Diff stage: snapshot/live collection modes, to_add + to_update outputs
compute_diff is a pure function over matches + collection items: new games land in to_add.csv (carrying a confident version when matching produced one); owned version-less entries with version_auto/approved matches produce additive to_update.csv rows keyed by collid, consuming distinct collids when photos show two editions; entries that already carry a version are never touched — disagreements are reported in the summary. Unseen collection entries are listed informationally. Live API mode activates when BGG_API_TOKEN + username exist; otherwise the two hand-pulled snapshot XMLs (real 2018 collection, 79 unique copies after collid dedupe) are used, and they double as parsing fixtures in tests. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -60,7 +60,7 @@ The first `/collection` call typically returns **HTTP 202** with a "please retry
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- Login with `BGG_USERNAME` / `BGG_PASSWORD` env vars; persist Playwright storage state locally (gitignored) so repeat runs skip login. Never write credentials to disk, logs, or error messages.
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- Per game: navigate to the game page → "Add to Collection" flow → status **Owned** → if a version_id is known, set it in the collection item's version picker → save. Never guess a version — omit it when unknown. The flow has been walked and documented: see `docs/bgg-upload-flow.md` for the dialog structure, version-picker behavior (paginated, no search — match by canonical version NAME from the XML API), and observed automation gotchas (stale elements, hidden-not-removed dialogs, hydration races).
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- A second copy of an owned game must be a NEW collection entry (new collid), not an edit of the existing item.
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- A second copy of an owned game must be a NEW collection entry (new collid), not an edit of the existing item. Conversely, version UPGRADES from to_update.csv must edit the EXISTING item (same collid) — additive only: fill the empty version field, change nothing else, and skip any entry that already has a version.
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- Expect UI fragility: wrap each game in its own try/except, log the failure to `upload_log.csv`, and continue. `--retry-failed` re-attempts failures; `--dry-run` logs without touching the site.
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- Idempotency: skip IDs already logged `added`; `--verify` re-fetches the collection to confirm.
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