Connect typed Homeworld custody, transport, battle, income, revival and Caladan reinforcement flows with private multiplayer recovery and controls. Preserve the optimized test workflow and keep unfinished rules modes gated. Verified with 3682 offline tests, typecheck, lint, production build and 40 HTTP tests; existing saved games remain unchanged.
103 lines
6.5 KiB
Markdown
103 lines
6.5 KiB
Markdown
# Development workflow
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Start with [README](../README.md) for installation and saved-game behavior and
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[AGENTS.md](../AGENTS.md) for project invariants. This page is a navigation and
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verification guide, not a second implementation-status log.
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## Architecture map
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| Concern | Entry points |
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| ---------------------------------- | -------------------------------------------------------------------------------------------------- |
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| Authoritative state and actions | `game/engine.ts`: `Game`, `applyAction`, `viewGame`, `normalizeAutomaticGame` |
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| Rule validation and calculations | Feature modules in `game/`; `*-quote.ts` modules compute validated outcomes before mutation |
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| AI | `game/bots.ts`: `botActions`, `runBots`; `game/bot-*.ts` and shared rule modules |
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| Persistence, concurrency, recovery | `db/rooms.ts`; D1 schema in `db/schema.ts`, additive SQL in `drizzle/` |
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| HTTP and session boundary | `app/api/rooms/route.ts`, `app/api/rooms/[code]/route.ts`, `app/api/rooms/[code]/control/route.ts` |
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| Table UI | `components/game-table.tsx` orchestrates feature components; `app/page.tsx` is the route entry |
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| Client request/retry state | `lib/client-request.ts`, `lib/room-entry.ts`, `lib/seat-recovery.ts` |
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| Player reference and evidence | `game/reference.ts`, `game/faction-reference.ts`, `app/rules/`; feature docs in `docs/` |
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| Tooling | `package.json`, `tools/test.ts`, `tools/test-discovery.ts`, `vite.config.ts` |
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For a rule change, locate its helper, engine action/continuation, projected player
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view, bot policy, UI and existing tests before editing. Keep server legality
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authoritative and reuse helpers across those consumers. Test rejection without
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mutation, physical resource conservation, interrupted decisions and saved JSON
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restoration where relevant. See `tests/fixture-hand.ts` for physical card fixtures.
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## Fast feedback
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```sh
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# Inspect selection without loading the engine or starting a server.
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npm test -- ecaz-collection ecaz-spice --list
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# Run related files, optionally narrowing test names.
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npm test -- ecaz-collection ecaz-spice
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npm test -- ecaz-spice --name 'fallback|conserves'
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# Broad offline validation once the change is coherent.
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npm run check
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# App, build configuration or dependency changes also need a production build.
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npm run build
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```
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| Command | Scope | Live server? |
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| -------------------------- | --------------------------------------------------------------------------------- | ------------ |
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| `npm test` | All offline tests: rules, bots, client/components, tooling and in-memory recovery | No |
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| `npm run test:unit` | Rules, bots, client/components and tooling | No |
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| `npm run test:recovery` | In-memory SQLite persistence and recovery | No |
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| `npm run test:integration` | Explicitly marked HTTP/session tests | Yes |
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| `npm run test:multiplayer` | Recovery plus HTTP tests; preserves the previous command's scope | Yes |
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| `npm run test:all` | Every discovered test | Yes |
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| `npm run check` | Typecheck, lint, then all offline tests | No |
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All test commands accept filename fragments, `--list`, `--name REGEX`, and
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`--concurrency NUMBER` after npm's `--`. Filename filters are literal substring
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matches, combined with OR; every supplied filter must match its selected suite.
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Name patterns are Node test-runner regular expressions and may skip every case,
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so check the reported results when using them.
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The runner discovers `tests/**/*.test.{ts,tsx,mts,js,mjs}` recursively and sorts
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the paths. New offline tests require no manifest entry. HTTP files carry the
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first-line annotation `// @dune-suite integration`; in-memory recovery tests
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are identified by their single-line `node:sqlite` import. A file referencing
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`process.env.DUNE_TEST_URL` without the HTTP annotation fails discovery. Tests
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that introduce a different network helper must also carry the HTTP annotation.
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The default offline suite includes every test without that annotation regardless
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of its unit/recovery classification.
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Offline test files run in isolated processes with at most four workers, avoiding
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Node's machine-sized default on large hosts. Suites containing HTTP tests default
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to one worker to avoid competing for the same development Worker. The launcher
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uses `node --import tsx`, which avoids the tsx CLI's extra IPC listener. The exact
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tsx version is declared directly and locked for clean installs.
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## HTTP testing and stored games
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Start the existing development environment with `npm run db:local`, then
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`npm run dev`. Reuse a server already serving this checkout. Tests default to
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`http://localhost:3000`; `DUNE_TEST_URL` can select a dedicated test server:
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```sh
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DUNE_TEST_URL=http://localhost:3000 npm run test:integration
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```
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The runner checks server availability before starting any selected HTTP suite.
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HTTP tests create their own rooms in that server's database; use a development
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or dedicated test instance. In-memory recovery tests execute production room
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code and migrations against disposable SQLite databases and do not touch
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`.wrangler/state`. Preserve that directory and existing human games.
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## Keeping future changes small
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TypeScript keeps incremental metadata under `node_modules/.cache/dune/`; build
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outputs and Wrangler state are excluded from typechecking. `*.tsbuildinfo` and
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patch backups are ignored. Git history preserves prior source versions.
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Use feature docs for rule decisions and evidence, and keep new evidence concise.
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The large [implementation status](IMPLEMENTATION_STATUS.md) log contains historical
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checkpoints; a previous green count is not proof that the current source passes.
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Full AI studies and browser acceptance belong to changes in their respective
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behavior, not every edit. Runtime optimizations should follow a measured bottleneck
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and retain legality, secrecy and saved-game invariants.
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