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9h 31m 15s logged

Well, that took way longer than expected.

The docs are way more polished now! All endpoints have example responses so you know exactly what each one will return, along with a small description. HTTP endpoints that trigger a WebSocket event for any user (like friend requests, challenges, match moves, etc), mention it on their descriptions.

I also added some headers to the PGN strings, as they were previously filled with “?“s.

This mostly took this long due to a LOT of issues with the account deletion process, but it works perfectly now. When you delete your account, your user is replaced in all the matches you’ve played to @deleted_user. This is to keep the match data available even after any user deletes it. After that, your account is deleted from the DB. Due to how the DB is configured with cascade deletes, that will delete all other rows that reference the user (friendships, friend requests, pending challenges, etc.) except for matches, as they no longer reference the user that is being deleted.

I’m am quite close to the ship, which I’m kinda nervous about. I want the project to be in the best state and as polished as possible, without any bugs (well, any known bugs lol). Which is mostly the reason this project as a whole has taken soo long :/

Below is a small video showing the docs with the example data. At the end is the delete account flow, which have lot’s of confirmations as it currently doesn’t send an email. I’m thinking it probably should send one lol

See you in the next (and probably last) devlog!

(I fixed my OBS settings, the video should look a bit better than the previous ones :P)

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