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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>
89 lines
2.5 KiB
TypeScript
89 lines
2.5 KiB
TypeScript
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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vi.mock("core-public/Schemas", async () => {
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const actual = (await vi.importActual("core-public/Schemas")) as any;
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return {
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...actual,
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GameStartInfoSchema: {
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safeParse: (data: any) => ({ success: true, data: data }),
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},
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ServerPrestartMessageSchema: {
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safeParse: (data: any) => ({ success: true, data: data }),
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},
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};
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});
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import { GameType } from "engine/game/Game";
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import { GameServer } from "server/GameServer";
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describe("GameLifecycle", () => {
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let mockLogger: any;
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beforeEach(() => {
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vi.useFakeTimers();
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mockLogger = {
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child: vi.fn().mockReturnThis(),
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info: vi.fn(),
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warn: vi.fn(),
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error: vi.fn(),
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};
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});
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afterEach(() => {
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vi.restoreAllMocks();
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vi.clearAllTimers();
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});
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it("should not start turn interval if game has ended", async () => {
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const game = new GameServer("test-game", mockLogger, Date.now(), {
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gameType: GameType.Private,
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} as any);
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// Call end() first - this should set _hasEnded
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await game.end();
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// Now call start() - this should be a no-op due to our fix
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game.start();
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// Check if the interval ID is set (it shouldn't be)
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expect((game as any).endTurnIntervalID).toBeUndefined();
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// Check if _hasStarted remained false (or at least no interval was created)
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expect(game.hasStarted()).toBe(false);
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});
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it("should clear turn interval and set _hasEnded on end()", async () => {
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// We need to initialize the game such that start() can succeed
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const game = new GameServer("test-game", mockLogger, Date.now(), {
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gameType: GameType.Private,
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gameMap: "plains",
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gameMapSize: 100,
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} as any);
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// Manually trigger prestart to fulfill some internal checks if necessary
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game.prestart();
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// start() should create the interval
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game.start();
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expect((game as any).endTurnIntervalID).toBeDefined();
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// end() should clear it
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await game.end();
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expect((game as any).endTurnIntervalID).toBeUndefined();
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expect((game as any)._hasEnded).toBe(true);
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});
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it("should be resilient to multiple end() calls", async () => {
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const game = new GameServer("test-game", mockLogger, Date.now(), {
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gameType: GameType.Private,
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} as any);
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await game.end();
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expect((game as any)._hasEnded).toBe(true);
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// Should not throw or crash
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await expect(game.end()).resolves.toBeUndefined();
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expect((game as any)._hasEnded).toBe(true);
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});
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});
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