Evan Pelle
a7f992e9b0
refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
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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
Josh Harris
413efed895
Add per-recipient cooldown to QuickChatExecution ( #4012 )
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`QuickChatExecution` had no cooldown, allowing a player to spam
quick-chat intents and flood a recipient's chat UI. This could bury
incoming alliance request notifications, preventing them from being seen
or accepted.
This fix mirrors the existing emoji cooldown pattern:
- Added `quickChatCooldown()` to `Config` (default: 30 ticks / 3 seconds)
- Added `canSendQuickChat(recipient)` and `recordQuickChat(recipient)`
to `Player` / `PlayerImpl`, tracking outgoing chats per recipient
- `QuickChatExecution.tick()` now checks `canSendQuickChat` before
displaying and records before the display calls (so the cooldown is
always written even if display throws)
2026-05-31 15:20:46 +01:00