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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>
31 lines
1.2 KiB
TypeScript
31 lines
1.2 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import { GameMapImpl } from "engine/game/GameMap";
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describe("GameMap.tileStateBuffer", () => {
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it("returns a Uint16Array sized to width * height", () => {
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const map = new GameMapImpl(10, 8, new Uint8Array(10 * 8), 0);
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const buf = map.tileStateBuffer();
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expect(buf).toBeInstanceOf(Uint16Array);
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expect(buf.length).toBe(80);
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});
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it("returns a live reference — updateTile() mutates the same buffer", () => {
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const map = new GameMapImpl(4, 4, new Uint8Array(16), 0);
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const buf = map.tileStateBuffer();
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// Writes go through updateTile (packed uint32: high 16 bits = terrain byte, low 16 = state).
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map.updateTile(5, 0x00abcd);
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expect(buf[5]).toBe(0xabcd);
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});
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it("returns the same array on every call (zero-copy)", () => {
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const map = new GameMapImpl(4, 4, new Uint8Array(16), 0);
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expect(map.tileStateBuffer()).toBe(map.tileStateBuffer());
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});
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it("reflects ownerID writes in the low 12 bits of each cell", () => {
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const map = new GameMapImpl(4, 4, new Uint8Array(16), 0);
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map.setOwnerID(7, 0x123);
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expect(map.tileStateBuffer()[7] & 0xfff).toBe(0x123);
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});
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});
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