eslint-plugin-jsx-a11y joins the lint step and found 19 violations on arrival - 15 orphaned labels, a clickable div, a combobox missing its required attributes, an autoFocus. All fixed, none suppressed, and the rule set stays enforcing so the next one fails CI. The two hand-rolled overlays were the worst of it. The notification bell was a div with div-onClick rows: nothing focusable, nothing announced, no way to close it from the keyboard. It is a real popover now - the trigger reports its state and the unread count, the panel is a labelled dialog, every row is a button with its actions beside it rather than nested inside it, Escape closes and returns focus. The Challenge Friend overlay had no role, no focus trap and no Escape, so Tab went straight through it into the page behind; it is the UI kit's Dialog now, which supplies all of that. Every form control has a label, including the three change-password fields that had only placeholders and a game-night join-password field that had nothing at all. Every icon-only button says what it does, including three versus buttons whose content collapsed to a bare spinner while loading. The search combobox follows the ARIA 1.2 pattern, with the role on the input; verified live that aria-expanded flips and aria-controls resolves to the listbox. State that changed silently is announced: link validation, both lobby countdowns (assertively - a 3-2-1 that launches the game is not something to miss), the game-night player list. The game header's "Passed Movie B" read identically in both states and only the icon differed, so a screen reader heard the wrong thing until B was reached. A skip-to-content link on every page, and a global reduced-motion rule that collapses every animation when the OS asks; the confetti overlay does not render at all under it. Addresses audit section 2.8.
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Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
History prior to 1.1.0 has not yet been backfilled from git.
[Unreleased]
[2.1.0] - 2026-09-11
Accessibility (WP-16: audit section 2.8).
Added
eslint-plugin-jsx-a11y(recommended rules) in the lint step, so an orphaned label, a clickable<div>or a missing ARIA attribute fails CI instead of shipping. It found 19 violations on arrival; all are fixed, none suppressed.- A "Skip to content" link on every page, visually hidden until focused, that moves focus to the main region.
- Live regions where state used to change silently: link validation announces "Validating", a rejection (as an alert) and "Connected"; the versus and game-night lobby countdowns are assertive timers, so a screen-reader user is no longer dropped into a running match with no warning; the game-night player list announces players finishing or forfeiting.
- Tests for the notification popover's keyboard contract (9 tests).
Changed
- The notification bell is a real popover. It was a
<div>with<div onClick>rows: nothing in it was focusable, nothing announced, no way to close it from the keyboard. The trigger now reports its state and the unread count in its name (Notifications, 3 unread), the panel is a labelled dialog the trigger controls, every notification is a button, the per-row controls have real names rather than tooltips, Escape closes and returns focus to the trigger, and the unread dot has text behind it. - The Challenge Friend overlay is the UI kit's
Dialog. It was a fixed<div>with no role, no focus trap and no Escape - Tab went straight through it into the page behind. Base UI supplies the dialog role,aria-modal, focus trapping, Escape and focus restoration. - The search combobox follows the ARIA 1.2 pattern:
role="combobox"witharia-expanded/aria-controlson the input itself, rather than the 1.1 wrapper-div-with-aria-ownsform that current screen readers announce inconsistently. Verified live: the state flips andaria-controlsresolves to the listbox. - Every form control has a label. Sign-in/sign-up, the three change-password
fields (which had only placeholders, and placeholders vanish once you type),
the admin challenge form, custom game, game night's room form (including a
join-password field that had nothing at all), the versus lobby form, the
friend search and the chat message box. Labels above groups of buttons
("Difficulty", "Time Limit", "Movie A") are group labels via
role="group"/aria-labelledbyrather than a fakedhtmlFor. - Every icon-only button has a name that says what it does: chat send, back, pagination, display-name save/cancel, notification actions, and three versus buttons whose content collapsed to a bare spinner while loading.
- The game header's "Passed Movie B" read the same text in both states - only the icon and colour changed - so a screen reader heard the wrong thing until B was reached. It now announces "Movie B reached" or "not yet reached", and the online indicator on the friends list has text behind the green dot.
autoFocusis gone from the friend search. It skipped screen-reader users past the page heading; the field is one Tab away.- Reduced motion is respected globally. A single stylesheet rule collapses every animation and transition when the OS preference is set; the confetti overlay does not render at all under it, since a still frame of confetti has no meaning.
[2.0.1] - 2026-09-11
Bundle and asset budget (WP-15: M26).
Added
- A test suite, where there was none: vitest with
@testing-library/reactand jsdom, run bynpm test, with coverage vianpm run test:cov. The first tests are the regression net for the audit's C1 - every multiplayer mode used to leave the completion modal on "Calculating score..." forever because no backend session was ever created - and for the chain-validation state machine in both its server-validated and anonymous client-side forms. 51 tests. Coverage thresholds of 90% (lines, branches, functions, statements) are codified invite.config.ts; the suite does not meet them yet, sotest:covfails honestly while CI runs the plainnpm test. Tests intercept the axios client rather than the API modules, because a second concurrent dynamicimport()of a mocked aliased module resolved to the real file under vitest - measured, and it reached the development backend once. - A
testjob in CI.
Changed
- Every page except Home loads on demand.
App.tsximported all 24 pages statically, so a first-time visitor downloaded the admin panel, three multiplayer modes and the preset-pair table before the landing page could render: one 682 KB chunk. Routes are nowReact.lazybehind aSuspenseboundary, giving 56 chunks with pages at 2-11 KB each. Verified in a browser against the production build: the landing page fetches only the app chunk and vendor chunks; navigating to a route fetches that route's chunks and renders; a deep link into an authenticated route lazy-loads it, redirects to sign-in, and lazy-loads that too. - Vendor code is split into separately cached chunks (
vendor-react,vendor-router,vendor-ui,vendor-net) viamanualChunks. The first load is not much smaller - the main chunk was 95% dependencies, and the dependency set is the load - but the chunk that changes on every deploy is now 50 KB (14 KB gzipped) rather than 682 KB, so a returning visitor after a deploy re-downloads the app, not React. Vite's 500 KB chunk warning no longer fires.
Fixed
- The favicon was an 888 KB image - PNG data under a
.jpgname, 768x768 with a fully opaque alpha channel - fetched on every page load. It is now a 2.6 KB 32px PNG, with a 180pxapple-touch-iconfor iOS home screens. manifest.jsondeclared that same file as both its 192x192 and 512x512 icon, typedimage/jpeg. It now points at real 192px and 512px PNGs with the correct type, so installs get a correctly sized icon instead of a mislabelled one the browser has to rescale.- The service worker's push notifications referenced
/favicon.ico, which never existed; a push with no icon in its payload rendered blank. They use the 192px icon.
Known issues
- The
useGameStore()selector item from M26 was already resolved in WP-10; the chain-validation hook subscribes per field. - Not done, recorded for later:
socket.io-client(~90 KB ofvendor-net) ships to anonymous visitors because the page chrome's notification bell reaches the notification store, which imports it statically. Loading the socket client on demand would mean an asyncconnect()in four stores - a change in its own right, not a bundle setting.
[2.0.0] - 2026-09-10
Container and response-header hardening (WP-13: M31, M34).
⚠ Breaking
- The production container now listens on 8080, not 80. nginx runs as an
unprivileged user, and a non-root process cannot bind a privileged port without
CAP_NET_BIND_SERVICE, which compose drops. Anything routing to this container must be repointed: in the homelab Traefik config that meanstraefik.http.services.movieloop.loadbalancer.server.portchanges from80to8080. The published mapping indocker-compose.prod.ymlis updated here, but the Traefik label lives outside this repo and must be changed by hand.
Fixed
- Security headers are no longer dropped from most responses. nginx's
add_headeris not additive across levels: a block declaring anyadd_headerof its own discards every header inherited from its parent.location /assets/andlocation = /config.jseach declared one, soX-Frame-Options,X-Content-Type-OptionsandReferrer-Policywere silently absent from every JavaScript and CSS response - which is most of what a browser loads. The headers now come from a snippet included in each location. Verified against the built image: 6 of 6 headers present on/, on a hashed/assets/*.jsbundle, and on/config.js. config.jsno longer interpolatesAPI_URLunescaped. This usedenvsubst, which does no escaping, so a value containing a double quote closed the JavaScript string literal and everything after it became executable script on every page load. The value is now escaped when rendered. Operator-supplied, so not a likely attack - but the page hands its auth token to whatever origin that value resolves to, and a malformed value is now inert rather than executable.
Added
- A Content-Security-Policy, plus
Strict-Transport-SecurityandPermissions-Policy. With the JWT inlocalStorage, CSP is the main compensating control against injected script and there was none.connect-srcis derived at container start fromAPI_URL, because the API is not same-origin in production - the app is served from one subdomain and the API from another, so naming it explicitly is required or every request and websocket would be blocked. The inline theme script inindex.htmlruns before first paint to avoid a flash of the wrong theme and so cannot move to a file; it is allowed by SHA-256 hash rather than byunsafe-inline, which would have bought almost nothing. If that script is edited its hash must be regenerated indocker/40-render-config.shor the page will not apply its theme.
Changed
- The production image is based on
nginxinc/nginx-unprivileged:alpineand runs as uid 101 rather than root. It serves static files and never needed root. Verified in the built image:uid=101(nginx). envsubstis no longer installed, since the entrypoint rendersconfig.jsitself in order to escape the value.
[1.3.0] - 2026-09-10
Session handling and effect correctness.
Fixed
- An expired or revoked session no longer leaves the app half signed in. The response interceptor only wrote to the console, so the nav still showed your name while every request quietly failed. A 401 now clears the token and returns you to sign-in. Signing in with the wrong password is unaffected - that is an answer, not an expired session.
- Signing out ends the whole session. It disconnected the notifications socket and nothing else, leaving the chat, versus and game night sockets open with a token that had just been removed, and the friends and game stores populated - so signing in as someone else on the same tab showed the previous person's friend list and pending-request badge.
- Leaving a match no longer carries its result into the next one. Disconnecting cleared only the socket, so the match id, result and score survived and the next match opened showing the previous match's completion modal.
- Reconnecting no longer duplicates everything. All four sockets tested whether the existing connection was connected rather than whether it existed, so one that was mid-reconnect got replaced without being closed; the abandoned socket kept its own handlers and delivered every event a second time.
- Game night spectators are detected again. The check decoded the session token
with
atob, which rejects the base64url encoding tokens actually use, so it threw inside a socket handler and the spectator flag was never set. - Reloading your profile no longer discards a game in progress. Effects depended on the whole user object, which is rebuilt on every profile load, so they re-ran when nothing had changed - and in an async match the re-run reset the board mid-game.
- Undo is applied in order and no longer drifts from the server. Rapid undos fired overlapping requests at a server that removes one link per call, and a failure was only logged while the local chain had already been shortened.
- Leaving a page cancels its in-flight requests instead of letting them land afterwards.
- The friends page no longer removes other components' socket listeners when it unmounts.
- Copying a result no longer leaves a timer running after the page closes.
- Share links point at the deployment that produced them, rather than always at production.
Security
- The runtime API setting is escaped when written into the page. It was substituted raw, so a value containing a quote ended the string and the rest became executable JavaScript on every page load - and the page hands its auth token to whatever that value resolves to. A malformed value is now also rejected on read, falling back to the default.
Removed
- The difficulty selector in Endless mode. It was never applied to anything: difficulty is derived from cast analysis on the server, and Endless builds its pairs in the browser, so the control silently did nothing. The genre and decade filters are unaffected.
[1.2.3] - 2026-09-10
Fixed
- The async challenge leaderboard no longer shows an empty heading to anyone who has not played that match. The backend now withholds the movie pair from non-participants - the pair is the puzzle - so the two titles arrive absent rather than empty, and the page rendered a bare separator between nothing. It now says the movies are hidden until you play, and the type reflects that they are optional.
[1.2.2] - 2026-09-09
Fixed
- Shell scripts and Dockerfiles are pinned to LF so a Windows checkout no longer
copies CRLF line endings into the container image.
docker/40-render-config.shwas affected; nginx sources it rather than executing it, so nothing was visibly broken, but the file was wrong in the image.
[1.2.1] - 2026-09-09
Fixed
- All high-severity dependency advisories cleared (
npm audit: 23 -> 0), entirely within existing semver ranges. - Five further
set-state-in-effectviolations caught by the updated react-hooks plugin, including search state that was cleared on every keystroke below the search threshold, and an async submit guard that re-ran its own effect.
Changed
- In-range dependency updates, notably react 19.2 -> 19.3 and
@base-ui/react1.2 -> 1.8. shadcn,tailwindcss,@tailwindcss/viteandtw-animate-cssmoved to devDependencies. They are build-time only -shadcnis a scaffolding CLI with no runtime imports - but as runtime dependencies they pulledmsw,@babel/coreandts-morphinto the production dependency tree that vulnerability scanning reads.
[1.2.0] - 2026-09-09
Changed
- Game completion, hints and all versus submissions follow the server's authoritative scoring contract: completion posts no payload, hints go through the server (which also records them), and match submissions send a session id rather than a score.
Fixed
- Stale hints are cleared when the chain changes; the previous movie's cast used to stay on screen after picking an actor another way.
[1.1.0] - 2026-09-09
Fixed
- Versus, Game Night and Async Versus can complete a match again. None of the three ever created a backend game session, so no score was produced, nothing was submitted, the opponent was never notified, and the completion modal had no way out.
- Chain links may be reused. Repeating an actor or movie was rejected outright instead of being allowed and penalised, which could strand a player mid-chain. Reuse now warns that it costs points, and the penalty appears in the score breakdown.
- A failed async score submission is no longer retried on every render.
- Confetti no longer re-randomises mid-flight.
- Page data fetches are cancelled on unmount, so a late response cannot write into a view the player has left.
- Profile stats and history load independently, fixing a guard that could stop the stats request from ever re-running.
Changed
- The dev container starts the Vite server correctly and now picks up source edits, so hot reload works.
- The lint CI job fails on warnings, and the two React hook rules that had been demoted to warnings are back at error.