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>
53 lines
1.5 KiB
TypeScript
53 lines
1.5 KiB
TypeScript
// SQLite persistence for games (one row per game id; the full GameState as JSON).
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import { mkdirSync } from 'node:fs';
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import path from 'node:path';
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import Database from 'better-sqlite3';
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import type { GameState } from '../shared/types';
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export interface Db {
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save(state: GameState): void;
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load(id: string): GameState | null;
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listIds(): string[];
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close(): void;
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}
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export function openDb(filePath: string): Db {
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const dir = path.dirname(filePath);
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if (dir) mkdirSync(dir, { recursive: true });
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const db = new Database(filePath);
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db.pragma('journal_mode = WAL');
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db.exec(
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`CREATE TABLE IF NOT EXISTS games (
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id TEXT PRIMARY KEY,
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data TEXT NOT NULL,
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updated_at TEXT NOT NULL
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)`,
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);
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const upsert = db.prepare(
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`INSERT INTO games (id, data, updated_at) VALUES (?, ?, ?)
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ON CONFLICT(id) DO UPDATE SET data = excluded.data, updated_at = excluded.updated_at`,
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);
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const byId = db.prepare('SELECT data FROM games WHERE id = ?');
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const all = db.prepare('SELECT id FROM games ORDER BY updated_at DESC');
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return {
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save(state) {
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upsert.run(state.id, JSON.stringify(state), new Date().toISOString());
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},
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load(id) {
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const row = byId.get(id) as { data: string } | undefined;
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if (!row) return null;
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try {
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return JSON.parse(row.data) as GameState;
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} catch {
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return null;
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}
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},
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listIds() {
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return (all.all() as { id: string }[]).map((r) => r.id);
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},
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close() {
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db.close();
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},
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};
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}
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