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item.md
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# Chat Grid Item System Plan
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## Goals
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- Add world items without hard-coding every new feature.
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- Start with `radio_station` as the first real item type.
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- Keep design compatible with future carry/use/object mechanics.
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## Commands (V1)
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- `A`: Add-item mode.
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- Opens list of available item types.
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- `Enter` places selected type on current square.
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- `O`: Edit item properties on current square.
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- If one item on square: open property edit mode for that item.
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- If multiple items: open selector first, then property edit.
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- `U`: Use item on current square (or held item if carrying one).
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- If multiple usable items are available, open selector first.
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- V1 behavior: implemented for `dice`; `radio_station` is configurable but not "used" yet.
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- `Shift+U`: List connected users (moves old `U` users-list behavior here).
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- `I`: Locate nearest item (name/type, distance, direction, coordinates).
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- `Shift+I`: List items mode (nearest-first; arrows navigate; `Enter` focuses/moves, same pattern as user list).
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- `D`: Carry/drop toggle.
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- If not carrying: pick up one item from current square.
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- If carrying: drop held item on current square.
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- If multiple items exist on square, open short selector first.
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- `Shift+D`: Delete item on current square.
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- If multiple items, open selector first, then delete selected item.
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## Add Flow Options
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- Option 1: Add with required properties immediately.
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- Pros: item is valid at creation time.
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- Cons: slower flow due to prompts.
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- Option 2: Add placeholder first, then edit with `O`. (Recommended for V1)
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- Pros: faster placement, cleaner keyboard flow, scales to many item types.
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- Cons: requires incomplete-item handling.
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### Recommended V1 behavior
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- `A` places item immediately with defaults.
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- `radio_station` defaults:
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- `title`: `New station`
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- `params.streamUrl`: empty string (no default URL)
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- `params.enabled`: `true`
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- `params.volume`: `50`
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- Incomplete rule:
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- Item exists in world, but does not activate until required params are set.
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- `O` is the standard command to complete/update params.
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## Property Editor (`O`) Behavior
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- `O` opens a property list for the selected item.
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- Arrow keys move between properties.
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- Focused property announces: property name + current value.
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- `Enter` on a property starts edit mode for that value.
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- For switch properties (V1: `radio_station.enabled`), `Enter` toggles directly between `on` and `off`.
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- `Enter` saves value after validation.
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- `Escape` exits edit mode or closes the property menu.
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- Validation failures are announced and also pushed to message buffer.
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## Data Model
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### Global fields (all item types)
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- `id`: unique item id.
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- `type`: item type key (ex: `radio_station`, `dice`).
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- `title`: spoken/display label.
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- `x`, `y`: world position.
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- `createdBy`, `createdAt`, `updatedAt`.
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- `version`: schema version for migration.
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- `capabilities`: list of supported actions (examples: `editable`, `carryable`, `usable`, `deletable`).
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- `useSound`: optional sound path played on successful `U` use (global field, not editable in V1).
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- `params`: per-type payload object.
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### Per-item fields (inside `params`)
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- `radio_station` (V1):
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- `streamUrl` (required for playback; may be empty until configured)
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- `enabled` (boolean on/off flag)
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- `volume` (number `0-100`, default `50`)
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- future: `filter`.
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- `dice` (V1):
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- `sides` (number, default `6`, range `1-100`)
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- `number` (number of dice, default `2`, range `1-100`)
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- `dice` (future example):
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- optional future: `lastRoll`, `rollMode`, `modifier`.
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## Networking and Authority
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- Server-authoritative item state.
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- Client sends intent packets (`add`, `pickup`, `drop`, `delete`, later `use`).
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- Server validates and returns:
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- success result + broadcast item state update, or
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- reject result with reason (also added to message buffer).
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## Why this structure
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- Stable global schema with extensible `params`.
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- New item types can be added without changing core item pipeline.
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- Supports shared multiplayer consistency and future inventory/carry rules.
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# Rewrite Plan: Modern Cross-Browser Spatial Grid
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## What This Code Is Today
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The current code is a functional prototype: one large HTML file with tightly coupled UI/game/network/audio logic, plus a single Python signaling script. It proves the concept, but it is hard to test, hard to evolve safely, and brittle across browser differences.
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At its core, the product is a realtime spatial chat grid with movement and command-driven interaction.
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## Rewrite Strategy (No Backward-Compatibility Constraints)
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Build a new app in parallel, then cut over once parity + quality gates pass.
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V1 explicitly ships without TURN relay infrastructure.
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Design the new core so future features (objects, pickups, walls, collisions, and interaction rules) can be added without architectural rework.
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## Target Architecture
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- `client/`: TypeScript + Vite + Canvas renderer + state store.
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- `server/`: Python signaling service using `websockets` (schema-validated).
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- `shared/`: Message contracts (JSON schema + generated TS types).
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- `tests/`: Unit + Playwright E2E (Chromium, Firefox, WebKit).
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- `docs/`: Browser compatibility matrix and ops runbook.
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- Core domain model:
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- world map + tile metadata (walkable/blocked/zone)
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- entities (`player`, `object`, future NPC/system entities)
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- actions/commands (move, rename, locate, interact, pickup, use)
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- simulation rules (movement, collision, proximity effects)
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## Technology Choices
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- Client: TypeScript, Vite, ESLint, Prettier, Vitest.
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- Realtime: WebSocket signaling + WebRTC media.
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- Server runtime: Python + `websockets`.
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- Validation: Zod/JSON Schema for all inbound/outbound messages.
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- Deployability: Environment-based config only (no hardcoded cert paths).
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- ICE for v1: STUN-only (`stun:stun.l.google.com:19302`) with robust retry and failure handling.
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## Phases
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### Phase 1: Parity Baseline + Browser Hardening (5-8 days)
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- Scaffold monorepo structure.
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- Define protocol schemas: `welcome`, `signal`, `update_position`, `update_nickname`, `user_left`.
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- Implement strict server validation and structured logging.
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- Rebuild current behavior with parity:
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- grid render + movement + presence sync
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- existing commands: `c`, `l`, `shift+l`, `u`, `n`, `m`, `escape`
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- nickname flow and reconnect/disconnect behavior
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- Cross-browser hardening for latest Chrome/Edge/Firefox/Safari:
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- keyboard handling via `event.code`
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- capability checks for `setSinkId`, `StereoPannerNode`, autoplay/permissions differences
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- explicit no-TURN recovery UX and bounded retry/backoff
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- Keep grid/presence functional even if voice fails on restrictive networks.
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- V1 server requirements (Python-focused):
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- Use Python `websockets` for signaling transport.
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- Enforce strict message validation (Pydantic/JSON schema) on receive and send.
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- Add structured logging and websocket behavior tests.
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### Phase 2: World + Extensibility Architecture (3-5 days)
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- Introduce world + entity foundation:
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- tile map abstraction with collision checks
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- player entity and object entity schema
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- action dispatcher for current commands and future interactions
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- Keep simulation pure and testable (state in, state out).
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### Phase 3: Advanced Audio + WebRTC Robustness (2-4 days)
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- Implement peer connection manager and retry/timeout policy.
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- Build browser capability layer:
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- `setSinkId` optional
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- `StereoPannerNode` optional
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- autoplay/promise failure handling
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- Graceful degradation: if unsupported, keep grid/presence fully functional and reduce to basic audio.
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- Implement explicit no-TURN recovery UX:
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- Detect ICE `failed`/`disconnected` states and auto-retry with bounded backoff.
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- Surface actionable status text (network-restricted, retrying, voice unavailable).
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- Keep text/status + grid presence fully functional when voice cannot connect.
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### Phase 4: Quality Gates (2-4 days)
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- Unit tests for state, protocol, input, and audio math.
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- Playwright multi-user E2E in Chromium/Firefox/WebKit.
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- Add CI for lint, typecheck, unit tests, and cross-browser smoke tests.
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- Add world-rule tests:
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- wall collision and blocked-tile movement rejection
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- object pickup/use action validation
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- deterministic command outcomes
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### Phase 5: Cutover (1-2 days)
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- Deploy rewrite behind new route or domain.
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- Run soak tests and monitor connection/error metrics.
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- Decommission old prototype once stable.
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## Definition of Done
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- Grid + movement + presence stable in latest Chrome, Edge, Firefox, Safari.
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- Audio works where supported and degrades cleanly where not.
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- Zero runtime dependence on inline scripts or CDN Tailwind runtime.
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- One-command local startup and passing CI.
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- Known no-TURN limitation documented: some restrictive NAT/firewall networks may not establish voice.
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## Post-v1 TURN Trigger
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Add TURN when either condition is met:
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- Voice connection failure rate exceeds agreed threshold in production telemetry.
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- Target users include enterprise/school/mobile networks where relay need is expected.
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## Recommended First PR
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Create repo skeleton + protocol schema + server validator + parity client slice that renders grid, syncs positions, and supports current commands.
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## Recommended Second PR
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Add browser hardening completion (capability fallbacks, reconnect UX) and Playwright parity tests across Chromium/Firefox/WebKit.
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