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Fix spelling typos and improve code quality (#2186)
## Description: This PR fixes several bugs and improves code quality: - Fix spelling typos: "recieved" → "received" in Transport.ts and GameServer.ts - Fix comment typo: "isn'te" → "isn't" in TerrainLayer.ts - Improve WebSocket cleanup in Transport.ts leaveGame() by replacing empty onclose handler with proper killExistingSocket() call - Add console.warn for image decode failures in StructureLayer.ts instead of silent catch - Remove commented dead code in DevConfig.ts ## Testing All 288 tests pass. Development build completes successfully. No breaking changes. ## Files Changed - src/client/Transport.ts - src/server/GameServer.ts - src/client/graphics/layers/TerrainLayer.ts - src/client/graphics/layers/StructureLayer.ts - src/core/configuration/DevConfig.ts ## Checklist: - [x] I have added screenshots for all UI updates (N/A - no UI changes) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file (N/A - no user-facing text) - [x] I have added relevant tests to the test directory (All 288 existing tests pass - no new tests needed for typo fixes) - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced Discord: hiphex_33496 Hiphex Co-authored-by: Claude <noreply@anthropic.com>
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@@ -353,7 +353,7 @@ export class Transport {
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// TODO: make this a modal
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alert(`connection refused: ${event.reason}`);
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} else if (event.code !== 1000) {
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console.log(`recieved error code ${event.code}, reconnecting`);
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console.log(`received error code ${event.code}, reconnecting`);
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this.reconnect();
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}
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};
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@@ -390,15 +390,15 @@ export class Transport {
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if (this.socket === null) return;
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if (this.socket.readyState === WebSocket.OPEN) {
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console.log("on stop: leaving game");
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this.socket.close();
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this.killExistingSocket();
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} else {
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console.log(
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"WebSocket is not open. Current state:",
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this.socket.readyState,
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);
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console.error("attempting reconnect");
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this.killExistingSocket();
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}
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this.socket.onclose = (event: CloseEvent) => {};
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}
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private onSendAllianceRequest(event: SendAllianceRequestIntentEvent) {
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@@ -138,7 +138,9 @@ export class StructureLayer implements Layer {
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Promise.all(
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Array.from(this.unitIcons.values()).map((img) =>
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img.decode?.().catch(() => {}),
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img.decode?.().catch((err) => {
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console.warn("Failed to decode unit icon image:", err);
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}),
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),
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).finally(() => {
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this.game.units().forEach((u) => this.handleUnitRendering(u));
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@@ -49,7 +49,7 @@ export class TerrainLayer implements Layer {
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this.theme = this.game.config().theme();
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this.game.forEachTile((tile) => {
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const terrainColor = this.theme.terrainColor(this.game, tile);
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// TODO: isn'te tileref and index the same?
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// TODO: isn't tileref and index the same?
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const index = this.game.y(tile) * this.game.width() + this.game.x(tile);
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const offset = index * 4;
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this.imageData.data[offset] = terrainColor.rgba.r;
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@@ -58,11 +58,6 @@ export class DevConfig extends DefaultConfig {
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super(sc, gc, us, isReplay);
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}
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// numSpawnPhaseTurns(): number {
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// return this.gameConfig().gameType == GameType.Singleplayer ? 70 : 100;
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// // return 100
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// }
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unitInfo(type: UnitType): UnitInfo {
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const info = super.unitInfo(type);
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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@@ -826,7 +826,7 @@ export class GameServer {
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const ratio = `${potentialWinner.ips.size}/${activeUniqueIPs.size}`;
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this.log.info(
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`recieved winner vote ${clientMsg.winner}, ${ratio} votes for this winner`,
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`received winner vote ${clientMsg.winner}, ${ratio} votes for this winner`,
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{
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clientID: client.clientID,
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},
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