Commit Graph

2 Commits

Author SHA1 Message Date
Evan Pelle a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
Restructure the single src/ tree into an npm-workspaces monorepo under
packages/, rename core -> engine, extract a types-only core-public layer,
and break the pre-existing engine -> client dependency cycle.

Structure (packages/):
  core-public  public API/wire schemas + shared enums (clean leaf)
  shared       framework-agnostic helpers (clean leaf)
  engine       deterministic simulation (was src/core)
  client       rendering/UI (was src/client)
  server       coordination (was src/server)

Dependency DAG: engine -> {core-public, shared}; client -> {core-public,
shared, engine}; server -> {core-public, engine}.

- npm workspaces: root package.json workspaces + per-package package.json;
  tsconfig.base.json holds shared options + path aliases
  (core-public/* shared/* engine/* client/* server/*) resolved uniformly by
  tsc, Vite (resolve.tsconfigPaths), Vitest, and tsx. Lockfile regenerated.
- core-public: moved Schemas/ApiSchemas/CosmeticSchemas/StatsSchemas/
  ClanApiSchemas/WorkerSchemas/Base64/PatternDecoder; extracted the enums
  (GameTypes), GameEvent type, emoji table, and GraphicsOverrides schema.
  Engine re-exports the moved enums/types so existing imports keep working.
- Broke engine -> client cycle:
  - renderNumber/renderTroops -> shared/format
  - NameBoxCalculator moved into engine
  - username validation returns translation key + params; client translates
  - applyStateUpdate moved to client (operates on the render-only PlayerState)
  - Config/UnitGrid/execution-Util/GameImpl now use structural read
    interfaces (engine/game/ReadViews: PlayerLike/UnitLike/GameLike) instead
    of importing client view classes; client imports view classes from a new
    client/view barrel; deleted the engine/game/GameView re-export shim.
- Build/deploy updated: vite.config, index.html, eslint, Dockerfile
  (copies packages/ + tsconfig.base.json before npm ci), .vscode, tests.

Verified: tsc --noEmit clean; 1364 + 65 tests pass; production vite build
succeeds; engine has zero client/server imports; core-public and shared are
dependency leaves.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:51:03 +00:00
evanpelle be87c7658f Speed up diffPlayerUpdate with typed field comparisons
diffPlayerUpdate runs once per player per tick on the worker thread. The
array/object fields (outgoingAttacks, incomingAttacks, alliances,
outgoingEmojis) were compared via JSON.stringify — two string allocations per
field, run on every call even when nothing changed. This made the cost flat at
~3.4µs/call regardless of what actually changed.

Replace jsonEqual with three typed structural comparators (attackArrayEqual,
allianceArrayEqual, emojiArrayEqual) that short-circuit on reference/length,
compare known fields with ===, early-exit on the first difference, and
allocate nothing — matching the existing numberArrayEqual/stringArrayEqual
style. ~9-10x faster across all cases (276k -> 2.4M ops/sec when unchanged).

Add tests/perf/DiffPlayerUpdatePerf.ts (BEFORE/AFTER benchmark, run via
npm run perf) and warnings on PlayerUpdate and diffPlayerUpdate noting that new
fields must be wired into the diff/apply functions or their changes are
silently dropped after the first emission.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 15:59:58 -07:00