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>
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>