Files
History/server/index.ts
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kamilkrzywda 325bdc5255 Flip ownership to region keys: shared contract + server (v0.19 P1 of #16)
The single source of truth now keys ownership by region key (one per owned
sub-region) instead of a parent-country ISO_A3:

- shared/types.ts, shared/protocol.ts: TerritoryChange / RegionMap / regionOwner
  doc flips; mapFeatureOwner now reads the feature's stamped properties.regionKey
  (never the repacked numeric feature.id, nor the sub-region id — the #6 guard).
- server/regions.ts (new, turf-free): loads region-keys.json + regions.geo.json
  once at boot; expands a nation's ISO_A3 list to its sub-regions' keys, builds
  the LLM 'regions' reference table (key -> "name (parent)"), and exposes the
  set of valid keys. Degrades gracefully when the files are missing.
- server/engine.ts: buildSystemPrompt instructs the model to use region keys;
  buildUserPrompt gains an optional regionReference table; applyTurnResult gains
  an optional validKeys set so hallucinated keys are ignored.
- server/index.ts: loads region data at boot; expands each nation's country list
  to region keys at game creation; the jump route passes the reference + valid
  keys through runTurn.

The stub is unchanged (it emits an empty, region-key-conformant territoryChanges).
2026-10-14 09:14:10 +00:00

307 lines
11 KiB
TypeScript

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