mirror of
https://github.com/openfrontio/OpenFrontIO.git
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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>
245 lines
6.0 KiB
TypeScript
245 lines
6.0 KiB
TypeScript
import { TileRef } from "engine/game/GameMap.js";
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import { PathFinding } from "engine/pathfinding/PathFinder.js";
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import { SteppingPathFinder } from "engine/pathfinding/types.js";
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import { DebugSpan } from "engine/utilities/DebugSpan.js";
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import { getAdapter } from "../../utils.js";
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import { COMPARISON_ADAPTERS, loadMap } from "./maps.js";
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// Primary result with debug info
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interface PrimaryResult {
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path: Array<[number, number]> | null;
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length: number;
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time: number;
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debug: {
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nodePath: Array<[number, number]> | null;
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initialPath: Array<[number, number]> | null;
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cachedSegmentsUsed: number | null;
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timings: Record<string, number>;
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};
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}
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// Comparison result (path + timing only)
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interface ComparisonResult {
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adapter: string;
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path: Array<[number, number]> | null;
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length: number;
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time: number;
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}
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export interface PathfindResult {
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primary: PrimaryResult;
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comparisons: ComparisonResult[];
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}
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// Cache adapters per map
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const adapterCache = new Map<
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string,
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Map<string, SteppingPathFinder<TileRef>>
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>();
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/**
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* Get or create an adapter for a map
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*/
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function getOrCreateAdapter(
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mapName: string,
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adapterName: string,
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game: any,
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): SteppingPathFinder<TileRef> {
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if (!adapterCache.has(mapName)) {
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adapterCache.set(mapName, new Map());
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}
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const mapAdapters = adapterCache.get(mapName)!;
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if (!mapAdapters.has(adapterName)) {
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mapAdapters.set(adapterName, getAdapter(game, adapterName));
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}
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return mapAdapters.get(adapterName)!;
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}
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/**
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* Convert TileRef array to coordinate array
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*/
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function pathToCoords(
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path: TileRef[] | null,
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game: any,
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): Array<[number, number]> | null {
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if (!path) return null;
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return path.map((tile) => [game.x(tile), game.y(tile)]);
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}
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/**
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* Extract timings from DebugSpan hierarchy
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* Flattens nested spans into { spanName: duration } format
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*/
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function extractTimings(span: {
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name: string;
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duration?: number;
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children: any[];
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}): Record<string, number> {
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const timings: Record<string, number> = {};
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if (span.duration !== undefined) {
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timings[span.name] = span.duration;
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}
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for (const child of span.children) {
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Object.assign(timings, extractTimings(child));
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}
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return timings;
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}
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/**
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* Compute primary path using PathFinding.Water with debug info
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*/
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function computePrimaryPath(
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game: any,
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fromRef: TileRef,
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toRef: TileRef,
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): PrimaryResult {
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const miniMap = game.miniMap();
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// Use standard PathFinding.Water
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const pf = PathFinding.Water(game);
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// Enable DebugSpan to capture internal state
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DebugSpan.enable();
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const path = pf.findPath(fromRef, toRef);
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// Get span data and disable
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const span = DebugSpan.getLastSpan();
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DebugSpan.disable();
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// Convert node path (miniMap coords) to full map coords
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let nodePath: Array<[number, number]> | null = null;
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const spanNodePath = span?.data?.nodePath as TileRef[] | undefined;
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if (spanNodePath) {
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nodePath = spanNodePath.map((tile: TileRef) => {
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const x = miniMap.x(tile) * 2;
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const y = miniMap.y(tile) * 2;
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return [x, y] as [number, number];
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});
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}
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// Convert initialPath (miniMap TileRefs) to full map coords
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let initialPath: Array<[number, number]> | null = null;
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const spanInitialPath = span?.data?.initialPath as TileRef[] | undefined;
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if (spanInitialPath) {
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initialPath = spanInitialPath.map((tile: TileRef) => {
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const x = miniMap.x(tile) * 2;
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const y = miniMap.y(tile) * 2;
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return [x, y] as [number, number];
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});
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}
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let cachedSegmentsUsed: number | null = null;
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if (span?.data?.cachedSegmentsUsed !== undefined) {
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cachedSegmentsUsed = span.data.cachedSegmentsUsed as number;
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}
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// Extract timings from span hierarchy
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const timings = span ? extractTimings(span) : {};
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return {
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path: pathToCoords(path, game),
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length: path ? path.length : 0,
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time: timings["hpa:findPath"] || 0,
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debug: {
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nodePath,
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initialPath,
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cachedSegmentsUsed,
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timings,
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},
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};
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}
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/**
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* Compute comparison path using adapter
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*/
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function computeComparisonPath(
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adapter: SteppingPathFinder<TileRef>,
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game: any,
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fromRef: TileRef,
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toRef: TileRef,
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adapterName: string,
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): ComparisonResult {
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const start = performance.now();
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const path = adapter.findPath(fromRef, toRef);
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const time = performance.now() - start;
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return {
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adapter: adapterName,
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path: pathToCoords(path, game),
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length: path ? path.length : 0,
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time,
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};
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}
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/**
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* Compute pathfinding between two points
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*/
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export async function computePath(
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mapName: string,
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from: [number, number],
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to: [number, number],
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options: { adapters?: string[] } = {},
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): Promise<PathfindResult> {
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const { game } = await loadMap(mapName);
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// Convert coordinates to TileRefs
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const fromRef = game.ref(from[0], from[1]);
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const toRef = game.ref(to[0], to[1]);
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// Validate that both points are water tiles
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if (!game.isWater(fromRef)) {
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throw new Error(`Start point (${from[0]}, ${from[1]}) is not water`);
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}
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if (!game.isWater(toRef)) {
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throw new Error(`End point (${to[0]}, ${to[1]}) is not water`);
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}
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// Compute primary path (PathFinding.Water with debug)
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const primary = computePrimaryPath(game, fromRef, toRef);
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// Compute comparison paths
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const selectedAdapters = options.adapters ?? COMPARISON_ADAPTERS;
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const comparisons: ComparisonResult[] = [];
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for (const adapterName of selectedAdapters) {
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if (!COMPARISON_ADAPTERS.includes(adapterName)) {
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console.warn(`Unknown adapter: ${adapterName}, skipping`);
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continue;
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}
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try {
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const adapter = getOrCreateAdapter(mapName, adapterName, game);
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const result = computeComparisonPath(
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adapter,
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game,
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fromRef,
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toRef,
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adapterName,
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);
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comparisons.push(result);
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} catch (error) {
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console.error(`Error with adapter ${adapterName}:`, error);
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comparisons.push({
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adapter: adapterName,
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path: null,
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length: 0,
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time: 0,
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});
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}
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}
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return { primary, comparisons };
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}
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/**
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* Clear pathfinding adapter caches
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*/
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export function clearAdapterCaches() {
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adapterCache.clear();
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}
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