Eric's spec, all nine points. Two committed local-only stores follow
the local_games.json pattern — furniture.json (units of openings with
interior dims; a dimensionless opening is a virtual spot like a travel
case) and locations.json (game key -> opening + note). Shelf layouts
are nobody's data but the owner's; nothing touches upload.
The Shelves page builds furniture without hand-editing JSON — the
acceptance bar (two double-wides above three rows of four cubes, two
bookcases, a travel case) is a TEST, driven entirely through the
endpoints the UI calls. Presets for Kallax/Billy/custom/virtual,
grid creation with A1-style labels, openings editable/deletable/
reorderable. Units render as grids: zone, count, fill bar (stacked
thinnest-axis vs interior height), ⚠ on overfull or any resident that
can't fit. Openings open as a modal — a bottom sheet at phone widths,
search-first with thumb-sized targets for the moving-day loop.
Unshelved games list alongside with one-tap suggestions (only openings
they verifiably fit, with room).
Containment composes: a game stored inside another box inherits its
container's location, rides along in the opening's resident list
(marked), and refuses direct assignment naming its container. The
detail page's where-it-lives card gains the picker (openings grouped
by unit, each labeled fits / doesn't fit / can't verify) plus virtual
notes ("lent to Sarah, June"); the Library list shows a location line,
filters by unit or unshelved, and search matches location text and
zones.
bggpipe dims drops its hardcoded Kallax for the user's actual
furniture: per-opening capacity, overfull and misfit warnings,
unshelved count. bggpipe shelve --import loads a name,opening CSV
(ids or labels), rejecting — never guessing — unknown names, ambiguous
copies, unknown/ambiguous openings, misfits, and contained games.
Ten new tests incl. the acceptance flow, inheritance, CSV rejects,
and a phone-sheet smoke; 372 total.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016jXZFSTZQKzAC8fqpWSz9g
183 lines
14 KiB
Markdown
183 lines
14 KiB
Markdown
# The bggpipe user's guide
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Everything past the [README](../README.md)'s quick start: credentials, every stage and its flags, the web app, phones, RPGs, fixing the model's mistakes, and running without a BGG token. Screenshots of everything described here: the [tour](tour.md).
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## Contents
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- [Credentials and configuration](#credentials-and-configuration)
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- [The web app](#the-web-app)
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- [From your phone](#from-your-phone)
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- [The stages, from the terminal](#the-stages-from-the-terminal)
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- [Taking good shelf photos](#taking-good-shelf-photos)
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- [Fixing what the model gets wrong](#fixing-what-the-model-gets-wrong)
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- [RPGs on your shelves](#rpgs-on-your-shelves)
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- [Uploading safely](#uploading-safely)
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- [Running before your BGG token arrives](#running-before-your-bgg-token-arrives)
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- [Keeping your data safe from git](#keeping-your-data-safe-from-git)
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## Credentials and configuration
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The `init` wizard is idempotent — re-run it anytime to check status or add keys you skipped. It prompts for the credentials below (hidden input, saved to a `.env` it creates with owner-only permissions) and offers the one-time Playwright Chromium download. Prefer doing it by hand? Copy [.env.example](../.env.example) beside your data, fill it in, and run `playwright install chromium` yourself.
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Secrets live in environment variables only, never in config files, code, or logs, and `.env` is gitignored. Every `bggpipe` command loads `.env` from the working directory by itself — real environment variables always win over the file, so [direnv](https://direnv.net/) users and CI overrides keep working unchanged.
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Your credentials never leave your machine except to sign in to boardgamegeek.com itself — [the README spells out the full privacy picture](../README.md#why-it-asks-for-your-bgg-password--and-where-your-credentials-go). The password exists solely because BGG has no write API: adding games means driving the real website, in a visible browser window, on your computer. The saved browser session (`storage_state.json`) is credential-adjacent — it stays local and gitignored too.
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| Variable | Used by | What it is |
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|---|---|---|
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| `ANTHROPIC_API_KEY` | extract | Anthropic API key |
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| `BGG_API_TOKEN` | resolve, diff, enrich | Bearer token from your registered BGG application |
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| `BGG_USERNAME` | diff, upload, enrich | Your BGG username (public, but kept in `.env` so it lives in one place) |
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| `BGG_PASSWORD` | upload (website login) | Your BGG password |
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Non-secret knobs live in `config.toml`: `photos_dir`, `data_dir`, the BGG rate limit, and the vision setup — a `[vision.<provider>]` block per provider ("anthropic" or any OpenAI-compatible endpoint, including a local [Ollama](https://ollama.com/)), with `vision_provider` picking one. Local models read spines noticeably worse than frontier ones — expect a longer proofread pass on the Titles page, not a broken pipeline.
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**What extraction costs:** the vision call is the pipeline's only paid step, and it's small — the author's full collection (65 shelf photos, 136 games) came to under a dollar on the default model (Claude Sonnet). It's also one-time: raw reads are cached per photo, so re-running extract is free, and only new or replaced photos are ever sent again. Everything BGG-side is free (the API token costs nothing).
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## The web app
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```sh
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bggpipe web # opens http://127.0.0.1:8377/ — the whole app in the browser
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```
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Seven pages — Pipeline, Photos, Titles, Review, Queue, Library, and Help — all [pictured in the tour](tour.md). Stage runs execute one at a time in the background with live output:
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Stage runs execute one at a time; every decision saves immediately; the pages live-follow the data files, so a stage run in another terminal shows up without a refresh. The real upload sits behind a confirmation (and behind a stub-data lock if synthetic test fixtures ever regenerate). The in-app **Help** page documents every status chip and keyboard shortcut.
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## From your phone
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The app is localhost-only by default. To use it from a phone or tablet on your network — proofreading from the couch, or shooting shelf photos straight into the pipeline — serve it to the LAN instead:
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```sh
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bggpipe web --lan # localhost + your network, behind an access key
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```
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Startup prints a pairing link (`?k=...`) and a QR code: point the phone's camera at the terminal and tap. Pairing is one-time per device — the key persists across restarts (`data/.lan_key`; delete it to revoke every paired device) and the cookie lasts a year. Save the page to the phone's home screen for the full-screen treatment, piper icon included.
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To photograph shelves from the phone: on the Photos page, tap the drop zone and choose "Take Photo." The upload narrates its progress, and camera captures get unique `shelf-<timestamp>` names so rapid-fire shots never overwrite each other. The key is the only lock — there is no login behind it — so still prefer networks you trust (or use a device VPN like Tailscale against the localhost default instead).
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## The stages, from the terminal
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Every stage is also a command, and the two interfaces share all state:
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```sh
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bggpipe extract # photos → titles.json (+ retake prompts)
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bggpipe resolve # titles → BGG ids/versions in matches.csv
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bggpipe review --web # review UI only
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bggpipe diff # compare against your BGG collection
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bggpipe upload --dry-run # ALWAYS inspect this first
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bggpipe upload --limit 1 # then one game, then small batches
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bggpipe enrich # full metadata → data/games.json
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```
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Each stage skips work it has already done; `--force`/`--refresh` flags redo it. Every stage is idempotent and resumable: kill it mid-run, restart, lose nothing. All artifacts are flat CSV/JSON files you can inspect and edit. `review` without `--web` runs in the terminal instead.
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## Taking good shelf photos
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Straight-on, one shelf (or part of one) per shot, close enough that spine text is legible to a human. If you can't read it, the model can't either. Overlap between shots is fine: duplicate reads are deduped automatically, with the merge shown (and veto-able) in review. Boxes the model spots but can't identify become retake prompts in `unidentified.json` and the Photos page's "reshoot" tickets: photograph those boxes up close, drop the new photo in, and run `extract` again.
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## Fixing what the model gets wrong
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Vision reads aren't perfect, and you know things the photos don't show. The Titles page lets you **edit** a title (fix a misspelling, add publisher/edition/year/language cues you know offhand), **split** a line into per-photo copies when one title is actually several boxes, **remove** lines that aren't games at all, and **add** a game no photo caught. Every one of these is durable: the decision lands in a small committed store (`data/title_edits.json`, `data/title_splits.json`, `data/title_removals.json`, `data/title_additions.json`) that is replayed on every rebuild — re-running extract or resolve can never undo your curation. Undo any decision by deleting its record from the store.
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Games BGG doesn't have at all can be kept as **local** library citizens: their detail page in the Library takes hand-written facts (players, playtime, publisher, notes) and a cover photo of your own, stored in `data/local_games.json` and `data/local_art/` — the only source such a game will ever have.
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## RPGs on your shelves
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Tabletop RPGs aren't in BGG's board-game database — they live on RPGGeek, which shares the same underlying API. When a title isn't found as a board game, bggpipe retries as an RPG: matches are identified, enriched (designers, publishers, genres from RPGGeek), and browsable in the library (filter: RPGs), but they stay **local only** — they're never uploaded, since your BGG collection can't hold them. When the automatic search can't reach the right database (BGG has board games named "Dungeons & Dragons" too), every Review card has explicit **search BGG** / **search RPGGeek** buttons.
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## Uploading safely
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`upload` drives a real logged-in browser session against your real account, so it is deliberately careful:
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- `--dry-run` logs what would happen without touching the site — always read it first, then `--limit 1`, then small batches:
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- The browser runs **headed** by default — BGG's Cloudflare check blocks headless ones, and a first login may need one human click before the session is saved locally and reused.
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- Requests are slow on purpose (seconds between actions, per BGG's API policy); the Queue page shows exactly what will run before it runs, and `upload_log.csv` keeps a permanent record of every attempt.
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- `--retry-failed` re-attempts failures; `--verify` re-fetches your collection and cross-checks the log. Note that BGG's collection export can lag the website by hours — freshly-landed work may look missing to `diff`/`--verify` until it catches up.
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- Review decisions outrank the queue: re-deciding a match after `diff` retires its queued job automatically.
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## Running before your BGG token arrives
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BGG application approval can take a week or more. Until then: `extract` works immediately (it only needs the vision key), and `resolve` does what it can, parking the rest as "waiting on BGG API token" — it picks them up automatically once the token exists. Everything is saved as you go.
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`diff` normally fetches your collection live, but there's a logged-in-browser exemption that needs no token: while signed in to BGG, save these two URLs as `data/collection_snapshot_base.xml` and `data/collection_snapshot_expansions.xml` (if you get a "queued" message, refresh after a few seconds):
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- `https://boardgamegeek.com/xmlapi2/collection?username=YOU&own=1&version=1`
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- `https://boardgamegeek.com/xmlapi2/collection?username=YOU&own=1&version=1&subtype=boardgameexpansion`
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## Where everything lives
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The **Shelves** page maps your physical storage: create units from presets
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(IKEA Kallax cube 13.25″ × 13.25″ × 15.4″, Billy shelf, custom sizes) as
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grids of rows × columns, add one-off openings (double-wides, a top shelf),
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and no-size virtual spots ("travel case", "lent out"). Openings carry free-
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text zones, are editable and reorderable, and everything lands in
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`data/furniture.json` + `data/locations.json` — committed local stores;
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your shelf layout is never sent anywhere.
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Assign games by tapping an unshelved game's suggested openings (only
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openings it actually fits, with room to spare), by searching inside an
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opening, or from a game's detail page (openings grouped by unit, each
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labeled fits / doesn't fit / can't verify). Games stored inside another
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box inherit their container's spot. On a phone over `--lan`, the opening
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view docks as a bottom sheet — the moving-day loop is search, tap, done.
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Bulk-load a reviewed plan with `bggpipe shelve --import plan.csv` (columns
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`name,opening`, accepting opening ids or labels) — rejects are reported
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(unknown name, ambiguous copies, unknown opening, doesn't fit, lives
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inside another box), never guessed. `bggpipe dims` reports per-opening
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capacity, overfull warnings, and misfits against your real furniture.
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## Shelf-space planning
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Physical box dimensions live on BGG *versions*, not games, so enrich collects
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them in a second cached pass: your exact version's numbers where you chose
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one, otherwise a value only when every listed printing agrees (within half an
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inch per axis — disagreement is stored as `conflicting`, never guessed, and
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BGG's `0` means "never entered", not zero inches). Then:
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```sh
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bggpipe dims
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```
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reports coverage, the ten biggest footprints, and a fit check against an IKEA
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Kallax cube (13.2" × 13.2" opening, 15.4" deep) — listing every box that fits
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in **no** orientation, and every game whose dimensions can't be verified,
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because can't-verify is not the same as fits. Trusted dimensions also show on
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each game's Library detail page.
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## Publishing your library on your own site
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```sh
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bggpipe export --out ~/my-site/static/library --title "My Game Shelves"
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```
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Writes the library as self-contained static pages: an index with search, one
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page per game, and a local copy of every cover (public pages must not hotlink
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BGG's image CDN). No server, no build step — drop the directory into any
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static host, Hugo/Jekyll `static/` folder included. Re-runs are idempotent:
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already-downloaded covers are kept, failed downloads are retried, and page
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URLs stay stable.
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What's included follows a privacy rule: cover art, stats, your editions, and
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your hand-added local games — **never your shelf photos** (they picture the
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inside of your home; they stay in the private app).
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BGG's API policy asks public-facing apps to display the "Powered by BGG"
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badge. The footer carries a text badge automatically; to show the official
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logo, save it from your registered application page at
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[boardgamegeek.com/applications](https://boardgamegeek.com/applications) as
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`data/powered-by-bgg.png` and re-export.
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## Keeping your data safe from git
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The [README's quick start](../README.md#quick-start) — installed as a tool, run in a directory of your own — is the only supported way to use bggpipe on your collection. Everything the pipeline produces lives where you run it, and `uv tool upgrade bggpipe` picks up fixes without going anywhere near your data.
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**Why not clone and run?** The source repo doubles as its author's live pipeline: `data/` ships with their real artifacts, committed and updated often. Run inside a clone and *your* data lands at git-tracked paths — the next `git pull` will refuse to merge, and the usual remedies (`git reset --hard`, `git checkout .`, `git stash`, `git clean -fdx`) would destroy your review decisions, hand-written games, upload log, and photos. bggpipe detects this arrangement and warns at `init` and on the web dashboard; don't ignore it.
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One committed file of the author's data deserves a word: `data/STUB_DATA.marker` is normally absent. It appears only if the synthetic stub fixtures (from `scripts/write_stub_fixtures.py`) regenerate the CSVs, and the upload stage refuses to run while it exists — so placeholder data can never reach a real BGG account.
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