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>
97 lines
2.6 KiB
TypeScript
97 lines
2.6 KiB
TypeScript
import { WarshipSelectionController } from "client/controllers/WarshipSelectionController";
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import { UnitSelectionEvent } from "client/InputHandler";
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describe("WarshipSelectionController", () => {
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let game: any;
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let eventBus: any;
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let transformHandler: any;
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let view: any;
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beforeEach(() => {
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game = {
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width: () => 100,
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height: () => 100,
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config: () => ({
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theme: () => ({
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territoryColor: () => ({
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lighten: () => ({ alpha: () => ({ toRgbString: () => "#fff" }) }),
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}),
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}),
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}),
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x: () => 10,
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y: () => 10,
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unitInfo: () => ({ maxHealth: 10, constructionDuration: 5 }),
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myPlayer: () => ({ id: () => 1 }),
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ticks: () => 1,
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updatesSinceLastTick: () => undefined,
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};
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eventBus = { on: vi.fn() };
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transformHandler = {};
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view = { setSelectedUnits: vi.fn() };
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});
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it("tracks the selected unit on single-unit selection (rendering is WebGL)", () => {
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const ui = new WarshipSelectionController(
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game,
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eventBus,
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transformHandler,
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view,
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);
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const unit = {
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id: () => 1,
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type: () => "Warship",
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isActive: () => true,
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tile: () => ({}),
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owner: () => ({}),
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};
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const event = { isSelected: true, unit };
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ui["onUnitSelection"](event as UnitSelectionEvent);
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// selectedUnit is held for game-logic callers (the click handlers). The
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// visual selection box is drawn by WebGL SelectionBoxPass — wired from
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// ClientGameRunner via view.setSelectedUnits([unit.id()]).
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expect(ui["selectedUnit"]).toBe(unit);
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});
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it("clears selection on deselect", () => {
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const ui = new WarshipSelectionController(
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game,
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eventBus,
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transformHandler,
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view,
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);
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const unit = {
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id: () => 1,
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type: () => "Warship",
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isActive: () => true,
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tile: () => ({}),
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owner: () => ({}),
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};
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ui["onUnitSelection"]({ isSelected: true, unit } as UnitSelectionEvent);
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ui["onUnitSelection"]({
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isSelected: false,
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unit: null,
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} as unknown as UnitSelectionEvent);
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expect(ui["selectedUnit"]).toBeNull();
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});
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it("tracks multi-selection list", () => {
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const ui = new WarshipSelectionController(
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game,
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eventBus,
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transformHandler,
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view,
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);
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const units = [
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{ id: () => 1, isActive: () => true },
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{ id: () => 2, isActive: () => true },
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];
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ui["onUnitSelection"]({
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isSelected: true,
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unit: null,
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units,
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} as unknown as UnitSelectionEvent);
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expect(ui["multiSelectedWarships"]).toEqual(units);
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expect(ui["selectedUnit"]).toBeNull();
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});
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});
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