Three independent code reviews + a security audit produced ~200 findings.
This commit lands the high-impact subset. Tests pass (53), typecheck
clean, eslint clean (3 minor exhaustive-deps warnings left).
REPO HYGIENE
- Add .editorconfig, .prettierrc.json, .prettierignore.
- Add ESLint flat config (.eslintrc.cjs) — correctness-focused, no style
rules (Prettier owns formatting).
- Add `format` / `format:check` / `lint` npm scripts.
- Add CHANGELOG.md (Keep a Changelog format, back-filled to 0.1.x).
- Reformat all source via Prettier so future diffs stay small.
DATA SAFETY (src/main/store.ts)
- Atomic write (tmp + rename) with retry on transient EBUSY/EPERM —
was non-atomic writeFileSync, vulnerable to truncation on power loss.
- On corrupt JSON, rename to `app-state.json.corrupt-<ts>` instead of
silently overwriting the user's exercises/history with defaults.
- Validate parsed shape before merging — reject arrays/scalars where
objects expected; per-field array checks.
- Strip `id` from incoming patches in updateExercise/updateChallenge —
a runtime caller (IPC) could otherwise smuggle id changes through.
- clearHistory now refuses an unbounded wipe (no beforeTs => no-op);
callers must pass an explicit boundary.
- unref() the debounce timer so it doesn't keep the event loop alive.
SECURITY (src/main/*)
- gsi-server: hard 256 KB body cap (was unbounded — local OOM vector),
reject any Origin/Sec-Fetch-Site header (blocks browser CSRF from
visited pages), require application/json Content-Type, generic 400
on parse error (no error string echo to client), closeAllConnections
+ async close on stop.
- dota2: validate auth.token from payload with timingSafeEqual against
the per-install token — was unauthenticated, any local process could
forge match-end events. Narrow object shape before spread-merge to
avoid throws on hostile payloads like {player:"x"}. Reset latest /
prevState after match_end so the next match starts clean.
- ipc: gate `dev:simulateMatchEnd` registration behind `!app.isPackaged`
so it does not exist in shipped builds.
- preload: gate the matching `simulateMatchEnd` export behind
`import.meta.env.MODE !== 'production'` so the bundler dead-code-
eliminates it from the production preload bundle.
- windows: shell.openExternal allowlist (http/https/mailto only) — was
forwarding any URL, including file:/javascript:/custom URI handlers
(some Windows handlers have been RCE vectors). will-navigate blocks
navigation to anywhere except file:// or the dev URL.
CORRECTNESS (src/main/* + src/shared/*)
- shared/types.ts isQuietAt: fix wrap-around + day-of-week filter.
With from=22:00 to=07:00 days=[Mon..Fri], the window started THE
PREVIOUS DAY when we're in the AM half — old code checked today's
day-of-week and got the wrong answer Sat 02:00 and Mon 01:00. Now
the filter is evaluated against the window's START day. Also reject
malformed HH:MM strings instead of producing NaN.
- scheduler: call broadcastState() after firing exercises so the
renderer's Dashboard/Exercises pages don't show stale nextFireAt
until the next state-changing IPC. Guard powerMonitor listeners
against double-registration on dev hot-reload.
- dota2: fix `launchOptionStatus = steamRunning ? 'queued' : 'queued'`
tautology — both branches now correctly read 'queued'.
- steam-launch-options: replace `require('node:fs')` inside atomicWrite
with the top-level import; retry on transient EBUSY/EPERM.
CORRECTNESS (src/renderer/*)
- lib/history.ts: replace `today.getTime() - i * MS_DAY` arithmetic
with `setDate(date - i)` calendar arithmetic in dailyRepsRange and
currentStreak — DST transitions shift epoch math by ±1h and cause
dayKey() to emit duplicate or missing days at the boundary.
- lib/icon.tsx: restrict name lookup to ICON_CHOICES set — an arbitrary
string from a corrupted state file could otherwise resolve to
unrelated Lucide exports and crash the renderer.
- lib/format.ts: guard formatCountdown against NaN/Infinity.
- i18n/index.ts: replace regex-based interpolation with split/join so
variable values containing regex metacharacters interpolate
literally; warn in dev on missing keys; clamp pluralRu(-N) via abs.
- ReminderApp: keyboard shortcuts moved INTO ExerciseReminder so Enter
respects the stepper's `adjusted` flag (was always passing planned
reps). Stepper capped at 5× planned. Don't hijack Space when a
button is focused. `key={exercise.id+nextFireAt}` forces a fresh
component for back-to-back reminders so stepper state resets. Match
summary view gets Esc-to-close. Functional setMode in onMarkDone
avoids races against stale `mode.done`.
- UpdaterCard: guard against NaN/Infinity in download-progress events
(electron-updater fires early events with undefined fields).
- Games: gate DevPanel behind `import.meta.env.DEV` in addition to the
main-side IPC gate, and narrow the `simulateMatchEnd` access.
- Add aria-labels for the +/- stepper buttons (i18n keys added).
TESTS
- +2 quiet-hours tests covering wrap-around + day-filter combo and
malformed HH:MM fallback. Total 53 passing.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
113 lines
3.0 KiB
TypeScript
113 lines
3.0 KiB
TypeScript
import { powerMonitor, BrowserWindow } from 'electron'
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import { IPC } from '@shared/ipc'
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import type { Tick } from '@shared/types'
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import { isQuietAt } from '@shared/types'
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import { getExercises, getSettings, updateExercise } from './store'
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import { fireReminder } from './notifications'
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import { broadcastState } from './state-actions'
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/**
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* TICK_MS drives the per-second countdown UI; CHECK_MS gates the (cheaper)
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* "is anything due to fire?" pass so we don't iterate exercises every second.
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*/
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const TICK_MS = 1000
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const CHECK_MS = 5000
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let tickHandle: NodeJS.Timeout | null = null
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let powerListenersArmed = false
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let lastCheckAt = 0
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let paused = false
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function checkDueExercises(): void {
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if (paused) return
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const settings = getSettings()
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if (!settings.globalEnabled) return
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// Inside the quiet window: defer all due fires until it closes. The next
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// CHECK_MS pass after the window ends will pick them up.
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if (isQuietAt(settings.quietHours, new Date())) return
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const now = Date.now()
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const exercises = getExercises()
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let anyFired = false
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for (const ex of exercises) {
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if (!ex.enabled) continue
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if (ex.nextFireAt <= now) {
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const updated = updateExercise(ex.id, {
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nextFireAt: now + ex.intervalMinutes * 60_000
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})
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if (updated) {
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anyFired = true
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fireReminder(updated, settings.notificationMode)
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}
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}
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}
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// Push fresh state so the renderer's Dashboard/Exercises pages don't show
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// stale `nextFireAt` until the next state-changing IPC arrives.
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if (anyFired) broadcastState()
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}
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function broadcastTicks(): void {
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const now = Date.now()
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const ticks: Tick[] = getExercises().map((e) => ({
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exerciseId: e.id,
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msUntilFire: Math.max(0, e.nextFireAt - now),
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enabled: e.enabled
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}))
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for (const win of BrowserWindow.getAllWindows()) {
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if (!win.isDestroyed()) win.webContents.send(IPC.evtTick, ticks)
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}
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}
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function tick(): void {
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broadcastTicks()
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const now = Date.now()
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if (now - lastCheckAt >= CHECK_MS) {
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lastCheckAt = now
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checkDueExercises()
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}
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}
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export function startScheduler(): void {
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if (tickHandle) return
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lastCheckAt = 0
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tickHandle = setInterval(tick, TICK_MS)
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// Run an immediate tick so renderer hydrates quickly.
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tick()
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// Only attach powerMonitor listeners once per process — startScheduler may
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// be invoked again after stopScheduler in dev hot-reload paths and we don't
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// want the same handler firing N times after a resume.
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if (!powerListenersArmed) {
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powerListenersArmed = true
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powerMonitor.on('resume', () => {
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lastCheckAt = 0
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tick()
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})
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powerMonitor.on('unlock-screen', () => {
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lastCheckAt = 0
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tick()
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})
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}
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}
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export function stopScheduler(): void {
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if (tickHandle) {
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clearInterval(tickHandle)
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tickHandle = null
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}
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}
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export function setPaused(value: boolean): void {
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paused = value
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}
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export function isPaused(): boolean {
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return paused
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}
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export function forceCheck(): void {
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lastCheckAt = 0
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tick()
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}
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