History: AI-driven alternate-history simulator
Pax Historia-style sim where the LLM is the world engine.
- React 19 + Vite 6 + Tailwind v4 + shadcn/ui frontend
- Express single-port backend (/api + /sse + built client + SPA fallback)
- SQLite (better-sqlite3) persistence, one row per game
- MapLibre choropleth map (OpenFreeMap dark + ISO_A3 regions)
- Defensive turn loop: strip fences, balanced-{} extract, parse, clamp 0-100,
retry-once nudge, generic 'unclear' fallback; never crashes on bad output
- 5 seed presets (wwii-1939, coldwar-1955, modern-2025, no-wwii-1940, aegis-2400)
- LLM client over native fetch w/ injectable transport (mesh-bot pattern);
LLM_STUB=1 deterministic transport for tests/e2e
- Unit (vitest, 19) + deterministic Playwright e2e
- Multi-stage node:22-slim Docker + Traefik (history.dev.kkhost.pl:4321)
Co-Authored-By: OpenCode <opencode@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,44 @@
|
||||
import { useEffect, useRef } from 'react';
|
||||
import type { GameState } from '@shared/types';
|
||||
import type { TurnResult } from '@shared/protocol';
|
||||
|
||||
interface SseHandlers {
|
||||
onState?: (state: GameState) => void;
|
||||
onTurn?: (state: GameState, result: TurnResult) => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* Subscribe to a game's SSE stream. The server sends a `state` event on connect
|
||||
* and a `turn` event after every turn; EventSource auto-reconnects on drop, so a
|
||||
* reload always resyncs to the persisted server state.
|
||||
*
|
||||
* Handlers are kept in a ref so the (id-keyed) effect always invokes the latest
|
||||
* callbacks without re-subscribing on every render.
|
||||
*/
|
||||
export function useSse(id: string | null, handlers: SseHandlers): void {
|
||||
const handlersRef = useRef(handlers);
|
||||
handlersRef.current = handlers;
|
||||
|
||||
useEffect(() => {
|
||||
if (!id) return;
|
||||
const es = new EventSource(`/sse/${id}`);
|
||||
const onState = (e: MessageEvent) => {
|
||||
try {
|
||||
handlersRef.current.onState?.(JSON.parse(e.data).state as GameState);
|
||||
} catch {
|
||||
/* ignore malformed */
|
||||
}
|
||||
};
|
||||
const onTurn = (e: MessageEvent) => {
|
||||
try {
|
||||
const d = JSON.parse(e.data) as { state: GameState; result: TurnResult };
|
||||
handlersRef.current.onTurn?.(d.state, d.result);
|
||||
} catch {
|
||||
/* ignore malformed */
|
||||
}
|
||||
};
|
||||
es.addEventListener('state', onState);
|
||||
es.addEventListener('turn', onTurn);
|
||||
return () => es.close();
|
||||
}, [id]);
|
||||
}
|
||||
Reference in New Issue
Block a user