Files
Dune/docs/DEVELOPMENT.md
T
Quintine 5a76ae0410 Connect genuine Ix expansion setup to playable prototypes
Add an offline Ix initializer through the real setup pipeline, supporting Basic
and Advanced play, base factions, Ixians and Tleilaxu with the full 47-card deck
and 22-card spice deck. Preserve all normal start and publication gates.

Add a reusable local prototype starter: back up the named fresh ready lobby,
initialize it once by exact version/state comparison and preserve seat/recovery
tables and other rooms. Update the existing checklist with a separate prototype
stage and document functional scope, source interpretations and later refinement.

Six new tests cover all-profile private setup, exact typed starting forces,
Face Dancer/treachery custody, JSON continuation, two fixed-seed complete games
and local SQLite write/rejection boundaries. Independent review caught a missing
JSON version update, now fixed and covered; focused checking fixed one test typing
error before the stable broad check. No new rule interpretation was introduced.

Validation: types, lint and 4,211 offline tests passed (123.237s); production build
passed (6.543s); all 40 HTTP tests passed (23.578s). Source-bound report:
20260913-ix-prototype-final/report.json, fingerprint
3b8f295593bcb314bb72308d81739006b11d949d1e5906dbf6ce0704b15ebd72.

Browser W5LE6VFB: human Ixian + Medium Tleilaxu + Hard Atreides from genuine
setup, private starting-card refresh, Weather Control, mobile stronghold placement,
then owned Brutal autopilot. Atreides won on turn 1; this short complete journey
is not proof of every card or faction interaction. Finished private hand restored
at phone width; expanded Poison Tooth was readable. Fixed-seed offline games
2026091301 (Basic) and 2026091302 (Advanced) both completed with both Ix factions.

All 64 opening room versions/hashes are unchanged. One browser room and 30 HTTP
rooms were added, totaling 95. Reused the running server; no restart or automation.

Aggregate goal counters: 59,524,858 to 59,976,567 at completed verification,
451,709 tokens before final Git overhead. Two bounded workhorse helpers handled
inventory/tests and independent review; one stable full check/build/HTTP run.
Full game scope remains active and unfinished; future work prioritizes missing
functional prototypes before exhaustive refinement and final acceptance.
2026-09-13 12:17:33 +10:00

7.0 KiB

Development workflow

Start with README for installation and saved-game behavior and AGENTS.md for project invariants. This page is a navigation and verification guide, not a second implementation-status log.

Start with current status and rule decisions. Use repeatable verification for compact source-bound logs, private saved-game backups/comparisons and HTTP seat restoration. The three-milestone pilot records measurement limits. Use the Ix prototype workflow to connect a fresh local ready lobby to genuine expansion setup with a private backup and preserved sessions. It does not open normal mode gates or require restarting the server.

Architecture map

Concern Entry points
Authoritative state and actions game/engine.ts: Game, applyAction, viewGame, normalizeAutomaticGame
Rule validation and calculations Feature modules in game/; *-quote.ts modules compute validated outcomes before mutation
AI game/bots.ts: botActions, runBots; game/bot-*.ts and shared rule modules
Persistence, concurrency, recovery db/rooms.ts; D1 schema in db/schema.ts, additive SQL in drizzle/
HTTP and session boundary app/api/rooms/route.ts, app/api/rooms/[code]/route.ts, app/api/rooms/[code]/control/route.ts
Table UI components/game-table.tsx orchestrates feature components; app/page.tsx is the route entry
Client request/retry state lib/client-request.ts, lib/room-entry.ts, lib/seat-recovery.ts
Player reference and evidence game/reference.ts, game/faction-reference.ts, app/rules/; feature docs in docs/
Tooling package.json, tools/test.ts, tools/test-discovery.ts, vite.config.ts

For a rule change, locate its helper, engine action/continuation, projected player view, bot policy, UI and existing tests before editing. Keep server legality authoritative and reuse helpers across those consumers. Test rejection without mutation, physical resource conservation, interrupted decisions and saved JSON restoration where relevant. See tests/fixture-hand.ts for physical card fixtures.

Fast feedback

# Inspect selection without loading the engine or starting a server.
npm test -- ecaz-collection ecaz-spice --list

# Run related files, optionally narrowing test names.
npm test -- ecaz-collection ecaz-spice
npm test -- ecaz-spice --name 'fallback|conserves'

# Broad offline validation once the change is coherent.
npm run check

# App, build configuration or dependency changes also need a production build.
npm run build
Command Scope Live server?
npm test All offline tests: rules, bots, client/components, tooling and in-memory recovery No
npm run test:unit Rules, bots, client/components and tooling No
npm run test:recovery In-memory SQLite persistence and recovery No
npm run test:integration Explicitly marked HTTP/session tests Yes
npm run test:multiplayer Recovery plus HTTP tests; preserves the previous command's scope Yes
npm run test:all Every discovered test Yes
npm run check Typecheck, lint, then all offline tests No

All test commands accept filename fragments, --list, --name REGEX, and --concurrency NUMBER after npm's --. Filename filters are literal substring matches, combined with OR; every supplied filter must match its selected suite. Name patterns are Node test-runner regular expressions and may skip every case, so check the reported results when using them.

The runner discovers tests/**/*.test.{ts,tsx,mts,js,mjs} recursively and sorts the paths. New offline tests require no manifest entry. HTTP files carry the first-line annotation // @dune-suite integration; in-memory recovery tests are identified by their single-line node:sqlite import. A file referencing process.env.DUNE_TEST_URL without the HTTP annotation fails discovery. Tests that introduce a different network helper must also carry the HTTP annotation. The default offline suite includes every test without that annotation regardless of its unit/recovery classification.

Offline test files run in isolated processes with at most four workers, avoiding Node's machine-sized default on large hosts. Suites containing HTTP tests default to one worker to avoid competing for the same development Worker. The launcher uses node --import tsx, which avoids the tsx CLI's extra IPC listener. The exact tsx version is declared directly and locked for clean installs.

HTTP testing and stored games

Start the existing development environment with npm run db:local, then npm run dev. Reuse a server already serving this checkout. Tests default to http://localhost:3000; DUNE_TEST_URL can select a dedicated test server:

DUNE_TEST_URL=http://localhost:3000 npm run test:integration

The runner checks server availability before starting any selected HTTP suite. HTTP tests create their own rooms in that server's database; use a development or dedicated test instance. In-memory recovery tests execute production room code and migrations against disposable SQLite databases and do not touch .wrangler/state. Preserve that directory and existing human games.

Keeping future changes small

TypeScript keeps incremental metadata under node_modules/.cache/dune/; build outputs and Wrangler state are excluded from typechecking. *.tsbuildinfo and patch backups are ignored. Git history preserves prior source versions.

Use feature docs for rule decisions and evidence, and keep new evidence concise. The large implementation status log contains historical checkpoints; a previous green count is not proof that the current source passes. Full AI studies and browser acceptance belong to changes in their respective behavior, not every edit. Runtime optimizations should follow a measured bottleneck and retain legality, secrecy and saved-game invariants.