358 lines
14 KiB
TypeScript
358 lines
14 KiB
TypeScript
// Server entry: one Express process that serves the built client, the /api REST
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// routes, and the /sse stream — all on a single internal port (default 4321).
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// In dev, Vite (:5173) proxies /api and /sse here; in Docker/Traefik the whole
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// thing is one origin.
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import express, { type NextFunction, type Request, type Response } from 'express';
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import { randomUUID } from 'node:crypto';
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import { existsSync } from 'node:fs';
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import path from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { deepClone } from '../shared/protocol';
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import type {
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AddActionRequest,
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AddDiplomacyRequest,
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ConfirmNationOpRequest,
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CreateGameRequest,
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RejectNationOpRequest,
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RemoveQueueItemRequest,
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} from '../shared/protocol';
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import type { GameState } from '../shared/types';
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import { createLlmClient } from './llm';
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import { makeStubLlmClient } from './stub';
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import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, runTurn } from './engine';
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import { buildRegionMap } from './map';
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import { allTerritoryKeys, expandCountriesToKeys, hasAdjacency, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions';
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import { createPresetStore } from './presets';
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import { openDb, type Db } from './db';
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const here = fileURLToPath(new URL('.', import.meta.url));
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/**
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* Resolve the project root: dev (tsx) runs from <root>/server, the compiled prod
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* bundle runs from <root>/server/dist. Probe a couple of candidates for presets/.
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*/
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function findRoot(): string {
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const candidates = [
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path.resolve(here, '..'), // dev: <root> | prod: <root>/server
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path.resolve(here, '../..'), // prod: <root>
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];
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for (const c of candidates) {
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if (existsSync(path.join(c, 'presets', 'index.json'))) return c;
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}
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return candidates[0];
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}
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const root = findRoot();
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const presetsDir = path.join(root, 'presets');
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const clientDir = process.env.CLIENT_DIST ?? path.join(root, 'dist');
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const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
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// PORT wins; HISTORY_API_PORT is the override used by the dev proxy (vite) and
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// the e2e config, so honor it as a fallback to keep all three in agreement.
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const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
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const presetStore = createPresetStore(presetsDir);
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// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
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// just means region expansion/reference degrade to the raw keys (server still boots).
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loadRegions(root);
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const db: Db = openDb(path.join(dataDir, 'history.db'));
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// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
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const useStub = process.env.LLM_STUB === '1';
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const llm = useStub ? makeStubLlmClient() : createLlmClient();
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const app = express();
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app.use(express.json());
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// --- SSE client registry (gameId -> set of open responses) ---
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const clients = new Map<string, Set<Response>>();
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function addClient(res: Response, id: string): void {
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res.writeHead(200, {
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'Content-Type': 'text/event-stream',
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'Cache-Control': 'no-cache, no-transform',
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Connection: 'keep-alive',
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'Access-Control-Allow-Origin': '*',
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});
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res.write('retry: 2000\n\n');
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let set = clients.get(id);
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if (!set) {
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set = new Set();
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clients.set(id, set);
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}
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set.add(res);
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res.on('close', () => {
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set.delete(res);
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if (set.size === 0) clients.delete(id);
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});
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}
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function broadcast(id: string, event: string, data: unknown): void {
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const set = clients.get(id);
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if (!set) return;
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const chunk = `event: ${event}\ndata: ${JSON.stringify(data)}\n\n`;
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for (const r of set) r.write(chunk);
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}
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// --- Routes ---
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app.get('/api/health', (_req, res) => {
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res.json({ ok: true, stub: useStub, port: PORT });
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});
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app.get('/api/presets', (_req, res) => {
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res.json({ presets: presetStore.listMeta() });
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});
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app.get('/api/presets/:id', (req, res) => {
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const preset = presetStore.get(req.params.id);
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if (!preset) return res.status(404).json({ error: 'unknown preset' });
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res.json({ preset });
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});
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app.post('/api/games', (req: Request, res) => {
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const body = req.body as CreateGameRequest | undefined;
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const preset = presetStore.get(body?.presetId ?? '');
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if (!preset) return res.status(400).json({ error: 'unknown preset' });
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const nation = preset.nations.find((n) => n.id === body?.playerNationId);
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if (!nation) return res.status(400).json({ error: 'unknown nation' });
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const state: GameState = {
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id: randomUUID(),
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presetId: preset.id,
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presetTitle: preset.title,
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playerNationId: nation.id,
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turn: 1,
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date: preset.startDate,
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nations: Object.fromEntries(preset.nations.map((n) => [n.id, deepClone(n)])),
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events: [],
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pending: [],
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version: 1, // the first saved revision; every later mutation bumps it
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// (v0.22, #16 P3) No man's land can only arise mid-game — a fresh game
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// starts with nothing released; this list grows as the LLM releases
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// regions and shrinks as they get re-claimed.
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unowned: [],
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// (v0.23, #16 P4a) No pending nation-op proposals on a fresh game; the
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// list grows as the LLM proposes renames (and, later, splits/merges) and
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// shrinks as the player confirms or rejects them.
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pendingNationOps: [],
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};
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// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
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// of all its sub-regions, so ownership (and the choropleth) is at region
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// granularity from the very first turn. Preset JSONs stay country-level.
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for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory);
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db.save(state);
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res.json({ game: state });
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});
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// List every saved game (newest-updated first) as a lightweight summary, so the
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// home screen can offer to resume prior games. `db.listIds()` is already ordered
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// by updated_at DESC.
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app.get('/api/games', (_req, res) => {
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const games = db
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.listIds()
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.map((id) => db.load(id))
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.filter((g): g is GameState => g !== null)
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.map((g) => ({
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id: g.id,
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presetId: g.presetId,
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presetTitle: g.presetTitle,
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playerNationId: g.playerNationId,
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turn: g.turn,
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date: g.date,
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}));
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res.json({ games });
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});
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app.get('/api/games/:id', (req, res) => {
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const game = db.load(req.params.id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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res.json({ game });
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});
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app.get('/api/games/:id/map', (req, res) => {
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const game = db.load(req.params.id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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res.json({ regions: buildRegionMap(game) });
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});
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// Delete a saved game entirely. Fast, non-LLM. 404 if it doesn't exist; on
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// success broadcast an SSE `error` to any other open tab watching it so it
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// returns home (see the `event: error` handling in src/lib/sse.ts).
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app.delete('/api/games/:id', (req, res) => {
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const id = req.params.id;
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const removed = db.delete(id);
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if (!removed) return res.status(404).json({ error: 'game not found' });
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broadcast(id, 'error', { message: 'game deleted' });
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res.json({ deleted: true });
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});
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// Queue a free-text player action onto the pending round. No LLM call and no
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// turn advance — the round is only committed (in one turn) by "Jump forward".
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app.post('/api/games/:id/action', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const text = (req.body as AddActionRequest | undefined)?.text?.trim();
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if (!text) return res.status(400).json({ error: 'empty action' });
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const next = queueRoundItem(game, { kind: 'action', text });
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db.save(next);
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broadcast(id, 'state', { state: next });
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res.json({ game: next });
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});
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// Queue a diplomatic message to a target nation onto the pending round. No LLM
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// call and no advance.
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app.post('/api/games/:id/diplomacy', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const body = (req.body ?? {}) as AddDiplomacyRequest;
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const message = body.message?.trim();
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if (!body.to || !message) return res.status(400).json({ error: 'empty message' });
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const next = queueRoundItem(game, { kind: 'diplomacy', to: body.to, text: message });
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db.save(next);
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broadcast(id, 'state', { state: next });
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res.json({ game: next });
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});
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// Remove one item from the pending round, by its index in `game.pending`. No
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// LLM call, no turn advance — same fast save → broadcast → respond order as the
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// add routes above. The mutated state bumps `version`, so clients (which apply
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// states "never go backwards") always reconcile to it.
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app.post('/api/games/:id/queue/remove', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const index = (req.body as RemoveQueueItemRequest | undefined)?.index;
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const next = removeRoundItem(game, index);
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if (!next) return res.status(400).json({ error: 'invalid queue index' });
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db.save(next);
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broadcast(id, 'state', { state: next });
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res.json({ game: next });
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});
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// (v0.23, #16 P4a; v0.24, #16 P4b) Resolve a pending nation-op proposal
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// waiting in game.pendingNationOps: a rename takes effect (body.edits.name
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// may override the proposed name), a split partitions the nation's territory
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// into the proposed parts (body.edits.playerPart picks which part the player
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// leads, default 0), and a merge folds its inputs into the survivor
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// (body.edits.name may override the merged name). No LLM call, no turn
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// advance — same fast save → broadcast → respond order as /queue/remove.
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// The version bump lets "never go backwards" clients reconcile.
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app.post('/api/games/:id/nation-op/confirm', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const body = (req.body ?? {}) as ConfirmNationOpRequest;
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const next = confirmNationOp(game, body.index, body.edits);
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if (!next) return res.status(400).json({ error: 'invalid proposal index' });
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db.save(next);
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broadcast(id, 'state', { state: next });
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res.json({ game: next });
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});
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app.post('/api/games/:id/nation-op/reject', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const body = (req.body ?? {}) as RejectNationOpRequest;
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const next = rejectNationOp(game, body.index);
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if (!next) return res.status(400).json({ error: 'invalid proposal index' });
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db.save(next);
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broadcast(id, 'state', { state: next });
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res.json({ game: next });
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});
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// Jump forward: commit the whole pending round (or an empty one) to the model
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// in a single turn. applyTurnResult clears the pending queue on the returned
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// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
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app.post('/api/games/:id/jump', async (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const preset = presetStore.get(game.presetId);
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if (!preset) return res.status(404).json({ error: 'preset_missing' });
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try {
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const { state, result } = await runTurn({
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llm,
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preset,
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state: game,
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items: game.pending,
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// (v0.22, #16 P3) the region reference table must also cover released
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// (no-man's-land) keys — they belong to no nation's territory, but the
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// model needs their names to re-claim them.
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regionReference: referenceForKeys(
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new Set([...allTerritoryKeys(game), ...(game.unowned ?? [])]),
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),
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validRegionKeys: validKeys(),
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// v0.21 (#16 P2): when the region-adjacency manifest loaded, hand the
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// engine the resolver — the turn then runs with the LLM's getNeighbours
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// tool and the player-frontier prompt field (both switch off without it).
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getNeighbours: hasAdjacency() ? (keys) => neighboursOf(keys) : undefined,
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});
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db.save(state);
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broadcast(id, 'turn', { state, result });
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res.json({ state, result });
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} catch (e) {
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const msg = e instanceof Error ? e.message : String(e);
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res.status(502).json({ error: `jump failed: ${msg}` });
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}
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});
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app.post('/api/games/:id/advisor', async (req, res) => {
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const game = db.load(req.params.id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const prompt = (req.body as { prompt?: string } | undefined)?.prompt;
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try {
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const suggestions = await askAdvisor(llm, game, prompt);
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res.json({ suggestions });
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} catch {
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// Live model down → degrade gracefully with a canned idea list.
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res.json({
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suggestions: [
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'Rearm quietly to buy time while the great powers watch.',
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'Court a neutral neighbor for a defensive pact.',
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'Expand industry to sustain a longer conflict.',
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],
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});
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}
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});
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// --- SSE stream ---
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app.get('/sse/:id', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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addClient(res, id);
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if (game) {
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res.write(`event: state\ndata: ${JSON.stringify({ state: game })}\n\n`);
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} else {
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res.write(`event: error\ndata: ${JSON.stringify({ message: 'game not found' })}\n\n`);
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}
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});
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// --- Static client + SPA fallback ---
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if (existsSync(clientDir)) {
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app.use(express.static(clientDir));
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app.get('*', (req, res) => {
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if (req.path.startsWith('/api/') || req.path.startsWith('/sse/')) {
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return res.status(404).send('not found');
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}
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res.sendFile(path.join(clientDir, 'index.html'));
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});
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}
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// Unhandled async errors shouldn't take down the process.
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app.use((err: unknown, _req: Request, res: Response, next: NextFunction) => {
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console.error('[history] unhandled error:', err);
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if (!res.headersSent) res.status(500).json({ error: 'internal error' });
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next();
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});
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app.listen(PORT, () => {
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console.log(
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`[history] listening on :${PORT} (llm=${useStub ? 'STUB' : 'live'}) client=${existsSync(clientDir) ? 'found' : 'absent'}`,
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);
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});
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// Exported for tests (createApp is implicit via app; here we just expose handles).
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export { app, db, llm };
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