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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>
100 lines
2.4 KiB
TypeScript
100 lines
2.4 KiB
TypeScript
import { PlayerInfo, PlayerType } from "engine/game/Game";
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describe("PlayerInfo", () => {
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describe("clanTag from explicit clanTag parameter", () => {
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test("should set clanTag from clanTag parameter", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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false,
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"abc",
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);
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expect(playerInfo.clanTag).toBe("abc");
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});
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test("should preserve already-uppercase clan tag", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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false,
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"CLAN",
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);
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expect(playerInfo.clanTag).toBe("CLAN");
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});
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test("should set clan to null when clanTag is not provided", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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);
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expect(playerInfo.clanTag).toBeNull();
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});
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test("should set clan to null when clanTag is null", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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false,
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null,
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);
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expect(playerInfo.clanTag).toBeNull();
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});
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test("should set clan to null when clanTag is undefined", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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false,
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undefined,
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);
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expect(playerInfo.clanTag).toBeNull();
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});
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});
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describe("displayName", () => {
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test("should construct display name with clan tag", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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false,
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"CLAN",
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);
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expect(playerInfo.displayName).toBe("[CLAN] PlayerName");
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});
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test("should return just name when no clan tag", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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);
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expect(playerInfo.displayName).toBe("PlayerName");
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});
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test("should preserve clan tag casing in display name", () => {
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const playerInfo = new PlayerInfo(
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"PlayerName",
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PlayerType.Human,
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null,
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"player_id",
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false,
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"abc",
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);
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expect(playerInfo.displayName).toBe("[abc] PlayerName");
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});
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});
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});
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