Move app to apps/web-react in pnpm workspace layout

This commit is contained in:
Kalle
2026-08-16 09:20:33 +03:00
parent 7e365ccfcf
commit bbc8ea57af
2913 changed files with 227 additions and 250 deletions

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/**
* Where Node-side code (tests, atlas builders) reads and writes the scanner
* asset sets. SCANNER_ASSETS_DIR holds the scanner-specific atlases (glyphs, planner
* signatures; overridable with the env var of the same name) — its version
* segment must match the worker-side ATLAS_BASE (worker/resources.ts).
* GAME_IMG_DIR is the sibling sendou-ink/assets checkout's shared `img/**`
* tree the game icons are read from — the same files the CDN mirrors.
* xxx: atlases temporarily live in this repo's public/ while the feature
* is in development; move them to the assets repo later
*/
export const SCANNER_ASSETS_DIR =
process.env.SCANNER_ASSETS_DIR ??
new URL("../../../../public/scanner/v1", import.meta.url).pathname;
export const GAME_IMG_DIR = new URL(
"../../../../../assets/assets/img",
import.meta.url,
).pathname;

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/**
* Fixture discovery and detector execution for tests and tools.
*
* A fixture is a directory under app/features/scanner/tests/fixtures/<detector>/<case-name>/ containing
* frame.png or frame.jpg (raw capture, any resolution — normalization happens
* inside the pipeline under test) and expected.json.
*/
import { existsSync, readdirSync, readFileSync } from "node:fs";
import { join } from "node:path";
import type {
AbilityWithUnknown,
MainWeaponId,
ModeShort,
StageId,
} from "~/modules/in-game-lists/types";
import type { ScoreboardData } from "../core/detectors/scoreboard/index";
import type {
DetectedEvent,
Detector,
GateResult,
} from "../core/detectors/types";
import { normalizeFrame, toMat } from "../core/image";
import type { ScannerLobby } from "../scanner-types";
import { readImage } from "./image-io";
export const FIXTURES_DIR = new URL("../tests/fixtures", import.meta.url)
.pathname;
interface ExpectedPlayer {
name?: string;
weaponId?: MainWeaponId | null;
paint?: number;
ka?: number;
d?: number;
s?: number;
}
interface ExpectedMinimapTeammate {
slot?: "up" | "left" | "right" | "self" | "down";
name?: string | null;
/** informational for the human corrector; tests compare weaponId */
weaponLabel?: string | null;
weaponId?: MainWeaponId | null;
abilities?: (AbilityWithUnknown | null)[];
/** struck through with the respawn cross-out */
dead?: boolean;
/** on the light camo surface of a charged special */
specialReady?: boolean;
}
interface ExpectedMinimapEnemy {
/** spectator frames only: the screen shows bravo-team names */
name?: string | null;
/** informational for the human corrector; tests compare weaponId */
weaponLabel?: string | null;
weaponId?: MainWeaponId | null;
abilities?: (AbilityWithUnknown | null)[];
/** struck through with the respawn cross-out */
dead?: boolean;
/** on the light camo surface of a charged special */
specialReady?: boolean;
}
interface ExpectedScoreboard {
event:
| "Scoreboard"
| "ScoreboardBattleLogReplay"
| "ScoreboardBattleLog"
| "ScoreboardOwn"
| "Death"
| "MapStart"
| "Minimap"
| "Objective"
| "PlayerStatus"
| "StripWeapons"
| "none";
data?: {
lobby?: ScannerLobby;
mode?: ModeShort;
stage?: StageId;
/** informational for the human corrector; tests compare `stage` */
stageLabel?: string;
/** ScoreboardBattleLogReplay + ScoreboardBattleLog only */
timestamp?: string;
/** ScoreboardBattleLogReplay only */
replayCode?: string;
/** the "Score:" banner game scores, [winner, loser]; KO winner = 100 */
matchScores?: [number | null, number | null];
players?: ExpectedPlayer[];
/** index of the yellow POV-arrow row in `players`; null = no arrow */
povIndex?: number | null;
/**
* Death: killer's weapon id and kind (ids are unique per kind).
* ScoreboardOwn: the player's own main weapon (weaponType unused).
* weaponLabel is informational for the human corrector.
*/
weaponLabel?: string;
weaponId?: number | null;
weaponType?: "MAIN" | "SUB" | "SPECIAL";
/** Death + ScoreboardOwn: 3 gear rows of [main, sub, sub, sub] ability ids */
abilities?: AbilityWithUnknown[][];
/** Death only: killer's splash-tag name */
name?: string;
/** Objective only: match-timer seconds ("3:35" = 215); null = unreadable */
time?: number | null;
/** Objective only: displayed counter per team, [alpha, bravo] */
score?: [number | null, number | null];
/** Objective only: penalty pill value per team; null = no pill */
penalty?: [number | null, number | null];
/** Objective only: which team currently holds the objective */
control?: [boolean, boolean];
/** PlayerStatus only: special held per slot, [left team, right team] */
special?: [boolean[], boolean[]];
/** PlayerStatus only: splatted per slot, [left team, right team] */
dead?: [boolean[], boolean[]];
/** PlayerStatus + StripWeapons: which icon-strip geometry the frame shows */
layout?: "pov" | "cast" | "cast-mirror";
/**
* StripWeapons only: the true weapon per slot, [left team, right
* team], null = slot skipped (splatted icon). weaponLabels is
* informational for the human corrector.
*/
weapons?: [(MainWeaponId | null)[], (MainWeaponId | null)[]];
weaponLabels?: [(string | null)[], (string | null)[]];
/** Minimap only: casted 8-player spectator map screen (not parsed yet) */
spectator?: boolean;
/** Minimap only: own-team callout cards in slot order */
teammates?: ExpectedMinimapTeammate[];
/** Minimap only: enemy panel rows, top to bottom */
enemies?: ExpectedMinimapEnemy[];
};
options?: {
/** glob-ish field paths to skip, e.g. "players.*.name", "scores" */
skipFields?: string[];
/** free-form context for humans (why fields are skipped, capture quirks) */
notes?: string;
};
}
export interface Fixture {
name: string;
dir: string;
framePath: string;
expected: ExpectedScoreboard;
}
export function loadFixtures(detector: string): Fixture[] {
const root = join(FIXTURES_DIR, detector);
if (!existsSync(root)) return [];
return readdirSync(root, { withFileTypes: true })
.filter((e) => e.isDirectory())
.map((e) => {
const dir = join(root, e.name);
const framePath = ["frame.png", "frame.jpg", "frame.jpeg"]
.map((f) => join(dir, f))
.find(existsSync);
if (!framePath) throw new Error(`fixture ${e.name}: no frame.png/jpg`);
const expected = JSON.parse(
readFileSync(join(dir, "expected.json"), "utf8"),
) as ExpectedScoreboard;
return { name: e.name, dir, framePath, expected };
})
.sort((a, b) => a.name.localeCompare(b.name));
}
export function isFieldSkipped(fixture: Fixture, field: string): boolean {
const skips = fixture.expected.options?.skipFields ?? [];
return skips.some((pattern) => {
const re = new RegExp(
`^${pattern
.split("*")
.map((s) => s.replace(/[.+?^${}()|[\]\\]/g, "\\$&"))
.join("[^.]*")}$`,
);
return re.test(field);
});
}
export interface FixtureRun<TData = ScoreboardData> {
gate: GateResult;
events: DetectedEvent<TData>[];
}
/** Run gate+parse the way the live pipeline would. Caller must have loaded OpenCV. */
export async function runDetectorOnFixture<TData = ScoreboardData>(
detector: Detector<TData>,
fixture: Fixture,
): Promise<FixtureRun<TData>> {
const src = toMat(await readImage(fixture.framePath));
const frame = normalizeFrame(src);
src.delete();
const gate = detector.gate(frame);
const events = gate.pass ? detector.parse(frame, 0, gate) : [];
frame.delete();
return { gate, events };
}

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/**
* Node-only image decode/encode (@napi-rs/canvas). Never imported from src/core.
*
* Decoding goes through a canvas, whose backing store is alpha-premultiplied;
* RGB at partial-alpha pixels can shift by ±1. Everything we read is either
* fully opaque (frames, atlases) or consumed premultiplied anyway (weapon
* icons are composited over a background), so this is lossless in practice.
*/
import { readFileSync, writeFileSync } from "node:fs";
import { createCanvas, Image, ImageData } from "@napi-rs/canvas";
import sharp from "sharp";
import type { FrameData } from "../core/image";
export async function readImage(path: string): Promise<FrameData> {
// @napi-rs/canvas mis-decodes AVIF at partial-alpha pixels (white-matte
// leak); sharp returns clean straight-alpha RGBA for those
if (path.endsWith(".avif")) {
const { data, info } = await sharp(path)
.ensureAlpha()
.raw()
.toBuffer({ resolveWithObject: true });
return {
width: info.width,
height: info.height,
data: new Uint8ClampedArray(data),
};
}
const img = new Image();
img.src = readFileSync(path);
await img.decode();
const canvas = createCanvas(img.width, img.height);
const ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
const { width, height, data } = ctx.getImageData(0, 0, img.width, img.height);
return { width, height, data };
}
export function writePng(path: string, frame: FrameData): void {
const canvas = createCanvas(frame.width, frame.height);
const ctx = canvas.getContext("2d");
ctx.putImageData(new ImageData(frame.data, frame.width, frame.height), 0, 0);
writeFileSync(path, canvas.toBuffer("image/png"));
}

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/**
* Node IO for ScoreboardResources: reads the scanner asset sets from the local
* sendou-ink/assets checkout (tests and atlas builders never touch the
* CDN). Game icons come from the checkout's shared `img/**` tree, the
* scanner-specific atlases from `scanner/v1/**`. What the bundle contains — every
* key, template option set, and atlas name — lives in core/resources.ts,
* shared with the worker's HTTP loader.
*/
import { existsSync, readFileSync } from "node:fs";
import { join } from "node:path";
import {
loadPlannerStages,
type PlannerManifest,
type PlannerStage,
} from "../core/detectors/minimap/stage";
import type { ScoreboardResources } from "../core/detectors/scoreboard/index";
import { type AtlasMeta, type GlyphSet, loadGlyphSet } from "../core/glyphs";
import { assembleScoreboardResources } from "../core/resources";
import { SCANNER_ASSETS_DIR as ASSETS_DIR, GAME_IMG_DIR } from "./assets-dir";
import { readImage } from "./image-io";
/** Decode eagerly, defer the (CPU-heavy) glyph slicing to first access. */
async function loadAtlasLazy(name: string): Promise<() => GlyphSet | null> {
const png = join(ASSETS_DIR, "glyphs", `${name}.png`);
const json = join(ASSETS_DIR, "glyphs", `${name}.json`);
if (!existsSync(png) || !existsSync(json)) return () => null;
const meta = JSON.parse(readFileSync(json, "utf8")) as AtlasMeta;
const image = await readImage(png);
let set: GlyphSet | null = null;
return () => (set ??= loadGlyphSet(image, meta));
}
/** Planner stage signatures; the (CPU) tile slicing runs on first access. */
async function loadPlannerStagesLazy(): Promise<() => PlannerStage[] | null> {
const png = join(ASSETS_DIR, "planner", "signatures.png");
const json = join(ASSETS_DIR, "planner", "manifest.json");
if (!existsSync(png) || !existsSync(json)) return () => null;
const manifest = JSON.parse(readFileSync(json, "utf8")) as PlannerManifest;
const atlas = await readImage(png);
let stages: PlannerStage[] | null = null;
return () => (stages ??= loadPlannerStages(atlas, manifest));
}
/** Requires loadOpenCV() to have resolved. */
export function loadScoreboardResources(): Promise<ScoreboardResources> {
return assembleScoreboardResources({
readIcon: (dir, id) => readImage(join(GAME_IMG_DIR, dir, `${id}.avif`)),
loadAtlas: loadAtlasLazy,
loadPlannerStages: loadPlannerStagesLazy,
});
}