felt/.planning/REQUIREMENTS.md

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# Requirements: Felt
**Defined:** 2026-02-28
**Core Value:** A venue can run a complete tournament offline on a €100 device with wireless displays and player mobile access — and it just works, on any network, with zero IT involvement.
## v1 Requirements
Requirements for Phase 1 (Development Focus: Live Tournament Management). Each maps to roadmap phases.
### Platform Identity
- [ ] **PLAT-01**: Players have platform-level Felt profiles (UUID, cross-venue, portable) — not tied to any single venue
- [ ] **PLAT-02**: Player profile stores name, nickname, photo, email, phone, notes, custom fields
- [ ] **PLAT-03**: Player tournament history, stats, and league standings are cross-venue and travel with the player
- [ ] **PLAT-04**: Player can control public visibility of their profile data
- [ ] **PLAT-05**: Player can request full data export (GDPR right to portability) in JSON
- [ ] **PLAT-06**: Player deletion cascades: anonymize tournament entries (keep aggregate stats), remove PII, propagate via NATS
### Architecture & Infrastructure
- [ ] **ARCH-01**: Leaf Node runs as single Go binary on ARM64 SBC with embedded LibSQL, NATS JetStream, and WebSocket hub
- [ ] **ARCH-02**: Virtual Leaf runs same Go codebase on Core cloud infrastructure for free-tier venues (requires internet)
- [ ] **ARCH-03**: All financial values stored as int64 cents — never float64
- [ ] **ARCH-04**: NATS JetStream embedded on Leaf with `sync_interval: always` for durability
- [ ] **ARCH-05**: WebSocket hub broadcasts state changes to all connected clients within 100ms
- [ ] **ARCH-06**: SvelteKit frontend embedded in Go binary via `//go:embed` for single-binary deployment
- [ ] **ARCH-07**: Leaf is sovereign — all tournament logic runs locally, cloud is never required for operation
- [ ] **ARCH-08**: Append-only audit trail for every state-changing action (operator, action, target, previous/new state, timestamp)
### Tournament Clock
- [ ] **CLOCK-01**: Countdown timer per level with second-granularity display, millisecond-precision internally
- [ ] **CLOCK-02**: Separate break durations with distinct visual treatment
- [ ] **CLOCK-03**: Pause/resume with visual indicator across all displays
- [ ] **CLOCK-04**: Manual advance forward/backward between levels
- [ ] **CLOCK-05**: Jump to any level by number
- [ ] **CLOCK-06**: Total elapsed time display
- [ ] **CLOCK-07**: Configurable warning thresholds (e.g., 60s, 30s, 10s) with audio and visual alerts
- [ ] **CLOCK-08**: Clock state authoritative on Leaf; clients receive ticks via WebSocket (1/sec normal, 10/sec final 10s)
- [ ] **CLOCK-09**: Reconnecting clients receive full clock state immediately
### Blind Structure
- [ ] **BLIND-01**: Unlimited configurable levels (round or break, game type, SB/BB, ante, duration, chip-up, notes)
- [ ] **BLIND-02**: Big Blind Ante support alongside standard ante
- [ ] **BLIND-03**: Mixed game rotation support (HORSE, 8-Game round definitions)
- [ ] **BLIND-04**: Save/load reusable blind structure templates
- [ ] **BLIND-05**: Built-in templates (Turbo ~2hr, Standard ~3-4hr, Deep Stack ~5-6hr, WSOP-style)
- [ ] **BLIND-06**: Structure wizard (inputs: player count, starting chips, duration, denominations → suggested structure)
### Chip Management
- [ ] **CHIP-01**: Define denominations with colors (hex) and values
- [ ] **CHIP-02**: Chip-up tracking per break with visual indicator on displays
- [ ] **CHIP-03**: Total chips in play calculation
- [ ] **CHIP-04**: Average stack display
### Financial Engine
- [ ] **FIN-01**: Buy-in configuration (amount, starting chips, per-player rake, fixed rake, house contribution, bounty cost, points)
- [ ] **FIN-02**: Multiple rake categories (staff fund, league fund, house)
- [ ] **FIN-03**: Late registration cutoff (by level or time)
- [ ] **FIN-04**: Re-entry support (distinct from rebuy — new entry after busting)
- [ ] **FIN-05**: Rebuy configuration (cost, chips, rake, points, limits, level/time cutoff, chip threshold)
- [ ] **FIN-06**: Add-on configuration (cost, chips, rake, points, availability window)
- [ ] **FIN-07**: Fixed bounty system (bounty cost, chip issued, hitman tracking, chain tracking, cash-out)
- [ ] **FIN-08**: Prize pool auto-calculation from all financial inputs
- [ ] **FIN-09**: Guaranteed pot support (house covers shortfall)
- [ ] **FIN-10**: Payout structures (percentage, fixed, custom table) with configurable rounding
- [ ] **FIN-11**: Chop/deal support (ICM calculator, chip-chop, even-chop, custom)
- [ ] **FIN-12**: End-of-season withholding (reserve rake portion for season prizes)
- [ ] **FIN-13**: Every financial action generates a receipt with full transaction log
- [ ] **FIN-14**: Transaction editing with audit trail and receipt reprint capability
### Player Management
- [ ] **PLYR-01**: Player database persistent on Leaf (LibSQL), synced to Core (PostgreSQL)
- [ ] **PLYR-02**: Search with typeahead, merge duplicates, import from CSV
- [ ] **PLYR-03**: QR code generation per player for self-check-in
- [ ] **PLYR-04**: Buy-in flow: search/select player → confirm → optional auto-seat → receipt → displays update
- [ ] **PLYR-05**: Bust-out flow: select player → select hitman → bounty transfer → auto-rank → rebalance trigger → displays update
- [ ] **PLYR-06**: Undo capability for bust-out, rebuy, add-on, buy-in with full re-ranking
- [ ] **PLYR-07**: Per-player tracking: chip count, playing time, seat, moves, rebuys, add-ons, bounties, prize, points, net take, full action history
### Table & Seating
- [ ] **SEAT-01**: Tables with configurable seat counts (6-max to 10-max), names/labels
- [ ] **SEAT-02**: Table blueprints (save venue layout)
- [ ] **SEAT-03**: Dealer button tracking
- [ ] **SEAT-04**: Random initial seating on buy-in (fills tables evenly)
- [ ] **SEAT-05**: Automatic balancing algorithm (size difference threshold, move fairness, button awareness, locked players, break short tables first)
- [ ] **SEAT-06**: Drag-and-drop manual moves on touch interface
- [ ] **SEAT-07**: Break Table action (dissolve and distribute)
- [ ] **SEAT-08**: Visual top-down table layout (player names in seats), list view, movement screen
- [ ] **SEAT-09**: Hand-for-hand mode (stop timer, per-hand deduction)
### Multi-Tournament
- [ ] **MULTI-01**: Run multiple simultaneous tournaments with independent clocks, financials, and player tracking
- [ ] **MULTI-02**: Tournament lobby view (multi-tournament overview on displays)
### League & Season
- [ ] **LEAGUE-01**: Leagues (named groups, cross-season) and seasons (time-bounded within a league)
- [ ] **LEAGUE-02**: Players can belong to multiple leagues; tournaments assigned to league + season
- [ ] **LEAGUE-03**: Custom point formula engine with variables (TOTAL_PLAYERS, PLAYER_PLACE, REBUYS, etc.) and functions (sqrt, pow, if, etc.)
- [ ] **LEAGUE-04**: Formula testing (input test values, preview all placements, graph distribution)
- [ ] **LEAGUE-05**: Season standings (cumulative, best N of M, minimum attendance, historical archives)
- [ ] **LEAGUE-06**: League standings available as display node view
### Regional Tournaments
- [ ] **REGION-01**: Anyone can create cross-venue tournaments/leagues (free-tier feature)
- [ ] **REGION-02**: Define qualifying events across participating venues
- [ ] **REGION-03**: Automatic point aggregation from each venue's qualifying tournaments
- [ ] **REGION-04**: Unified leaderboard across all venues
- [ ] **REGION-05**: Finals event management
### Display System
- [ ] **DISP-01**: Display node registry showing all connected nodes (name, status, resolution, view, group)
- [ ] **DISP-02**: Actions: assign view, rename, group, reboot, remove
- [ ] **DISP-03**: Tournament views: Clock, Rankings, Seating Chart, Blind Schedule, Final Table, Player Movement, Prize Pool, Tournament Lobby
- [ ] **DISP-04**: General views: Welcome/Promo, League Standings, Upcoming Events
- [ ] **DISP-05**: Theme system with pre-built dark/light themes and custom theme builder (colors, fonts, logo, background)
- [ ] **DISP-06**: Sponsor banner areas (configurable per view)
- [ ] **DISP-07**: Screen cycling with rotation config, conditional routing, override, lock
- [ ] **DISP-08**: Multi-tournament routing (assign displays to specific tournaments or lobby)
- [ ] **DISP-09**: Auto font-scaling to resolution; readable from 10+ feet
- [ ] **DISP-10**: Display nodes connect via WebSocket, heartbeat every 5s, Leaf tracks status
### Digital Signage
- [ ] **SIGN-01**: Info screen content types: info_card, event_promo, sponsor_ad, menu_board, league_table, custom_html, media
- [ ] **SIGN-02**: WYSIWYG drag-and-drop content editor with template gallery
- [ ] **SIGN-03**: Venue branding auto-applied (logo, colors, fonts from venue profile)
- [ ] **SIGN-04**: AI content generation (text prompt → polished promo card with layout, typography, imagery)
- [ ] **SIGN-05**: AI image generation (thematic backgrounds, poker graphics, event artwork from prompts)
- [ ] **SIGN-06**: Rich text editing with headlines, images, QR codes, countdowns, live data widgets
- [ ] **SIGN-07**: Content scheduling (time slots, automated playlists, priority, fallback content)
- [ ] **SIGN-08**: Per-screen content assignment (different screens show different content simultaneously)
- [ ] **SIGN-09**: Tournament override (screens auto-switch to tournament views during play, revert to signage after)
- [ ] **SIGN-10**: Content bundles stored on Leaf as static HTML/CSS/JS, rendered in Chromium kiosk
### Player Mobile PWA
- [ ] **PWA-01**: Access via QR code scan, no login required for public views
- [ ] **PWA-02**: Live clock view (blinds, timer, next level)
- [ ] **PWA-03**: Full blind schedule (current level highlighted)
- [ ] **PWA-04**: Rankings (live bust-out order)
- [ ] **PWA-05**: Prize pool and payout structure
- [ ] **PWA-06**: Personal status (seat, points — after PIN claim)
- [ ] **PWA-07**: League standings
- [ ] **PWA-08**: Upcoming tournaments
- [ ] **PWA-09**: WebSocket real-time updates with auto-reconnect and polling fallback
- [ ] **PWA-10**: "Add to Home Screen" PWA prompt
### Events Engine
- [ ] **EVENT-01**: Triggers: tournament.started/ended, level.started/ended, break.started/ended, player.busted/bought_in/rebought, tables.consolidated, final_table.reached, bubble.reached, timer.warning, timer.N_remaining
- [ ] **EVENT-02**: Actions: play_sound, show_message, change_view, flash_screen, change_theme, announce (TTS), webhook, run_command
- [ ] **EVENT-03**: Visual rule builder (select trigger → set conditions → add actions, no code required)
- [ ] **EVENT-04**: Rules can be global or per-tournament
### Networking & Access
- [ ] **NET-01**: Netbird WireGuard mesh (Leaf ↔ Core ↔ Display Nodes, zero-trust, encrypted)
- [ ] **NET-02**: Netbird reverse proxy (player + operator access to Leaf via HTTPS from anywhere)
- [ ] **NET-03**: Custom DNS zone (felt.internal for service discovery)
- [ ] **NET-04**: Identity-aware SSH (admin access to Leaves via Authentik OIDC)
- [ ] **NET-05**: Firewall policies (drop-inbound on display nodes, zero-trust ACLs)
- [ ] **NET-06**: Lazy connections (on-demand tunnels at scale for 500+ venues)
- [ ] **NET-07**: Custom domain support (venue CNAME → felt subdomain, Netbird handles TLS, felt subdomain as fallback)
### Sync
- [ ] **SYNC-01**: NATS-based event sync from Leaf to Core (queued offline, replayed in order on reconnect)
- [ ] **SYNC-02**: Idempotent upserts on Core (safe to replay, keyed on event ID)
- [ ] **SYNC-03**: Reverse sync (Core → Leaf) for player profiles, league config, new registrations, branding
- [ ] **SYNC-04**: During running tournament, Core never overrides Leaf data for that tournament
### Authentication & Security
- [ ] **AUTH-01**: Operator PIN login → local JWT (bcrypt hash in LibSQL, works offline)
- [ ] **AUTH-02**: Operator OIDC via Authentik when Leaf has internet
- [ ] **AUTH-03**: Operator roles: Admin (full control), Floor (runtime actions), Viewer (read-only)
- [ ] **AUTH-04**: Core Admin: OIDC via Authentik with mandatory MFA
- [ ] **AUTH-05**: Player mobile: no auth for public views, 6-digit PIN claim for personal data
- [ ] **AUTH-06**: Leaf ↔ Core sync: mTLS certificate + API key per venue
- [ ] **AUTH-07**: LUKS full-disk encryption on Leaf NVMe
- [ ] **AUTH-08**: PostgreSQL Row-Level Security (RLS) for multi-tenant isolation on Core
- [ ] **AUTH-09**: NATS subject namespacing (venue.{id}.*) enforced by NATS authorization
### Export & Import
- [ ] **EXPORT-01**: CSV export (configurable columns)
- [ ] **EXPORT-02**: JSON export (full tournament data)
- [ ] **EXPORT-03**: HTML export (themed with venue branding)
- [ ] **EXPORT-04**: Print output from operator UI
### TDD Migration
- [ ] **TDD-01**: Import blind structures and tournament templates from TDD XML export
- [ ] **TDD-02**: Import player database (names, contact info, aliases, notes)
- [ ] **TDD-03**: Import tournament history (results, payouts, bust-out order)
- [ ] **TDD-04**: Import league standings and season data
- [ ] **TDD-05**: Import custom payout structures
- [ ] **TDD-06**: Import wizard with preview, player name matching, template naming
- [ ] **TDD-07**: Zero data loss on migration — venue's Felt instance shows complete history from day one
### Operator UI
- [ ] **UI-01**: Mobile-first bottom tab bar (Overview, Players, Tables, Financials, More)
- [ ] **UI-02**: Floating Action Button (FAB) for quick actions (Bust, Buy In, Rebuy, Add-On, Pause/Resume)
- [ ] **UI-03**: Persistent header showing clock, level, blinds, player count
- [ ] **UI-04**: Desktop/laptop sidebar navigation with wider content area
- [ ] **UI-05**: Catppuccin Mocha dark theme (default) and Latte light theme
- [ ] **UI-06**: 48px minimum touch targets, press-state animations, loading states
- [ ] **UI-07**: Toast notifications (success, info, warning, error) with auto-dismiss
- [ ] **UI-08**: Data tables with sort, sticky header, search/filter, swipe actions (mobile)
## v2 Requirements
Deferred to Development Phases 2-4. Tracked but not in current roadmap.
### Cash Game Operations (Dev Phase 2)
- **CASH-01**: Waitlist management by game type and stakes with display integration
- **CASH-02**: Table management (open/close, game types, stakes, seat tracking, status board)
- **CASH-03**: Game type registry (all poker variants, configurable stakes/betting)
- **CASH-04**: Session tracking (player sessions, buy-in/cashout, duration, history)
- **CASH-05**: Rake tracking (percentage/time/flat, per-table reporting)
- **CASH-06**: Must-move tables (automated progression, main game priority)
- **CASH-07**: Seat change requests (queue, notification)
- **CASH-08**: Table transfers within sessions
- **CASH-09**: Player alerts (waitlist position, seat available, preferred game opened)
### Complete Venue Platform (Dev Phase 3)
- **DEALER-01**: Dealer scheduling, skill profiles, shift trading, clock-in/out, rotation
- **DEALER-02**: Dealer profiles are platform-level (portable across venues)
- **LOYAL-01**: Points engine, tier system, rewards catalog, automated promos
- **LOYAL-02**: Cross-venue loyalty for multi-venue operators
- **MEMBER-01**: Private venues, memberships, invite codes, member tiers, guest system
- **ANALYTICS-01**: Revenue dashboards, player analytics, operational analytics, benchmarking
- **PUBLIC-01**: Venue profile page, online event registration, schedule publishing
### Native Apps & Platform Maturity (Dev Phase 4)
- **NATIVE-01**: Native player app (iOS + Android)
- **NATIVE-02**: Native venue management app (iOS + Android)
- **SOCIAL-01**: Private groups, activity feed, achievements, friend-based venue discovery
## Out of Scope
| Feature | Reason |
|---------|--------|
| Online poker / real-money gambling | Felt is a management tool, not a gambling platform |
| Payment processing | Tracks amounts, doesn't process transactions |
| Video streaming / live broadcast | Different infrastructure, niche use case |
| BYO hardware | Security, reliability, support consistency |
| Third-party cloud (Cloudflare, AWS) | Self-hosted everything, no MITM |
| Crypto payments | Volatile, regulatory uncertainty, wrong market |
| Real-time chip count entry by players | Cheating surface, operational chaos |
| Staking / backing / action splitting | Legal complexity, out of scope |
| Casino CMS integration (IGT, Bally's) | Enterprise sales cycle, not needed for target market in Phase 1 |
## Traceability
Which phases cover which requirements. Updated during roadmap creation.
| Requirement | Phase | Status |
|-------------|-------|--------|
| ARCH-01 | Phase 1 | Pending |
| ARCH-02 | Phase 1 | Pending |
| ARCH-03 | Phase 1 | Pending |
| ARCH-04 | Phase 1 | Pending |
| ARCH-05 | Phase 1 | Pending |
| ARCH-06 | Phase 1 | Pending |
| ARCH-07 | Phase 1 | Pending |
| ARCH-08 | Phase 1 | Pending |
| AUTH-01 | Phase 1 | Pending |
| AUTH-02 | Phase 1 | Pending |
| AUTH-03 | Phase 1 | Pending |
| AUTH-04 | Phase 1 | Pending |
| AUTH-05 | Phase 1 | Pending |
| AUTH-06 | Phase 1 | Pending |
| AUTH-07 | Phase 1 | Pending |
| AUTH-08 | Phase 1 | Pending |
| AUTH-09 | Phase 1 | Pending |
| NET-01 | Phase 1 | Pending |
| NET-02 | Phase 1 | Pending |
| NET-03 | Phase 1 | Pending |
| NET-04 | Phase 1 | Pending |
| NET-05 | Phase 1 | Pending |
| NET-06 | Phase 1 | Pending |
| NET-07 | Phase 1 | Pending |
| PLAT-01 | Phase 2 | Pending |
| PLAT-02 | Phase 2 | Pending |
| PLAT-03 | Phase 2 | Pending |
| PLAT-04 | Phase 2 | Pending |
| PLAT-05 | Phase 2 | Pending |
| PLAT-06 | Phase 2 | Pending |
| SYNC-01 | Phase 2 | Pending |
| SYNC-02 | Phase 2 | Pending |
| SYNC-03 | Phase 2 | Pending |
| SYNC-04 | Phase 2 | Pending |
| EXPORT-01 | Phase 2 | Pending |
| EXPORT-02 | Phase 2 | Pending |
| EXPORT-03 | Phase 2 | Pending |
| EXPORT-04 | Phase 2 | Pending |
| CLOCK-01 | Phase 3 | Pending |
| CLOCK-02 | Phase 3 | Pending |
| CLOCK-03 | Phase 3 | Pending |
| CLOCK-04 | Phase 3 | Pending |
| CLOCK-05 | Phase 3 | Pending |
| CLOCK-06 | Phase 3 | Pending |
| CLOCK-07 | Phase 3 | Pending |
| CLOCK-08 | Phase 3 | Pending |
| CLOCK-09 | Phase 3 | Pending |
| BLIND-01 | Phase 3 | Pending |
| BLIND-02 | Phase 3 | Pending |
| BLIND-03 | Phase 3 | Pending |
| BLIND-04 | Phase 3 | Pending |
| BLIND-05 | Phase 3 | Pending |
| BLIND-06 | Phase 3 | Pending |
| CHIP-01 | Phase 3 | Pending |
| CHIP-02 | Phase 3 | Pending |
| CHIP-03 | Phase 3 | Pending |
| CHIP-04 | Phase 3 | Pending |
| MULTI-01 | Phase 3 | Pending |
| MULTI-02 | Phase 3 | Pending |
| FIN-01 | Phase 4 | Pending |
| FIN-02 | Phase 4 | Pending |
| FIN-03 | Phase 4 | Pending |
| FIN-04 | Phase 4 | Pending |
| FIN-05 | Phase 4 | Pending |
| FIN-06 | Phase 4 | Pending |
| FIN-07 | Phase 4 | Pending |
| FIN-08 | Phase 4 | Pending |
| FIN-09 | Phase 4 | Pending |
| FIN-10 | Phase 4 | Pending |
| FIN-11 | Phase 4 | Pending |
| FIN-12 | Phase 4 | Pending |
| FIN-13 | Phase 4 | Pending |
| FIN-14 | Phase 4 | Pending |
| PLYR-01 | Phase 5 | Pending |
| PLYR-02 | Phase 5 | Pending |
| PLYR-03 | Phase 5 | Pending |
| PLYR-04 | Phase 5 | Pending |
| PLYR-05 | Phase 5 | Pending |
| PLYR-06 | Phase 5 | Pending |
| PLYR-07 | Phase 5 | Pending |
| SEAT-01 | Phase 5 | Pending |
| SEAT-02 | Phase 5 | Pending |
| SEAT-03 | Phase 5 | Pending |
| SEAT-04 | Phase 5 | Pending |
| SEAT-05 | Phase 5 | Pending |
| SEAT-06 | Phase 5 | Pending |
| SEAT-07 | Phase 5 | Pending |
| SEAT-08 | Phase 5 | Pending |
| SEAT-09 | Phase 5 | Pending |
| UI-01 | Phase 6 | Pending |
| UI-02 | Phase 6 | Pending |
| UI-03 | Phase 6 | Pending |
| UI-04 | Phase 6 | Pending |
| UI-05 | Phase 6 | Pending |
| UI-06 | Phase 6 | Pending |
| UI-07 | Phase 6 | Pending |
| UI-08 | Phase 6 | Pending |
| DISP-01 | Phase 7 | Pending |
| DISP-02 | Phase 7 | Pending |
| DISP-03 | Phase 7 | Pending |
| DISP-04 | Phase 7 | Pending |
| DISP-05 | Phase 7 | Pending |
| DISP-06 | Phase 7 | Pending |
| DISP-07 | Phase 7 | Pending |
| DISP-08 | Phase 7 | Pending |
| DISP-09 | Phase 7 | Pending |
| DISP-10 | Phase 7 | Pending |
| PWA-01 | Phase 8 | Pending |
| PWA-02 | Phase 8 | Pending |
| PWA-03 | Phase 8 | Pending |
| PWA-04 | Phase 8 | Pending |
| PWA-05 | Phase 8 | Pending |
| PWA-06 | Phase 8 | Pending |
| PWA-07 | Phase 8 | Pending |
| PWA-08 | Phase 8 | Pending |
| PWA-09 | Phase 8 | Pending |
| PWA-10 | Phase 8 | Pending |
| SIGN-01 | Phase 9 | Pending |
| SIGN-02 | Phase 9 | Pending |
| SIGN-03 | Phase 9 | Pending |
| SIGN-04 | Phase 9 | Pending |
| SIGN-05 | Phase 9 | Pending |
| SIGN-06 | Phase 9 | Pending |
| SIGN-07 | Phase 9 | Pending |
| SIGN-08 | Phase 9 | Pending |
| SIGN-09 | Phase 9 | Pending |
| SIGN-10 | Phase 9 | Pending |
| EVENT-01 | Phase 9 | Pending |
| EVENT-02 | Phase 9 | Pending |
| EVENT-03 | Phase 9 | Pending |
| EVENT-04 | Phase 9 | Pending |
| LEAGUE-01 | Phase 10 | Pending |
| LEAGUE-02 | Phase 10 | Pending |
| LEAGUE-03 | Phase 10 | Pending |
| LEAGUE-04 | Phase 10 | Pending |
| LEAGUE-05 | Phase 10 | Pending |
| LEAGUE-06 | Phase 10 | Pending |
| REGION-01 | Phase 10 | Pending |
| REGION-02 | Phase 10 | Pending |
| REGION-03 | Phase 10 | Pending |
| REGION-04 | Phase 10 | Pending |
| REGION-05 | Phase 10 | Pending |
| TDD-01 | Phase 11 | Pending |
| TDD-02 | Phase 11 | Pending |
| TDD-03 | Phase 11 | Pending |
| TDD-04 | Phase 11 | Pending |
| TDD-05 | Phase 11 | Pending |
| TDD-06 | Phase 11 | Pending |
| TDD-07 | Phase 11 | Pending |
**Coverage:**
- v1 requirements: 126 total
- Mapped to phases: 126
- Unmapped: 0
---
*Requirements defined: 2026-02-28*
*Last updated: 2026-02-28 — traceability populated after roadmap creation*