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>
66 lines
2.0 KiB
TypeScript
66 lines
2.0 KiB
TypeScript
import { beforeEach, describe, expect, test } from "vitest";
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import { PlayerExecution } from "engine/execution/PlayerExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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} from "engine/game/Game";
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import { setup } from "../../util/Setup";
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import { executeTicks } from "../../util/utils";
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let game: Game;
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let largePlayer: Player;
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let smallPlayer: Player;
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describe("PlayerExecution Annexation Bug", () => {
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beforeEach(async () => {
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game = await setup(
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"big_plains",
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{ infiniteGold: true, instantBuild: true },
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[
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new PlayerInfo("large", PlayerType.Human, "client1", "large_id"),
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new PlayerInfo("small", PlayerType.Human, "client2", "small_id"),
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],
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);
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largePlayer = game.player("large_id");
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smallPlayer = game.player("small_id");
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game.addExecution(new PlayerExecution(largePlayer));
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game.addExecution(new PlayerExecution(smallPlayer));
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});
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test("A large player is not reverse-annexed by surrounded smaller player", () => {
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// Cluster A
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smallPlayer.conquer(game.ref(50, 50));
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smallPlayer.conquer(game.ref(50, 51));
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smallPlayer.conquer(game.ref(51, 50));
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smallPlayer.conquer(game.ref(51, 51));
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// Cluster B
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smallPlayer.conquer(game.ref(10, 10));
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smallPlayer.conquer(game.ref(90, 90));
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// Larger player gets the rest
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game.map().forEachTile((tile) => {
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if (game.ownerID(tile) !== smallPlayer.smallID()) {
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largePlayer.conquer(tile);
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}
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});
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const initialLargeTiles = largePlayer.numTilesOwned();
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expect(largePlayer.numTilesOwned()).toBe(initialLargeTiles);
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expect(smallPlayer.numTilesOwned()).toBeGreaterThan(0);
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// Keep ticksPerClusterCalc and lastTileChange in mind
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executeTicks(game, 20);
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largePlayer.conquer(game.ref(49, 49));
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smallPlayer.conquer(game.ref(50, 50));
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// Annexation happens here
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executeTicks(game, 50);
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expect(largePlayer.numTilesOwned()).toBeGreaterThan(initialLargeTiles);
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expect(smallPlayer.numTilesOwned()).toBe(0);
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});
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});
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