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Restructure the monolithic 252-line main.rs into a 10-crate workspace with clean hexagonal architecture, swappable adapters, and a production- ready deployment pipeline. Backend architecture: - domain: Canvas, Color/Position/PixelUpdate value objects, port traits (CanvasStore, CanvasPersistence, EventBroadcaster), BroadcastEvent - application: use cases (place_pixel, get_state, save/restore snapshot, connect/disconnect), AppState with Arc snapshot cache - config: AppConfig structs + ConfigSource trait - api-types: shared DTOs, event name constants - adapters: config-env, canvas-file, http-axum (rust-embed), socketio, websocket — all behind port traits, swappable via feature flags - server: composition root with graceful shutdown (SIGTERM/SIGINT) Frontend: - Transport abstraction: Socket.IO and native WebSocket via VITE_TRANSPORT - Canvas zoom/pan with mouse wheel, pinch-to-zoom, and +/- buttons - ImageData rendering (~50x faster than fillRect loop) - Touch support, responsive CSS scaling, mobile-friendly layout - OG/Twitter Card meta tags for rich link previews Production: - Docker: musl static build on scratch — 2.73MB image - CI workflows for Gitea and GitHub Actions (fmt, clippy, test, Docker push) - deploy.sh for private registry - 39 unit tests across domain and application - Zero unwraps, zero unsafe, graceful error handling with tracing - Periodic canvas snapshots with rotation, restored on startup - All config via environment variables with typed defaults
97 lines
2.7 KiB
Rust
97 lines
2.7 KiB
Rust
mod common;
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use domain::BroadcastEvent;
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#[test]
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fn connect_increments_count() {
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let (state, _) = common::test_state();
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assert_eq!(
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application::soldiers::connect::execute(&state, "a".into()),
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1
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);
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assert_eq!(
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application::soldiers::connect::execute(&state, "b".into()),
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2
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);
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assert_eq!(
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application::soldiers::connect::execute(&state, "c".into()),
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3
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);
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}
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#[test]
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fn disconnect_decrements_count() {
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let (state, _) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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application::soldiers::connect::execute(&state, "b".into());
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assert_eq!(application::soldiers::disconnect::execute(&state, "a"), 1);
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assert_eq!(application::soldiers::disconnect::execute(&state, "b"), 0);
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}
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#[test]
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fn disconnect_unknown_user_is_harmless() {
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let (state, _) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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assert_eq!(
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application::soldiers::disconnect::execute(&state, "unknown"),
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1
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);
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}
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#[test]
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fn connect_publishes_soldier_count() {
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let (state, spy) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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let events = spy.events();
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assert_eq!(events.len(), 1);
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assert!(matches!(events[0], BroadcastEvent::SoldierCountChanged(1)));
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}
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#[test]
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fn disconnect_publishes_soldier_count() {
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let (state, spy) = common::test_state();
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application::soldiers::connect::execute(&state, "a".into());
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application::soldiers::disconnect::execute(&state, "a");
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let events = spy.events();
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assert_eq!(events.len(), 2);
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assert!(matches!(events[1], BroadcastEvent::SoldierCountChanged(0)));
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}
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#[test]
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fn disconnect_clears_cooldown() {
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let (state, _) = common::test_state();
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application::soldiers::connect::execute(&state, "user-1".into());
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application::canvas::place_pixel::execute(
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&state,
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application::canvas::place_pixel::Command {
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user_id: "user-1",
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position: domain::Position::new(0, 0),
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color: domain::Color::new(0xFF),
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},
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)
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.unwrap();
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application::soldiers::disconnect::execute(&state, "user-1");
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// Reconnect with same ID — cooldown should be gone
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application::soldiers::connect::execute(&state, "user-1".into());
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let result = application::canvas::place_pixel::execute(
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&state,
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application::canvas::place_pixel::Command {
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user_id: "user-1",
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position: domain::Position::new(1, 1),
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color: domain::Color::new(0xAA),
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},
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)
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.unwrap();
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assert!(matches!(
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result,
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application::canvas::place_pixel::Outcome::Placed(_)
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));
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}
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