Initial commit
This commit is contained in:
101
refactor.md
Normal file
101
refactor.md
Normal file
@@ -0,0 +1,101 @@
|
||||
# Rewrite Plan: Modern Cross-Browser Spatial Grid
|
||||
|
||||
## What This Code Is Today
|
||||
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.
|
||||
At its core, the product is a realtime spatial chat grid with movement and command-driven interaction.
|
||||
|
||||
## Rewrite Strategy (No Backward-Compatibility Constraints)
|
||||
Build a new app in parallel, then cut over once parity + quality gates pass.
|
||||
V1 explicitly ships without TURN relay infrastructure.
|
||||
Design the new core so future features (objects, pickups, walls, collisions, and interaction rules) can be added without architectural rework.
|
||||
|
||||
## Target Architecture
|
||||
- `client/`: TypeScript + Vite + Canvas renderer + state store.
|
||||
- `server/`: Python signaling service using `websockets` (schema-validated).
|
||||
- `shared/`: Message contracts (JSON schema + generated TS types).
|
||||
- `tests/`: Unit + Playwright E2E (Chromium, Firefox, WebKit).
|
||||
- `docs/`: Browser compatibility matrix and ops runbook.
|
||||
- Core domain model:
|
||||
- world map + tile metadata (walkable/blocked/zone)
|
||||
- entities (`player`, `object`, future NPC/system entities)
|
||||
- actions/commands (move, rename, locate, interact, pickup, use)
|
||||
- simulation rules (movement, collision, proximity effects)
|
||||
|
||||
## Technology Choices
|
||||
- Client: TypeScript, Vite, ESLint, Prettier, Vitest.
|
||||
- Realtime: WebSocket signaling + WebRTC media.
|
||||
- Server runtime: Python + `websockets`.
|
||||
- Validation: Zod/JSON Schema for all inbound/outbound messages.
|
||||
- Deployability: Environment-based config only (no hardcoded cert paths).
|
||||
- ICE for v1: STUN-only (`stun:stun.l.google.com:19302`) with robust retry and failure handling.
|
||||
|
||||
## Phases
|
||||
|
||||
### Phase 1: Parity Baseline + Browser Hardening (5-8 days)
|
||||
- Scaffold monorepo structure.
|
||||
- Define protocol schemas: `welcome`, `signal`, `update_position`, `update_nickname`, `user_left`.
|
||||
- Implement strict server validation and structured logging.
|
||||
- Rebuild current behavior with parity:
|
||||
- grid render + movement + presence sync
|
||||
- existing commands: `c`, `l`, `shift+l`, `u`, `n`, `m`, `escape`
|
||||
- nickname flow and reconnect/disconnect behavior
|
||||
- Cross-browser hardening for latest Chrome/Edge/Firefox/Safari:
|
||||
- keyboard handling via `event.code`
|
||||
- capability checks for `setSinkId`, `StereoPannerNode`, autoplay/permissions differences
|
||||
- explicit no-TURN recovery UX and bounded retry/backoff
|
||||
- Keep grid/presence functional even if voice fails on restrictive networks.
|
||||
- V1 server requirements (Python-focused):
|
||||
- Use Python `websockets` for signaling transport.
|
||||
- Enforce strict message validation (Pydantic/JSON schema) on receive and send.
|
||||
- Add structured logging and websocket behavior tests.
|
||||
|
||||
### Phase 2: World + Extensibility Architecture (3-5 days)
|
||||
- Introduce world + entity foundation:
|
||||
- tile map abstraction with collision checks
|
||||
- player entity and object entity schema
|
||||
- action dispatcher for current commands and future interactions
|
||||
- Keep simulation pure and testable (state in, state out).
|
||||
|
||||
### Phase 3: Advanced Audio + WebRTC Robustness (2-4 days)
|
||||
- Implement peer connection manager and retry/timeout policy.
|
||||
- Build browser capability layer:
|
||||
- `setSinkId` optional
|
||||
- `StereoPannerNode` optional
|
||||
- autoplay/promise failure handling
|
||||
- Graceful degradation: if unsupported, keep grid/presence fully functional and reduce to basic audio.
|
||||
- Implement explicit no-TURN recovery UX:
|
||||
- Detect ICE `failed`/`disconnected` states and auto-retry with bounded backoff.
|
||||
- Surface actionable status text (network-restricted, retrying, voice unavailable).
|
||||
- Keep text/status + grid presence fully functional when voice cannot connect.
|
||||
|
||||
### Phase 4: Quality Gates (2-4 days)
|
||||
- Unit tests for state, protocol, input, and audio math.
|
||||
- Playwright multi-user E2E in Chromium/Firefox/WebKit.
|
||||
- Add CI for lint, typecheck, unit tests, and cross-browser smoke tests.
|
||||
- Add world-rule tests:
|
||||
- wall collision and blocked-tile movement rejection
|
||||
- object pickup/use action validation
|
||||
- deterministic command outcomes
|
||||
|
||||
### Phase 5: Cutover (1-2 days)
|
||||
- Deploy rewrite behind new route or domain.
|
||||
- Run soak tests and monitor connection/error metrics.
|
||||
- Decommission old prototype once stable.
|
||||
|
||||
## Definition of Done
|
||||
- Grid + movement + presence stable in latest Chrome, Edge, Firefox, Safari.
|
||||
- Audio works where supported and degrades cleanly where not.
|
||||
- Zero runtime dependence on inline scripts or CDN Tailwind runtime.
|
||||
- One-command local startup and passing CI.
|
||||
- Known no-TURN limitation documented: some restrictive NAT/firewall networks may not establish voice.
|
||||
|
||||
## Post-v1 TURN Trigger
|
||||
Add TURN when either condition is met:
|
||||
- Voice connection failure rate exceeds agreed threshold in production telemetry.
|
||||
- Target users include enterprise/school/mobile networks where relay need is expected.
|
||||
|
||||
## Recommended First PR
|
||||
Create repo skeleton + protocol schema + server validator + parity client slice that renders grid, syncs positions, and supports current commands.
|
||||
|
||||
## Recommended Second PR
|
||||
Add browser hardening completion (capability fallbacks, reconnect UX) and Playwright parity tests across Chromium/Firefox/WebKit.
|
||||
Reference in New Issue
Block a user