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>
139 lines
4.5 KiB
TypeScript
139 lines
4.5 KiB
TypeScript
import { beforeEach, describe, expect, it, vi } from "vitest";
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import { PublicLobbySocket } from "client/LobbySocket";
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import {
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PublicGameInfo,
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PublicGames,
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PublicGameType,
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} from "core-public/Schemas";
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function lobby(
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gameID: string,
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numClients: number,
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publicGameType: PublicGameType = "ffa",
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): PublicGameInfo {
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return { gameID, numClients, publicGameType };
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}
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function fullMessage(
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serverTime: number,
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games: Partial<Record<PublicGameType, PublicGameInfo[]>>,
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) {
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return JSON.stringify({
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type: "full",
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serverTime,
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games: { ffa: [], team: [], special: [], ...games },
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});
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}
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function countsMessage(serverTime: number, counts: Record<string, number>) {
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return JSON.stringify({ type: "counts", serverTime, counts });
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}
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function makeSocket() {
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const callback = vi.fn<(g: PublicGames) => void>();
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const socket = new PublicLobbySocket(callback);
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const dispatch = (data: string) => {
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(socket as any).handleMessage({ data } as MessageEvent);
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};
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return { socket, callback, dispatch };
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}
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describe("PublicLobbySocket.handleMessage", () => {
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beforeEach(() => {
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vi.spyOn(console, "error").mockImplementation(() => {});
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});
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it("delivers a full snapshot to the callback", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(
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fullMessage(1000, {
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ffa: [lobby("g1", 3)],
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team: [lobby("g2", 5, "team")],
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}),
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);
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expect(callback).toHaveBeenCalledTimes(1);
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const arg = callback.mock.calls[0][0];
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expect(arg.serverTime).toBe(1000);
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expect(arg.games.ffa).toEqual([lobby("g1", 3)]);
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expect(arg.games.team).toEqual([lobby("g2", 5, "team")]);
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});
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it("patches numClients onto the last full snapshot when counts arrives", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(fullMessage(1000, { ffa: [lobby("g1", 3), lobby("g2", 4)] }));
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callback.mockClear();
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dispatch(countsMessage(1500, { g1: 7, g2: 4 }));
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expect(callback).toHaveBeenCalledTimes(1);
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const arg = callback.mock.calls[0][0];
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expect(arg.serverTime).toBe(1500);
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expect(arg.games.ffa).toEqual([lobby("g1", 7), lobby("g2", 4)]);
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// Static fields (gameConfig, startsAt, publicGameType) survive the patch.
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expect(arg.games.ffa?.[0].publicGameType).toBe("ffa");
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});
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it("ignores counts arriving before any full snapshot", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(countsMessage(1000, { g1: 5 }));
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expect(callback).not.toHaveBeenCalled();
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});
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it("leaves lobbies whose gameID is absent from counts unchanged", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(fullMessage(1000, { ffa: [lobby("g1", 3), lobby("g2", 4)] }));
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callback.mockClear();
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dispatch(countsMessage(1500, { g1: 9 }));
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const arg = callback.mock.calls[0][0];
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expect(arg.games.ffa).toEqual([lobby("g1", 9), lobby("g2", 4)]);
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});
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it("applies consecutive counts deltas on top of the merged state", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(fullMessage(1000, { ffa: [lobby("g1", 1)] }));
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dispatch(countsMessage(1500, { g1: 2 }));
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dispatch(countsMessage(2000, { g1: 3 }));
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expect(callback).toHaveBeenCalledTimes(3);
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expect(callback.mock.calls[2][0].games.ffa).toEqual([lobby("g1", 3)]);
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expect(callback.mock.calls[2][0].serverTime).toBe(2000);
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});
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it("replaces lobby set when a fresh full snapshot arrives", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(fullMessage(1000, { ffa: [lobby("g1", 3)] }));
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dispatch(fullMessage(2000, { ffa: [lobby("g2", 5)] }));
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const arg = callback.mock.calls[1][0];
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expect(arg.games.ffa).toEqual([lobby("g2", 5)]);
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expect(arg.serverTime).toBe(2000);
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});
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it("does not call the callback on malformed JSON", () => {
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const { callback, dispatch } = makeSocket();
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dispatch("not json");
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expect(callback).not.toHaveBeenCalled();
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});
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it("does not call the callback on schema-invalid messages", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(JSON.stringify({ type: "bogus", serverTime: 1 }));
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expect(callback).not.toHaveBeenCalled();
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});
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it("does not mutate the previously-delivered snapshot when applying counts", () => {
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const { callback, dispatch } = makeSocket();
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dispatch(fullMessage(1000, { ffa: [lobby("g1", 3)] }));
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const prevSnapshot = callback.mock.calls[0][0];
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const prevFfa = prevSnapshot.games.ffa;
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dispatch(countsMessage(1500, { g1: 99 }));
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expect(prevSnapshot.serverTime).toBe(1000);
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expect(prevFfa).toEqual([lobby("g1", 3)]);
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});
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});
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