Files
OpenFrontIO/tests/server/PollingLoop.test.ts
T
Evan Pelle a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
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>
2026-06-10 16:51:03 +00:00

78 lines
1.8 KiB
TypeScript

import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
import { startPolling } from "server/PollingLoop";
vi.mock("server/Logger", () => ({
logger: {
child: () => ({
error: vi.fn(),
}),
},
}));
describe("PollingLoop", () => {
beforeEach(() => {
vi.useFakeTimers();
});
afterEach(() => {
vi.restoreAllMocks();
});
it("should not start the next task until the previous one completes", async () => {
let taskCallCount = 0;
let resolveTask: ((value?: void) => void) | undefined;
const task = vi.fn().mockImplementation(() => {
taskCallCount++;
return new Promise<void>((resolve) => {
resolveTask = resolve;
});
});
startPolling(task, 100);
// Initial call
expect(taskCallCount).toBe(1);
// Advance time past the interval - should NOT trigger next call yet
await vi.advanceTimersByTimeAsync(200);
expect(taskCallCount).toBe(1);
// Resolve the first task
if (resolveTask) resolveTask();
// Wait for microtasks (promise callbacks, finally block) to run
await new Promise(process.nextTick);
// NOW advance time to trigger the scheduled continuation
await vi.advanceTimersByTimeAsync(100);
expect(taskCallCount).toBe(2);
});
it("should continue polling even if a task fails", async () => {
let taskCallCount = 0;
const task = vi.fn().mockImplementation(async () => {
taskCallCount++;
if (taskCallCount === 1) {
throw new Error("Task failed");
}
});
startPolling(task, 100);
// First call
expect(taskCallCount).toBe(1);
// Wait for rejection and finally block
await new Promise(process.nextTick);
await new Promise(process.nextTick);
// Advance time
await vi.advanceTimersByTimeAsync(100);
// Second call
expect(taskCallCount).toBe(2);
});
});