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>
78 lines
1.8 KiB
TypeScript
78 lines
1.8 KiB
TypeScript
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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import { startPolling } from "server/PollingLoop";
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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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}),
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},
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}));
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describe("PollingLoop", () => {
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beforeEach(() => {
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vi.useFakeTimers();
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});
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afterEach(() => {
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vi.restoreAllMocks();
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});
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it("should not start the next task until the previous one completes", async () => {
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let taskCallCount = 0;
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let resolveTask: ((value?: void) => void) | undefined;
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const task = vi.fn().mockImplementation(() => {
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taskCallCount++;
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return new Promise<void>((resolve) => {
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resolveTask = resolve;
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});
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});
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startPolling(task, 100);
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// Initial call
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expect(taskCallCount).toBe(1);
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// Advance time past the interval - should NOT trigger next call yet
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await vi.advanceTimersByTimeAsync(200);
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expect(taskCallCount).toBe(1);
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// Resolve the first task
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if (resolveTask) resolveTask();
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// Wait for microtasks (promise callbacks, finally block) to run
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await new Promise(process.nextTick);
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// NOW advance time to trigger the scheduled continuation
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await vi.advanceTimersByTimeAsync(100);
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expect(taskCallCount).toBe(2);
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});
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it("should continue polling even if a task fails", async () => {
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let taskCallCount = 0;
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const task = vi.fn().mockImplementation(async () => {
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taskCallCount++;
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if (taskCallCount === 1) {
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throw new Error("Task failed");
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}
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});
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startPolling(task, 100);
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// First call
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expect(taskCallCount).toBe(1);
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// Wait for rejection and finally block
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await new Promise(process.nextTick);
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await new Promise(process.nextTick);
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// Advance time
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await vi.advanceTimersByTimeAsync(100);
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// Second call
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expect(taskCallCount).toBe(2);
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});
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});
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