The deploy pipeline runs from the working tree, so a wave of shipped features
had never been committed. This snapshots git to what's actually running.
SEO impression recovery (live + verified):
- Duplicate /a/{id} now 301-redirect to their canonical twin instead of 404
(a hard 404 silently dropped already-indexed URLs and tanked impressions).
- Dedup representative selection reworked: accepted/serveable -> established
rep (URL stability) -> quality score, so an accepted page never retires to a
rejected rep and an indexed canonical doesn't churn when a newer twin arrives.
- HEAD /a/{id} returns the same status as GET (api_route GET+HEAD) instead of
falling through to the static mount and 404ing.
- `dedup --force-recluster`: cycle-locked, model-free re-cluster to re-apply the
policy to the existing corpus (shared cycle_lock context manager).
- CLI honors GOODNEWS_DB for its default --db (was silently ignored).
Publishing Desk (admin tool to post highlights to X via Web Intents):
- publishing.py queue/rank/handle-resolution; admin UI; full searchable emoji
picker (bundled data, no CDN) for the blurb editor.
Play games + site:
- Bloom (word-wheel), Memory Match, daily ritual set, Zen Den (dev-gated).
- English-only language gate; source prospecting; paywall + dedup hardening.
Tests: full suite green (349). Ignores tightened (node_modules, data/*.db).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New per-row "Articles" button on the Sources table expands a read-only inline
panel of the source's ACTUAL ingested articles — so the automated metrics
(paywall/image/acceptance/duplicate) can be verified against evidence instead of
trusted blind. Distinct from "Check" (which re-samples the LIVE feed for
would-pass quality); this shows what's already in the DB, which is what the table
metrics are computed from.
- Backend: GET /api/admin/sources/{id}/articles?filter=&limit=&offset= (admin,
read-only). queries.source_articles + source_articles_summary — per article:
title, url, date, accepted, reason (the "why"), topic/flavor, paywalled
(domain rule), has_image, duplicate. Summary = counts + source-level paywall
rule.
- Frontend: expandable panel with a summary header ("27 ingested · 18 accepted
· … · paywall rule: ON (domain)"), filter chips (All/Accepted/Rejected/No
image/Duplicates), compact rows with title→link + badges + reason, Load more.
So "100% paywall" or "0% images" becomes clickable evidence: open two articles
to tell a real paywall from a mis-flagged domain, or a true image gap from an
enrichment failure. Test: test_source_articles_inspector. 241 pytest + 11 vitest.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Play hub: word cards now surface IN-PROGRESS games too (not just won/lost) so
"continue on another device" shows at a glance — card reads "5:3…" and the
selection option says "Continue · 3/6".
- Word Search generator: replace "prefer any crossing" with a SCORED placement —
score = overlap*4 - local crowding (filled neighbours that aren't crossings) —
then pick among the best ~20%. Keeps the organic interlocking but spreads words
across the board instead of clumping around the first-placed (longest) words.
Every word still placed (tests green). NOTE: changes today's grid layouts, so
an in-progress word search resets once.
237 pytest + 11 vitest green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Don't trust client JSON at the storage layer:
- sanitize_game_state() runs before merge AND on the merged result (heals legacy
rows). Word Search: keep only finds whose cells actually spell a real word in
that day's grid (validated when the puzzle exists, shape-only 4-12 alpha +
cell-length otherwise), dedupe, renumber ci. Word: validate status enum, guess
count/length/alpha, colour-row shape, terminal answer/why.
- Completion is now derived from the real puzzle word count (foundWords ==
expected), not a client-sent `ms` — so stats can't be inflated by junk.
- Date validated as YYYY-MM-DD at the API (400 otherwise) — no junk/future rows.
Tests: sanitizer-rejects-junk + bad-date 400; existing tests updated to use
real-shaped data (the sanitizer is a good forcing function). 237 pytest + 11
vitest green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two game polish items:
- Word Search: overlapping cells now multiply-blend the crossing words' colours
(deepening to a darker shade with readable text) instead of the newest colour
stomping the rest — matches the new interlocking grids.
- Cross-device game-state sync (signed-in): per-puzzle progress + stats now
follow you between devices. New game_state table; server-side merge on every
save so two devices converge regardless of push order, tailored per game:
* Word Search → UNION of finds (monotonic; can't un-find), earliest start,
best completion time.
* Word → furthest-progress wins (terminal beats in-progress; more guesses
beats fewer) — picks one device's game whole, never splices guesses.
Stats (streak/distribution/best) derived server-side from the synced states,
so they're consistent instead of per-device counters. Endpoints GET/PUT
/api/games/state + GET /api/games/stats (signed-in; size-capped). Frontend is
local-first: games paint instantly from localStorage, then reconcile in the
background; both game components push debounced on each move and adopt the
merge. Conflict handling unit-tested + an API two-device convergence test.
235→ tests + 11 vitest green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two things found while chasing the recurring ~15min slowness:
- dedup.py: cluster_duplicates re-ran an O(n²) cosine pass over ALL ~3.7k
articles and rewrote duplicate_of for every one of them EVERY cycle — even
when nothing new arrived (embedded=0) — ~53s CPU + a large WAL commit that
starved live API reads (/api/brief 2-7s). Now skip the re-cluster entirely
when nothing new was embedded (clusters can't have changed). Verified: cycle
drops from ~53s to ~1s and /api/brief stays at 20ms through a cycle, vs 2-7s
before. (A real new article still triggers a full re-cluster.)
- games.py _build_grid: word placement took the first random valid spot, so
words rarely crossed. Now gather valid placements and PREFER ones that cross
an already-placed word (shared matching letter), falling back to any valid
spot — so the grid interlocks like a real word search. Every word still
placed (tests green). NOTE: changes today's grid layouts, so an in-progress
word search resets once.
Also added a systemd drop-in (Nice=19/CPUWeight=20/IOWeight=10/ionice-idle) to
deprioritize the batch cycle — minor, the dedup skip is the real fix.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two hardening fixes from Codex's audit:
- _pick_answer falls back to the curated baseline if the live pool is empty,
so an admin tombstoning every answer in a variant can't divide-by-zero the
daily picker. Test added (test_picker_survives_empty_live_pool). Chosen over
a minimum-count block: robust without refusing legitimate removals.
- Removal copy is now honest — "Removed from future puzzles (today's answer is
already set)" — since a tombstone doesn't rewrite today's generated
daily_puzzles row. Panel intro updated to match.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Daily Word pool curation, full add/delete/import — no redeploys to fix tone:
- Remove ANY pool word, curated or admin-added, via a word_pool_removed
tombstone table. Runtime pool = (static ∪ added) − removed, so even a
baked-in word can be pulled on negative feedback. Reversible: a "Removed"
list with one-tap Restore lifts the tombstone. Lookup now surfaces a Remove
button when in-pool, Restore when removed.
- Import a vetted list (paste or .txt/.csv upload, read client-side): validates
each word (alpha · 5–6 · in guess dictionary), ignores duplicates, and reports
rejects with reasons. Re-adding/importing a removed word lifts its tombstone.
- Word Search theme delete already existed (Edit/Remove per theme) — verified.
Pool stays the clean 251/224; today's noisy LLM enrichment is discarded.
Tests: +tests/test_pool_admin.py, extended test_word_pool_admin. 222 pytest +
11 vitest green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* New "Word Search themes" panel in the Games tab: enter a theme name + words,
with live validation (4–8 letters, alpha, deduped) and a count vs the 28 needed
to fill all three sizes. An "✨ Suggest a word" button asks the LLM for one
fresh word that fits the theme. Save/edit/remove; authored themes join the daily
fallback rotation alongside the curated ones (wordsearch_themes table). The
system still handles word distribution across sizes + placement.
* Daily Word pool's added-word chips now scroll within a bounded area so the
console stays tidy as the list grows.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First games admin tool. A "Games" tab in the operator console for the Daily Word
answer pool.
* Lookup: is a word real (in the guess dictionary), the right length (5/6), and
already in the pool — instant as you type.
* Add: appends to the pool, enforcing the invariant (alpha · 5/6 letters · in the
guess dict) so the daily answer is always guessable. Remove: drops admin-added
words (curated static ones stay).
* Additions persist in a new word_pool table (survives redeploys, unlike the
baked-in JSON); the daily picker reads static pool ∪ DB additions. Guess dicts
shipped with the package (goodnews/data/words-5/6.json) for server-side
validation. Admin-gated endpoints + tests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per field feedback.
* Each day is now THREE distinct puzzles: the three sizes draw DISJOINT word
slices from a date-shuffled pool (small/med/large = 6/9/13, sum 28 unique).
Curated fallback themes expanded to 30 words each; LLM proposals accepted only
if they supply >= 28 unique words, else fall back. No more repeats across sizes.
* Word Search is now a focused game screen on mobile (same as Daily Word): body
scroll locked + footer hidden (generalized .playing-game), and the grid sizes
to the largest square that fits between the theme and the palette (container
query) — the whole puzzle is on screen, no page scroll.
* Theme placement: full "Today's theme · <name>" on the size-selection screen;
just the theme name on the puzzle itself, saving vertical space for Large.
* cosy → cozy. 🇺🇸
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two reported bugs, same root cause: the fixed-cell grid overflowed its wrapper
on Large, so (a) the last column spilled past the border and (b) the pointer→cell
math drifted across the row, recording finds "off by a letter".
* Grid now uses 1fr columns with max-width = n·32px: the board grows with the
grid and can never overflow (shrinks to fit a narrow phone instead).
* cellAt() accounts for the grid padding/border, so selection is exact edge-to-edge.
* restore() now validates each saved find against the CURRENT grid and drops any
whose cells no longer spell the word — clears stale highlights if the day's
puzzle changed.
Codex follow-ups:
* _ws_propose now requires >= large.count + 4 valid words before accepting an LLM
proposal (else falls back to a curated theme), so a thin LLM result can't
underfill Large. Added a thin-LLM fallback test.
* Cleaned Svelte warnings: removed the now-unused .gamecard.soon CSS, added an
ARIA role/label to the grid, declared gridEl with $state. Build is warning-clean.
* Added a stale-load guard in WordSearchGame.load() so rapid size switches can't
let an older request overwrite the newer selection.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Playtesting fixes:
* Constant cell size (~32px) — the board GROWS with the grid instead of shrinking
letters into a fixed box. Fixes Small's oversized spacing; on a narrow phone the
largest grid gently scales to fit (the standard word-search compromise).
* Themes now gather ~28 words (LLM asked for 28; curated fallbacks ~22 each), and
each size samples its OWN subset — so every tier is a distinct puzzle. Large is
now reliably full (14 words on 14×14), fixing the "13 words / 11 listed" mismatch.
* Tiers: small 8×8/6, med 11×11/10, large 14×14/14.
* Word list is now a framed "Find these · n/total" palette panel (pill chips that
take on each found word's colour) instead of loose text under the grid.
* Size chips use qualitative labels (cosy / balanced / a longer sit) so no count
can ever contradict the actual puzzle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
From playtesting findings:
* Pools nearly doubled (115/104 → 228/201) with calm/neutral everyday words
(claps, dance, drench, beach…), not just strictly-upbeat ones — more variety,
~7-month runway. The post-solve "why" prompt reworded to fit neutral words.
* Word Search now stores one theme + word list per day; the grid is built per
request for three SIZE tiers — Small (8×8, 6 words), Medium (11×11, 9),
Large (14×14, 13). Large packs more words = a longer sit ("too fast" fix).
All sizes share the day's theme; every size still code-placed + solvable.
* Word Search themes can now be neutral everyday scenes ("Around the house",
"At the beach", "In the kitchen", "A walk outdoors", "Making music"…), not
only hopeful — same shape as the articles.
* Each found word gets its own colour from a calm palette, in the grid and its
word-list chip. Per-size local progress + best time.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A calm second daily game, same philosophy as Daily Word — LLM proposes, code
disposes.
* LLM proposes a hopeful theme + ~8 words; code validates (alpha/length/dedup)
and PLACES every word in a date-seeded grid, so the puzzle is always solvable.
Curated fallback themes if the LLM is thin. Only placed words are returned;
the solution cells (placements) are never sent to the client.
* GET /api/puzzle/wordsearch → {theme, words, grid, size}. No answer to hide:
the grid and word list are meant to be seen — the play is finding them, which
the client validates by reading the selected line off the grid.
* WordSearchGame.svelte: pointer-drag selection snapped to the 8 straight
directions (mouse + touch), found-word highlighting, no-fail, no pressure
timer — time is recorded quietly and shown at the end with a personal best.
Spoiler-free share. localStorage progress (restores found cells + timer).
* Hub's Word Search card is now live with today's status; cycle pre-generates
both games with the LLM.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Codex's v2 hardening. The GET /api/puzzle/word response no longer carries
the answer at all — guesses POST to /api/puzzle/word/guess and the server
returns the colour pattern, computed against the day's answer. The answer (and
the "why") are revealed only once solved or the guesses are spent. This removes
the "open DevTools, read the answer" issue without pretending to be a fortress
(a deliberate crafted request can still peek; there's no leaderboard or prize,
so that's fine). Client keeps local progress/stats; dict validation stays
client-side. Trade-off accepted: each guess needs the API (the site already
depends on it for today's content).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A calm /play space — "after the brief, a small thing to enjoy." Framework-ready
for more games (Word Search next; zen/coloring later).
* Daily Word (5 letters / 6 guesses) + Long Word (6 / 7) — same Wordle mechanic,
Upbeat Bytes flavor (no "Wordle" in the UI). Hopeful answers; after solving, a
one-line "why this word matters."
* LLM proposes, code disposes: answers are picked deterministically by date-seed
from a hand-curated hopeful pool that's pre-validated ⊆ the guess dictionary
(always typeable), avoiding recent repeats; the LLM only adds the optional
"why" (with fallback). daily_puzzles(date, game, variant, payload) stores them
so everyone gets the same daily; the cycle pre-generates with the "why".
* Bundled guess dictionaries (words-5/6.json, ~12.6k/22.4k) for client-side guess
validation — never the LLM. Answer lightly obfuscated (base64) in the payload.
* Private, gentle stats (played/solved/streak, guess distribution); spoiler-free
emoji-grid share. No leaderboard, no timer, no streak-loss drama.
* Play in the bottom nav (replacing Browse, still on the lane rail) + the header.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>