mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-10 10:54:37 +00:00
a7f992e9b0
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>
86 lines
2.7 KiB
TypeScript
86 lines
2.7 KiB
TypeScript
import { QuickChatExecution } from "engine/execution/QuickChatExecution";
|
|
import { Game, Player, PlayerType } from "engine/game/Game";
|
|
import { playerInfo, setup } from "./util/Setup";
|
|
|
|
let game: Game;
|
|
let player1: Player;
|
|
let player2: Player;
|
|
let player3: Player;
|
|
|
|
describe("QuickChat cooldown", () => {
|
|
beforeEach(async () => {
|
|
game = await setup("plains", {}, [
|
|
playerInfo("player1", PlayerType.Human),
|
|
playerInfo("player2", PlayerType.Human),
|
|
playerInfo("player3", PlayerType.Human),
|
|
]);
|
|
|
|
player1 = game.player("player1");
|
|
player1.conquer(game.ref(0, 0));
|
|
|
|
player2 = game.player("player2");
|
|
player2.conquer(game.ref(0, 1));
|
|
|
|
player3 = game.player("player3");
|
|
player3.conquer(game.ref(0, 2));
|
|
|
|
while (game.inSpawnPhase()) {
|
|
game.executeNextTick();
|
|
}
|
|
});
|
|
|
|
// Helper: add an execution and advance two ticks so tick() actually runs.
|
|
// (addExecution → unInitExecs; first tick: init(); second tick: tick())
|
|
function sendQuickChat(sender: Player, recipient: Player) {
|
|
game.addExecution(
|
|
new QuickChatExecution(sender, recipient.id(), "greet.hello", undefined),
|
|
);
|
|
game.executeNextTick(); // init
|
|
game.executeNextTick(); // tick
|
|
}
|
|
|
|
test("first quick chat is sent", () => {
|
|
expect(player1.canSendQuickChat(player2)).toBe(true);
|
|
sendQuickChat(player1, player2);
|
|
expect(player1.canSendQuickChat(player2)).toBe(false);
|
|
});
|
|
|
|
test("second quick chat within cooldown is blocked", () => {
|
|
sendQuickChat(player1, player2);
|
|
expect(player1.canSendQuickChat(player2)).toBe(false);
|
|
|
|
// Even after the second attempt, cooldown persists
|
|
sendQuickChat(player1, player2);
|
|
expect(player1.canSendQuickChat(player2)).toBe(false);
|
|
});
|
|
|
|
test("quick chat is allowed again after cooldown expires", () => {
|
|
sendQuickChat(player1, player2);
|
|
expect(player1.canSendQuickChat(player2)).toBe(false);
|
|
|
|
// Advance past the cooldown (3 * 10 = 30 ticks)
|
|
const cooldown = game.config().quickChatCooldown();
|
|
for (let i = 0; i < cooldown; i++) {
|
|
game.executeNextTick();
|
|
}
|
|
|
|
expect(player1.canSendQuickChat(player2)).toBe(true);
|
|
});
|
|
|
|
test("cooldown is per-sender — different sender is not affected", () => {
|
|
sendQuickChat(player1, player2);
|
|
expect(player1.canSendQuickChat(player2)).toBe(false);
|
|
|
|
// player2 sending to player1 is independent
|
|
expect(player2.canSendQuickChat(player1)).toBe(true);
|
|
});
|
|
|
|
test("cooldown is per-recipient — same sender can still chat with a different recipient", () => {
|
|
sendQuickChat(player1, player2);
|
|
expect(player1.canSendQuickChat(player2)).toBe(false);
|
|
|
|
// player1 is on cooldown for player2 but not for player3
|
|
expect(player1.canSendQuickChat(player3)).toBe(true);
|
|
});
|
|
});
|