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>
119 lines
3.3 KiB
TypeScript
119 lines
3.3 KiB
TypeScript
import EventEmitter from "events";
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import { describe, expect, it, vi } from "vitest";
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import { MasterLobbyService } from "server/MasterLobbyService";
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import { ServerEnv } from "server/ServerEnv";
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vi.mock("server/Logger", () => ({
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logger: {
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child: () => ({
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error: vi.fn(),
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info: vi.fn(),
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}),
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},
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}));
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vi.mock("server/PollingLoop", () => ({
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startPolling: vi.fn(),
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}));
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function createMockWorker(): EventEmitter {
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const emitter = new EventEmitter();
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(emitter as any).send = vi.fn();
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return emitter;
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}
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function sendWorkerReady(worker: EventEmitter, workerId: number) {
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worker.emit("message", { type: "workerReady", workerId });
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}
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function createService(numWorkers: number): MasterLobbyService {
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vi.spyOn(ServerEnv, "numWorkers").mockReturnValue(numWorkers);
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const log = { info: vi.fn(), error: vi.fn() } as any;
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return new MasterLobbyService({} as any, log);
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}
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function startAllWorkers(
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service: MasterLobbyService,
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count: number,
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): { id: number; w: EventEmitter }[] {
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const workers = Array.from({ length: count }, (_, i) => {
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const id = i + 1;
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const w = createMockWorker();
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service.registerWorker(id, w as any);
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return { id, w };
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});
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for (const { w, id } of workers) {
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sendWorkerReady(w, id);
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}
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return workers;
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}
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describe("MasterLobbyService.isHealthy", () => {
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it("unhealthy before any workers register", () => {
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const service = createService(4);
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expect(service.isHealthy()).toBe(false);
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});
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it("unhealthy when workers registered but not ready", () => {
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const service = createService(2);
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service.registerWorker(1, createMockWorker() as any);
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expect(service.isHealthy()).toBe(false);
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});
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it("unhealthy when only some workers are ready (server not started)", () => {
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const service = createService(4);
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// 1 of 4 ready -- not enough to flip `started`
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const w1 = createMockWorker();
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service.registerWorker(1, w1 as any);
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sendWorkerReady(w1, 1);
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expect(service.isHealthy()).toBe(false);
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});
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it("healthy once all workers are ready", () => {
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const service = createService(2);
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startAllWorkers(service, 2);
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expect(service.isHealthy()).toBe(true);
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});
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it("stays healthy after a single worker crash", () => {
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const service = createService(4);
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startAllWorkers(service, 4);
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service.removeWorker(4); // 3 of 4 left, threshold is 2
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expect(service.isHealthy()).toBe(true);
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});
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it("goes unhealthy when too many workers crash", () => {
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const service = createService(4);
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startAllWorkers(service, 4);
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service.removeWorker(2);
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service.removeWorker(3);
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service.removeWorker(4); // 1 of 4 left, threshold is 2
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expect(service.isHealthy()).toBe(false);
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});
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it("single-worker setup goes unhealthy on crash", () => {
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const service = createService(1);
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startAllWorkers(service, 1);
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expect(service.isHealthy()).toBe(true);
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service.removeWorker(1);
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expect(service.isHealthy()).toBe(false);
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});
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it("odd worker count: threshold rounds up (3 workers)", () => {
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const service = createService(3);
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startAllWorkers(service, 3);
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// min = 3/2 = 1.5, so 2 ready is enough, 1 is not
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service.removeWorker(3);
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expect(service.isHealthy()).toBe(true);
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service.removeWorker(2);
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expect(service.isHealthy()).toBe(false);
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});
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});
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