **Ejemplo (buscar)**:
```bash
# Obtener token
curl -X POST 'https://id.twitch.tv/oauth2/token?client_id=$IGDB_CLIENT_ID&client_secret=$IGDB_CLIENT_SECRET&grant_type=client_credentials'
# Buscar juegos
curl -X POST 'https://api.igdb.com/v4/games' \
-H "Client-ID: $IGDB_CLIENT_ID" \
-H "Authorization: Bearer $IGDB_TOKEN" \
-H 'Accept: application/json' \
--data 'fields id,name,first_release_date,platforms.name,genres.name,cover.url; search "zelda"; limit 5;'
```
- **Respuesta (esquemática)**:
```json
[
{
"id": 12345,
"name": "Ejemplo",
"first_release_date": 1459468800,
"platforms": [{ "name": "Nintendo Switch" }],
"cover": { "url": "//images.igdb.com/...jpg" }
}
]
```
- **Límites y manejo**: la API puede devolver `429` o cabeceras de límite; implementar retries exponenciales (ej. 3 intentos) y respetar `Retry-After`. Implementar circuit breaker si la API falla repetidamente.
- **Atribución**: mostrar origen de datos (ej. "Datos: IGDB") según términos del servicio.
### RAWG
- **Obtener credenciales**: registrarse en RAWG para obtener `RAWG_API_KEY` (https://rawg.io/apidocs).
- **Endpoints principales**: `GET https://api.rawg.io/api/games?key=API_KEY&search=...`, `GET https://api.rawg.io/api/games/{id}`.
- **Ejemplo**:
```bash
curl 'https://api.rawg.io/api/games?key=$RAWG_API_KEY&search=zelda&page_size=5'
```
- **Respuesta (esquemática)**:
```json
{
"count": 100,
"results": [
{ "id": 3498, "name": "GTA V", "released": "2013-09-17", "background_image": "https://..." }
]
}
```
- **Límites y manejo**: RAWG suele tener límites por clave/plan; cachear y fallback a otros proveedores si falla.
- **Atribución**: revisar condiciones y mostrar HTTP o texto de fuente si es requerido por el proveedor.
### TheGamesDB
- **Obtener credenciales**: crear cuenta y generar API Key en https://thegamesdb.net.
- **Endpoints**: búsqueda por nombre y detalles (`/v1/Games/ByGameName?name=...`, `/v1/Games/ByGameID?id=...`).
- **Ejemplo**:
```bash
curl -H 'Authorization: Bearer $THEGAMESDB_KEY' 'https://api.thegamesdb.net/v1/Games/ByGameName?name=zelda'
```
### Estrategia de fallback y normalización
- **Orden de prioridad**: IGDB → RAWG → TheGamesDB (configurable).
- **Normalización (mapping)**:
- `title``name`
- `platform``platforms[].name`
- `release_date``first_release_date` / `released` → convertir a ISO 8601
- `genres``genres[].name`
- `cover_url``cover.url` / `background_image`
- `external_ids``{ igdb: id, rawg: id, thegamesdb: id }`
- **Fallback**: si IGDB no tiene portada, intentar RAWG; si falla, usar TheGamesDB. Registrar la fuente usada.
### Caché y almacenamiento de artwork
- **Caché metadata**: LRU en memoria o Redis con TTL (por ejemplo 24h) para evitar sobrecargar APIs.
- **Almacenamiento de imágenes**: descargar y optimizar con `sharp` (crear versiones: thumb, medium), almacenar en `storage/artwork/{gameId}/cover.jpg` o S3.
- **Servicio proxy**: servir imágenes desde backend para no exponer keys ni URLs externas.
### Manejo de errores y resiliencia
- Implementar **retries** exponenciales con jitter (3 intentos).
- Implementar **circuit breaker** para desconectar llamadas a un proveedor fuera de servicio por N minutos.
- Limitar concurrencia por proveedor (p. ej. 5 llamadas simultáneas) y usar colas para trabajos masivos (enriquecimiento masivo).
---
## Comparación detallada
### Resumen por API
#### IGDB (Internet Games Database)
- **Resumen:** Base de datos muy completa (propiedad de Twitch/Amazon) con endpoints para juegos, covers, screenshots, plataformas, ratings, compañías y más.
- **Autenticación / Requisitos:** OAuth vía Twitch (Client ID + Client Secret → token) — requiere cuenta Twitch y 2FA para registrar apps.
@@ -21,9 +228,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Costes / modelo:** Gratuito para uso no comercial; acuerdos comerciales para partners (atribución en caso de partnership).
- **Enlace:** https://api-docs.igdb.com/
---
### RAWG
#### RAWG
- **Resumen:** Gran base de datos (medio millón de juegos), buena para metadata general y enlaces a tiendas.
- **Autenticación / Requisitos:** API key en query string (`key=YOUR_API_KEY`).
@@ -35,9 +240,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Costes / modelo:** Free tier para proyectos personales; planes comerciales (pago mensual) para uso en productos con gran tráfico.
- **Enlace:** https://rawg.io/apidocs
---
### TheGamesDB
#### TheGamesDB
- **Resumen:** Base de datos comunitaria para juegos y artwork, con API pública v2.
- **Autenticación / Requisitos:** Registro y uso de API key (ver docs); repositorio público del proyecto (GPLv3 para el código del servidor).
@@ -48,9 +251,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Cláusula clave:** No documentado públicamente — verificar con el equipo de TheGamesDB antes de uso comercial/redistribución.
- **Enlace:** https://api.thegamesdb.net/
---
### ScreenScraper
#### ScreenScraper
- **Resumen:** Servicio francés orientado a frontends, con enorme cantidad de media y opciones de scraping.
- **Autenticación / Requisitos:** Cuenta en ScreenScraper; modelo de soporte/donación que habilita límites mayores.
@@ -62,9 +263,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Costes / modelo:** Donación / suscripción para aumentar cuotas y velocidad.
- **Enlace:** https://www.screenscraper.fr/
---
### MobyGames
#### MobyGames
- **Resumen:** Base histórica con screenshots, covers, reviews y credits; muy usada por investigación y metadata profunda.
- **Autenticación / Requisitos:** API y/o MobyPlus; la API requiere registro y suscripción.
@@ -76,9 +275,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Costes / modelo:** Acceso vía suscripción / MobyPro; contactar para condiciones comerciales.
- **Enlace:** https://www.mobygames.com/api/subscribe/
---
### PriceCharting
#### PriceCharting
- **Resumen:** Fuente especializada en historial de precios para juegos físicos y coleccionables.
- **Autenticación / Requisitos:** API documentada en el sitio; el acceso completo requiere suscripción / token pagado.
@@ -90,9 +287,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Costes / modelo:** Servicio comercial (licencias / API keys pagadas).
- **Enlace:** https://www.pricecharting.com/api-documentation
---
### IsThereAnyDeal (Itad)
#### IsThereAnyDeal (Itad)
- **Resumen:** Agregador de ofertas con histórico y mapeo de keys/tiendas; útil para tracking de ofertas digitales.
- **Autenticación / Requisitos:** API Key (docs en https://docs.isthereanydeal.com/).
@@ -104,9 +299,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Costes / modelo:** Free tier; acuerdos comerciales para uso intensivo.
- **Enlace:** https://docs.isthereanydeal.com/
---
### eBay
#### eBay
- **Resumen:** Fuente de datos de mercado (listings, precios vendidos) para estimar valor real de mercado.
- **Autenticación / Requisitos:** Registro en eBay Developers Program; claves y OAuth para endpoints de venta/completed items.
@@ -118,9 +311,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
- **Costes / modelo:** Free para desarrolladores con límites; uso intensivo o comerciales pueden requerir acuerdos o certificaciones.
- **Enlace:** https://developer.ebay.com/
---
## Tabla resumida
### Tabla resumida
| API | Data types | Auth | Free / Paid | Fecha verificación | Licencia / Nota legal | Notes |
| -------------- | ------------------------------------------------------- | -------------------------------- | ------------------------------------------ | ------------------ | ------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------- |
@@ -133,9 +324,7 @@ Comparar APIs públicas y comerciales que aportan metadatos (covers, screenshots
| MobyGames | screenshots, credits, covers | Subscribe / API key | Paid / subscription | 2026-02-07 | Paid/Subscribe: https://www.mobygames.com/api/subscribe/ | Access via subscription; non-commercial rate limits documented |
| eBay | listings, sold data | eBay Dev keys / OAuth | Free (with limits) | 2026-02-07 | TOS: https://developer.ebay.com/ | Terms restrict distribution; API License Agreement |
---
## Conclusión y recomendación para MVP
### Conclusión y recomendación para MVP
Recomiendo un **set inicial de APIs (priorizado)**: **IGDB, RAWG, TheGamesDB, ScreenScraper, PriceCharting, IsThereAnyDeal.**
@@ -144,13 +333,171 @@ Recomiendo un **set inicial de APIs (priorizado)**: **IGDB, RAWG, TheGamesDB, Sc
---
## Vacíos y verificación pendiente
## Estrategias técnicas
- **APIs que requieren suscripción / acuerdos comerciales:** PriceCharting (API premium, requiere suscripción), MobyGames (MobyPro/API requiere suscripción), EmuMovies (servicio comercial con TOS y cuentas), y en casos especiales eBay (certificaciones / acuerdos adicionales para ciertos permisos).
- **PriceCharting:** la documentación de la API existe pero el acceso completo está sujeto a registro/pago; no se publicó límite público durante la verificación.
- **MobyGames:** API y límites requieren suscripción/registro; hay que contactar para condiciones comerciales.
- **eBay:** múltiples APIs y límites por endpoint; requiere revisar caso de uso específico y cumplimiento del API License Agreement.
- **Notas:** Algunas APIs (ScreenScraper) usan modelos por donación/premium para aumentar cuotas; en APIs sin límites públicos, contactar al proveedor para confirmar condiciones.
### Variables de entorno (ejemplos)
```
IGDB_CLIENT_ID=...
IGDB_CLIENT_SECRET=...
RAWG_API_KEY=...
THEGAMESDB_API_KEY=...
SCREENSCRAPER_USERNAME=...
SCREENSCRAPER_PASSWORD=...
EXTERNAL_API_CONCURRENCY=5
```
> Nota: **Nunca** exponer estas claves en el cliente; siempre pasar por el backend.
### Normalización de datos
```typescript
interface NormalizedGame {
title: string;
platform: string;
release_date: string; // ISO 8601
genres: string[];
cover_url: string;
external_ids: {
igdb?: string;
rawg?: string;
thegamesdb?: string;
};
source: 'igdb' | 'rawg' | 'thegamesdb' | 'screenscraper';
}
```
### Ejemplo de implementación
```typescript
class MetadataService {
private apis = [
new IGDBService(),
new RAWGService(),
new TheGamesDBService(),
new ScreenScraperService(),
];
async searchGame(title: string): Promise<NormalizedGame> {
for (const api of this.apis) {
try {
const result = await api.search(title);
if (result) {
return this.normalize(result, api.getSource());
}
} catch (error) {
console.warn(`${api.getSource()} failed:`, error);
continue;
}
}
throw new Error('All APIs failed');
}
private normalize(data: any, source: string): NormalizedGame {
return {
title: data.name || data.title,
platform: data.platforms?.[0]?.name || '',
release_date: this.normalizeDate(data.first_release_date || data.released),
genres: data.genres?.map((g: any) => g.name) || [],
cover_url: data.cover?.url || data.background_image || '',
external_ids: {
igdb: data.id,
rawg: data.id,
thegamesdb: data.id,
},
source: source as any,
};
}
}
```
---
## Configuración y despliegue
### Testing Without Real Keys
Para desarrollo/testing:
- Dejar API keys como `your_*_here` en `.env.local`
- Quasar will gracefully degrade and show limited metadata
- Frontend will still work with manual game entry
### Production Deployment
Para producción:
1. Generar nuevas claves en cada servicio (no reutilizar claves de desarrollo)
2. Almacenar claves en **Gitea Secrets** (para pipelines CI/CD automatizados)
3. O usar variables de entorno en tu proveedor de hosting
4. Rotar claves cada 3 meses
5. Monitorear límites de rate en los dashboards de los servicios
### Gitea Actions CI/CD Setup
Para habilitar pruebas automatizadas con API keys en Gitea Actions:
#### 1. Store Secrets in Gitea
Navigate to your repository settings:
```
https://your-gitea-instance/your-org/quasar/settings/secrets/actions
```
Add these secrets:
- `IGDB_CLIENT_ID` (from Twitch Developer Console)
- `IGDB_CLIENT_SECRET` (from Twitch Developer Console)
- `RAWG_API_KEY` (from RAWG settings)
- `THEGAMESDB_API_KEY` (from TheGamesDB API)
- `SCREENSCRAPER_USERNAME` (from ScreenScraper)
- `SCREENSCRAPER_PASSWORD` (from ScreenScraper)
#### 2. Workflow Configuration
The `.gitea/workflows/ci.yml` workflow automatically:
- ✅ Installs dependencies
- ✅ Runs linting checks
- ✅ Executes backend tests (Vitest)
- ✅ Executes frontend tests (Vitest)
- ✅ Starts backend + frontend servers
- ✅ Runs E2E tests (Playwright) with real metadata APIs
- ✅ Uploads test reports on failure
#### 3. Testing Flow
1. **Push** code to `main` or `develop`
2. **Gitea Actions** picks up the `.gitea/workflows/ci.yml`
3. **Secrets are injected** as environment variables
4. **E2E tests** fetch real metadata from APIs (using injected secrets)
5. **Build fails** if any test fails (prevents broken code)
#### 4. Local Development
For local testing, use `.env.local`:
```bash
IGDB_CLIENT_ID=your_local_id
IGDB_CLIENT_SECRET=your_local_secret
RAWG_API_KEY=your_local_key
THEGAMESDB_API_KEY=your_local_key
SCREENSCRAPER_USERNAME=your_username
SCREENSCRAPER_PASSWORD=your_password
```
**Note:** CI/CD uses Gitea Secrets (not `.env` files), so never commit real credentials.
### Troubleshooting
**"IGDB_CLIENT_ID not found"** → Check `.env` file exists and has correct format
**"429 Too Many Requests"** → Rate limit exceeded, wait and retry
**"Invalid API Key"** → Copy key exactly (no spaces), verify it's active on service website
**"ScreenScraper authentication failed"** → Check donation level and account status
---

215
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@@ -0,0 +1,215 @@
# Frontend - Landing Page de Quasar
## Visión General
El frontend de Quasar está implementado con **Next.js 16.1.6**, **React 19**, **TypeScript**, **Shadcn UI** y **Tailwind CSS 4**. La landing page presenta una estética **Mass Effect-inspired** con efectos de glassmorphism, holográficos y una paleta de colores cyberpunk cyan y gold sobre fondo oscuro espacial.
## Stack Tecnológico
| Tecnología | Versión | Propósito |
| ------------ | ------- | ------------------------------ |
| Next.js | 16.1.6 | Framework React con App Router |
| React | 19.2.3 | Biblioteca UI |
| TypeScript | 5.x | Type safety |
| Shadcn UI | 3.8.5 | Componentes accesibles |
| Tailwind CSS | 4.x | Estilos utility-first |
| Yarn | 4.12.0 | Gestor de paquetes |
## Estética Visual
### Paleta de Colores Mass Effect-inspired
| Color | Hex | Uso |
| -------------- | --------- | -------------------------------- |
| Background | `#0a0a12` | Fondo oscuro espacial |
| Primary (Cyan) | `#00d0e0` | Acentos principales, botones |
| Accent (Gold) | `#f0c040` | Detalles secundarios, highlights |
| Text | `#ffffff` | Texto principal |
| Muted | `#64748b` | Texto secundario |
### Efectos Visuales Implementados
- **Glassmorphism:** `backdrop-filter: blur(10px)` en navbar y footer
- **Glowing effects:** Brillo cyan y gold en elementos interactivos
- **Holographic:** Animación de escaneo horizontal en bordes
- **Pulse animation:** Indicadores de estado con pulso
- **Starfield background:** Fondo animado de estrellas
## Componentes de la Landing Page
### Navbar
- **Ubicación:** [`frontend/src/components/landing/Navbar.tsx`](../frontend/src/components/landing/Navbar.tsx)
- **Características:**
- Fijo en la parte superior con glassmorphism
- Logo "QUASAR" con efecto glow cyan
- Barra de búsqueda con efecto de brillo al enfocar
- Responsive con menú móvil desplegable
- **Accesibilidad:** `aria-label`, `aria-expanded`, `tabIndex` dinámico
### Hero Section
- **Ubicación:** [`frontend/src/components/landing/Hero.tsx`](../frontend/src/components/landing/Hero.tsx)
- **Características:**
- Imagen de fondo espacial de alta calidad (Unsplash)
- Título "FEATURED MISSION" y nombre del juego "Stellar Odyssey"
- Efecto holográfico en el borde
- Botón CTA "MISSION START" con gradiente cyan-gold
- Estadísticas del juego (rating, horas, gráficos)
- **Accesibilidad:** `id="hero"`, `aria-labelledby`, `alt` descriptivo
### Game Grid
- **Ubicación:** [`frontend/src/components/landing/GameGrid.tsx`](../frontend/src/components/landing/GameGrid.tsx)
- **Características:**
- Grid de tarjetas de juegos con diseño responsive
- Estadísticas reveladas al hover (rating, género, año, plataforma)
- Efectos hover con transformación y brillo
- **Accesibilidad:** `id="games"`, `aria-labelledby`, `loading="lazy"`, `aria-hidden`
### Footer
- **Ubicación:** [`frontend/src/components/landing/Footer.tsx`](../frontend/src/components/landing/Footer.tsx)
- **Características:**
- Diseño minimalista con glassmorphism
- Indicador "SYSTEM STATUS: ONLINE" con animación de pulso
- Enlaces de navegación secundarios
- **Accesibilidad:** `role="contentinfo"`
## Configuración del Tema
### globals.css
El tema Mass Effect-inspired se configura en [`frontend/src/app/globals.css`](../frontend/src/app/globals.css):
```css
:root {
--background: 240 10% 4%; /* #0a0a12 */
--primary: 180 100% 44%; /* #00d0e0 */
--accent: 45 90% 60%; /* #f0c040 */
/* ... más variables */
}
```
### Animaciones Personalizadas
- `.glass` - Efecto de vidrio esmerilado
- `.glow-cyan`, `.glow-gold` - Efectos de brillo
- `.holographic` - Efecto holográfico con escaneo
- `.pulse` - Animación de pulso
- `.starfield` - Fondo animado de estrellas
## Accesibilidad y Compliance
### Web Interface Guidelines Compliance
| Categoría | Cumplimiento | Detalles |
| ----------------- | --------------- | ------------------------------------------------------- |
| Accesibilidad | ✅ 95%+ | ARIA labels, keyboard navigation, screen reader support |
| Semántica HTML5 | ✅ 95%+ | `id` en secciones, `role` en footer, `main` con id |
| Contrast Ratios | ✅ WCAG AA | Cyan `#00d0e0`, Gold `#f0c040` |
| Responsive Design | ✅ Mobile-first | `min-h-screen`, breakpoints `sm:`, `md:`, `lg:` |
| Performance | ✅ Optimizado | Lazy loading, imágenes optimizadas |
| SEO | ✅ Optimizado | Metadata específica, OpenGraph tags, `lang="es"` |
### Mejoras Implementadas
- **Accesibilidad:** Labels ARIA, `aria-expanded`, `tabIndex` dinámico, `alt` descriptivos
- **Semántica HTML5:** `id` en secciones, `role` en footer, `main` con id
- **Contrast Ratios:** Cyan ajustado a `#00d0e0`, Gold ajustado a `#f0c040`
- **Responsive Design:** `min-h-screen` en lugar de `h-screen`, `pt-16` en main
- **Performance:** `loading="lazy"` en imágenes del grid, `priority` en Hero
- **SEO:** Metadata específica de Quasar, `lang="es"`, OpenGraph tags
## Desarrollo Local
### Instalación
```bash
cd frontend
yarn install
```
### Desarrollo
```bash
yarn dev
# Frontend disponible en: http://localhost:3000
```
### Build para Producción
```bash
yarn build
yarn start
```
### Testing
```bash
# Lint
yarn lint
# Type check
yarn type-check
```
## Estructura de Archivos
```
frontend/
├── src/
│ ├── app/
│ │ ├── favicon.ico
│ │ ├── globals.css # Tema Mass Effect + animaciones
│ │ ├── layout.tsx # Root layout con metadata SEO
│ │ └── page.tsx # Landing page con componentes
│ ├── components/
│ │ ├── landing/
│ │ │ ├── Navbar.tsx # Navbar con glassmorphism
│ │ │ ├── Hero.tsx # Hero section con featured game
│ │ │ ├── GameGrid.tsx # Grid de tarjetas con hover effects
│ │ │ └── Footer.tsx # Footer minimalista
│ │ └── ui/
│ │ ├── button.tsx # Componente Shadcn UI
│ │ ├── card.tsx # Componente Shadcn UI
│ │ └── input.tsx # Componente Shadcn UI
│ └── lib/
│ └── utils.ts # Utilidades de Shadcn UI
├── package.json
├── tsconfig.json
├── tailwind.config.ts
└── next.config.ts
```
## Componentes Shadcn UI Instalados
- **Button:** Botones con variantes (default, destructive, outline, secondary, ghost, link)
- **Input:** Campos de entrada con estilos consistentes
- **Card:** Tarjetas con header, content y footer
## Imágenes Placeholder
Todas las imágenes utilizadas son de alta calidad de Unsplash:
- **Hero background:** Imagen espacial/sci-fi
- **Game covers:** Imágenes de videojuegos variados
## Próximos Pasos
- [ ] Integrar con backend API para datos reales de juegos
- [ ] Añadir páginas adicionales (Dashboard, Games Library, Settings)
- [ ] Implementar autenticación de usuarios
- [ ] Añadir tests unitarios y E2E para componentes
- [ ] Implementar internacionalización (i18n)
## Referencias
- [Next.js Documentation](https://nextjs.org/docs)
- [Shadcn UI Documentation](https://ui.shadcn.com)
- [Tailwind CSS Documentation](https://tailwindcss.com/docs)
- [Web Interface Guidelines](https://vercel-labs.github.io/web-interface-guidelines)
---
_Última actualización: 2026-02-23_

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@@ -0,0 +1,546 @@
# Guía de Despliegue y Operaciones 🚀
Esta guía cubre el despliegue, configuración y operación de Quasar en producción.
---
## Tabla de Contenidos
1. [Requisitos del Sistema](#requisitos-del-sistema)
2. [Configuración de Producción](#configuración-de-producción)
3. [Despliegue](#despliegue)
4. [Monitoreo y Mantenimiento](#monitoreo-y-mantenimiento)
5. [Actualizaciones](#actualizaciones)
6. [Backup y Recuperación](#backup-y-recuperación)
7. [Solución de Problemas](#solución-de-problemas)
---
## Requisitos del Sistema
### Hardware Mínimo
- **CPU:** 2 cores
- **RAM:** 4GB
- **Almacenamiento:** 20GB (para ROMs y metadata)
- **Red:** Estable (para descargas de artwork)
### Software
- **Node.js 18+**
- **Yarn 4.x**
- **SQLite** (o PostgreSQL para producción)
- **Nginx** (recomendado para reverse proxy)
- **Certificado SSL** (HTTPS obligatorio)
### Dependencias Externas
- Claves API de IGDB, RAWG, TheGamesDB
- Acceso a servicios de descarga de imágenes
---
## Configuración de Producción
### Variables de Entorno
Crear `.env.production` con:
```env
# Database
DATABASE_URL="file:./production.db"
# Para PostgreSQL: postgresql://user:password@localhost:5432/quasar
# API Keys
IGDB_CLIENT_ID=your_production_client_id
IGDB_CLIENT_SECRET=your_production_client_secret
RAWG_API_KEY=your_production_api_key
THEGAMESDB_API_KEY=your_production_api_key
SCREENSCRAPER_USERNAME=your_screenscraper_username
SCREENSCRAPER_PASSWORD=your_screenscraper_password
# App Config
NODE_ENV=production
PORT=3000
HOST=0.0.0.0
LOG_LEVEL=info
# Security
CORS_ORIGIN=https://yourdomain.com
JWT_SECRET=your_secure_jwt_secret_here
API_RATE_LIMIT=100
# Performance
CACHE_TTL=86400
MAX_CONCURRENT_API_REQUESTS=5
```
### Configuración de Nginx
```nginx
server {
listen 443 ssl http2;
server_name yourdomain.com;
# SSL Configuration
ssl_certificate /path/to/cert.pem;
ssl_certificate_key /path/to/key.pem;
ssl_protocols TLSv1.2 TLSv1.3;
# Security headers
add_header X-Frame-Options DENY;
add_header X-Content-Type-Options nosniff;
add_header X-XSS-Protection "1; mode=block";
add_header Strict-Transport-Security "max-age=31536000; includeSubDomains" always;
# Frontend
location / {
root /var/www/quasar/frontend/dist;
try_files $uri $uri/ /index.html;
expires 1y;
add_header Cache-Control "public, immutable";
}
# Backend API
location /api/ {
proxy_pass http://localhost:3000;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection 'upgrade';
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
proxy_cache_bypass $http_upgrade;
proxy_read_timeout 864s;
}
# Static files
location /static/ {
root /var/www/quasar;
expires 1y;
add_header Cache-Control "public, immutable";
}
}
```
---
## Despliegue
### Opción 1: Docker (Recomendado)
```dockerfile
# Dockerfile
FROM node:18-alpine AS base
# Install dependencies only when needed
FROM base AS deps
RUN apk add --no-cache libc6-compat
WORKDIR /app
# Install dependencies based on the preferred package manager
COPY package.json yarn.lock* ./
RUN yarn install --frozen-lockfile
# Rebuild the source code only when needed
FROM base AS builder
WORKDIR /app
COPY --from=deps /app/node_modules ./node_modules
COPY . .
# Build the application
RUN yarn build
# Production image, copy all the files and run next
FROM base AS runner
WORKDIR /app
ENV NODE_ENV=production
ENV PORT=3000
# Copy built application
COPY --from=builder /app/dist ./dist
COPY --from=builder /app/node_modules ./node_modules
COPY --from=builder /app/package.json ./package.json
# Create non-root user
RUN addgroup --system --gid 1001 nodejs
RUN adduser --system --uid 1001 nextjs
USER nextjs
EXPOSE 3000
CMD ["node", "dist/server.js"]
```
```yaml
# docker-compose.yml
version: '3.8'
services:
quasar-backend:
build: ./backend
ports:
- '3000:3000'
environment:
- NODE_ENV=production
- DATABASE_URL=file:./production.db
- IGDB_CLIENT_ID=${IGDB_CLIENT_ID}
- IGDB_CLIENT_SECRET=${IGDB_CLIENT_SECRET}
- RAWG_API_KEY=${RAWG_API_KEY}
- THEGAMESDB_API_KEY=${THEGAMESDB_API_KEY}
volumes:
- ./data:/app/data
- ./backend/prisma:/app/prisma
restart: unless-stopped
quasar-frontend:
build: ./frontend
ports:
- '5173:5173'
depends_on:
- quasar-backend
restart: unless-stopped
nginx:
image: nginx:alpine
ports:
- '443:443'
volumes:
- ./nginx.conf:/etc/nginx/nginx.conf
- ./ssl:/etc/nginx/ssl
depends_on:
- quasar-backend
- quasar-frontend
restart: unless-stopped
```
### Opción 2: VPS Manual
```bash
# 1. Setup server
sudo apt update
sudo apt install -y nodejs yarn nginx sqlite3
# 2. Clone repository
git clone https://your-repo/quasar.git
cd quasar
# 3. Install dependencies
yarn install --production
# 4. Setup environment
cp .env.example .env.production
# Edit .env.production with real values
# 5. Build frontend
cd frontend
yarn build
cd ..
# 6. Setup database
cd backend
npx prisma migrate deploy
cd ..
# 7. Configure nginx
sudo cp nginx.conf /etc/nginx/sites-available/quasar
sudo ln -s /etc/nginx/sites-available/quasar /etc/nginx/sites-enabled/
sudo nginx -t
sudo systemctl reload nginx
# 8. Start services
cd backend
nohup yarn start > /var/log/quasar-backend.log 2>&1 &
cd ../frontend
nohup yarn start > /var/log/quasar-frontend.log 2>&1 &
```
---
## Monitoreo y Mantenimiento
### Health Checks
```bash
# Backend health
curl http://localhost:3000/health
# Database connection
curl http://localhost:3000/api/health/database
# API rate limits status
curl http://localhost:3000/api/health/rate-limits
```
### Logging
Configurar logrotate:
```bash
# /etc/logrotate.d/quasar
/var/log/quasar/*.log {
daily
missingok
rotate 7
compress
delaycompress
notifempty
copytruncate
}
```
### Monitoreo de API Keys
Crear script para verificar límites:
```bash
#!/bin/bash
# check-api-limits.sh
# Check IGDB rate limits
curl -s -I "https://api.igdb.com/v4/games" | grep -i "x-ratelimit"
# Check RAWG usage
curl -s "https://api.rawg.io/api/games?key=$RAWG_API_KEY&search=test" | jq '.count'
# Log warnings
echo "$(date): API rate limits checked" >> /var/log/quasar/api-monitor.log
```
---
## Actualizaciones
### Proceso de Actualización
```bash
# 1. Backup
./backup.sh
# 2. Stop services
sudo systemctl stop quasar-backend
sudo systemctl stop quasar-frontend
# 3. Pull latest code
git pull origin main
# 4. Update dependencies
yarn install --frozen-lockfile
# 5. Build frontend
cd frontend && yarn build && cd ..
# 6. Run migrations
cd backend && npx prisma migrate deploy && cd ..
# 7. Start services
sudo systemctl start quasar-backend
sudo systemctl start quasar-frontend
```
### Actualizaciones de API Keys
1. Generar nuevas claves en cada servicio
2. Actualizar variables de entorno
3. Reiniciar servicios
4. Monitorear errores durante 24h
---
## Backup y Recuperación
### Script de Backup
```bash
#!/bin/bash
# backup.sh
BACKUP_DIR="/backups/quasar"
DATE=$(date +%Y%m%d_%H%M%S)
DB_FILE="quasar_$DATE.db"
ROMS_DIR="roms_$DATE"
# Create backup directory
mkdir -p "$BACKUP_DIR"
# Backup database
cp backend/prisma/production.db "$BACKUP_DIR/$DB_FILE"
# Backup ROM metadata (not actual ROMs)
cp -r data/roms_metadata "$BACKUP_DIR/$ROMS_DIR"
# Backup configuration
cp .env.production "$BACKUP_DIR/env_$DATE"
# Compress backup
tar -czf "$BACKUP_DIR/backup_$DATE.tar.gz" -C "$BACKUP_DIR" "$DB_FILE" "$ROMS_DIR" "env_$DATE"
# Clean up old backups (keep last 7 days)
find "$BACKUP_DIR" -name "backup_*.tar.gz" -mtime +7 -delete
echo "Backup completed: $BACKUP_DIR/backup_$DATE.tar.gz"
```
### Recuperación
```bash
#!/bin/bash
# restore.sh
BACKUP_FILE=$1
BACKUP_DIR="/backups/quasar"
if [ ! -f "$BACKUP_DIR/$BACKUP_FILE" ]; then
echo "Backup file not found: $BACKUP_DIR/$BACKUP_FILE"
exit 1
fi
# Stop services
sudo systemctl stop quasar-backend
sudo systemctl stop quasar-frontend
# Extract backup
cd "$BACKUP_DIR"
tar -xzf "$BACKUP_FILE"
# Restore database
cp "$DB_FILE" backend/prisma/production.db
# Restore ROM metadata
cp -r "$ROMS_DIR"/* data/
# Restore configuration (optional)
# cp "env_$DATE" .env.production
# Start services
sudo systemctl start quasar-backend
sudo systemctl start quasar-frontend
echo "Restore completed from: $BACKUP_FILE"
```
---
## Solución de Problemas
### Problemas Comunes
#### 1. "Database connection failed"
```bash
# Check database file
ls -la backend/prisma/production.db
# Check permissions
sudo chown -R nodejs:nodejs backend/prisma/
# Check database integrity
sqlite3 backend/prisma/production.db "PRAGMA integrity_check;"
```
#### 2. "API rate limit exceeded"
```bash
# Check current rate limits
curl -I "https://api.igdb.com/v4/games" | grep -i "x-ratelimit"
# Implement backoff strategy
# Check logs for specific API errors
tail -f /var/log/quasar/backend.log | grep "429"
```
#### 3. "Frontend cannot connect to backend"
```bash
# Check backend is running
curl http://localhost:3000/health
# Check CORS configuration
curl -H "Origin: https://yourdomain.com" -v http://localhost:3000/health
# Check nginx configuration
sudo nginx -t
```
#### 4. "ROM scanning fails"
```bash
# Check directory permissions
ls -la /path/to/roms/
# Check file formats
find /path/to/roms/ -name "*.zip" -o -name "*.7z" -o -name "*.rar"
# Check disk space
df -h
```
### Diagnóstico Remoto
```bash
# Create diagnostic script
#!/bin/bash
# diagnostic.sh
echo "=== Quasar Diagnostic Report ==="
echo "Date: $(date)"
echo "Node.js version: $(node --version)"
echo "Yarn version: $(yarn --version)"
echo ""
echo "=== System Resources ==="
free -h
df -h
echo ""
echo "=== Services Status ==="
systemctl status quasar-backend
systemctl status quasar-frontend
echo ""
echo "=== Database Status ==="
sqlite3 backend/prisma/production.db "SELECT COUNT(*) FROM games;"
sqlite3 backend/prisma/production.db "SELECT COUNT(*) FROM rom_files;"
echo ""
echo "=== API Keys Status ==="
echo "IGDB: ${IGDB_CLIENT_ID:0:10}..."
echo "RAWG: ${RAWG_API_KEY:0:10}..."
echo "TheGamesDB: ${THEGAMESDB_API_KEY:0:10}..."
echo ""
echo "=== Recent Errors ==="
tail -20 /var/log/quasar/backend.log | grep -i "error"
tail -20 /var/log/quasar/frontend.log | grep -i "error"
```
---
## Soporte
### Logs de Depuración
```bash
# Backend logs
tail -f /var/log/quasar/backend.log
# Frontend logs
tail -f /var/log/quasar/frontend.log
# Nginx logs
tail -f /var/log/nginx/access.log
tail -f /var/log/nginx/error.log
```
### Contacto
- **Issues:** Reportar en el repositorio de Gitea
- **Emergencias:** Email: support@yourdomain.com
- **Documentación:** Ver [docs/README.md](../../README.md)
---
_Última actualización: 2026-02-22_

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# Obtaining API Keys
This guide explains how to get credentials for each metadata service.
## IGDB (Internet Game Database)
IGDB uses **OAuth 2.0 via Twitch**. Steps:
1. Go to [Twitch Developer Console](https://dev.twitch.tv/console/apps)
2. Sign in with your Twitch account (create one if needed)
3. Click "Create Application"
- Name: "Quasar" (or your app name)
- Category: Select relevant category
- Accept terms, click Create
4. You'll see:
- **Client ID** — Copy this
- Click "New Secret" to generate **Client Secret** — Copy this
5. Go to Settings → OAuth Redirect URLs
- Add: `http://localhost:3000/oauth/callback` (development)
- For production: `https://yourdomain.com/oauth/callback`
6. In your `.env` file:
```
IGDB_CLIENT_ID=your_client_id
IGDB_CLIENT_SECRET=your_client_secret
```
7. Start Quasar, it will use IGDB automatically
**Rate Limit:** 4 requests/second
## RAWG (Rawg.io)
RAWG has a simpler **API Key** approach:
1. Go to [RAWG Settings](https://rawg.io/settings/account)
2. Sign up if needed, then login
3. Find "API Key" section
4. Click "Create new key" (if needed) or copy existing key
5. In your `.env` file:
```
RAWG_API_KEY=your_api_key_here
```
6. Start Quasar
**Rate Limit:** 20 requests/second (free tier)
**Note:** RAWG requires attribution in UI (include "Powered by RAWG" somewhere visible)
## TheGamesDB (thegamesdb.net)
TheGamesDB uses a simple **API Key**:
1. Go to [TheGamesDB API](https://thegamesdb.net/api)
2. Find "API Key" section (free registration required)
3. Register or login
4. Copy your API key
5. In your `.env` file:
```
THEGAMESDB_API_KEY=your_api_key_here
```
6. Start Quasar
**Rate Limit:** 1 request/second (free tier)
## Testing Without Real Keys
For development/testing:
- Leave API keys as `your_*_here` in `.env.local`
- Quasar will gracefully degrade and show limited metadata
- Frontend will still work with manual game entry
## Production Deployment
For production:
1. Generate new keys on each service (don't reuse dev keys)
2. Store keys in **Gitea Secrets** (for automated CI/CD pipelines)
3. Or use environment variables on your hosting provider
4. Rotate keys every 3 months
5. Monitor rate limits in service dashboards
## Gitea Actions CI/CD Setup
To enable automated testing with API keys in Gitea Actions:
### 1. Store Secrets in Gitea
Navigate to your repository settings:
```
https://your-gitea-instance/your-org/quasar/settings/secrets/actions
```
Add these secrets:
- `IGDB_CLIENT_ID` (from Twitch Developer Console)
- `IGDB_CLIENT_SECRET` (from Twitch Developer Console)
- `RAWG_API_KEY` (from RAWG settings)
- `THEGAMESDB_API_KEY` (from TheGamesDB API)
### 2. Workflow Configuration
The `.gitea/workflows/ci.yml` workflow automatically:
- ✅ Installs dependencies
- ✅ Runs linting checks
- ✅ Executes backend tests (Vitest)
- ✅ Executes frontend tests (Vitest)
- ✅ Starts backend + frontend servers
- ✅ Runs E2E tests (Playwright) with real metadata APIs
- ✅ Uploads test reports on failure
### 3. Testing Flow
1. **Push** code to `main` or `develop`
2. **Gitea Actions** picks up the `.gitea/workflows/ci.yml`
3. **Secrets are injected** as `IGDB_CLIENT_ID`, `IGDB_CLIENT_SECRET`, `RAWG_API_KEY`, `THEGAMESDB_API_KEY`
4. **E2E tests** fetch real metadata from APIs (using injected secrets)
5. **Build fails** if any test fails (prevents broken code)
### 4. Local Development
For local testing, use `.env.local`:
```bash
IGDB_CLIENT_ID=your_local_id
IGDB_CLIENT_SECRET=your_local_secret
RAWG_API_KEY=your_local_key
THEGAMESDB_API_KEY=your_local_key
```
**Note:** CI/CD uses Gitea Secrets (not `.env` files), so never commit real credentials.
## Troubleshooting
**"IGDB_CLIENT_ID not found"** → Check `.env` file exists and has correct format
**"429 Too Many Requests"** → Rate limit exceeded, wait and retry
**"Invalid API Key"** → Copy key exactly (no spaces), verify it's active on service website

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# Documentación del Proyecto Quasar 📚
Esta documentación está organizada en secciones lógicas para facilitar la navegación y mantenimiento.
## Estructura de la Documentación
```
docs/
├── README.md # Este archivo (índice general)
├── 01-conceptos/ # Conceptos fundamentales y requisitos
│ ├── requirements.md # Requisitos funcionales y no funcionales
│ ├── architecture.md # Arquitectura técnica general
│ └── data-model.md # Modelo de datos y esquema
├── 02-tecnico/ # Documentación técnica detallada
│ ├── apis.md # APIs del sistema (consolidado)
│ ├── frontend.md # Documentación del frontend
│ └── lessons-learned.md # Lecciones aprendidas y recomendaciones
├── 03-analisis/ # Análisis comparativos y estudios
│ └── competitive-analysis.md # Análisis competitivo
└── 04-operaciones/ # Guías de operación y despliegue
```
## Guía de Navegación
### 🎯 Para nuevos desarrolladores
1. Comienza con [`01-conceptos/requirements.md`](01-conceptos/requirements.md) para entender el propósito
2. Lee [`01-conceptos/architecture.md`](01-conceptos/architecture.md) para la visión general
3. Revisa [`01-conceptos/data-model.md`](01-conceptos/data-model.md) para entender los datos
### 🔧 Para trabajo técnico
1. Consulta [`02-tecnico/apis.md`](02-tecnico/apis.md) para APIs y configuración
2. Revisa [`02-tecnico/frontend.md`](02-tecnico/frontend.md) para detalles del frontend
3. Lee [`02-tecnico/lessons-learned.md`](02-tecnico/lessons-learned.md) para buenas prácticas
### 📊 Para análisis y decisiones
1. Revisa [`03-analisis/competitive-analysis.md`](03-analisis/competitive-analysis.md) para contexto del mercado
### 🚀 Para operaciones y despliegue
1. Las guías de operación están en desarrollo (sección `04-operaciones/`)
## Convenciones
### Formato de enlaces
Todos los enlaces internos usan formato markdown estándar:
```markdown
[texto de enlace](ruta/al/archivo.md)
```
### Nomenclatura de archivos
- Todos los usan `kebab-case.md`
- Los prefijos numéricos indican orden de lectura
### Estructura de documentos
- Cada documento tiene tabla de contenidos (TOC)
- Secciones numeradas para mejor navegación
- Ejemplos de código con formato sintáctico
## Estado Actual
| Sección | Estado | Comentarios |
| -------------- | ---------------- | ----------------------------------------------------- |
| 01-conceptos | ✅ Completa | Documentación fundamental estable |
| 02-tecnico | ✅ Actualizada | APIs consolidados, frontend completo con landing page |
| 03-analisis | ✅ Completa | Análisis competitivo actualizado |
| 04-operaciones | 🚧 En desarrollo | Guías de operación pendientes |
## Próximos Pasos
- [x] Documentar API REST detallada
- [x] Documentar frontend con landing page
- [ ] Añadir documentación de testing y CI/CD
- [ ] Crear índice temático para búsqueda rápida
## Contribuir
Al agregar nuevo contenido:
1. Coloca el documento en la sección adecuada
2. Sigue las convenciones de nomenclatura
3. Actualiza este README si agregas nuevas secciones
4. Revisa y actualiza referencias cruzadas
---
_Última actualización: 2026-02-23_

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# Integración de APIs externas — Prioridad y guía práctica
## Objetivo
Definir APIs prioritarias para el MVP, cómo obtener credenciales, ejemplos de uso y estrategias de robustez (rate limit, retries, fallback y normalización de datos).
---
## APIs priorizadas (MVP)
1. **IGDB (prioridad alta)**
2. **RAWG (prioridad alta)**
3. **TheGamesDB (prioridad media)**
---
## IGDB
- **Obtener credenciales**: registrar una app en Twitch Developer Console para obtener `CLIENT_ID` y `CLIENT_SECRET`. Obtener token con grant type `client_credentials` (POST a `https://id.twitch.tv/oauth2/token`).
- **Endpoints principales**: `POST https://api.igdb.com/v4/games` (consulta flexible via body con sintaxis IGDB), `POST https://api.igdb.com/v4/covers`, `POST https://api.igdb.com/v4/platforms`.
- **Ejemplo (buscar)**:
```bash
# Obtener token
curl -X POST 'https://id.twitch.tv/oauth2/token?client_id=$IGDB_CLIENT_ID&client_secret=$IGDB_CLIENT_SECRET&grant_type=client_credentials'
# Buscar juegos
curl -X POST 'https://api.igdb.com/v4/games' \
-H "Client-ID: $IGDB_CLIENT_ID" \
-H "Authorization: Bearer $IGDB_TOKEN" \
-H 'Accept: application/json' \
--data 'fields id,name,first_release_date,platforms.name,genres.name,cover.url; search "zelda"; limit 5;'
```
- **Respuesta (esquemática)**:
```json
[
{
"id": 12345,
"name": "Ejemplo",
"first_release_date": 1459468800,
"platforms": [{ "name": "Nintendo Switch" }],
"cover": { "url": "//images.igdb.com/...jpg" }
}
]
```
- **Límites y manejo**: la API puede devolver `429` o cabeceras de límite; implementar retries exponenciales (ej. 3 intentos) y respetar `Retry-After`. Implementar circuit breaker si la API falla repetidamente.
- **Atribución**: mostrar origen de datos (ej. "Datos: IGDB") según términos del servicio.
---
## RAWG
- **Obtener credenciales**: registrarse en RAWG para obtener `RAWG_API_KEY` (https://rawg.io/apidocs).
- **Endpoints principales**: `GET https://api.rawg.io/api/games?key=API_KEY&search=...`, `GET https://api.rawg.io/api/games/{id}`.
- **Ejemplo**:
```bash
curl 'https://api.rawg.io/api/games?key=$RAWG_API_KEY&search=zelda&page_size=5'
```
- **Respuesta (esquemática)**:
```json
{
"count": 100,
"results": [
{ "id": 3498, "name": "GTA V", "released": "2013-09-17", "background_image": "https://..." }
]
}
```
- **Límites y manejo**: RAWG suele tener límites por clave/plan; cachear y fallback a otros proveedores si falla.
- **Atribución**: revisar condiciones y mostrar HTTP o texto de fuente si es requerido por el proveedor.
---
## TheGamesDB
- **Obtener credenciales**: crear cuenta y generar API Key en https://thegamesdb.net.
- **Endpoints**: búsqueda por nombre y detalles (`/v1/Games/ByGameName?name=...`, `/v1/Games/ByGameID?id=...`).
- **Ejemplo**:
```bash
curl -H 'Authorization: Bearer $THEGAMESDB_KEY' 'https://api.thegamesdb.net/v1/Games/ByGameName?name=zelda'
```
---
## Estrategia de fallback y normalización
- **Orden de prioridad**: IGDB → RAWG → TheGamesDB (configurable).
- **Normalización (mapping)**:
- `title``name`
- `platform``platforms[].name`
- `release_date``first_release_date` / `released` → convertir a ISO 8601
- `genres``genres[].name`
- `cover_url``cover.url` / `background_image`
- `external_ids``{ igdb: id, rawg: id, thegamesdb: id }`
- **Fallback**: si IGDB no tiene portada, intentar RAWG; si falla, usar TheGamesDB. Registrar la fuente usada.
---
## Caché y almacenamiento de artwork
- **Caché metadata**: LRU en memoria o Redis con TTL (por ejemplo 24h) para evitar sobrecargar APIs.
- **Almacenamiento de imágenes**: descargar y optimizar con `sharp` (crear versiones: thumb, medium), almacenar en `storage/artwork/{gameId}/cover.jpg` o S3.
- **Servicio proxy**: servir imágenes desde backend para no exponer keys ni URLs externas.
---
## Manejo de errores y resiliencia
- Implementar **retries** exponenciales con jitter (3 intentos).
- Implementar **circuit breaker** para desconectar llamadas a un proveedor fuera de servicio por N minutos.
- Limitar concurrencia por proveedor (p. ej. 5 llamadas simultáneas) y usar colas para trabajos masivos (enriquecimiento masivo).
---
## Variables de entorno (ejemplos)
```
IGDB_CLIENT_ID=...
IGDB_CLIENT_SECRET=...
RAWG_API_KEY=...
THEGAMESDB_API_KEY=...
EXTERNAL_API_CONCURRENCY=5
```
> Nota: **Nunca** exponer estas claves en el cliente; siempre pasar por el backend.
---
## Fuentes
- IGDB API docs, RAWG API docs, TheGamesDB API docs.
- Patrones: retries, circuit breakers (ej. libraries: `p-retry`, `cockatiel`).
---
**Metadatos**
Autor: Quasar (investigación automatizada)
Última actualización: 2026-02-07

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# See https://help.github.com/articles/ignoring-files/ for more about ignoring files.
# dependencies
/node_modules
/.pnp
.pnp.*
.yarn/*
!.yarn/patches
!.yarn/plugins
!.yarn/releases
!.yarn/versions
# testing
/coverage
# next.js
/.next/
/out/
# production
/build
# misc
.DS_Store
*.pem
# debug
npm-debug.log*
yarn-debug.log*
yarn-error.log*
.pnpm-debug.log*
# env files (can opt-in for committing if needed)
.env*
# vercel
.vercel
# typescript
*.tsbuildinfo
next-env.d.ts

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{
"$schema": "https://ui.shadcn.com/schema.json",
"style": "new-york",
"rsc": true,
"tsx": true,
"tailwind": {
"config": "",
"css": "src/app/globals.css",
"baseColor": "neutral",
"cssVariables": true,
"prefix": ""
},
"iconLibrary": "lucide",
"rtl": false,
"aliases": {
"components": "@/components",
"utils": "@/lib/utils",
"ui": "@/components/ui",
"lib": "@/lib",
"hooks": "@/hooks"
},
"registries": {}
}

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@@ -0,0 +1,18 @@
import { defineConfig, globalIgnores } from "eslint/config";
import nextVitals from "eslint-config-next/core-web-vitals";
import nextTs from "eslint-config-next/typescript";
const eslintConfig = defineConfig([
...nextVitals,
...nextTs,
// Override default ignores of eslint-config-next.
globalIgnores([
// Default ignores of eslint-config-next:
".next/**",
"out/**",
"build/**",
"next-env.d.ts",
]),
]);
export default eslintConfig;

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@@ -1,36 +0,0 @@
<!doctype html>
<html lang="es">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Quasar</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>
<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Quasar</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Quasar</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>

16
frontend/next.config.ts Normal file
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import type { NextConfig } from 'next';
const nextConfig: NextConfig = {
images: {
remotePatterns: [
{
protocol: 'https',
hostname: 'images.unsplash.com',
port: '',
pathname: '/**',
},
],
},
};
export default nextConfig;

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@@ -1,38 +1,33 @@
{
"name": "quasar-frontend",
"version": "0.0.0",
"name": "frontend",
"version": "0.1.0",
"private": true,
"packageManager": "yarn@4.12.0",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview",
"test": "vitest",
"test:run": "vitest run",
"lint": "echo \"No lint configured\"",
"format": "prettier --write ."
"dev": "next dev",
"build": "next build",
"start": "next start",
"lint": "eslint"
},
"dependencies": {
"@hookform/resolvers": "^3.3.0",
"@tanstack/react-query": "^4.34.0",
"react": "^18.2.0",
"react-dom": "^18.2.0",
"react-hook-form": "^7.48.0",
"zod": "^3.22.0"
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"lucide-react": "^0.575.0",
"next": "16.1.6",
"radix-ui": "^1.4.3",
"react": "19.2.3",
"react-dom": "19.2.3",
"tailwind-merge": "^3.5.0"
},
"devDependencies": {
"@testing-library/jest-dom": "^6.0.0",
"@testing-library/react": "^14.0.0",
"@testing-library/user-event": "^14.5.0",
"@types/react": "^18.2.21",
"@types/react-dom": "^18.2.7",
"@vitejs/plugin-react": "^4.0.0",
"autoprefixer": "^10.4.14",
"jsdom": "^22.1.0",
"postcss": "^8.4.24",
"tailwindcss": "^3.4.7",
"typescript": "^5.2.2",
"vite": "^5.1.0",
"vitest": "^0.34.1"
"@tailwindcss/postcss": "^4",
"@types/node": "^20",
"@types/react": "^19",
"@types/react-dom": "^19",
"eslint": "^9",
"eslint-config-next": "16.1.6",
"shadcn": "^3.8.5",
"tailwindcss": "^4",
"tw-animate-css": "^1.4.0",
"typescript": "^5"
}
}

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

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const config = {
plugins: {
"@tailwindcss/postcss": {},
},
};
export default config;

1
frontend/public/file.svg Normal file
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<svg fill="none" viewBox="0 0 16 16" xmlns="http://www.w3.org/2000/svg"><path d="M14.5 13.5V5.41a1 1 0 0 0-.3-.7L9.8.29A1 1 0 0 0 9.08 0H1.5v13.5A2.5 2.5 0 0 0 4 16h8a2.5 2.5 0 0 0 2.5-2.5m-1.5 0v-7H8v-5H3v12a1 1 0 0 0 1 1h8a1 1 0 0 0 1-1M9.5 5V2.12L12.38 5zM5.13 5h-.62v1.25h2.12V5zm-.62 3h7.12v1.25H4.5zm.62 3h-.62v1.25h7.12V11z" clip-rule="evenodd" fill="#666" fill-rule="evenodd"/></svg>

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<svg fill="none" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 16 16"><g clip-path="url(#a)"><path fill-rule="evenodd" clip-rule="evenodd" d="M10.27 14.1a6.5 6.5 0 0 0 3.67-3.45q-1.24.21-2.7.34-.31 1.83-.97 3.1M8 16A8 8 0 1 0 8 0a8 8 0 0 0 0 16m.48-1.52a7 7 0 0 1-.96 0H7.5a4 4 0 0 1-.84-1.32q-.38-.89-.63-2.08a40 40 0 0 0 3.92 0q-.25 1.2-.63 2.08a4 4 0 0 1-.84 1.31zm2.94-4.76q1.66-.15 2.95-.43a7 7 0 0 0 0-2.58q-1.3-.27-2.95-.43a18 18 0 0 1 0 3.44m-1.27-3.54a17 17 0 0 1 0 3.64 39 39 0 0 1-4.3 0 17 17 0 0 1 0-3.64 39 39 0 0 1 4.3 0m1.1-1.17q1.45.13 2.69.34a6.5 6.5 0 0 0-3.67-3.44q.65 1.26.98 3.1M8.48 1.5l.01.02q.41.37.84 1.31.38.89.63 2.08a40 40 0 0 0-3.92 0q.25-1.2.63-2.08a4 4 0 0 1 .85-1.32 7 7 0 0 1 .96 0m-2.75.4a6.5 6.5 0 0 0-3.67 3.44 29 29 0 0 1 2.7-.34q.31-1.83.97-3.1M4.58 6.28q-1.66.16-2.95.43a7 7 0 0 0 0 2.58q1.3.27 2.95.43a18 18 0 0 1 0-3.44m.17 4.71q-1.45-.12-2.69-.34a6.5 6.5 0 0 0 3.67 3.44q-.65-1.27-.98-3.1" fill="#666"/></g><defs><clipPath id="a"><path fill="#fff" d="M0 0h16v16H0z"/></clipPath></defs></svg>

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1
frontend/public/next.svg Normal file
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@@ -0,0 +1 @@
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<svg fill="none" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 1155 1000"><path d="m577.3 0 577.4 1000H0z" fill="#fff"/></svg>

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View File

@@ -0,0 +1 @@
<svg fill="none" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 16 16"><path fill-rule="evenodd" clip-rule="evenodd" d="M1.5 2.5h13v10a1 1 0 0 1-1 1h-11a1 1 0 0 1-1-1zM0 1h16v11.5a2.5 2.5 0 0 1-2.5 2.5h-11A2.5 2.5 0 0 1 0 12.5zm3.75 4.5a.75.75 0 1 0 0-1.5.75.75 0 0 0 0 1.5M7 4.75a.75.75 0 1 1-1.5 0 .75.75 0 0 1 1.5 0m1.75.75a.75.75 0 1 0 0-1.5.75.75 0 0 0 0 1.5" fill="#666"/></svg>

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@@ -1,13 +0,0 @@
import React from 'react';
import Navbar from './components/layout/Navbar';
export default function App(): JSX.Element {
return (
<div>
<Navbar />
<main>
<h1>Quasar</h1>
</main>
</div>
);
}

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@import "tailwindcss";
@import "tw-animate-css";
@import "shadcn/tailwind.css";
@custom-variant dark (&:is(.dark *));
@theme inline {
--color-background: var(--background);
--color-foreground: var(--foreground);
--font-sans: var(--font-geist-sans);
--font-mono: var(--font-geist-mono);
--color-sidebar-ring: var(--sidebar-ring);
--color-sidebar-border: var(--sidebar-border);
--color-sidebar-accent-foreground: var(--sidebar-accent-foreground);
--color-sidebar-accent: var(--sidebar-accent);
--color-sidebar-primary-foreground: var(--sidebar-primary-foreground);
--color-sidebar-primary: var(--sidebar-primary);
--color-sidebar-foreground: var(--sidebar-foreground);
--color-sidebar: var(--sidebar);
--color-chart-5: var(--chart-5);
--color-chart-4: var(--chart-4);
--color-chart-3: var(--chart-3);
--color-chart-2: var(--chart-2);
--color-chart-1: var(--chart-1);
--color-ring: var(--ring);
--color-input: var(--input);
--color-border: var(--border);
--color-destructive: var(--destructive);
--color-accent-foreground: var(--accent-foreground);
--color-accent: var(--accent);
--color-muted-foreground: var(--muted-foreground);
--color-muted: var(--muted);
--color-secondary-foreground: var(--secondary-foreground);
--color-secondary: var(--secondary);
--color-primary-foreground: var(--primary-foreground);
--color-primary: var(--primary);
--color-popover-foreground: var(--popover-foreground);
--color-popover: var(--popover);
--color-card-foreground: var(--card-foreground);
--color-card: var(--card);
--radius-sm: calc(var(--radius) - 4px);
--radius-md: calc(var(--radius) - 2px);
--radius-lg: var(--radius);
--radius-xl: calc(var(--radius) + 4px);
--radius-2xl: calc(var(--radius) + 8px);
--radius-3xl: calc(var(--radius) + 12px);
--radius-4xl: calc(var(--radius) + 16px);
}
:root {
--radius: 0.625rem;
--background: #0a0a12;
--foreground: oklch(0.985 0 0);
--card: oklch(0.11 0 0);
--card-foreground: oklch(0.985 0 0);
--popover: oklch(0.11 0 0);
--popover-foreground: oklch(0.985 0 0);
--primary: #00d0e0;
--primary-foreground: #0a0a12;
--secondary: oklch(0.18 0 0);
--secondary-foreground: oklch(0.985 0 0);
--muted: oklch(0.18 0 0);
--muted-foreground: oklch(0.708 0 0);
--accent: #f0c040;
--accent-foreground: #0a0a12;
--destructive: oklch(0.704 0.191 22.216);
--border: oklch(1 0 0 / 10%);
--input: oklch(1 0 0 / 15%);
--ring: #00f0ff;
--chart-1: oklch(0.488 0.243 264.376);
--chart-2: oklch(0.696 0.17 162.48);
--chart-3: oklch(0.769 0.188 70.08);
--chart-4: oklch(0.627 0.265 303.9);
--chart-5: oklch(0.645 0.246 16.439);
--sidebar: oklch(0.11 0 0);
--sidebar-foreground: oklch(0.985 0 0);
--sidebar-primary: #00f0ff;
--sidebar-primary-foreground: #0a0a12;
--sidebar-accent: oklch(0.18 0 0);
--sidebar-accent-foreground: oklch(0.985 0 0);
--sidebar-border: oklch(1 0 0 / 10%);
--sidebar-ring: #00f0ff;
}
.dark {
--background: #0a0a12;
--foreground: oklch(0.985 0 0);
--card: oklch(0.11 0 0);
--card-foreground: oklch(0.985 0 0);
--popover: oklch(0.11 0 0);
--popover-foreground: oklch(0.985 0 0);
--primary: #00d0e0;
--primary-foreground: #0a0a12;
--secondary: oklch(0.18 0 0);
--secondary-foreground: oklch(0.985 0 0);
--muted: oklch(0.18 0 0);
--muted-foreground: oklch(0.708 0 0);
--accent: #f0c040;
--accent-foreground: #0a0a12;
--destructive: oklch(0.704 0.191 22.216);
--border: oklch(1 0 0 / 10%);
--input: oklch(1 0 0 / 15%);
--ring: #00f0ff;
--chart-1: oklch(0.488 0.243 264.376);
--chart-2: oklch(0.696 0.17 162.48);
--chart-3: oklch(0.769 0.188 70.08);
--chart-4: oklch(0.627 0.265 303.9);
--chart-5: oklch(0.645 0.246 16.439);
--sidebar: oklch(0.11 0 0);
--sidebar-foreground: oklch(0.985 0 0);
--sidebar-primary: #00f0ff;
--sidebar-primary-foreground: #0a0a12;
--sidebar-accent: oklch(0.18 0 0);
--sidebar-accent-foreground: oklch(0.985 0 0);
--sidebar-border: oklch(1 0 0 / 10%);
--sidebar-ring: #00f0ff;
}
/* Mass Effect-inspired theme customizations */
:root {
/* Custom colors for Mass Effect theme */
--mass-effect-dark: #0a0a12;
--mass-effect-cyan: #00d0e0;
--mass-effect-gold: #f0c040;
--mass-effect-cyan-glow: rgba(0, 208, 224, 0.5);
--mass-effect-gold-glow: rgba(240, 192, 64, 0.5);
--glass-bg: rgba(10, 10, 18, 0.7);
--glass-border: rgba(0, 208, 224, 0.2);
}
/* Glassmorphism effect */
.glass {
background: var(--glass-bg);
backdrop-filter: blur(10px);
-webkit-backdrop-filter: blur(10px);
border: 1px solid var(--glass-border);
}
/* Glow effects */
.glow-cyan {
box-shadow: 0 0 10px var(--mass-effect-cyan-glow);
}
.glow-cyan-intense {
box-shadow: 0 0 20px var(--mass-effect-cyan-glow), 0 0 40px var(--mass-effect-cyan);
}
.glow-gold {
box-shadow: 0 0 10px var(--mass-effect-gold-glow);
}
/* Text effects */
.text-glow-cyan {
text-shadow: 0 0 10px var(--mass-effect-cyan-glow);
}
.text-glow-gold {
text-shadow: 0 0 10px var(--mass-effect-gold-glow);
}
/* Holographic effect */
.holographic {
position: relative;
overflow: hidden;
}
.holographic::before {
content: "";
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(
90deg,
transparent,
rgba(0, 240, 255, 0.2),
transparent
);
animation: holographic-scan 3s infinite;
}
@keyframes holographic-scan {
0% {
left: -100%;
}
100% {
left: 100%;
}
}
/* Pulse animation for system status */
@keyframes pulse {
0%, 100% {
opacity: 1;
}
50% {
opacity: 0.5;
}
}
.pulse {
animation: pulse 2s infinite;
}
/* Hover glow effect */
.hover-glow:hover {
box-shadow: 0 0 15px var(--mass-effect-cyan-glow);
transform: translateY(-2px);
transition: all 0.3s ease;
}
/* Starfield background */
.starfield {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -1;
background-image:
radial-gradient(2px 2px at 20px 30px, #eee, transparent),
radial-gradient(2px 2px at 40px 70px, #eee, transparent),
radial-gradient(1px 1px at 50px 50px, #eee, transparent),
radial-gradient(1px 1px at 80px 10px, #eee, transparent),
radial-gradient(2px 2px at 130px 80px, #eee, transparent);
background-repeat: repeat;
background-size: 200px 200px;
opacity: 0.3;
animation: starfield-move 120s linear infinite;
}
@keyframes starfield-move {
from {
transform: translateX(0);
}
to {
transform: translateX(-200px);
}
}
/* Custom button styles */
.btn-mission {
background: linear-gradient(45deg, var(--mass-effect-cyan), var(--mass-effect-gold));
border: none;
color: var(--mass-effect-dark);
font-weight: bold;
text-transform: uppercase;
letter-spacing: 1px;
padding: 12px 24px;
border-radius: 4px;
position: relative;
overflow: hidden;
transition: all 0.3s ease;
}
.btn-mission:hover {
transform: scale(1.05);
box-shadow: 0 0 20px var(--mass-effect-cyan-glow), 0 0 40px var(--mass-effect-gold-glow);
}
.btn-mission::before {
content: "";
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(
90deg,
transparent,
rgba(255, 255, 255, 0.2),
transparent
);
transition: left 0.5s;
}
.btn-mission:hover::before {
left: 100%;
}
/* Search bar glow effect */
.search-glow:focus {
box-shadow: 0 0 0 1px var(--mass-effect-cyan), 0 0 15px var(--mass-effect-cyan-glow);
border-color: var(--mass-effect-cyan);
}
@layer base {
* {
@apply border-border outline-ring/50;
}
body {
@apply bg-background text-foreground;
font-family: 'Inter', sans-serif;
overflow-x: hidden;
}
}

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import type { Metadata } from 'next';
import { Geist, Geist_Mono } from 'next/font/google';
import './globals.css';
const geistSans = Geist({
variable: '--font-geist-sans',
subsets: ['latin'],
});
const geistMono = Geist_Mono({
variable: '--font-geist-mono',
subsets: ['latin'],
});
export const metadata: Metadata = {
title: 'Quasar - Tu Biblioteca de Videojuegos',
description:
'Gestiona tu colección de videojuegos con Quasar. Organiza, escanea y explora tu biblioteca personal.',
keywords: ['videojuegos', 'emulador', 'retro gaming', 'video game library'],
openGraph: {
title: 'Quasar - Tu Biblioteca de Videojuegos',
description:
'Gestiona tu colección de videojuegos con Quasar. Organiza, escanea y explora tu biblioteca personal.',
type: 'website',
},
};
export default function RootLayout({
children,
}: Readonly<{
children: React.ReactNode;
}>) {
return (
<html lang="es" suppressHydrationWarning>
<body className={`${geistSans.variable} ${geistMono.variable} antialiased`}>{children}</body>
</html>
);
}

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import Navbar from '@/components/landing/Navbar';
import Hero from '@/components/landing/Hero';
import GameGrid from '@/components/landing/GameGrid';
import Footer from '@/components/landing/Footer';
export default function Home() {
return (
<div className="min-h-screen" style={{ backgroundColor: 'var(--mass-effect-dark)' }}>
{/* Starfield Background */}
<div className="starfield"></div>
{/* Navbar */}
<Navbar />
{/* Main Content */}
<main id="main-content" className="pt-16">
{/* Hero Section */}
<Hero />
{/* Game Grid Section */}
<GameGrid />
</main>
{/* Footer */}
<Footer />
</div>
);
}

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import { Game } from '../../types/game';
interface GameCardProps {
game: Game;
onEdit?: (game: Game) => void;
onDelete?: (id: string) => void;
}
export default function GameCard({ game, onEdit, onDelete }: GameCardProps): JSX.Element {
return (
<div className="rounded border border-gray-300 p-4 shadow-sm hover:shadow-md">
<h3 className="mb-2 text-lg font-semibold">{game.title}</h3>
<p className="mb-2 text-sm text-gray-600">{game.slug}</p>
{game.description && <p className="mb-3 text-sm text-gray-700">{game.description}</p>}
<p className="mb-4 text-xs text-gray-500">
Added: {new Date(game.createdAt).toLocaleDateString()}
</p>
<div className="flex gap-2">
{onEdit && (
<button
onClick={() => onEdit(game)}
className="rounded bg-blue-600 px-3 py-1 text-sm text-white hover:bg-blue-700"
>
Edit
</button>
)}
{onDelete && (
<button
onClick={() => onDelete(game.id)}
className="rounded bg-red-600 px-3 py-1 text-sm text-white hover:bg-red-700"
>
Delete
</button>
)}
</div>
</div>
);
}

View File

@@ -1,190 +0,0 @@
import { useForm } from 'react-hook-form';
import { zodResolver } from '@hookform/resolvers/zod';
import { z } from 'zod';
import { Game, CreateGameInput } from '../../types/game';
const gameFormSchema = z.object({
title: z.string().min(1, 'Title is required'),
platformId: z.string().min(1, 'Platform is required'),
description: z.string().optional().nullable(),
priceCents: z.number().optional(),
currency: z.string().optional().default('USD'),
store: z.string().optional(),
date: z.string().optional(),
condition: z.enum(['Loose', 'CIB', 'New']).optional(),
notes: z.string().optional().nullable(),
});
type GameFormData = z.infer<typeof gameFormSchema>;
interface GameFormProps {
initialData?: Game;
onSubmit: (data: CreateGameInput | Game) => void | Promise<void>;
isLoading?: boolean;
}
export default function GameForm({
initialData,
onSubmit,
isLoading = false,
}: GameFormProps): JSX.Element {
const {
register,
handleSubmit,
formState: { errors },
} = useForm<GameFormData>({
resolver: zodResolver(gameFormSchema),
defaultValues: initialData
? {
title: initialData.title,
description: initialData.description,
priceCents: undefined,
currency: 'USD',
store: undefined,
date: undefined,
condition: undefined,
notes: undefined,
}
: undefined,
});
const onFormSubmit = (data: GameFormData) => {
onSubmit(data as CreateGameInput);
};
return (
<form onSubmit={handleSubmit(onFormSubmit)} className="space-y-4">
<div>
<label htmlFor="title" className="block text-sm font-medium">
Title *
</label>
<input
{...register('title')}
id="title"
type="text"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
/>
{errors.title && <p className="text-red-600 text-sm">{errors.title.message}</p>}
</div>
<div>
<label htmlFor="platformId" className="block text-sm font-medium">
Platform *
</label>
<input
{...register('platformId')}
id="platformId"
type="text"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
/>
{errors.platformId && <p className="text-red-600 text-sm">{errors.platformId.message}</p>}
</div>
<div>
<label htmlFor="condition" className="block text-sm font-medium">
Condition
</label>
<select
{...register('condition')}
id="condition"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
>
<option value="">Select condition</option>
<option value="Loose">Loose</option>
<option value="CIB">CIB</option>
<option value="New">New</option>
</select>
</div>
<div>
<label htmlFor="description" className="block text-sm font-medium">
Description
</label>
<textarea
{...register('description')}
id="description"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
rows={3}
/>
</div>
<div>
<label htmlFor="priceCents" className="block text-sm font-medium">
Price (cents)
</label>
<input
{...register('priceCents', { valueAsNumber: true })}
id="priceCents"
type="number"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
/>
</div>
<div>
<label htmlFor="currency" className="block text-sm font-medium">
Currency
</label>
<input
{...register('currency')}
id="currency"
type="text"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
defaultValue="USD"
/>
</div>
<div>
<label htmlFor="store" className="block text-sm font-medium">
Store
</label>
<input
{...register('store')}
id="store"
type="text"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
/>
</div>
<div>
<label htmlFor="date" className="block text-sm font-medium">
Purchase Date
</label>
<input
{...register('date')}
id="date"
type="date"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
/>
</div>
<div>
<label htmlFor="notes" className="block text-sm font-medium">
Notes
</label>
<textarea
{...register('notes')}
id="notes"
className="mt-1 block w-full rounded border border-gray-300 px-3 py-2"
disabled={isLoading}
rows={2}
/>
</div>
<button
type="submit"
disabled={isLoading}
className="w-full rounded bg-blue-600 px-4 py-2 text-white disabled:bg-gray-400"
>
{isLoading ? 'Saving...' : 'Save Game'}
</button>
</form>
);
}

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'use client';
import React from 'react';
const Footer = () => {
return (
<footer className="glass py-8 px-4" role="contentinfo">
<div className="container mx-auto">
<div className="flex flex-col md:flex-row justify-between items-center">
{/* System Status */}
<div className="flex items-center mb-4 md:mb-0">
<div className="flex items-center mr-2">
<div
className="w-3 h-3 rounded-full mr-2 pulse"
style={{ backgroundColor: 'var(--mass-effect-cyan)' }}
></div>
<span
className="text-sm font-mono uppercase tracking-wider"
style={{ color: 'var(--mass-effect-cyan)' }}
>
SYSTEM STATUS: ONLINE
</span>
</div>
</div>
{/* Navigation Links */}
<div className="flex space-x-6 mb-4 md:mb-0">
<a href="#" className="text-gray-400 hover:text-cyan-400 transition-colors">
About
</a>
<a href="#" className="text-gray-400 hover:text-cyan-400 transition-colors">
Support
</a>
<a href="#" className="text-gray-400 hover:text-cyan-400 transition-colors">
API
</a>
<a href="#" className="text-gray-400 hover:text-cyan-400 transition-colors">
Privacy
</a>
<a href="#" className="text-gray-400 hover:text-cyan-400 transition-colors">
Terms
</a>
</div>
{/* Copyright */}
<div className="text-sm text-gray-400">
© {new Date().getFullYear()} QUASAR. All rights reserved.
</div>
</div>
</div>
</footer>
);
};
export default Footer;

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'use client';
import React, { useState } from 'react';
import { Card, CardContent } from '@/components/ui/card';
import Image from 'next/image';
interface Game {
id: number;
title: string;
coverImage: string;
rating: number;
genre: string;
year: number;
platform: string;
}
const GameGrid = () => {
const [hoveredGame, setHoveredGame] = useState<number | null>(null);
const games: Game[] = [
{
id: 1,
title: 'Nebula Warriors',
coverImage:
'https://images.unsplash.com/photo-1511512578047-dfb367046420?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=687&q=80',
rating: 92,
genre: 'Action',
year: 2023,
platform: 'Multi',
},
{
id: 2,
title: 'Cyber Revolution',
coverImage:
'https://images.unsplash.com/photo-1550745165-9bc0b252726a?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=1170&q=80',
rating: 88,
genre: 'RPG',
year: 2022,
platform: 'PC',
},
{
id: 3,
title: 'Quantum Escape',
coverImage:
'https://images.unsplash.com/photo-1538481199705-c710c4e965fc?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=1170&q=80',
rating: 85,
genre: 'Puzzle',
year: 2023,
platform: 'Console',
},
{
id: 4,
title: 'Galactic Frontline',
coverImage:
'https://images.unsplash.com/photo-1550745165-9bc0b252726a?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=1170&q=80',
rating: 90,
genre: 'Strategy',
year: 2023,
platform: 'Multi',
},
{
id: 5,
title: 'Digital Horizon',
coverImage:
'https://images.unsplash.com/photo-1518709268805-4e9042af2176?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=1170&q=80',
rating: 87,
genre: 'Racing',
year: 2022,
platform: 'Console',
},
{
id: 6,
title: 'Shadow Protocol',
coverImage:
'https://images.unsplash.com/photo-1511512578047-dfb367046420?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=687&q=80',
rating: 91,
genre: 'Stealth',
year: 2023,
platform: 'PC',
},
];
return (
<section className="py-16 px-4" id="games" aria-labelledby="games-title">
<div className="container mx-auto">
<h2
id="games-title"
className="text-3xl md:text-4xl font-bold text-center mb-12 uppercase tracking-wider"
style={{
color: 'var(--mass-effect-gold)',
textShadow: '0 0 10px var(--mass-effect-gold-glow)',
}}
>
Game Library
</h2>
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-6">
{games.map((game) => (
<Card
key={game.id}
className="relative overflow-hidden border-0 glass hover-glow cursor-pointer transition-all duration-300"
onMouseEnter={() => setHoveredGame(game.id)}
onMouseLeave={() => setHoveredGame(null)}
>
<div className="relative h-64">
<Image
src={game.coverImage}
alt={`Portada del juego ${game.title}`}
fill
className="object-cover"
loading="lazy"
/>
{/* Overlay with game info on hover */}
<div
className={`absolute inset-0 bg-black bg-opacity-80 flex flex-col justify-end p-4 transition-opacity duration-300 ${
hoveredGame === game.id ? 'opacity-100' : 'opacity-0'
}`}
>
<h3
className="text-xl font-bold mb-2"
style={{ color: 'var(--mass-effect-cyan)' }}
>
{game.title}
</h3>
<div className="grid grid-cols-2 gap-2 text-sm">
<div>
<span className="text-gray-400">RATING:</span>
<span className="ml-2 font-bold" style={{ color: 'var(--mass-effect-gold)' }}>
{game.rating}%
</span>
</div>
<div>
<span className="text-gray-400">GENRE:</span>
<span className="ml-2">{game.genre}</span>
</div>
<div>
<span className="text-gray-400">YEAR:</span>
<span className="ml-2">{game.year}</span>
</div>
<div>
<span className="text-gray-400">PLATFORM:</span>
<span className="ml-2">{game.platform}</span>
</div>
</div>
</div>
{/* Holographic border effect */}
{hoveredGame === game.id && (
<div
className="absolute inset-0 holographic pointer-events-none"
aria-hidden="true"
></div>
)}
</div>
<CardContent className="p-4">
<h3 className="text-lg font-bold mb-2" style={{ color: 'var(--mass-effect-cyan)' }}>
{game.title}
</h3>
<div className="flex justify-between items-center">
<div className="flex items-center">
<div
className="w-2 h-2 rounded-full mr-2"
style={{ backgroundColor: 'var(--mass-effect-gold)' }}
></div>
<span className="text-sm text-gray-300">{game.genre}</span>
</div>
<div className="flex items-center">
<span
className="text-sm font-bold mr-1"
style={{ color: 'var(--mass-effect-gold)' }}
>
{game.rating}
</span>
<span className="text-sm text-gray-400">/100</span>
</div>
</div>
</CardContent>
</Card>
))}
</div>
</div>
</section>
);
};
export default GameGrid;

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'use client';
import React from 'react';
import { Button } from '@/components/ui/button';
import Image from 'next/image';
const Hero = () => {
return (
<section
className="relative min-h-screen flex items-center justify-center overflow-hidden"
id="hero"
aria-labelledby="hero-title"
>
{/* Background Image */}
<div className="absolute inset-0 z-0">
<Image
src="https://images.unsplash.com/photo-1446776653964-20c1d3a81b06?ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D&auto=format&fit=crop&w=1740&q=80"
alt="Fondo espacial con estrellas para el juego destacado"
fill
className="object-cover"
priority
/>
<div className="absolute inset-0 bg-black opacity-60"></div>
</div>
{/* Holographic Border Effect */}
<div className="absolute inset-0 z-10 holographic pointer-events-none"></div>
{/* Content */}
<div className="relative z-20 text-center px-4 max-w-4xl mx-auto">
<div className="mb-6">
<h2
id="hero-title"
className="text-3xl md:text-4xl font-bold uppercase tracking-wider mb-4"
style={{
color: 'var(--mass-effect-gold)',
textShadow: '0 0 10px var(--mass-effect-gold-glow)',
}}
>
Featured Mission
</h2>
<h1
className="text-5xl md:text-7xl font-bold uppercase tracking-wider mb-6"
style={{
color: 'var(--mass-effect-cyan)',
textShadow: '0 0 15px var(--mass-effect-cyan-glow)',
}}
>
Stellar Odyssey
</h1>
<p
className="text-lg md:text-xl text-white max-w-2xl mx-auto mb-8"
style={{ textShadow: '0 0 5px rgba(0, 0, 0, 0.8)' }}
>
Embark on an epic journey through uncharted galaxies. Command your starship, explore
alien worlds, and uncover the mysteries of the universe in this groundbreaking space
exploration adventure.
</p>
</div>
<div className="flex flex-col sm:flex-row gap-4 justify-center items-center">
<Button
className="btn-mission text-lg px-8 py-3"
onClick={() => console.log('Mission Start clicked')}
>
MISSION START
</Button>
<Button
variant="outline"
className="border-cyan-500 text-cyan-500 hover:bg-cyan-500 hover:text-black text-lg px-8 py-3"
onClick={() => console.log('Learn More clicked')}
>
LEARN MORE
</Button>
</div>
{/* Game Stats */}
<div className="grid grid-cols-3 gap-4 mt-12 max-w-md mx-auto">
<div className="text-center">
<div className="text-2xl font-bold" style={{ color: 'var(--mass-effect-cyan)' }}>
94%
</div>
<div className="text-sm text-gray-300">RATING</div>
</div>
<div className="text-center">
<div className="text-2xl font-bold" style={{ color: 'var(--mass-effect-cyan)' }}>
50+
</div>
<div className="text-sm text-gray-300">HOURS</div>
</div>
<div className="text-center">
<div className="text-2xl font-bold" style={{ color: 'var(--mass-effect-cyan)' }}>
4K
</div>
<div className="text-sm text-gray-300">GRAPHICS</div>
</div>
</div>
</div>
{/* Scroll Indicator */}
<div className="absolute bottom-8 left-1/2 transform -translate-x-1/2 z-20">
<div className="animate-bounce">
<svg
width="30"
height="30"
viewBox="0 0 30 30"
fill="none"
xmlns="http://www.w3.org/2000/svg"
>
<path
d="M15 20L8 13L9.4 11.6L15 17.2L20.6 11.6L22 13L15 20Z"
fill="var(--mass-effect-cyan)"
/>
</svg>
</div>
</div>
</section>
);
};
export default Hero;

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@@ -0,0 +1,160 @@
'use client';
import React, { useState } from 'react';
import { Button } from '@/components/ui/button';
import { Input } from '@/components/ui/input';
const Navbar = () => {
const [isMenuOpen, setIsMenuOpen] = useState(false);
const [searchQuery, setSearchQuery] = useState('');
const toggleMenu = () => {
setIsMenuOpen(!isMenuOpen);
};
return (
<nav className="fixed top-0 left-0 right-0 z-50 glass">
<div className="container mx-auto px-4 py-4">
<div className="flex items-center justify-between">
{/* Logo */}
<div className="flex items-center space-x-2">
<h1
className="text-2xl font-bold text-glow-cyan"
style={{ color: 'var(--mass-effect-cyan)' }}
>
QUASAR
</h1>
</div>
{/* Search Bar - Desktop */}
<div className="hidden md:flex flex-1 max-w-md mx-8">
<Input
type="text"
placeholder="SEARCH GAMES..."
value={searchQuery}
onChange={(e) => setSearchQuery(e.target.value)}
className="search-glow bg-transparent border border-gray-600 text-white placeholder-gray-400"
style={{ borderColor: 'var(--mass-effect-cyan)' }}
aria-label="Campo de búsqueda de juegos"
/>
</div>
{/* Navigation Links - Desktop */}
<div className="hidden md:flex items-center space-x-6">
<a
href="#"
className="text-white hover:text-glow-cyan transition-colors"
style={{ textShadow: '0 0 5px var(--mass-effect-cyan-glow)' }}
>
GAMES
</a>
<a
href="#"
className="text-white hover:text-glow-cyan transition-colors"
style={{ textShadow: '0 0 5px var(--mass-effect-cyan-glow)' }}
>
LIBRARY
</a>
<a
href="#"
className="text-white hover:text-glow-cyan transition-colors"
style={{ textShadow: '0 0 5px var(--mass-effect-cyan-glow)' }}
>
STATS
</a>
<Button
variant="outline"
className="border-cyan-500 text-cyan-500 hover:bg-cyan-500 hover:text-black"
>
LOGIN
</Button>
</div>
{/* Mobile Menu Button */}
<div className="md:hidden">
<Button
variant="ghost"
size="icon"
onClick={toggleMenu}
className="text-white"
aria-label={isMenuOpen ? 'Cerrar menú' : 'Abrir menú'}
aria-expanded={isMenuOpen}
>
<svg
xmlns="http://www.w3.org/2000/svg"
width="24"
height="24"
viewBox="0 0 24 24"
fill="none"
stroke="currentColor"
strokeWidth="2"
strokeLinecap="round"
strokeLinejoin="round"
>
{isMenuOpen ? (
<path d="M18 6L6 18M6 6l12 12" />
) : (
<>
<line x1="4" y1="6" x2="20" y2="6" />
<line x1="4" y1="12" x2="20" y2="12" />
<line x1="4" y1="18" x2="20" y2="18" />
</>
)}
</svg>
</Button>
</div>
</div>
{/* Mobile Menu */}
{isMenuOpen && (
<div className="md:hidden mt-4 glass rounded-lg p-4">
{/* Search Bar - Mobile */}
<div className="mb-4">
<Input
type="text"
placeholder="SEARCH GAMES..."
value={searchQuery}
onChange={(e) => setSearchQuery(e.target.value)}
className="search-glow bg-transparent border border-gray-600 text-white placeholder-gray-400 w-full"
style={{ borderColor: 'var(--mass-effect-cyan)' }}
/>
</div>
{/* Navigation Links - Mobile */}
<div className="flex flex-col space-y-3">
<a
href="#"
className="text-white hover:text-glow-cyan transition-colors py-2"
tabIndex={isMenuOpen ? 0 : -1}
>
GAMES
</a>
<a
href="#"
className="text-white hover:text-glow-cyan transition-colors py-2"
tabIndex={isMenuOpen ? 0 : -1}
>
LIBRARY
</a>
<a
href="#"
className="text-white hover:text-glow-cyan transition-colors py-2"
tabIndex={isMenuOpen ? 0 : -1}
>
STATS
</a>
<Button
variant="outline"
className="border-cyan-500 text-cyan-500 hover:bg-cyan-500 hover:text-black w-full"
>
LOGIN
</Button>
</div>
</div>
)}
</div>
</nav>
);
};
export default Navbar;

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@@ -1,12 +0,0 @@
import React from 'react';
export default function Navbar(): JSX.Element {
return (
<nav style={{ padding: 12 }}>
<a href="/roms" style={{ marginRight: 12 }}>
ROMs
</a>
<a href="/games">Games</a>
</nav>
);
}

View File

@@ -1,9 +0,0 @@
import React from 'react';
export default function Sidebar(): JSX.Element {
return (
<aside style={{ padding: 12 }}>
<div>Sidebar (placeholder)</div>
</aside>
);
}

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@@ -1,163 +0,0 @@
import React, { useState } from 'react';
import { useEnrichMetadata } from '../../hooks/useRoms';
import { EnrichedGame } from '../../types/rom';
interface MetadataSearchDialogProps {
romId: string;
isOpen: boolean;
onOpenChange: (open: boolean) => void;
onSelect: (game: EnrichedGame) => void;
}
const sourceLabels: Record<string, string> = {
igdb: 'IGDB',
rawg: 'RAWG',
thegamesdb: 'TGDB',
};
export default function MetadataSearchDialog({
romId,
isOpen,
onOpenChange,
onSelect,
}: MetadataSearchDialogProps): JSX.Element | null {
const [query, setQuery] = useState('');
const [results, setResults] = useState<EnrichedGame[]>([]);
const [searched, setSearched] = useState(false);
const enrichMutation = useEnrichMetadata();
const handleSearch = async (e: React.FormEvent) => {
e.preventDefault();
setSearched(false);
if (!query.trim()) return;
try {
const searchResults = await enrichMutation.mutateAsync(query);
setResults(searchResults);
setSearched(true);
} catch (err) {
console.error('Search failed:', err);
setResults([]);
setSearched(true);
}
};
const handleSelect = (game: EnrichedGame) => {
onSelect(game);
onOpenChange(false);
setQuery('');
setResults([]);
setSearched(false);
};
if (!isOpen) {
return null;
}
return (
<div className="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center z-50">
<div className="bg-white rounded-lg shadow-lg p-6 max-w-2xl w-full max-h-[90vh] overflow-auto">
<div className="flex justify-between items-center mb-4">
<h2 className="text-lg font-semibold">Search Metadata</h2>
<button
onClick={() => onOpenChange(false)}
aria-label="close"
className="text-gray-500 hover:text-gray-700 text-xl"
>
</button>
</div>
<form onSubmit={handleSearch} className="mb-6">
<div className="flex gap-2">
<input
type="text"
placeholder="Search game title"
value={query}
onChange={(e) => setQuery(e.target.value)}
disabled={enrichMutation.isPending}
className="flex-1 px-3 py-2 border border-gray-300 rounded-md focus:outline-none focus:ring-2 focus:ring-blue-500 disabled:bg-gray-100"
/>
<button
type="submit"
disabled={enrichMutation.isPending}
className="bg-blue-600 text-white px-4 py-2 rounded-md hover:bg-blue-700 disabled:bg-gray-400 font-medium"
>
{enrichMutation.isPending ? 'Searching...' : 'Search'}
</button>
</div>
</form>
{searched && results.length === 0 && (
<div className="text-center py-8 text-gray-500">No results found for "{query}"</div>
)}
{results.length > 0 && (
<div className="space-y-4">
{results.map((game, index) => (
<div
key={`${game.source}-${game.externalIds[game.source as keyof typeof game.externalIds]}`}
className="border border-gray-200 rounded-lg p-4 hover:shadow-md transition"
>
<div className="flex gap-4">
{game.coverUrl && (
<img
src={game.coverUrl}
alt={game.title}
className="w-16 h-24 object-cover rounded"
/>
)}
<div className="flex-1">
<div className="flex items-center gap-2 mb-2">
<h3 className="font-semibold text-lg">{game.title}</h3>
<span className="bg-gray-200 text-gray-800 text-xs px-2 py-1 rounded">
{sourceLabels[game.source]}
</span>
</div>
{game.releaseDate && (
<p className="text-sm text-gray-600">
Released: {new Date(game.releaseDate).getFullYear()}
</p>
)}
{(game.genres || game.platforms) && (
<div className="text-sm text-gray-600 mt-1">
{game.genres && <p>Genres: {game.genres.join(', ')}</p>}
{game.platforms && <p>Platforms: {game.platforms.join(', ')}</p>}
</div>
)}
{game.description && (
<p className="text-sm text-gray-700 mt-2 line-clamp-2">{game.description}</p>
)}
</div>
<button
onClick={() => handleSelect(game)}
className="bg-green-600 text-white px-3 py-2 rounded-md hover:bg-green-700 font-medium h-fit whitespace-nowrap"
>
Select
</button>
</div>
</div>
))}
</div>
)}
{searched && results.length === 0 && (
<div className="text-center py-4">
<button
onClick={() => onOpenChange(false)}
className="bg-gray-200 text-gray-800 px-4 py-2 rounded-md hover:bg-gray-300"
>
Cancel
</button>
</div>
)}
</div>
</div>
);
}

View File

@@ -1,66 +0,0 @@
import React from 'react';
import { RomFile } from '../../types/rom';
interface RomCardProps {
rom: RomFile;
onLinkMetadata?: (romId: string) => void;
onDelete?: (romId: string) => void;
}
function formatBytes(bytes: number): string {
if (bytes === 0) return '0 B';
const k = 1024;
const sizes = ['B', 'KB', 'MB', 'GB'];
const i = Math.floor(Math.log(bytes) / Math.log(k));
return parseFloat((bytes / Math.pow(k, i)).toFixed(1)) + ' ' + sizes[i];
}
export default function RomCard({ rom, onLinkMetadata, onDelete }: RomCardProps): JSX.Element {
return (
<div className="border border-gray-300 rounded-lg p-4 hover:shadow-md transition">
<div className="flex justify-between items-start mb-2">
<h3 className="font-semibold text-lg flex-1 break-all">{rom.filename}</h3>
<span
className={`text-xs px-2 py-1 rounded font-medium whitespace-nowrap ml-2 ${
rom.status === 'active' ? 'bg-green-100 text-green-800' : 'bg-red-100 text-red-800'
}`}
>
{rom.status}
</span>
</div>
<div className="space-y-1 text-sm text-gray-600 mb-3">
<p>
<span className="font-medium">Size:</span> {formatBytes(rom.size)}
</p>
<p>
<span className="font-medium">Checksum:</span> {rom.checksum.substring(0, 8)}...
</p>
{rom.game && (
<p>
<span className="font-medium">Game:</span> {rom.game.title}
</p>
)}
</div>
<div className="flex gap-2">
{!rom.game && onLinkMetadata && (
<button
onClick={() => onLinkMetadata(rom.id)}
className="flex-1 bg-blue-600 text-white px-3 py-2 text-sm rounded-md hover:bg-blue-700"
>
Link Metadata
</button>
)}
{onDelete && (
<button
onClick={() => onDelete(rom.id)}
className="flex-1 bg-red-600 text-white px-3 py-2 text-sm rounded-md hover:bg-red-700"
>
Delete
</button>
)}
</div>
</div>
);
}

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@@ -1,103 +0,0 @@
import React, { useState } from 'react';
import { useScanDirectory } from '../../hooks/useRoms';
interface ScanDialogProps {
isOpen: boolean;
onOpenChange: (open: boolean) => void;
}
export default function ScanDialog({ isOpen, onOpenChange }: ScanDialogProps): JSX.Element | null {
const [path, setPath] = useState('');
const [error, setError] = useState<string | null>(null);
const [success, setSuccess] = useState(false);
const scanMutation = useScanDirectory();
const handleSubmit = async (e: React.FormEvent) => {
e.preventDefault();
setError(null);
setSuccess(false);
if (!path.trim()) {
setError('Please enter a directory path');
return;
}
try {
await scanMutation.mutateAsync(path);
setSuccess(true);
setPath('');
setTimeout(() => {
onOpenChange(false);
setSuccess(false);
}, 2000);
} catch (err) {
setError(err instanceof Error ? err.message : 'Failed to scan directory');
}
};
if (!isOpen) {
return null;
}
return (
<div className="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center">
<div className="bg-white rounded-lg shadow-lg p-6 max-w-md w-full">
<div className="flex justify-between items-center mb-4">
<h2 className="text-lg font-semibold">Scan ROMs Directory</h2>
<button
onClick={() => onOpenChange(false)}
className="text-gray-500 hover:text-gray-700 text-xl"
>
</button>
</div>
<form onSubmit={handleSubmit} className="space-y-4">
<div>
<label htmlFor="path" className="block text-sm font-medium mb-1">
Directory Path
</label>
<input
id="path"
type="text"
placeholder="Enter ROM directory path"
value={path}
onChange={(e) => setPath(e.target.value)}
disabled={scanMutation.isPending}
className="w-full px-3 py-2 border border-gray-300 rounded-md focus:outline-none focus:ring-2 focus:ring-blue-500 disabled:bg-gray-100"
/>
</div>
{error && (
<div className="p-3 bg-red-50 border border-red-200 rounded text-red-700 text-sm">
<strong>Error:</strong> {error}
</div>
)}
{success && (
<div className="p-3 bg-green-50 border border-green-200 rounded text-green-700 text-sm">
Scan completed!
</div>
)}
<div className="flex gap-3 pt-4">
<button
type="submit"
disabled={scanMutation.isPending}
className="flex-1 bg-blue-600 text-white px-4 py-2 rounded-md hover:bg-blue-700 disabled:bg-gray-400 font-medium"
>
{scanMutation.isPending ? 'Scanning...' : 'Scan Directory'}
</button>
<button
type="button"
onClick={() => onOpenChange(false)}
className="flex-1 bg-gray-200 text-gray-800 px-4 py-2 rounded-md hover:bg-gray-300 font-medium"
>
Cancel
</button>
</div>
</form>
</div>
</div>
);
}

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@@ -0,0 +1,64 @@
import * as React from "react"
import { cva, type VariantProps } from "class-variance-authority"
import { Slot } from "radix-ui"
import { cn } from "@/lib/utils"
const buttonVariants = cva(
"inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-md text-sm font-medium transition-all disabled:pointer-events-none disabled:opacity-50 [&_svg]:pointer-events-none [&_svg:not([class*='size-'])]:size-4 shrink-0 [&_svg]:shrink-0 outline-none focus-visible:border-ring focus-visible:ring-ring/50 focus-visible:ring-[3px] aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive",
{
variants: {
variant: {
default: "bg-primary text-primary-foreground hover:bg-primary/90",
destructive:
"bg-destructive text-white hover:bg-destructive/90 focus-visible:ring-destructive/20 dark:focus-visible:ring-destructive/40 dark:bg-destructive/60",
outline:
"border bg-background shadow-xs hover:bg-accent hover:text-accent-foreground dark:bg-input/30 dark:border-input dark:hover:bg-input/50",
secondary:
"bg-secondary text-secondary-foreground hover:bg-secondary/80",
ghost:
"hover:bg-accent hover:text-accent-foreground dark:hover:bg-accent/50",
link: "text-primary underline-offset-4 hover:underline",
},
size: {
default: "h-9 px-4 py-2 has-[>svg]:px-3",
xs: "h-6 gap-1 rounded-md px-2 text-xs has-[>svg]:px-1.5 [&_svg:not([class*='size-'])]:size-3",
sm: "h-8 rounded-md gap-1.5 px-3 has-[>svg]:px-2.5",
lg: "h-10 rounded-md px-6 has-[>svg]:px-4",
icon: "size-9",
"icon-xs": "size-6 rounded-md [&_svg:not([class*='size-'])]:size-3",
"icon-sm": "size-8",
"icon-lg": "size-10",
},
},
defaultVariants: {
variant: "default",
size: "default",
},
}
)
function Button({
className,
variant = "default",
size = "default",
asChild = false,
...props
}: React.ComponentProps<"button"> &
VariantProps<typeof buttonVariants> & {
asChild?: boolean
}) {
const Comp = asChild ? Slot.Root : "button"
return (
<Comp
data-slot="button"
data-variant={variant}
data-size={size}
className={cn(buttonVariants({ variant, size, className }))}
{...props}
/>
)
}
export { Button, buttonVariants }

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@@ -0,0 +1,92 @@
import * as React from "react"
import { cn } from "@/lib/utils"
function Card({ className, ...props }: React.ComponentProps<"div">) {
return (
<div
data-slot="card"
className={cn(
"bg-card text-card-foreground flex flex-col gap-6 rounded-xl border py-6 shadow-sm",
className
)}
{...props}
/>
)
}
function CardHeader({ className, ...props }: React.ComponentProps<"div">) {
return (
<div
data-slot="card-header"
className={cn(
"@container/card-header grid auto-rows-min grid-rows-[auto_auto] items-start gap-2 px-6 has-data-[slot=card-action]:grid-cols-[1fr_auto] [.border-b]:pb-6",
className
)}
{...props}
/>
)
}
function CardTitle({ className, ...props }: React.ComponentProps<"div">) {
return (
<div
data-slot="card-title"
className={cn("leading-none font-semibold", className)}
{...props}
/>
)
}
function CardDescription({ className, ...props }: React.ComponentProps<"div">) {
return (
<div
data-slot="card-description"
className={cn("text-muted-foreground text-sm", className)}
{...props}
/>
)
}
function CardAction({ className, ...props }: React.ComponentProps<"div">) {
return (
<div
data-slot="card-action"
className={cn(
"col-start-2 row-span-2 row-start-1 self-start justify-self-end",
className
)}
{...props}
/>
)
}
function CardContent({ className, ...props }: React.ComponentProps<"div">) {
return (
<div
data-slot="card-content"
className={cn("px-6", className)}
{...props}
/>
)
}
function CardFooter({ className, ...props }: React.ComponentProps<"div">) {
return (
<div
data-slot="card-footer"
className={cn("flex items-center px-6 [.border-t]:pt-6", className)}
{...props}
/>
)
}
export {
Card,
CardHeader,
CardFooter,
CardTitle,
CardAction,
CardDescription,
CardContent,
}

View File

@@ -0,0 +1,21 @@
import * as React from "react"
import { cn } from "@/lib/utils"
function Input({ className, type, ...props }: React.ComponentProps<"input">) {
return (
<input
type={type}
data-slot="input"
className={cn(
"file:text-foreground placeholder:text-muted-foreground selection:bg-primary selection:text-primary-foreground dark:bg-input/30 border-input h-9 w-full min-w-0 rounded-md border bg-transparent px-3 py-1 text-base shadow-xs transition-[color,box-shadow] outline-none file:inline-flex file:h-7 file:border-0 file:bg-transparent file:text-sm file:font-medium disabled:pointer-events-none disabled:cursor-not-allowed disabled:opacity-50 md:text-sm",
"focus-visible:border-ring focus-visible:ring-ring/50 focus-visible:ring-[3px]",
"aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive",
className
)}
{...props}
/>
)
}
export { Input }

View File

@@ -1,45 +0,0 @@
import { useMutation, useQuery, useQueryClient } from '@tanstack/react-query';
import { api } from '../lib/api';
import { Game, CreateGameInput, UpdateGameInput } from '../types/game';
const GAMES_QUERY_KEY = ['games'];
export function useGames() {
return useQuery({
queryKey: GAMES_QUERY_KEY,
queryFn: () => api.games.list(),
});
}
export function useCreateGame() {
const queryClient = useQueryClient();
return useMutation({
mutationFn: (data: CreateGameInput) => api.games.create(data),
onSuccess: () => {
queryClient.invalidateQueries({ queryKey: GAMES_QUERY_KEY });
},
});
}
export function useUpdateGame() {
const queryClient = useQueryClient();
return useMutation({
mutationFn: ({ id, data }: { id: string; data: UpdateGameInput }) => api.games.update(id, data),
onSuccess: () => {
queryClient.invalidateQueries({ queryKey: GAMES_QUERY_KEY });
},
});
}
export function useDeleteGame() {
const queryClient = useQueryClient();
return useMutation({
mutationFn: (id: string) => api.games.delete(id),
onSuccess: () => {
queryClient.invalidateQueries({ queryKey: GAMES_QUERY_KEY });
},
});
}

View File

@@ -1,53 +0,0 @@
import { useQuery, useMutation, useQueryClient } from '@tanstack/react-query';
import { api } from '../lib/api';
import { RomFile, EnrichedGame } from '../types/rom';
const ROMS_QUERY_KEY = ['roms'];
const GAMES_QUERY_KEY = ['games'];
export function useRoms() {
return useQuery({
queryKey: ROMS_QUERY_KEY,
queryFn: () => api.roms.list(),
});
}
export function useScanDirectory() {
const queryClient = useQueryClient();
return useMutation({
mutationFn: (dir: string) => api.import.scan(dir),
onSuccess: (data) => {
// Invalidar cache de ROMs después de scan
queryClient.invalidateQueries({ queryKey: ROMS_QUERY_KEY });
},
});
}
export function useEnrichMetadata() {
return useMutation({
mutationFn: (query: string) => api.metadata.search(query),
});
}
export function useLinkGameToRom() {
const queryClient = useQueryClient();
return useMutation({
mutationFn: ({ romId, gameId }: { romId: string; gameId: string }) =>
api.roms.linkGame(romId, gameId),
onSuccess: () => {
// Invalidar ambos caches después de vincular
queryClient.invalidateQueries({ queryKey: ROMS_QUERY_KEY });
queryClient.invalidateQueries({ queryKey: GAMES_QUERY_KEY });
},
});
}
export function useDeleteRom() {
const queryClient = useQueryClient();
return useMutation({
mutationFn: (id: string) => api.roms.delete(id),
onSuccess: () => {
queryClient.invalidateQueries({ queryKey: ROMS_QUERY_KEY });
},
});
}

View File

@@ -1,64 +0,0 @@
import { Game, CreateGameInput, UpdateGameInput } from '../types/game';
import { RomFile, EnrichedGame, ScanResult } from '../types/rom';
const API_BASE = '/api';
async function request<T>(endpoint: string, options?: RequestInit): Promise<T> {
const response = await fetch(`${API_BASE}${endpoint}`, {
headers: {
'Content-Type': 'application/json',
...options?.headers,
},
...options,
});
if (!response.ok) {
throw new Error(`API error: ${response.status} ${response.statusText}`);
}
return response.json();
}
export const api = {
games: {
list: () => request<Game[]>('/games'),
create: (data: CreateGameInput) =>
request<Game>('/games', {
method: 'POST',
body: JSON.stringify(data),
}),
update: (id: string, data: UpdateGameInput) =>
request<Game>(`/games/${id}`, {
method: 'PUT',
body: JSON.stringify(data),
}),
delete: (id: string) =>
request<void>(`/games/${id}`, {
method: 'DELETE',
}),
},
roms: {
list: () => request<RomFile[]>('/roms'),
getById: (id: string) => request<RomFile>(`/roms/${id}`),
linkGame: (romId: string, gameId: string) =>
request<RomFile>(`/roms/${romId}/game`, {
method: 'PUT',
body: JSON.stringify({ gameId }),
}),
delete: (id: string) => request<void>(`/roms/${id}`, { method: 'DELETE' }),
},
metadata: {
search: (query: string) =>
request<EnrichedGame[]>('/metadata/search?q=' + encodeURIComponent(query)),
},
import: {
scan: (dir: string) =>
request<ScanResult>('/import/scan', {
method: 'POST',
body: JSON.stringify({ dir }),
}),
},
};

View File

@@ -1,3 +0,0 @@
import { QueryClient } from '@tanstack/react-query';
export const queryClient = new QueryClient();

View File

@@ -0,0 +1,6 @@
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}

View File

@@ -1,32 +0,0 @@
import React from 'react';
import { createRoot } from 'react-dom/client';
import { QueryClientProvider } from '@tanstack/react-query';
import { queryClient } from './lib/queryClient';
import App from './App';
import './styles.css';
const rootEl = document.getElementById('root');
if (rootEl) {
createRoot(rootEl).render(
<React.StrictMode>
<QueryClientProvider client={queryClient}>
<App />
</QueryClientProvider>
</React.StrictMode>
);
}
import React from 'react';
import ReactDOM from 'react-dom/client';
import { QueryClientProvider } from '@tanstack/react-query';
import { queryClient } from './lib/queryClient';
import App from './App';
import './index.css';
ReactDOM.createRoot(document.getElementById('root')!).render(
<React.StrictMode>
<QueryClientProvider client={queryClient}>
<App />
</QueryClientProvider>
</React.StrictMode>
);

View File

@@ -1,165 +0,0 @@
import React, { useState } from 'react';
import { useGames, useCreateGame, useUpdateGame, useDeleteGame } from '../hooks/useGames';
import GameForm from '../components/games/GameForm';
import { Game, CreateGameInput, UpdateGameInput } from '../types/game';
export default function Games(): JSX.Element {
const { data: games, isLoading, error } = useGames();
const createMutation = useCreateGame();
const updateMutation = useUpdateGame();
const deleteMutation = useDeleteGame();
const [isFormOpen, setIsFormOpen] = useState(false);
const [selectedGame, setSelectedGame] = useState<Game | null>(null);
const [deleteConfirm, setDeleteConfirm] = useState<string | null>(null);
const handleCreate = async (data: CreateGameInput | Game) => {
try {
await createMutation.mutateAsync(data as CreateGameInput);
setIsFormOpen(false);
} catch (err) {
console.error('Failed to create game:', err);
}
};
const handleUpdate = async (data: CreateGameInput | Game) => {
if (!selectedGame) return;
try {
await updateMutation.mutateAsync({
id: selectedGame.id,
data: data as UpdateGameInput,
});
setSelectedGame(null);
setIsFormOpen(false);
} catch (err) {
console.error('Failed to update game:', err);
}
};
const handleDelete = async (id: string) => {
try {
await deleteMutation.mutateAsync(id);
setDeleteConfirm(null);
} catch (err) {
console.error('Failed to delete game:', err);
}
};
const handleOpenForm = (game?: Game) => {
if (game) {
setSelectedGame(game);
} else {
setSelectedGame(null);
}
setIsFormOpen(true);
};
const handleCloseForm = () => {
setIsFormOpen(false);
setSelectedGame(null);
};
if (error) {
return (
<div className="p-4">
<h2 className="text-xl font-bold text-red-600">Error</h2>
<p>{error instanceof Error ? error.message : 'Failed to load games'}</p>
</div>
);
}
return (
<div className="p-4">
<div className="mb-6 flex items-center justify-between">
<h2 className="text-2xl font-bold">Games</h2>
<button
onClick={() => handleOpenForm()}
className="rounded bg-green-600 px-4 py-2 text-white hover:bg-green-700 disabled:bg-gray-400"
disabled={isLoading}
>
Add Game
</button>
</div>
{isFormOpen && (
<div className="mb-6 rounded border border-gray-300 p-4">
<div className="mb-4 flex justify-between">
<h3 className="text-lg font-semibold">{selectedGame ? 'Edit Game' : 'Create Game'}</h3>
<button onClick={handleCloseForm} className="text-gray-600 hover:text-gray-900">
</button>
</div>
<GameForm
initialData={selectedGame || undefined}
onSubmit={selectedGame ? handleUpdate : handleCreate}
isLoading={createMutation.isPending || updateMutation.isPending}
/>
</div>
)}
{isLoading && !games ? (
<p className="text-gray-600">Loading games...</p>
) : !games || games.length === 0 ? (
<p className="text-gray-600">No games found. Create one to get started!</p>
) : (
<div className="overflow-x-auto">
<table className="w-full border-collapse border border-gray-300">
<thead className="bg-gray-100">
<tr>
<th className="border border-gray-300 px-4 py-2 text-left">Title</th>
<th className="border border-gray-300 px-4 py-2 text-left">Slug</th>
<th className="border border-gray-300 px-4 py-2 text-left">Created</th>
<th className="border border-gray-300 px-4 py-2 text-center">Actions</th>
</tr>
</thead>
<tbody>
{games.map((game) => (
<tr key={game.id} className="hover:bg-gray-50">
<td className="border border-gray-300 px-4 py-2">{game.title}</td>
<td className="border border-gray-300 px-4 py-2">{game.slug}</td>
<td className="border border-gray-300 px-4 py-2">
{new Date(game.createdAt).toLocaleDateString()}
</td>
<td className="border border-gray-300 px-4 py-2 text-center">
<button
onClick={() => handleOpenForm(game)}
className="mr-2 rounded bg-blue-600 px-3 py-1 text-sm text-white hover:bg-blue-700"
disabled={updateMutation.isPending || deleteMutation.isPending}
>
Edit
</button>
{deleteConfirm === game.id ? (
<div className="inline-flex gap-2">
<button
onClick={() => handleDelete(game.id)}
className="rounded bg-red-600 px-3 py-1 text-sm text-white hover:bg-red-700"
disabled={deleteMutation.isPending}
>
Confirm
</button>
<button
onClick={() => setDeleteConfirm(null)}
className="rounded bg-gray-600 px-3 py-1 text-sm text-white hover:bg-gray-700"
>
Cancel
</button>
</div>
) : (
<button
onClick={() => setDeleteConfirm(game.id)}
className="rounded bg-red-600 px-3 py-1 text-sm text-white hover:bg-red-700"
disabled={updateMutation.isPending || deleteMutation.isPending}
>
Delete
</button>
)}
</td>
</tr>
))}
</tbody>
</table>
</div>
)}
</div>
);
}

View File

@@ -1,9 +0,0 @@
import React from 'react';
export default function Home(): JSX.Element {
return (
<div>
<h2>Home</h2>
</div>
);
}

View File

@@ -1,202 +0,0 @@
import React, { useState } from 'react';
import {
useRoms,
useScanDirectory,
useEnrichMetadata,
useLinkGameToRom,
useDeleteRom,
} from '../hooks/useRoms';
import ScanDialog from '../components/roms/ScanDialog';
import MetadataSearchDialog from '../components/roms/MetadataSearchDialog';
import { EnrichedGame, RomFile } from '../types/rom';
function formatBytes(bytes: number): string {
if (bytes === 0) return '0 B';
const k = 1024;
const sizes = ['B', 'KB', 'MB', 'GB'];
const i = Math.floor(Math.log(bytes) / Math.log(k));
return parseFloat((bytes / Math.pow(k, i)).toFixed(1)) + ' ' + sizes[i];
}
export default function Roms(): JSX.Element {
const { data: roms, isLoading, error } = useRoms();
const scanMutation = useScanDirectory();
const enrichMutation = useEnrichMetadata();
const linkMutation = useLinkGameToRom();
const deleteMutation = useDeleteRom();
const [isScanDialogOpen, setIsScanDialogOpen] = useState(false);
const [isMetadataDialogOpen, setIsMetadataDialogOpen] = useState(false);
const [selectedRomId, setSelectedRomId] = useState<string | null>(null);
const [deleteConfirm, setDeleteConfirm] = useState<string | null>(null);
const handleDeleteRom = async (id: string) => {
try {
await deleteMutation.mutateAsync(id);
setDeleteConfirm(null);
} catch (err) {
console.error('Failed to delete ROM:', err);
}
};
const handleMetadataSelect = async (game: EnrichedGame) => {
if (!selectedRomId || !game.externalIds) return;
try {
// Find the first available external ID to link with
const firstId = Object.entries(game.externalIds).find(([, value]) => value)?.[1];
if (firstId) {
// This creates a new game and links it
// For now, we'll just close the dialog
// In a real implementation, the API would handle game creation
setIsMetadataDialogOpen(false);
setSelectedRomId(null);
}
} catch (err) {
console.error('Failed to link metadata:', err);
}
};
const handleOpenMetadataDialog = (romId: string) => {
setSelectedRomId(romId);
setIsMetadataDialogOpen(true);
};
if (error) {
return (
<div className="p-4">
<h2 className="text-xl font-bold text-red-600">Error</h2>
<p className="text-red-700">
{error instanceof Error ? error.message : 'Failed to load ROMs'}
</p>
</div>
);
}
return (
<div className="p-4">
<div className="mb-6 flex items-center justify-between">
<h2 className="text-2xl font-bold">ROMs</h2>
<button
onClick={() => setIsScanDialogOpen(true)}
className="rounded bg-green-600 px-4 py-2 text-white hover:bg-green-700 disabled:bg-gray-400"
disabled={isLoading || scanMutation.isPending}
>
Scan Directory
</button>
</div>
<ScanDialog isOpen={isScanDialogOpen} onOpenChange={setIsScanDialogOpen} />
{selectedRomId && (
<MetadataSearchDialog
romId={selectedRomId}
isOpen={isMetadataDialogOpen}
onOpenChange={setIsMetadataDialogOpen}
onSelect={handleMetadataSelect}
/>
)}
{isLoading && !roms ? (
<p className="text-gray-600">Loading ROMs...</p>
) : !roms || roms.length === 0 ? (
<div className="text-center py-12 text-gray-500">
<p className="text-lg mb-4">No ROMs yet. Click 'Scan Directory' to get started.</p>
</div>
) : (
<div className="overflow-x-auto">
<table className="w-full border-collapse border border-gray-300">
<thead className="bg-gray-100">
<tr>
<th className="border border-gray-300 px-4 py-2 text-left">Filename</th>
<th className="border border-gray-300 px-4 py-2 text-left">Size</th>
<th className="border border-gray-300 px-4 py-2 text-left">Checksum</th>
<th className="border border-gray-300 px-4 py-2 text-left">Status</th>
<th className="border border-gray-300 px-4 py-2 text-left">Game</th>
<th className="border border-gray-300 px-4 py-2 text-center">Actions</th>
</tr>
</thead>
<tbody>
{roms.map((rom) => (
<tr key={rom.id} className="hover:bg-gray-50">
<td className="border border-gray-300 px-4 py-2 font-mono text-sm break-all">
{rom.filename}
</td>
<td className="border border-gray-300 px-4 py-2 text-sm">
{formatBytes(rom.size)}
</td>
<td className="border border-gray-300 px-4 py-2 font-mono text-sm">
{rom.checksum.substring(0, 8)}...
</td>
<td className="border border-gray-300 px-4 py-2 text-sm">
<span
className={`px-2 py-1 rounded text-xs font-medium ${
rom.status === 'active'
? 'bg-green-100 text-green-800'
: 'bg-red-100 text-red-800'
}`}
>
{rom.status}
</span>
</td>
<td className="border border-gray-300 px-4 py-2">
{rom.game ? (
<span className="text-sm font-medium">{rom.game.title}</span>
) : (
<span className="text-sm text-gray-500"></span>
)}
</td>
<td className="border border-gray-300 px-4 py-2 text-center">
{!rom.game && (
<button
onClick={() => handleOpenMetadataDialog(rom.id)}
className="mr-2 rounded bg-blue-600 px-3 py-1 text-sm text-white hover:bg-blue-700 disabled:bg-gray-400"
disabled={
enrichMutation.isPending ||
linkMutation.isPending ||
deleteMutation.isPending
}
>
Link Metadata
</button>
)}
{deleteConfirm === rom.id ? (
<div className="inline-flex gap-1">
<button
onClick={() => handleDeleteRom(rom.id)}
className="rounded bg-red-600 px-2 py-1 text-xs text-white hover:bg-red-700 disabled:bg-gray-400"
disabled={deleteMutation.isPending}
>
Confirm
</button>
<button
onClick={() => setDeleteConfirm(null)}
className="rounded bg-gray-600 px-2 py-1 text-xs text-white hover:bg-gray-700"
>
Cancel
</button>
</div>
) : (
<button
onClick={() => setDeleteConfirm(rom.id)}
className="rounded bg-red-600 px-3 py-1 text-sm text-white hover:bg-red-700 disabled:bg-gray-400"
disabled={
enrichMutation.isPending ||
linkMutation.isPending ||
deleteMutation.isPending
}
>
Delete
</button>
)}
</td>
</tr>
))}
</tbody>
</table>
</div>
)}
</div>
);
}

View File

@@ -1,2 +0,0 @@
import '@testing-library/jest-dom';
import '@testing-library/jest-dom';

View File

@@ -1,16 +0,0 @@
/* Minimal global styles */
html,
body,
#root {
height: 100%;
}
body {
margin: 0;
font-family:
system-ui,
-apple-system,
'Segoe UI',
Roboto,
'Helvetica Neue',
Arial;
}

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@@ -1,60 +0,0 @@
export type GameCondition = 'Loose' | 'CIB' | 'New';
export interface Game {
id: string;
title: string;
slug: string;
description?: string | null;
releaseDate?: Date | null | string;
igdbId?: number | null;
rawgId?: number | null;
thegamesdbId?: number | null;
extra?: string | null;
createdAt: Date | string;
updatedAt: Date | string;
gamePlatforms?: GamePlatform[];
purchases?: Purchase[];
}
export interface GamePlatform {
id: string;
gameId: string;
platformId: string;
platform?: {
id: string;
name: string;
slug: string;
};
}
export interface Purchase {
id: string;
gameId: string;
priceCents: number;
currency: string;
store?: string | null;
date: Date | string;
receiptPath?: string | null;
}
export interface CreateGameInput {
title: string;
platformId?: string;
description?: string | null;
priceCents?: number;
currency?: string;
store?: string;
date?: string;
condition?: GameCondition;
}
export interface UpdateGameInput {
title?: string;
platformId?: string;
description?: string | null;
priceCents?: number;
currency?: string;
store?: string;
date?: string;
condition?: GameCondition;
}

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@@ -1,52 +0,0 @@
import { Game } from './game';
export interface RomFile {
id: string;
path: string;
filename: string;
checksum: string;
size: number;
format: string;
hashes?: {
crc32?: string;
md5?: string;
sha1?: string;
} | null;
gameId?: string | null;
game?: Game | null;
status: 'active' | 'missing';
addedAt: string;
lastSeenAt?: string;
}
export interface Artwork {
id: string;
gameId: string;
type: 'cover' | 'screenshot';
sourceUrl: string;
localPath?: string | null;
width?: number | null;
height?: number | null;
}
export interface EnrichedGame {
source: 'igdb' | 'rawg' | 'thegamesdb';
externalIds: {
igdb?: number;
rawg?: number;
thegamesdb?: number;
};
title: string;
slug?: string;
releaseDate?: string;
genres?: string[];
platforms?: string[];
coverUrl?: string;
description?: string;
}
export interface ScanResult {
processed: number;
createdCount: number;
upserted: number;
}

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@@ -1,21 +0,0 @@
module.exports = {
content: ['./index.html', './src/**/*.{ts,tsx}'],
theme: {
extend: {},
},
plugins: [],
};
module.exports = {
content: ['./index.html', './src/**/*.{ts,tsx}'],
theme: {
extend: {},
},
plugins: [],
};
module.exports = {
content: ['./index.html', './src/**/*.{ts,tsx,js,jsx}'],
theme: {
extend: {},
},
plugins: [],
};

View File

@@ -1,19 +0,0 @@
import React from 'react';
import { render, screen } from '@testing-library/react';
import App from '../src/App';
describe('App', () => {
it('renderiza el título Quasar', () => {
render(<App />);
expect(screen.getByText('Quasar')).toBeInTheDocument();
});
});
import { render, screen } from '@testing-library/react';
import App from '../src/App';
describe('App', () => {
it('renders Quasar', () => {
render(<App />);
expect(screen.getByText(/Quasar/i)).toBeInTheDocument();
});
});

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@@ -1,131 +0,0 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { render, screen, waitFor } from '@testing-library/react';
import { userEvent } from '@testing-library/user-event';
import GameForm from '../../src/components/games/GameForm';
import { Game } from '../../src/types/game';
describe('GameForm Component', () => {
let mockOnSubmit: ReturnType<typeof vi.fn>;
beforeEach(() => {
mockOnSubmit = vi.fn();
mockOnSubmit.mockClear();
});
it('should render form with required fields', () => {
render(<GameForm onSubmit={mockOnSubmit} />);
expect(screen.getByLabelText(/title/i)).toBeInTheDocument();
expect(screen.getByLabelText(/platform/i)).toBeInTheDocument();
});
it('should render optional fields', () => {
render(<GameForm onSubmit={mockOnSubmit} />);
// búsqueda de campos opcionales
expect(screen.getByLabelText(/price/i)).toBeInTheDocument();
expect(screen.getByLabelText(/description/i)).toBeInTheDocument();
expect(screen.getByLabelText(/notes/i)).toBeInTheDocument();
});
it('should validate required title field', async () => {
const user = await userEvent.setup();
render(<GameForm onSubmit={mockOnSubmit} />);
const submitButton = screen.getByText('Save Game');
await user.click(submitButton);
await waitFor(() => {
expect(screen.getByText(/title.*required/i)).toBeInTheDocument();
});
expect(mockOnSubmit).not.toHaveBeenCalled();
});
it('should validate required platform field', async () => {
const user = await userEvent.setup();
render(<GameForm onSubmit={mockOnSubmit} />);
const titleInput = screen.getByLabelText(/title/i);
await user.type(titleInput, 'My Game');
const submitButton = screen.getByText('Save Game');
await user.click(submitButton);
await waitFor(() => {
// Si platform es requerido, debe validarse
const platformError = screen.queryByText(/platform.*required/i);
if (platformError) {
expect(platformError).toBeInTheDocument();
}
});
});
it('should submit valid form data', async () => {
const user = await userEvent.setup();
render(<GameForm onSubmit={mockOnSubmit} />);
const titleInputs = screen.getAllByDisplayValue('');
const titleInput = titleInputs.find(
(el) => (el as HTMLInputElement).id === 'title'
) as HTMLInputElement;
const platformInputs = screen.getAllByDisplayValue('');
const platformInput = platformInputs.find(
(el) => (el as HTMLInputElement).id === 'platformId'
) as HTMLInputElement;
await user.type(titleInput, 'Zelda Game');
await user.type(platformInput, 'Nintendo');
const submitButton = screen.getByText('Save Game');
await user.click(submitButton);
// Simple check: button should not be disabled or error should appear
expect(screen.queryByText(/required/)).not.toBeInTheDocument();
});
it('should allow optional fields to be empty', async () => {
const user = await userEvent.setup();
render(<GameForm onSubmit={mockOnSubmit} />);
const titleInputs = screen.getAllByDisplayValue('');
const titleInput = titleInputs.find(
(el) => (el as HTMLInputElement).id === 'title'
) as HTMLInputElement;
const platformInputs = screen.getAllByDisplayValue('');
const platformInput = platformInputs.find(
(el) => (el as HTMLInputElement).id === 'platformId'
) as HTMLInputElement;
await user.type(titleInput, 'Game Title');
await user.type(platformInput, 'PS5');
const submitButton = screen.getByText('Save Game');
await user.click(submitButton);
// Check that form doesn't show validation errors
expect(screen.queryByText(/required/)).not.toBeInTheDocument();
});
it('should populate form with initial data when provided', async () => {
const initialGame: Partial<Game> = {
id: '1',
title: 'Existing Game',
slug: 'existing-game',
createdAt: new Date().toISOString(),
updatedAt: new Date().toISOString(),
};
render(<GameForm initialData={initialGame as Game} onSubmit={mockOnSubmit} />);
expect(screen.getByDisplayValue('Existing Game')).toBeInTheDocument();
});
it('should show loading state', () => {
render(<GameForm onSubmit={mockOnSubmit} isLoading={true} />);
const submitButton = screen.getByText('Saving...');
expect(submitButton).toBeDisabled();
});
});

View File

@@ -1,280 +0,0 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { render, screen, waitFor } from '@testing-library/react';
import { userEvent } from '@testing-library/user-event';
import MetadataSearchDialog from '../../src/components/roms/MetadataSearchDialog';
import { EnrichedGame } from '../../src/types/rom';
const mockEnrichMetadata = vi.fn();
vi.mock('../../src/hooks/useRoms', () => ({
useEnrichMetadata: () => ({
mutateAsync: mockEnrichMetadata,
isPending: false,
}),
}));
const mockResults: EnrichedGame[] = [
{
source: 'igdb',
externalIds: { igdb: 123 },
title: 'Game One',
slug: 'game-one',
releaseDate: '2020-01-15',
genres: ['Action', 'Adventure'],
platforms: ['Nintendo Switch'],
coverUrl: 'https://example.com/cover1.jpg',
description: 'A great game',
},
{
source: 'rawg',
externalIds: { rawg: 456 },
title: 'Game Two',
slug: 'game-two',
releaseDate: '2021-06-20',
genres: ['RPG'],
platforms: ['PlayStation 5'],
coverUrl: 'https://example.com/cover2.jpg',
description: 'Another game',
},
];
describe('MetadataSearchDialog Component', () => {
beforeEach(() => {
vi.clearAllMocks();
});
it('should not render when isOpen is false', () => {
render(
<MetadataSearchDialog
romId="rom-1"
isOpen={false}
onOpenChange={vi.fn()}
onSelect={vi.fn()}
/>
);
expect(screen.queryByText(/search metadata/i)).not.toBeInTheDocument();
});
it('should render when isOpen is true', () => {
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
expect(screen.getByText(/search metadata/i)).toBeInTheDocument();
});
it('should have search input field', () => {
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
expect(screen.getByPlaceholderText(/search game title/i)).toBeInTheDocument();
});
it('should accept search input', async () => {
const user = await userEvent.setup();
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i) as HTMLInputElement;
await user.type(input, 'Game One');
expect(input.value).toBe('Game One');
});
it('should call useEnrichMetadata when search is triggered', async () => {
const user = await userEvent.setup();
mockEnrichMetadata.mockResolvedValue([mockResults[0]]);
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'Game One');
await user.click(searchButton);
await waitFor(() => {
expect(mockEnrichMetadata).toHaveBeenCalledWith('Game One');
});
});
it('should display search results', async () => {
const user = await userEvent.setup();
mockEnrichMetadata.mockResolvedValue(mockResults);
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'Game');
await user.click(searchButton);
await waitFor(() => {
expect(screen.getByText('Game One')).toBeInTheDocument();
expect(screen.getByText('Game Two')).toBeInTheDocument();
});
});
it('should display source badge for each result', async () => {
const user = await userEvent.setup();
mockEnrichMetadata.mockResolvedValue(mockResults);
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'Game');
await user.click(searchButton);
await waitFor(() => {
expect(screen.getByText('IGDB')).toBeInTheDocument();
expect(screen.getByText('RAWG')).toBeInTheDocument();
});
});
it('should show "No results" message when search returns empty', async () => {
const user = await userEvent.setup();
mockEnrichMetadata.mockResolvedValue([]);
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'NonexistentGame');
await user.click(searchButton);
await waitFor(() => {
expect(screen.getByText(/no results found/i)).toBeInTheDocument();
});
});
it('should call onSelect when result is selected', async () => {
const user = await userEvent.setup();
const onSelect = vi.fn();
mockEnrichMetadata.mockResolvedValue(mockResults);
render(
<MetadataSearchDialog
romId="rom-1"
isOpen={true}
onOpenChange={vi.fn()}
onSelect={onSelect}
/>
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'Game');
await user.click(searchButton);
await waitFor(() => {
expect(screen.getByText('Game One')).toBeInTheDocument();
});
const selectButton = screen.getAllByRole('button', { name: /select/i })[0];
await user.click(selectButton);
expect(onSelect).toHaveBeenCalledWith(mockResults[0]);
});
it('should have cover image for each result', async () => {
const user = await userEvent.setup();
mockEnrichMetadata.mockResolvedValue(mockResults);
const { container } = render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'Game');
await user.click(searchButton);
await waitFor(() => {
const images = container.querySelectorAll('img');
expect(images.length).toBeGreaterThan(0);
});
});
it('should show loading state during search', async () => {
const user = await userEvent.setup();
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'Game');
await user.click(searchButton);
// The button should be in the document during and after search
expect(searchButton).toBeInTheDocument();
});
it('should call onOpenChange when closing dialog', async () => {
const user = await userEvent.setup();
const onOpenChange = vi.fn();
render(
<MetadataSearchDialog
romId="rom-1"
isOpen={true}
onOpenChange={onOpenChange}
onSelect={vi.fn()}
/>
);
// Find and click close button
const buttons = screen.getAllByRole('button');
const closeButton = buttons.find(
(btn) =>
btn.getAttribute('aria-label')?.includes('close') ||
btn.textContent?.includes('✕') ||
btn.textContent?.includes('Cancel')
);
if (closeButton) {
await user.click(closeButton);
expect(onOpenChange).toHaveBeenCalled();
}
});
it('should display release date for results', async () => {
const user = await userEvent.setup();
mockEnrichMetadata.mockResolvedValue(mockResults);
render(
<MetadataSearchDialog romId="rom-1" isOpen={true} onOpenChange={vi.fn()} onSelect={vi.fn()} />
);
const input = screen.getByPlaceholderText(/search game title/i);
const searchButton = screen.getByRole('button', { name: /search/i });
await user.type(input, 'Game');
await user.click(searchButton);
await waitFor(() => {
expect(screen.getByText(/2020/)).toBeInTheDocument();
expect(screen.getByText(/2021/)).toBeInTheDocument();
});
});
});

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@@ -1,21 +0,0 @@
import React from 'react';
import { render, screen } from '@testing-library/react';
import Navbar from '../../src/components/layout/Navbar';
describe('Navbar', () => {
it('muestra enlaces ROMs y Games', () => {
render(<Navbar />);
expect(screen.getByText('ROMs')).toBeInTheDocument();
expect(screen.getByText('Games')).toBeInTheDocument();
});
});
import { render, screen } from '@testing-library/react';
import Navbar from '../../src/components/layout/Navbar';
describe('Navbar', () => {
it('renders ROMs and Games links', () => {
render(<Navbar />);
expect(screen.getByText(/ROMs/)).toBeInTheDocument();
expect(screen.getByText(/Games/)).toBeInTheDocument();
});
});

View File

@@ -1,147 +0,0 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { render, screen, waitFor } from '@testing-library/react';
import { userEvent } from '@testing-library/user-event';
import ScanDialog from '../../src/components/roms/ScanDialog';
const mockScanDirectory = vi.fn();
vi.mock('../../src/hooks/useRoms', () => ({
useScanDirectory: () => ({
mutateAsync: mockScanDirectory,
isPending: false,
}),
}));
describe('ScanDialog Component', () => {
beforeEach(() => {
vi.clearAllMocks();
});
it('should not render when isOpen is false', () => {
render(<ScanDialog isOpen={false} onOpenChange={vi.fn()} />);
// Dialog content should not be visible
expect(screen.queryByText(/scan roms directory/i)).not.toBeInTheDocument();
});
it('should render when isOpen is true', () => {
render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
expect(screen.getByText(/scan roms directory/i)).toBeInTheDocument();
});
it('should have input field for path', () => {
render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
expect(screen.getByPlaceholderText(/enter rom directory path/i)).toBeInTheDocument();
});
it('should accept text input in path field', async () => {
const user = await userEvent.setup();
render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
const input = screen.getByPlaceholderText(/enter rom directory path/i) as HTMLInputElement;
await user.type(input, '/path/to/roms');
expect(input.value).toBe('/path/to/roms');
});
it('should have "Scan Directory" button', () => {
render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
expect(screen.getByRole('button', { name: /scan directory/i })).toBeInTheDocument();
});
it('should call useScanDirectory when form is submitted', async () => {
const user = await userEvent.setup();
mockScanDirectory.mockResolvedValue({ processed: 5, createdCount: 3, upserted: 2 });
render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
const input = screen.getByPlaceholderText(/enter rom directory path/i);
const button = screen.getByRole('button', { name: /scan directory/i });
await user.type(input, '/roms');
await user.click(button);
await waitFor(() => {
expect(mockScanDirectory).toHaveBeenCalledWith('/roms');
});
});
it('should show loading state during scanning', async () => {
const user = await userEvent.setup();
const { rerender } = render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
const input = screen.getByPlaceholderText(/enter rom directory path/i);
const button = screen.getByRole('button', { name: /scan directory/i });
await user.type(input, '/roms');
// We'll need to mock isPending state change, this is just a basic check
expect(button).toBeInTheDocument();
});
it('should display success message after scan', async () => {
const user = await userEvent.setup();
mockScanDirectory.mockResolvedValue({ processed: 5, createdCount: 3, upserted: 2 });
render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
const input = screen.getByPlaceholderText(/enter rom directory path/i);
const button = screen.getByRole('button', { name: /scan directory/i });
await user.type(input, '/roms');
await user.click(button);
await waitFor(() => {
expect(screen.getByText(/scan completed/i)).toBeInTheDocument();
});
});
it('should display error message on scan failure', async () => {
const user = await userEvent.setup();
const error = new Error('Failed to scan directory');
mockScanDirectory.mockRejectedValue(error);
render(<ScanDialog isOpen={true} onOpenChange={vi.fn()} />);
const input = screen.getByPlaceholderText(/enter rom directory path/i);
const button = screen.getByRole('button', { name: /scan directory/i });
await user.type(input, '/roms');
await user.click(button);
await waitFor(() => {
expect(screen.getByText(/error/i)).toBeInTheDocument();
});
});
it('should call onOpenChange when close button is clicked', async () => {
const user = await userEvent.setup();
const onOpenChange = vi.fn();
render(<ScanDialog isOpen={true} onOpenChange={onOpenChange} />);
const cancelButton = screen.getByText('Cancel');
await user.click(cancelButton);
expect(onOpenChange).toHaveBeenCalledWith(false);
});
it('should disable input and button while scanning', async () => {
const user = await userEvent.setup();
let isPending = false;
const ScanDialogWithPending = ({ isOpen, onOpenChange }: any) => {
return <ScanDialog isOpen={isOpen} onOpenChange={onOpenChange} />;
};
render(<ScanDialogWithPending isOpen={true} onOpenChange={vi.fn()} />);
const input = screen.getByPlaceholderText(/enter rom directory path/i) as HTMLInputElement;
expect(input.disabled).toBe(false);
});
});

View File

@@ -1,222 +0,0 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { render, screen, waitFor } from '@testing-library/react';
import { userEvent } from '@testing-library/user-event';
import { QueryClientProvider } from '@tanstack/react-query';
import { queryClient } from '../../src/lib/queryClient';
import Games from '../../src/routes/games';
import * as useGamesModule from '../../src/hooks/useGames';
// Mock the useGames hooks
vi.spyOn(useGamesModule, 'useGames');
vi.spyOn(useGamesModule, 'useCreateGame');
vi.spyOn(useGamesModule, 'useUpdateGame');
vi.spyOn(useGamesModule, 'useDeleteGame');
const mockGames = [
{
id: '1',
title: 'The Legend of Zelda',
slug: 'zelda-game',
createdAt: '2026-01-01T00:00:00Z',
updatedAt: '2026-01-01T00:00:00Z',
description: null,
},
{
id: '2',
title: 'Super Mario Bros',
slug: 'mario-game',
createdAt: '2026-01-02T00:00:00Z',
updatedAt: '2026-01-02T00:00:00Z',
description: null,
},
];
describe('Games Page', () => {
beforeEach(() => {
vi.clearAllMocks();
// Default mocks
vi.mocked(useGamesModule.useGames).mockReturnValue({
data: mockGames,
isLoading: false,
error: null,
} as any);
vi.mocked(useGamesModule.useCreateGame).mockReturnValue({
mutateAsync: vi.fn(),
isPending: false,
} as any);
vi.mocked(useGamesModule.useUpdateGame).mockReturnValue({
mutateAsync: vi.fn(),
isPending: false,
} as any);
vi.mocked(useGamesModule.useDeleteGame).mockReturnValue({
mutateAsync: vi.fn(),
isPending: false,
} as any);
});
it('should render empty state when no games', () => {
vi.mocked(useGamesModule.useGames).mockReturnValue({
data: [],
isLoading: false,
error: null,
} as any);
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
expect(screen.getByText(/no games found/i)).toBeInTheDocument();
});
it('should render loading state', () => {
vi.mocked(useGamesModule.useGames).mockReturnValue({
data: undefined,
isLoading: true,
error: null,
} as any);
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
expect(screen.getByText(/loading games/i)).toBeInTheDocument();
});
it('should render error state', () => {
const error = new Error('Failed to fetch');
vi.mocked(useGamesModule.useGames).mockReturnValue({
data: undefined,
isLoading: false,
error,
} as any);
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
expect(screen.getByText(/error/i)).toBeInTheDocument();
expect(screen.getByText(/failed to fetch/i)).toBeInTheDocument();
});
it('should render table with games', () => {
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
expect(screen.getByText('The Legend of Zelda')).toBeInTheDocument();
expect(screen.getByText('Super Mario Bros')).toBeInTheDocument();
});
it('should render "Add Game" button', () => {
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
expect(screen.getByRole('button', { name: /add game/i })).toBeInTheDocument();
});
it('should open form when "Add Game" is clicked', async () => {
const user = await userEvent.setup();
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
const addButton = screen.getByRole('button', { name: /add game/i });
await user.click(addButton);
await waitFor(() => {
expect(screen.getByText(/create game/i)).toBeInTheDocument();
});
});
it('should open form for editing when edit button is clicked', async () => {
const user = await userEvent.setup();
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
const editButtons = screen.getAllByRole('button', { name: /edit/i });
await user.click(editButtons[0]);
await waitFor(() => {
expect(screen.getByText(/edit game/i)).toBeInTheDocument();
});
});
it('should show delete confirmation when delete is clicked', async () => {
const user = await userEvent.setup();
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
const deleteButtons = screen.getAllByRole('button', { name: /delete/i });
await user.click(deleteButtons[0]);
await waitFor(() => {
expect(screen.getByRole('button', { name: /confirm/i })).toBeInTheDocument();
expect(screen.getByRole('button', { name: /cancel/i })).toBeInTheDocument();
});
});
it('should call delete mutation when confirmed', async () => {
const user = await userEvent.setup();
const deleteAsync = vi.fn().mockResolvedValue(undefined);
vi.mocked(useGamesModule.useDeleteGame).mockReturnValue({
mutateAsync: deleteAsync,
isPending: false,
} as any);
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
const deleteButtons = screen.getAllByRole('button', { name: /delete/i });
await user.click(deleteButtons[0]);
const confirmButton = await screen.findByRole('button', { name: /confirm/i });
await user.click(confirmButton);
await waitFor(() => {
expect(deleteAsync).toHaveBeenCalledWith('1');
});
});
it('should display table headers', () => {
render(
<QueryClientProvider client={queryClient}>
<Games />
</QueryClientProvider>
);
expect(screen.getByText('Title')).toBeInTheDocument();
expect(screen.getByText('Slug')).toBeInTheDocument();
expect(screen.getByText('Created')).toBeInTheDocument();
expect(screen.getByText('Actions')).toBeInTheDocument();
});
});

View File

@@ -1,259 +0,0 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { render, screen, waitFor } from '@testing-library/react';
import { userEvent } from '@testing-library/user-event';
import { QueryClientProvider } from '@tanstack/react-query';
import { queryClient } from '../../src/lib/queryClient';
import * as useRomsModule from '../../src/hooks/useRoms';
import Roms from '../../src/routes/roms';
import { RomFile } from '../../src/types/rom';
// Mock the useRoms hooks
vi.spyOn(useRomsModule, 'useRoms');
vi.spyOn(useRomsModule, 'useScanDirectory');
vi.spyOn(useRomsModule, 'useEnrichMetadata');
vi.spyOn(useRomsModule, 'useLinkGameToRom');
vi.spyOn(useRomsModule, 'useDeleteRom');
const mockRoms: RomFile[] = [
{
id: '1',
path: '/roms/game1.zip',
filename: 'game1.zip',
checksum: 'abc123def456',
size: 1024000,
format: 'zip',
status: 'active',
addedAt: '2026-01-01T00:00:00Z',
game: {
id: 'g1',
title: 'Game One',
slug: 'game-one',
createdAt: '2026-01-01T00:00:00Z',
updatedAt: '2026-01-01T00:00:00Z',
},
},
{
id: '2',
path: '/roms/game2.rar',
filename: 'game2.rar',
checksum: 'xyz789uvw012',
size: 2048000,
format: 'rar',
status: 'active',
addedAt: '2026-01-02T00:00:00Z',
},
];
describe('ROMs Page', () => {
beforeEach(() => {
vi.clearAllMocks();
// Default mocks
vi.mocked(useRomsModule.useRoms).mockReturnValue({
data: mockRoms,
isLoading: false,
error: null,
} as any);
vi.mocked(useRomsModule.useScanDirectory).mockReturnValue({
mutateAsync: vi.fn(),
isPending: false,
} as any);
vi.mocked(useRomsModule.useEnrichMetadata).mockReturnValue({
mutateAsync: vi.fn(),
isPending: false,
} as any);
vi.mocked(useRomsModule.useLinkGameToRom).mockReturnValue({
mutateAsync: vi.fn(),
isPending: false,
} as any);
vi.mocked(useRomsModule.useDeleteRom).mockReturnValue({
mutateAsync: vi.fn(),
isPending: false,
} as any);
});
it('should render empty state when no roms', () => {
vi.mocked(useRomsModule.useRoms).mockReturnValue({
data: [],
isLoading: false,
error: null,
} as any);
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
expect(screen.getByText(/no roms yet/i)).toBeInTheDocument();
});
it('should render loading state', () => {
vi.mocked(useRomsModule.useRoms).mockReturnValue({
data: undefined,
isLoading: true,
error: null,
} as any);
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
expect(screen.getByText(/loading roms/i)).toBeInTheDocument();
});
it('should render error state', () => {
const error = new Error('Failed to fetch');
vi.mocked(useRomsModule.useRoms).mockReturnValue({
data: undefined,
isLoading: false,
error,
} as any);
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
expect(screen.getByText(/error/i)).toBeInTheDocument();
expect(screen.getByText(/failed to fetch/i)).toBeInTheDocument();
});
it('should render table with roms', () => {
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
expect(screen.getByText('game1.zip')).toBeInTheDocument();
expect(screen.getByText('game2.rar')).toBeInTheDocument();
});
it('should render "Scan Directory" button', () => {
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
expect(screen.getByRole('button', { name: /scan directory/i })).toBeInTheDocument();
});
it('should open scan dialog when "Scan Directory" is clicked', async () => {
const user = await userEvent.setup();
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
const scanButton = screen.getByRole('button', { name: /scan directory/i });
await user.click(scanButton);
await waitFor(() => {
expect(screen.getByText(/scan roms directory/i)).toBeInTheDocument();
});
});
it('should render rom with linked game', () => {
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
expect(screen.getByText('Game One')).toBeInTheDocument();
});
it('should render "Link Metadata" button for rom without game', () => {
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
// game2.rar doesn't have a linked game
const linkButtons = screen.getAllByRole('button', { name: /link metadata/i });
expect(linkButtons.length).toBeGreaterThan(0);
});
it('should open metadata search dialog when "Link Metadata" is clicked', async () => {
const user = await userEvent.setup();
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
const linkButton = screen.getAllByRole('button', { name: /link metadata/i })[0];
await user.click(linkButton);
await waitFor(() => {
expect(screen.getByText(/search metadata/i)).toBeInTheDocument();
});
});
it('should show delete button and confirmation', async () => {
const user = await userEvent.setup();
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
const deleteButtons = screen.getAllByRole('button', { name: /delete/i });
expect(deleteButtons.length).toBeGreaterThan(0);
});
it('should handle table columns correctly', () => {
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
// Check for table headers - be more specific to avoid matching data cells
const table = screen.getByRole('table');
expect(table.querySelector('th:nth-child(1)')).toHaveTextContent(/filename/i);
expect(table.querySelector('th:nth-child(2)')).toHaveTextContent(/size/i);
expect(table.querySelector('th:nth-child(3)')).toHaveTextContent(/checksum/i);
expect(table.querySelector('th:nth-child(4)')).toHaveTextContent(/status/i);
expect(table.querySelector('th:nth-child(5)')).toHaveTextContent(/game/i);
expect(table.querySelector('th:nth-child(6)')).toHaveTextContent(/actions/i);
});
it('should display file size in human readable format', () => {
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
// 1024000 bytes should be displayed as 1000 KB
expect(screen.getByText(/1000\s*kb/i)).toBeInTheDocument();
// 2048000 bytes should be displayed as 2 MB
expect(screen.getByText(/2\s*mb/i)).toBeInTheDocument();
});
it('should display checksum truncated with ellipsis', () => {
render(
<QueryClientProvider client={queryClient}>
<Roms />
</QueryClientProvider>
);
// First 8 chars should be shown + ...
expect(screen.getByText(/abc123de\.\.\./)).toBeInTheDocument();
});
});

View File

@@ -1,19 +1,34 @@
{
"compilerOptions": {
"target": "ESNext",
"useDefineForClassFields": true,
"lib": ["DOM", "DOM.Iterable", "ESNext"],
"jsx": "react-jsx",
"module": "ESNext",
"moduleResolution": "Bundler",
"strict": true,
"esModuleInterop": true,
"target": "ES2017",
"lib": ["dom", "dom.iterable", "esnext"],
"allowJs": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"strict": true,
"noEmit": true,
"esModuleInterop": true,
"module": "esnext",
"moduleResolution": "bundler",
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": true,
"types": ["vite/client", "vitest/globals"]
},
"include": ["src", "tests"]
"jsx": "react-jsx",
"incremental": true,
"plugins": [
{
"name": "next"
}
],
"paths": {
"@/*": ["./src/*"]
}
},
"include": [
"next-env.d.ts",
"**/*.ts",
"**/*.tsx",
".next/types/**/*.ts",
".next/dev/types/**/*.ts",
"**/*.mts"
],
"exclude": ["node_modules"]
}

View File

@@ -1,22 +0,0 @@
import { defineConfig } from 'vite';
import react from '@vitejs/plugin-react';
export default defineConfig({
plugins: [react()],
server: {
port: 5173,
proxy: {
'/api': {
target: 'http://localhost:3000',
changeOrigin: true,
rewrite: (path) => path,
},
},
},
test: {
environment: 'jsdom',
globals: true,
setupFiles: ['./src/setupTests.ts'],
include: ['tests/**/*.spec.tsx'],
},
});

View File

@@ -1,10 +0,0 @@
import { defineConfig } from 'vitest/config';
export default defineConfig({
test: {
environment: 'jsdom',
globals: true,
setupFiles: './src/setupTests.ts',
include: ['tests/**/*.spec.tsx'],
},
});

View File

@@ -1,28 +0,0 @@
## Phase 1 Complete: Análisis comparativo de proyectos y servicios
TL;DR: Se crearon y completaron cuatro documentos de análisis en `docs/` que resumen proyectos relevantes, APIs públicas y consideraciones legales para el MVP. Los documentos incluyen matrices comparativas, enlaces a TOS/repositorios y recomendaciones técnicas y legales.
**Files created/changed:**
- `docs/competitive-analysis.md` — análisis por proyecto (resumen, licencia, funcionalidades, riesgos) y tabla comparativa
- `docs/apis-comparison.md` — comparativa de APIs (auth, data types, fecha verificación, TOS y columna "Licencia / Nota legal")
- `docs/legal-considerations.md` — riesgos legales, recomendaciones operativas y fragmentos de disclaimer para UI/README
- `docs/lessons-learned.md` — lista priorizada de funcionalidades, PoC propuesta y recomendaciones técnicas
**Functions created/changed:**
- Ninguna (documentación)
**Tests created/changed:**
- Ninguno (el usuario solicitó no crear tests para esta fase)
**Review Status:** APPROVED ✅
**Git Commit Message:**
chore: add comparative analysis docs
- Add `docs/competitive-analysis.md` with project summaries and comparison table
- Add `docs/apis-comparison.md` with API TOS links and license notes
- Add `docs/legal-considerations.md` and `docs/lessons-learned.md` with recommendations and PoC
- Add `Metadatos` block (Autor / Fecha verificación: 2026-02-07 / Última actualización)

View File

@@ -1,31 +0,0 @@
## Phase 2 Complete: Requisitos y diseño técnico
TL;DR: Se documentaron y finalizaron los requisitos funcionales y no funcionales del MVP, el diseño de arquitectura (monorepo, stack propuesto) y el modelo de datos inicial para `Game`, `RomFile`, `Platform`, `Artwork`, `Purchase` y `PriceHistory`.
**Files created/changed:**
- `docs/requirements.md`
- `docs/architecture.md`
- `docs/api-integration.md`
- `docs/data-model.md`
- `plans/gestor-coleccion-plan.md` (plan maestro actualizado)
**Functions created/changed:**
- Ninguna (documentación)
**Tests created/changed:**
- Ninguno (recomendación: añadir tests que verifiquen la presencia y metadatos de los documentos claves si se automatiza la validación de docs en CI)
**Review Status:** APPROVED ✅ (con recomendación menor: añadir `docs/legal-considerations.md` si falta para cubrir riesgos legales antes de integrar scraping o descargas masivas)
**Git Commit Message:**
```
chore(docs): completar Fase 2 — requisitos y arquitectura
- Añade/actualiza `docs/requirements.md`, `docs/architecture.md`, `docs/api-integration.md`, `docs/data-model.md`
- Documenta criterios de aceptación y decisiones técnico-arquitectónicas
- Recomendación: añadir `docs/legal-considerations.md` (pendiente)
```

View File

@@ -1,69 +0,0 @@
## Phase 3 Complete: ArchiveReader
TL;DR: Implementado `archiveReader` para listar entradas dentro de contenedores ZIP y 7z usando utilidades del sistema (`7z` y `unzip` como fallback). Añadidos tests unitarios que mockean las llamadas a `child_process.exec` para validar parsing y comportamiento de fallback.
**Files created/changed:**
- backend/src/services/archiveReader.ts
- backend/tests/services/archiveReader.spec.ts
**Functions created/changed:**
- `listArchiveEntries(filePath, logger)` — lista entradas de ZIP/7z usando `7z -slt` y `unzip -l` como fallback.
**Tests created/changed:**
- `backend/tests/services/archiveReader.spec.ts` — cubre:
- listado con salida simulada de `7z -slt`
- fallback a `unzip -l` si `7z` falla
- comportamiento para formatos no soportados
**Review Status:** APPROVED
**Git Commit Message:**
feat: add archive reader and tests
- Añade `archiveReader` que lista entradas en ZIP/7z con fallback a `unzip`
- Añade tests unitarios que mockean `child_process.exec` para validar parsing
- Documenta dependencia de binarios en README y CI (pasos previos)
## Phase 3 Complete: Backend base y modelo de datos
Fase completada: configuré el backend mínimo (dependencias, Prisma schema), generé el cliente Prisma y aseguré que los tests TDD de backend pasan.
**Files created/changed:**
- backend/package.json
- backend/prisma/schema.prisma
- backend/tests/models/game.spec.ts
- package.json
- .yarnrc.yml
- prisma-client/package.json
**Files generados por herramientas (no necesariamente versionadas):**
- prisma-client/client/\* (Prisma Client generado)
- node_modules/.prisma/client/\* (artefacto runtime generado)
**Functions / cambios clave:**
- Ajustes en `backend/tests/models/game.spec.ts` para fallback de carga del cliente Prisma generado.
- `backend/prisma/schema.prisma`: definición de modelos (Game, RomFile, Platform, Purchase, Artwork, Tag, PriceHistory) ya presente; ajustado el `generator client` para flujo de generación local.
**Tests created/changed:**
- backend/tests/models/game.spec.ts (modificado: mejor manejo de require/generación del cliente)
- backend/tests/server.spec.ts (existente — pase verificable)
**Migraciones aplicadas durante pruebas:**
- `backend/prisma/migrations/20260208102247_init/migration.sql` (aplicada en DB temporal de test)
**Review Status:** APPROVED
**Git Commit Message:**
feat: backend base, Prisma schema, client gen and tests
- Añade/ajusta `backend` para usar Prisma y Vitest
- Genera cliente Prisma y corrige resoluciones PnP/node-modules
- Actualiza tests para cargar cliente generado y pasar TDD

View File

@@ -1,29 +0,0 @@
## Phase 4 Complete: DAT verifier
TL;DR: Implementado `datVerifier` para parsear archivos DAT (XML) y verificar hashes de ROMs (CRC/MD5/SHA1/size). Se añadieron tests TDD y una fixture XML; los tests específicos pasan y se aplicó un parche menor de calidad.
**Files created/changed:**
- backend/src/services/datVerifier.ts
- backend/tests/services/datVerifier.spec.ts
- backend/tests/fixtures/sample.dat.xml
- backend/package.json (se añadió `fast-xml-parser` en devDependencies)
**Functions created/changed:**
- `parseDat(xml: string): DatDatabase` — parsea y normaliza la estructura DAT a un modelo en memoria.
- `verifyHashesAgainstDat(datDb: DatDatabase, hashes): {gameName, romName, matchedOn} | null` — verifica hashes contra el DAT y devuelve la coincidencia.
**Tests created/changed:**
- `backend/tests/services/datVerifier.spec.ts` — cubre parsing, match por CRC/MD5/SHA1/size y ausencia de match.
- `backend/tests/fixtures/sample.dat.xml` — fixture usada por las pruebas.
**Review Status:** APPROVED with minor recommendations
**Git Commit Message:**
feat: add datVerifier and tests
- Añade `datVerifier` con `parseDat` y `verifyHashesAgainstDat`
- Añade tests y fixture XML para validar matching por CRC/MD5/SHA1/size
- Añade `fast-xml-parser` en `backend/package.json` (devDependency)

View File

@@ -1,31 +0,0 @@
## Phase 5 Complete: Job runner en memoria
TL;DR: Se implementó un runner en memoria (`ImportRunner`) con control de concurrencia configurable, API de encolado (`enqueue`), estado (`getStatus`) y utilidades de parada (`stop`, `stopAndWait`). Se añadieron tests TDD que cubren concurrencia, rechazo tras `stop` y contabilización de tareas completadas. La ruta de importación ahora encola jobs en background y registra errores.
**Files created/changed:**
- backend/src/config.ts
- backend/src/jobs/importRunner.ts
- backend/src/routes/import.ts
- backend/tests/jobs/importRunner.spec.ts
- backend/tsconfig.json
**Functions created/changed:**
- `ImportRunner` (class) — `enqueue`, `getStatus`, `start`, `stop`, `stopAndWait`.
- `runner` (singleton) — instanciado y arrancado por defecto.
- `IMPORT_CONCURRENCY` (export) in `config.ts`.
**Tests created/changed:**
- `backend/tests/jobs/importRunner.spec.ts` — 56 tests (enqueue result, concurrencia, getStatus, rechazo tras stop, completed incrementa en rechazo).
**Review Status:** APPROVED
**Git Commit Message:**
feat: import job runner in-memory
- Añade `ImportRunner` en memoria con concurrencia configurable
- Tests TDD para enqueue, concurrencia y comportamiento tras `stop`
- Actualiza `/api/import/scan` para encolar jobs y registrar errores
- Ajusta `tsconfig.json` para incluir `tests` en comprobaciones de tipo

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## Phase 6 Complete: Frontend base (React + Vite + shadcn/ui)
Se scaffoldó el frontend mínimo con Vite + React + TypeScript, configuración de Vitest y pruebas básicas. Los tests unitarios escritos pasan correctamente y el proyecto contiene los componentes y rutas base necesarios para continuar con la Fase 7.
**Files created/changed:**
- frontend/package.json
- frontend/tsconfig.json
- frontend/vite.config.ts
- frontend/vitest.config.ts
- frontend/index.html
- frontend/postcss.config.cjs
- frontend/tailwind.config.cjs
- frontend/src/main.tsx
- frontend/src/App.tsx
- frontend/src/components/layout/Navbar.tsx
- frontend/src/components/layout/Sidebar.tsx
- frontend/src/routes/index.tsx
- frontend/src/routes/roms.tsx
- frontend/src/routes/games.tsx
- frontend/src/lib/queryClient.ts
- frontend/src/lib/api.ts
- frontend/src/hooks/useGames.ts
- frontend/src/styles.css
- frontend/src/setupTests.ts
- frontend/tests/App.spec.tsx
- frontend/tests/components/Navbar.spec.tsx
**Functions created/changed:**
- `App` component (frontend/src/App.tsx)
- `Navbar` component (frontend/src/components/layout/Navbar.tsx)
- `Sidebar` placeholder (frontend/src/components/layout/Sidebar.tsx)
- `queryClient` export (frontend/src/lib/queryClient.ts)
- `useGames` hook (stub) (frontend/src/hooks/useGames.ts)
**Tests created/changed:**
- frontend/tests/App.spec.tsx
- frontend/tests/components/Navbar.spec.tsx
**Review Status:** APPROVED
**Git Commit Message:**
feat: scaffold frontend base (Vite + React + Vitest)
- Añade scaffold de frontend con Vite y React
- Configura Vitest y tests básicos (App, Navbar)
- Añade QueryClient y hooks/plantillas iniciales

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@@ -1,121 +0,0 @@
## Phase 7 Complete: Gestión manual de juegos (frontend + backend)
Se implementó el CRUD completo para juegos: endpoints REST en backend (GET/POST/PUT/DELETE /api/games), validación con Zod, y frontend con formulario reactivo, tabla de juegos, y custom hooks con TanStack Query. Todos los tests unitarios y de integración pasan exitosamente.
**Files created/changed:**
### Backend
- backend/src/routes/games.ts
- backend/src/controllers/gamesController.ts
- backend/src/validators/gameValidator.ts
- backend/tests/routes/games.spec.ts
### Frontend
- frontend/src/routes/games.tsx
- frontend/src/components/games/GameForm.tsx
- frontend/src/components/games/GameCard.tsx
- frontend/src/hooks/useGames.ts
- frontend/tests/routes/games.spec.tsx
- frontend/tests/components/GameForm.spec.tsx
**Functions created/changed:**
### Backend
- `GamesController.listGames()` - Obtiene todos los juegos
- `GamesController.createGame()` - Crea un nuevo juego con validación
- `GamesController.updateGame()` - Actualiza un juego existente
- `GamesController.deleteGame()` - Elimina un juego
### Frontend
- `GameForm` component - Formulario para crear/editar juegos con validación Zod
- `GameCard` component - Card para mostrar detalles de un juego
- `useGames()` hook - Obtiene lista de juegos (TanStack Query)
- `useCreateGame()` hook - Crear nuevo juego (TanStack Query mutation)
- `useUpdateGame()` hook - Actualizar juego (TanStack Query mutation)
- `useDeleteGame()` hook - Eliminar juego (TanStack Query mutation)
- Games page component - Tabla de juegos con acciones (crear, editar, eliminar)
**Tests created/changed:**
### Backend
- tests/routes/games.spec.ts - 11 tests (CRUD endpoints)
- GET /api/games: list empty, list with games
- POST /api/games: create valid, missing required, empty title, required fields only
- PUT /api/games/:id: update existing, 404 not found, partial update
- DELETE /api/games/:id: delete existing, 404 not found
### Frontend
- tests/routes/games.spec.tsx - 10 tests (Games page)
- Render games table
- Mock TanStack Query hooks
- Display loading state
- Display empty state
- Render action buttons
- tests/components/GameForm.spec.tsx - 8 tests (GameForm component)
- Render required and optional fields
- Validate required title field
- Validate required platform field
- Submit valid form data
- Allow optional fields empty
- Populate with initial data
- Show loading state
**Test Results:**
- Backend: 11 tests passed ✅ (games.spec.ts)
- Backend total: 46 passed, 1 skipped ✅
- Frontend: 22 tests passed ✅ (4 test files)
- GameForm: 8 passed
- Games page: 10 passed
- App: 2 passed
- Navbar: 2 passed
- Lint: 0 errors, 12 warnings ✅
**Review Status:** APPROVED
**Key Features Implemented:**
1. **Backend CRUD API**
- RESTful endpoints for complete game lifecycle
- Input validation with Zod schema
- Error handling with proper HTTP status codes
- Prisma integration for database operations
2. **Frontend Components**
- React Hook Form + Zod for form validation
- TanStack Query for state management and caching
- Responsive UI with Tailwind CSS
- Loading and error states
3. **Type Safety**
- TypeScript throughout
- Zod schemas for runtime validation
- Proper type inference in React components
**Git Commit Message:**
```
feat: implement games CRUD (Phase 7)
Backend:
- Add REST endpoints: GET, POST, PUT, DELETE /api/games
- Implement GamesController with CRUD logic
- Add Zod validator for game input validation
- Add 11 comprehensive tests for all endpoints
Frontend:
- Create GameForm component with React Hook Form + Zod
- Create GameCard component for game display
- Implement useGames, useCreateGame, useUpdateGame, useDeleteGame hooks
- Add Games page with table and action buttons
- Add 18 component and page tests with 100% pass rate
All tests passing: 46 backend + 22 frontend tests
```

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## Phase 8 Complete: Integración ROMs + Metadata (UI completa)
Se implementó el flujo completo de gestión de ROMs: endpoints REST en backend, tipos y hooks en frontend, componentes interactivos (ScanDialog, MetadataSearchDialog, RomCard), tabla de ROMs con CRUD completo, integración con búsqueda de metadata (IGDB/RAWG/TheGamesDB), y vinculación con juegos. Todos los 122 tests pasan (63 backend + 59 frontend).
**Files created/changed:**
### Backend (Fase 8.1)
- backend/src/controllers/romsController.ts
- backend/src/routes/roms.ts
- backend/src/routes/metadata.ts
- backend/src/app.ts (registrar rutas)
- backend/tests/routes/roms.spec.ts (12 tests)
- backend/tests/routes/metadata.spec.ts
- backend/vitest.config.ts (threads: false para BD)
- backend/tests/setup.ts (migrations en setup)
- backend/tests/routes/games.spec.ts (actualizado beforeEach)
### Frontend (Fase 8.2 + 8.3)
- frontend/src/types/rom.ts
- frontend/src/lib/api.ts (extendido)
- frontend/src/hooks/useRoms.ts (5 custom hooks)
- frontend/src/components/roms/ScanDialog.tsx
- frontend/src/components/roms/MetadataSearchDialog.tsx
- frontend/src/components/roms/RomCard.tsx
- frontend/src/routes/roms.tsx (reescrito)
- frontend/tests/routes/roms.spec.tsx (13 tests)
- frontend/tests/components/ScanDialog.spec.tsx (11 tests)
- frontend/tests/components/MetadataSearchDialog.spec.tsx (13 tests)
**Functions created/changed:**
### Backend
- `RomsController.listRoms()` — Listar ROMs con opcional filtros
- `RomsController.getRomById()` — Obtener por ID
- `RomsController.linkGameToRom()` — Vincular juego a ROM
- `RomsController.deleteRom()` — Eliminar ROM
### Frontend
- `useRoms()` — Query para listar
- `useScanDirectory()` — Mutation para scan
- `useEnrichMetadata()` — Mutation para búsqueda
- `useLinkGameToRom()` — Mutation para vincular
- `useDeleteRom()` — Mutation para eliminar
- `ScanDialog` — Dialog input path
- `MetadataSearchDialog` — Dialog búsqueda metadata
- `RomCard` — Card display ROM
- `Roms` page — Tabla completa + dialogs
**Tests created/changed:**
### Backend
- 12 tests en roms.spec.ts: CRUD ROMs (lista, detail, link, delete)
- Métadata search tests (con y sin resultados)
- Total: 63 backend tests all passing ✅
### Frontend
- 13 tests en roms.spec.tsx: tabla, acciones, states
- 11 tests en ScanDialog.spec.tsx: input, submit, loading
- 13 tests en MetadataSearchDialog.spec.tsx: búsqueda, resultados, select
- Total: 59 frontend tests all passing ✅
**Test Results:**
- Backend: 63 passed (16 test files, 1 skipped) ✅
- Frontend: 59 passed (7 test files) ✅
- Total: 122 tests all passing ✅
- Lint: 0 errors, 12 warnings (solo directivas no utilizadas) ✅
**Review Status:** APPROVED
**Key Features Implemented:**
1. **Backend ROM Management**
- RESTful endpoints for ROMs
- Metadata search endpoint (orquesta IGDB, RAWG, TheGamesDB)
- Link ROM to existing Game
- Delete ROM with cascading
2. **Frontend UI Components**
- Scan dialog with path input
- Metadata search dialog with results
- ROM card display
- ROMs page with table and actions
- All using shadcn/ui, React Hook Form, TanStack Query
3. **Type Safety**
- RomFile interface (con relaciones)
- Artwork interface
- EnrichedGame interface (búsqueda results)
- ScanResult interface
4. **State Management**
- TanStack Query for API calls
- Proper cache invalidation on mutations
- Error and loading states in UI
5. **Integration**
- Backend ROMs connect to existing Games
- Metadata search uses existing IGDB/RAWG/TGDB clients
- DB migrations auto-applied in tests
**Git Commit Message:**
```
feat: implement ROMs management UI (Phase 8)
Backend (Phase 8.1):
- Add ROMs endpoints: GET, GET/:id, PUT/:id/game, DELETE
- Add metadata search endpoint using IGDB/RAWG/TGDB
- Implement RomsController with ROM CRUD logic
- Add 12 comprehensive ROM endpoint tests
- Configure Vitest to run tests sequentially (threads: false)
- Auto-apply Prisma migrations in test setup
Frontend (Phase 8.2 + 8.3):
- Create ROM types: RomFile, Artwork, EnrichedGame
- Extend API client with roms and metadata namespaces
- Implement custom hooks: useRoms, useScanDirectory, useEnrichMetadata, useLinkGameToRom, useDeleteRom
- Create ScanDialog component for directory scanning
- Create MetadataSearchDialog component for metadata lookup
- Create RomCard component for ROM display
- Rewrite roms.tsx page with table and all actions
- Add 37 comprehensive component and page tests
All 122 tests passing: 63 backend + 59 frontend
Lint: 0 errors
```

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@@ -1,73 +0,0 @@
## Plan: Fase 8 - Integración ROMs + Metadata (UI completa)
Implementar UI completa para gestionar ROMs: tabla con scan de directorios, búsqueda de metadata en IGDB/RAWG/TheGamesDB, vinculación con juegos, y visualización de artwork. Se reutiliza infraestructura backend existente (import, metadata clients) y se crean nuevos endpoints + componentes frontend.
**Sub-Fases: 3**
---
### **Fase 8.1: Backend ROMs API endpoints + Controller**
- **Objetivo:** Endpoints REST para listar ROMs, búsqueda de metadata, vincular ROM a juego
- **Archivos/Funciones a crear/modificar:**
- `backend/src/controllers/romsController.ts``listRoms()`, `getRomById()`, `linkGameToRom()`, `deleteRom()`
- `backend/src/routes/roms.ts``GET /api/roms`, `GET /api/roms/:id`, `PUT /api/roms/:id/game`, `DELETE /api/roms/:id`
- `backend/src/routes/metadata.ts``GET /api/metadata/search?q=query` (orquesta metadataService)
- **Tests a escribir:**
- `backend/tests/routes/roms.spec.ts` — lista vacía/con ROMs, get by id, link game, delete
- `backend/tests/routes/metadata.spec.ts` — búsqueda con results, sin results, mixed sources
- **Steps:**
1. Write tests (failing) — casos para CRUD + search
2. Implement romsController + routes
3. Run tests → pass
4. Lint + format
---
### **Fase 8.2: Frontend Types + API client + Custom Hooks**
- **Objetivo:** Tipos, cliente HTTP extendido, custom hooks con TanStack Query
- **Archivos/Funciones a crear/modificar:**
- `frontend/src/types/rom.ts``RomFile`, `Artwork`, `EnrichedGame`
- `frontend/src/lib/api.ts` — extender con `api.roms.*` y `api.metadata.*` namespaces
- `frontend/src/hooks/useRoms.ts``useRoms()`, `useScanDirectory()`, `useEnrichMetadata()`, `useLinkGameToRom()`
- **Tests a escribir:**
- Skipped por ahora (cubiertos en 8.3 con integration tests de páginas)
- **Steps:**
1. Create ROM types (RomFile, Artwork templates from Prisma schema)
2. Extend api.ts with roms and metadata namespaces
3. Implement hooks with TanStack Query (useQuery for list, useMutation for actions)
4. Format
---
### **Fase 8.3: Frontend Components + ROMs Page**
- **Objetivo:** Componentes UI para ROMs y tabla interactiva
- **Archivos/Funciones a crear/modificar:**
- `frontend/src/components/roms/ScanDialog.tsx` — input path + button submit, loading state
- `frontend/src/components/roms/MetadataSearchDialog.tsx` — search input + results list + select
- `frontend/src/components/roms/RomCard.tsx` — card display (simple card con info ROM)
- `frontend/src/routes/roms.tsx` — reescribir con tabla, botones (scan, link, delete), dialogs
- **Tests a escribir:**
- `frontend/tests/routes/roms.spec.tsx` — tabla, botones, acciones, empty/loading states
- `frontend/tests/components/ScanDialog.spec.tsx` — input validation, submit
- `frontend/tests/components/MetadataSearchDialog.spec.tsx` — search results display
- **Steps:**
1. Write tests (failing) para página y componentes
2. Crear componentes (ScanDialog, MetadataSearchDialog, RomCard, roms.tsx page)
3. Tests → pass
4. Format + lint
---
### **Open Questions**
1. ¿Agregar endpoint `GET /api/artwork/:gameId` (P1) o mantenerlo para Fase 9?
- **Respuesta:** Mantener para Fase 9 (artwork.ts). Fase 8 usa URLs directas de IGDB/RAWG.
2. ¿Cachear artwork localmente o usar proxy directo desde IGDB/RAWG?
- **Respuesta:** URLs directas de APIs (simples para Fase 8). Caché en Fase 9.
3. ¿Permitir batch scan (múltiples directorios) en Fase 8?
- **Respuesta:** No, un directorio por operación.

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@@ -1,237 +0,0 @@
## Plan: Gestor de biblioteca de videojuegos y ROMs (Quasar)
Aplicación web self-hosted para gestionar una biblioteca de ROMs y videojuegos físicos/digitales. Permite escanear directorios de ROMs, enriquecer metadatos vía APIs públicas (IGDB, RAWG, TheGamesDB), y registrar manualmente juegos físicos/digitales con precio, condición y notas. Stack: TypeScript + React + Vite + shadcn/ui (frontend), Node.js + Fastify + TypeScript + Prisma + SQLite (backend).
**Fases: 9**
---
### **Fase 1: Análisis comparativo de proyectos y servicios**
- **Objetivo:** Documentar todos los proyectos, herramientas y APIs analizados durante la investigación inicial, describiendo qué hace cada uno, sus características principales, licencias, y lecciones aprendidas para aplicar a Quasar.
- **Archivos/Funciones a crear/modificar:**
- `docs/competitive-analysis.md` — análisis detallado de proyectos (Playnite, LaunchBox, OpenEmu, EmulationStation, RetroArch, ROMVault, etc.)
- `docs/apis-comparison.md` — comparativa de APIs (IGDB, RAWG, TheGamesDB, Screenscraper, MobyGames, PriceCharting, ITAD, eBay)
- `docs/lessons-learned.md` — patrones y mejores prácticas extraídas del análisis
- **Pasos:**
1. Crear documentos con información estructurada de la investigación inicial
2. Incluir tablas comparativas, enlaces, y conclusiones
3. Documentar patrones útiles y mejores prácticas aplicables a Quasar
---
### **Fase 2: Requisitos y diseño técnico**
- **Objetivo:** Definir arquitectura (monorepo o separado), estructura de carpetas, stack definitivo (Fastify + Prisma, SQLite), APIs a integrar (IGDB, RAWG, TheGamesDB), y documento de modelo de datos inicial.
- **Archivos/Funciones a crear/modificar:**
- `docs/requirements.md` — requisitos funcionales y no funcionales
- `docs/architecture.md` — decisiones arquitectónicas (monorepo vs multi-repo, API REST structure)
- `docs/api-integration.md` — descripción de APIs públicas a usar, endpoints, rate limits, autenticación
- `docs/data-model.md` — entidades (Game, RomFile, Platform, Purchase, Artwork)
- **Pasos:**
1. Crear documentos `docs/requirements.md`, `docs/architecture.md`, `docs/api-integration.md`, `docs/data-model.md` con contenido inicial
2. Definir estructura de carpetas y convenciones de código
3. Documentar decisiones técnicas y justificaciones
---
### **Fase 3: Backend base y modelo de datos**
- **Objetivo:** Configurar backend (Fastify + TypeScript + Prisma + SQLite), definir schema de BD (Game, RomFile, Platform, Purchase, Artwork), migraciones y seeders básicos.
- **Archivos/Funciones a crear/modificar:**
- `backend/package.json` — dependencias (fastify, prisma, @fastify/cors, dotenv, etc.)
- `backend/tsconfig.json` — configuración TypeScript backend
- `backend/src/index.ts` — servidor Fastify inicial
- `backend/prisma/schema.prisma` — modelos (Game, RomFile, Platform, Purchase, Artwork)
- `backend/prisma/migrations/` — migraciones Prisma
- `backend/src/routes/healthcheck.ts` — endpoint `/api/health`
- **Tests a escribir:**
- `backend/tests/server.spec.ts` — test del servidor (inicia y responde en `/api/health`)
- `backend/tests/models/game.spec.ts` — validaciones del modelo Game (TDD)
- `backend/tests/models/romFile.spec.ts` — validaciones del modelo RomFile
- **Pasos:**
1. Escribir tests que fallen (healthcheck endpoint, crear modelo Game y validar)
2. Configurar Fastify + Prisma, definir schema, ejecutar migración
3. Implementar endpoint `/api/health`
4. Ejecutar tests y verificar que pasan
---
### **Fase 4: Importadores y gestión de ROMs**
- **Objetivo:** Implementar servicio para escanear directorios locales, calcular checksums (CRC32/MD5/SHA1), detectar formatos (ZIP/7z/CHD), y almacenar en BD. Incluir soporte básico para DAT verification (No-Intro/Redump).
- **Archivos/Funciones a crear/modificar:**
- `backend/src/services/fsScanner.ts` — función `scanDirectory(path: string)`
- `backend/src/services/checksumService.ts` — funciones `calculateCRC32()`, `calculateMD5()`, `calculateSHA1()`
- `backend/src/services/datVerifier.ts` — función `verifyAgainstDAT(romFiles, datPath)`
- `backend/src/routes/import.ts` — endpoint `POST /api/import/scan` (body: {path})
- `backend/src/utils/archiveReader.ts` — leer contenido de ZIP/7z/CHD
- **Tests a escribir:**
- `backend/tests/services/fsScanner.spec.ts` — casos: carpeta vacía, carpeta con ROMs, carpeta con subdirectorios
- `backend/tests/services/checksumService.spec.ts` — calcular checksum de archivo fixture
- `backend/tests/services/datVerifier.spec.ts` — verificar ROM válido/inválido contra DAT fixture
- `backend/tests/routes/import.spec.ts` — test E2E de endpoint `/api/import/scan`
- **Pasos:**
1. Crear fixtures (ROMs de prueba, DAT de prueba)
2. Escribir tests que fallen (escaneo de carpeta, checksum, DAT verification)
3. Implementar `fsScanner`, `checksumService`, `datVerifier` mínimos
4. Implementar endpoint `/api/import/scan`
5. Ejecutar tests y verificar que pasan
---
### **Fase 5: Integración con APIs de metadata**
- **Objetivo:** Clientes para IGDB (OAuth Twitch), RAWG (API key), TheGamesDB (API key); lógica de matching heurística (nombre + plataforma), caché local de respuestas para evitar rate limits.
- **Archivos/Funciones a crear/modificar:**
- `backend/src/services/igdbClient.ts``searchGames(query, platform?)`, `getGameById(id)`
- `backend/src/services/rawgClient.ts``searchGames(query)`, `getGameById(id)`
- `backend/src/services/thegamesdbClient.ts``searchGames(query)`, `getGameById(id)`
- `backend/src/services/metadataService.ts``enrichGame(romFile)` (orquesta clientes, fallbacks, matching heurística)
- `backend/src/utils/cache.ts` — caché en memoria o Redis (simple LRU)
- `backend/src/routes/metadata.ts` — endpoints `GET /api/metadata/search?q=...&platform=...`, `POST /api/metadata/enrich/:romFileId`
- **Tests a escribir:**
- `backend/tests/services/igdbClient.spec.ts` — mock de respuestas IGDB, test de OAuth flow, test de búsqueda
- `backend/tests/services/rawgClient.spec.ts` — mock de respuestas RAWG
- `backend/tests/services/metadataService.spec.ts` — casos: match exacto, match parcial, sin match (fallback)
- `backend/tests/routes/metadata.spec.ts` — test E2E de endpoints metadata
- **Pasos:**
1. Escribir tests con mocks (respuestas API simuladas)
2. Implementar clientes (IGDB OAuth, RAWG key, TheGamesDB key) con retry y timeout
3. Implementar `metadataService` con lógica de matching y fallbacks
4. Implementar endpoints REST
5. Ejecutar tests y verificar que pasan
---
### **Fase 6: Frontend base (React + Vite + shadcn/ui)**
- **Objetivo:** Configurar proyecto frontend con Vite, React, TypeScript, Tailwind CSS, shadcn/ui, TanStack Query, TanStack Router. Implementar layout base (navbar, sidebar), rutas (Home, ROMs, Games, Settings) y componentes UI básicos (Button, Card, Table, Dialog de shadcn/ui).
- **Archivos/Funciones a crear/modificar:**
- `frontend/package.json` — dependencias (react, vite, @shadcn/ui, tailwindcss, @tanstack/react-router, @tanstack/react-query)
- `frontend/tsconfig.json` — configuración TypeScript frontend
- `frontend/vite.config.ts` — configuración Vite (proxy a backend, aliases, TanStack Router plugin)
- `frontend/tailwind.config.js` — configuración Tailwind para shadcn/ui
- `frontend/src/main.tsx` — entry point con QueryClientProvider y RouterProvider
- `frontend/src/routes/__root.tsx` — layout raíz con navbar y sidebar
- `frontend/src/routes/index.tsx` — ruta Home
- `frontend/src/routes/roms.tsx` — ruta ROMs
- `frontend/src/routes/games.tsx` — ruta Games
- `frontend/src/components/layout/Navbar.tsx`
- `frontend/src/components/layout/Sidebar.tsx`
- `frontend/src/lib/api.ts` — cliente HTTP base (fetch/axios wrapper)
- `frontend/src/lib/queryClient.ts` — configuración de TanStack Query
- `frontend/src/hooks/useGames.ts` — custom hook con TanStack Query para juegos
- **Tests a escribir:**
- `frontend/tests/App.spec.tsx` — renderizado de rutas (usando Vitest + React Testing Library)
- `frontend/tests/components/Navbar.spec.tsx` — navegación básica
- `tests/e2e/navigation.spec.ts` — E2E con Playwright (navegar entre páginas)
- **Pasos:**
1. Escribir tests que fallen (renderizado de App, navegación E2E)
2. Configurar Vite + React + TypeScript + Tailwind + shadcn/ui + TanStack Query
3. Implementar layout, rutas, páginas vacías, configuración de QueryClient
4. Ejecutar tests y verificar que pasan
---
### **Fase 7: Gestión manual de juegos (frontend + backend)**
- **Objetivo:** CRUD completo para juegos: crear/editar/eliminar juegos manualmente (frontend form con shadcn/ui + TanStack Query), registrar juegos físicos/digitales con campos: nombre, plataforma, precio, condición (Loose/CIB/New), fecha de compra, vendedor, notas.
- **Archivos/Funciones a crear/modificar:**
- `backend/src/routes/games.ts``GET /api/games`, `POST /api/games`, `PUT /api/games/:id`, `DELETE /api/games/:id`
- `backend/src/controllers/gamesController.ts` — lógica de CRUD
- `backend/src/validators/gameValidator.ts` — validación de input (Zod/Joi)
- `frontend/src/routes/games.tsx` — tabla de juegos con acciones (editar, eliminar)
- `frontend/src/components/games/GameForm.tsx` — formulario para crear/editar juego
- `frontend/src/components/games/GameCard.tsx` — card de vista de juego
- `frontend/src/hooks/useGames.ts` — custom hooks con TanStack Query (useGames, useCreateGame, useUpdateGame, useDeleteGame)
- `frontend/src/components/ui/*` — shadcn/ui components (Form, Input, Select, Textarea, DatePicker)
- **Tests a escribir:**
- `backend/tests/routes/games.spec.ts` — CRUD endpoints (casos: crear juego válido, crear juego con datos faltantes, actualizar, eliminar)
- `frontend/tests/routes/games.spec.tsx` — renderizado de lista, acciones
- `frontend/tests/components/GameForm.spec.tsx` — validación de formulario
- `tests/e2e/games-crud.spec.ts` — E2E completo (crear/editar/eliminar juego)
- **Pasos:**
1. Escribir tests que fallen (endpoints CRUD, renderizado de form, E2E CRUD)
2. Implementar backend endpoints y validators
3. Implementar frontend page, form, custom hooks con TanStack Query
4. Ejecutar tests y verificar que pasan
---
### **Fase 8: Integración ROMs + Metadata (UI completa)**
- **Objetivo:** Vista de ROMs escaneados en frontend, botón para scan de directorio, búsqueda/asociación de metadata (UI para seleccionar resultado de IGDB/RAWG con TanStack Query), y vincular ROM con juego. Incluir vista de artwork (covers, screenshots).
- **Archivos/Funciones a crear/modificar:**
- `frontend/src/routes/roms.tsx` — tabla de ROMs escaneados, botón "Scan Directory", acciones (asociar metadata, ver detalles)
- `frontend/src/components/roms/ScanDialog.tsx` — dialog para input de path y scan
- `frontend/src/components/roms/MetadataSearchDialog.tsx` — búsqueda y selección de metadata
- `frontend/src/components/roms/RomCard.tsx` — card con info de ROM + artwork
- `frontend/src/hooks/useRoms.ts` — custom hooks con TanStack Query (useRoms, useScanDirectory, useEnrichMetadata)
- `backend/src/routes/artwork.ts``GET /api/artwork/:gameId` (proxy/cache de imágenes)
- **Tests a escribir:**
- `frontend/tests/routes/roms.spec.tsx` — renderizado de tabla, acciones
- `frontend/tests/components/ScanDialog.spec.tsx` — submit de path, loading state
- `tests/e2e/roms-import.spec.ts` — E2E: scan → ver ROMs → asociar metadata → ver juego enriquecido
- **Pasos:**
1. Escribir tests que fallen (UI de ROMs, scan dialog, E2E import completo)
2. Implementar componentes frontend y custom hooks con TanStack Query
3. Implementar endpoint de artwork (cache/proxy)
4. Ejecutar tests y verificar que pasan
---
### **Fase 9: CI, tests E2E, docs y seguridad**
- **Objetivo:** GitHub Actions para CI (lint, tests unitarios, tests E2E con Playwright), configuración de ESLint/Prettier, docs de uso de APIs (cómo obtener keys), seguridad (env vars, .gitignore actualizado, SECURITY.md), y README completo.
- **Archivos/Funciones a crear/modificar:**
- `.github/workflows/ci.yml` — pipeline (install, lint, test, e2e)
- `.eslintrc.cjs` — ajustar para backend + frontend
- `.prettierrc` — ajustar formatos
- `README.md` — actualizar con: setup, features, screenshots, roadmap
- `SECURITY.md` — políticas de seguridad, reporte de vulnerabilidades
- `docs/API_KEYS.md` — instrucciones para obtener keys de IGDB, RAWG, TheGamesDB
- `.env.example` — template de variables de entorno
- `backend/.env.example`, `frontend/.env.example` — templates específicos
- **Tests a escribir:**
- `tests/e2e/full-flow.spec.ts` — E2E completo end-to-end (scan → enrich → crear juego manual → view)
- Asegurar que CI ejecuta todos los tests y Playwright genera reporte
- **Pasos:**
1. Configurar GitHub Actions workflow
2. Ejecutar pipeline en CI (puede fallar inicialmente)
3. Corregir issues de lint/format/tests
4. Actualizar docs (README, SECURITY, API_KEYS)
5. Ejecutar CI nuevamente y verificar que todo pasa
---
## **Preguntas abiertas resueltas** ✅
1. ✅ App web self-hosted (server + frontend separados)
2. ✅ Frontend: TypeScript + React + Vite + shadcn/ui + TanStack Query + TanStack Router
3. ✅ Solo APIs públicas: IGDB (OAuth Twitch gratuito), RAWG (API key gratuita con atribución), TheGamesDB (API key gratuita)
4. ✅ Sin integración con tiendas (Steam/GOG/PSN) en MVP; dejar preparado para futuro (campo `storeId`, `storePlatform` en modelo Game)
5. ✅ Prioridad: gestión de ROMs de directorio + creación manual de juegos físicos/digitales
---
## **Decisiones técnicas clave** 🔧
- **Monorepo:** `/backend` y `/frontend` en el mismo repo, con workspaces de Yarn
- **Backend:** Node.js + Fastify + TypeScript + Prisma + SQLite (migration a PostgreSQL posible en futuro)
- **Frontend:** React + Vite + TypeScript + Tailwind CSS + shadcn/ui + TanStack Query + TanStack Router
- **APIs de metadata:** IGDB (primary), RAWG (fallback), TheGamesDB (artwork/retro)
- **Tests:** Backend (Vitest + Supertest), Frontend (Vitest + React Testing Library), E2E (Playwright)
- **CI:** GitHub Actions con pipeline: install → lint → test → e2e
- **Seguridad:** API keys en `.env`, no commitear secrets
---
## **Roadmap futuro (fuera del MVP)** 🚀
- Integración con tiendas (Steam/GOG/PSN/Xbox) para import automático de compras
- Price tracking con PriceCharting/IsThereAnyDeal (requiere suscripción/API paga)
- Plugins/extensiones (LaunchBox export, Playnite sync)
- Sincronización en nube (opcional, con cifrado E2E)
- Soporte para multiple usuarios (autenticación/autorización)
- Mobile app (React Native o PWA)

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import { describe, it, expect } from 'vitest';
import fs from 'fs';
import path from 'path';
describe('README Validation - Phase 9.5', () => {
it('Test 1: README.md exists in root', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
expect(fs.existsSync(readmePath)).toBe(true);
});
it('Test 2: README.md contains # Quasar heading', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/^# Quasar/m);
});
it('Test 3: README.md contains Features section', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/## Features/);
});
it('Test 4: README.md contains Quick Start section', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/## Quick Start/);
});
it('Test 5: README.md contains Installation subsection', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/### Installation/);
});
it('Test 6: README.md contains Testing section', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/## Testing/);
});
it('Test 7: README.md contains link to SECURITY.md', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/\[SECURITY\.md\]\(SECURITY\.md\)/);
});
it('Test 8: README.md contains link to docs/API_KEYS.md', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/\[docs\/API_KEYS\.md\]\(docs\/API_KEYS\.md\)/) ||
expect(content).toMatch(/docs\/API_KEYS\.md/);
});
it('Test 9: README.md contains Project Structure section', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/## Project Structure/);
});
it('Test 10: README.md contains folder tree with backend/frontend', () => {
const readmePath = path.join(__dirname, '..', 'README.md');
const content = fs.readFileSync(readmePath, 'utf-8');
expect(content).toMatch(/backend/);
expect(content).toMatch(/frontend/);
expect(content).toMatch(/tests/);
});
it('Test 11: frontend/README.md exists', () => {
const frontendReadmePath = path.join(__dirname, '..', 'frontend', 'README.md');
expect(fs.existsSync(frontendReadmePath)).toBe(true);
});
it('Test 12: frontend/README.md contains Setup instructions', () => {
const frontendReadmePath = path.join(__dirname, '..', 'frontend', 'README.md');
const content = fs.readFileSync(frontendReadmePath, 'utf-8');
expect(content).toMatch(/## Setup/) || expect(content).toMatch(/setup/i);
});
});

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