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>
146 lines
4.6 KiB
TypeScript
146 lines
4.6 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import {
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ConnectedComponents,
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LAND_MARKER,
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} from "engine/pathfinding/algorithms/ConnectedComponents";
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import { createGameMap, createIslandMap, L, W } from "./_fixtures";
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// prettier-ignore
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const twoComponentsMapData = {
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width: 7, height: 5, grid: [
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W, W, L, L, L, W, W,
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W, W, L, L, L, W, W,
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W, W, L, L, L, W, W,
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W, W, L, L, L, W, W,
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W, W, L, L, L, W, W,
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],
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};
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describe("ConnectedComponents", () => {
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describe("getComponentId", () => {
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it("returns 0 before initialization", () => {
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const map = createGameMap(createIslandMap());
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const wc = new ConnectedComponents(map);
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// Water tile at (0,0) - should return 0 (not initialized)
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const waterTile = map.ref(0, 0);
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expect(wc.getComponentId(waterTile)).toBe(0);
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});
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it("returns same component ID for all water tiles in single connected area", () => {
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const map = createGameMap(createIslandMap());
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const wc = new ConnectedComponents(map);
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wc.initialize();
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const water1 = map.ref(0, 0);
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const water2 = map.ref(4, 0);
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const water3 = map.ref(0, 4);
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const water4 = map.ref(4, 4);
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expect(map.isWater(water1)).toBe(true);
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expect(map.isWater(water2)).toBe(true);
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expect(map.isWater(water3)).toBe(true);
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expect(map.isWater(water4)).toBe(true);
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const id1 = wc.getComponentId(water1);
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const id2 = wc.getComponentId(water2);
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const id3 = wc.getComponentId(water3);
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const id4 = wc.getComponentId(water4);
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expect(id1).toBe(1);
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expect(id2).toBe(id1);
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expect(id3).toBe(id1);
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expect(id4).toBe(id1);
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});
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it("returns different component IDs for disconnected water areas", () => {
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const map = createGameMap(twoComponentsMapData);
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const wc = new ConnectedComponents(map);
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wc.initialize();
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const leftWater1 = map.ref(0, 0);
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const leftWater2 = map.ref(1, 2);
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const rightWater1 = map.ref(5, 0);
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const rightWater2 = map.ref(6, 4);
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expect(map.isWater(leftWater1)).toBe(true);
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expect(map.isWater(leftWater2)).toBe(true);
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expect(map.isWater(rightWater1)).toBe(true);
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expect(map.isWater(rightWater2)).toBe(true);
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const leftId1 = wc.getComponentId(leftWater1);
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const leftId2 = wc.getComponentId(leftWater2);
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const rightId1 = wc.getComponentId(rightWater1);
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const rightId2 = wc.getComponentId(rightWater2);
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expect(leftId1).not.toBe(rightId1);
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expect(leftId1).toBe(leftId2);
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expect(leftId1).toBeGreaterThan(0);
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expect(leftId1).not.toBe(LAND_MARKER);
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expect(rightId1).toBe(rightId2);
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expect(rightId1).toBeGreaterThan(0);
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expect(rightId1).not.toBe(LAND_MARKER);
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});
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it("returns LAND_MARKER for land tiles", () => {
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const map = createGameMap(twoComponentsMapData);
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const wc = new ConnectedComponents(map);
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wc.initialize();
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const landTile1 = map.ref(2, 0);
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const landTile2 = map.ref(3, 2);
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const landTile3 = map.ref(4, 4);
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expect(map.isLand(landTile1)).toBe(true);
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expect(map.isLand(landTile2)).toBe(true);
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expect(map.isLand(landTile3)).toBe(true);
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expect(wc.getComponentId(landTile1)).toBe(LAND_MARKER);
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expect(wc.getComponentId(landTile2)).toBe(LAND_MARKER);
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expect(wc.getComponentId(landTile3)).toBe(LAND_MARKER);
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});
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});
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describe("determinism", () => {
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it("produces same component IDs on repeated initialization", () => {
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const map = createGameMap(twoComponentsMapData);
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const wc1 = new ConnectedComponents(map);
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const wc2 = new ConnectedComponents(map);
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wc1.initialize();
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wc2.initialize();
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// Check all tiles have same component ID
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for (let y = 0; y < 5; y++) {
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for (let x = 0; x < 7; x++) {
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const tile = map.ref(x, y);
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expect(wc1.getComponentId(tile)).toBe(wc2.getComponentId(tile));
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}
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}
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});
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});
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describe("direct terrain access optimization", () => {
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it("produces same results with accessTerrainDirectly=false", () => {
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const map = createGameMap(twoComponentsMapData);
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const wcDirect = new ConnectedComponents(map, true);
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const wcIndirect = new ConnectedComponents(map, false);
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wcDirect.initialize();
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wcIndirect.initialize();
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// Check all tiles have same component ID
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for (let y = 0; y < 5; y++) {
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for (let x = 0; x < 7; x++) {
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const tile = map.ref(x, y);
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expect(wcDirect.getComponentId(tile)).toBe(
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wcIndirect.getComponentId(tile),
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);
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}
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}
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});
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});
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});
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