Huge refactor of web-socket-handler

This commit is contained in:
sepia 2025-07-21 22:19:59 -05:00
parent f68a8d152f
commit 10a4bd64d2
11 changed files with 333 additions and 510 deletions

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bun.lockb

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@ -20,7 +20,7 @@
<div id="game-container" hx-ext="ws">
<div id="title-box" class="title-box"></div>
<div id="game-board" class="game-board-grid"></div>
<div id="messages" hx-swap-oob="beforeend"></div>
<div id="messages"></div>
</div>
<div id="game-link-container">
<button id="copy-link-button" onclick="copyGameLink()">

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@ -3,6 +3,7 @@
"version": "1.0.50",
"dependencies": {
"@elysiajs/cookie": "^0.8.0",
"@elysiajs/html": "^1.3.0",
"@elysiajs/static": "^1.3.0",
"elysia": "latest",
"uuid": "^11.1.0"

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@ -1,9 +1,9 @@
import { GameInstance } from './game-instance';
import { GomokuGame } from './game-instance';
import { expect, test, describe } from 'bun:test';
describe('GameInstance', () => {
test('should initialize with correct default state', () => {
const game = new GameInstance();
const game = new GomokuGame();
expect(game.id).toBeDefined();
expect(game.board.length).toBe(15);
@ -15,7 +15,7 @@ describe('GameInstance', () => {
});
test('should add players correctly', () => {
const game = new GameInstance();
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
@ -36,7 +36,7 @@ describe('GameInstance', () => {
});
test('should prevent more than two players from joining', () => {
const game = new GameInstance();
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
@ -56,7 +56,7 @@ describe('GameInstance', () => {
});
test('should validate moves correctly', () => {
const game = new GameInstance();
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
@ -86,7 +86,7 @@ describe('GameInstance', () => {
});
test('should detect win conditions', () => {
const game = new GameInstance();
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';
@ -106,7 +106,7 @@ describe('GameInstance', () => {
});
test('should detect draw condition', () => {
const game = new GameInstance();
const game = new GomokuGame();
const player1 = 'player1-uuid';
const player2 = 'player2-uuid';

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@ -1,89 +1,32 @@
import { v4 as uuidv4 } from 'uuid';
export type PlayerColor = 'black' | 'white';
export type GameStatus = 'waiting' | 'playing' | 'finished';
export type BoardCell = null | 'black' | 'white';
type PlayerColor = 'black' | 'white';
type GameStatus = 'waiting' | 'playing' | 'finished';
type BoardCell = null | 'black' | 'white';
export class GameInstance {
public readonly id: string;
export class GomokuGame {
public readonly board: BoardCell[][];
public currentPlayerColor: PlayerColor | null;
public currentPlayerColor: null | PlayerColor;
public status: GameStatus;
public winnerColor: null | PlayerColor | 'draw';
public players: { black?: string; white?: string };
public history: { row: number, col: number }[];
private readonly boardSize = 15;
private moveCount = 0;
constructor(id?: string) {
this.id = id || uuidv4();
constructor() {
this.board = Array.from({ length: this.boardSize }, () =>
Array(this.boardSize).fill(null),
);
this.currentPlayerColor = null;
this.currentPlayerColor = 'black';
this.status = 'waiting';
this.winnerColor = null;
this.players = {};
}
public getCurrentPlayerId(): string | undefined {
if (this.currentPlayerColor === 'black') {
return this.players.black;
} else {
return this.players.white;
}
}
public getPlayerCount(): number {
return Object.values(this.players).filter(Boolean).length;
}
public addPlayer(playerId: string): boolean {
// If game is full, prevent new players from joining.
if (this.getPlayerCount() >= 2) {
return false;
}
// If player is already in the game, return true.
if (Object.values(this.players).includes(playerId)) {
return true;
}
// Assign black if available, otherwise white
if (!this.players.black) {
this.players.black = playerId;
} else if (!this.players.white) {
this.players.white = playerId;
} else {
return false; // Should not happen if getPlayerCount() check is correct
}
// If both players have joined, start the game.
if (this.players.black && this.players.white) {
this.currentPlayerColor = 'black';
this.status = 'playing';
}
return true;
this.history = [];
}
public makeMove(
playerId: string,
playerColor: PlayerColor,
row: number,
col: number,
): { success: boolean; error?: string } {
// Find player's color
let playerColor: PlayerColor | null = null;
for (const [color, id] of Object.entries(this.players)) {
if (id === playerId) {
playerColor = color as PlayerColor;
break;
}
}
if (!playerColor) {
return { success: false, error: 'Player not in this game' };
}
// Validate it's the player's turn
if (this.currentPlayerColor !== playerColor) {
return { success: false, error: 'Not your turn' };
@ -103,6 +46,14 @@ export class GameInstance {
this.board[row][col] = playerColor;
this.moveCount++;
// If this was the first move, declare the game to have begun
if (this.status === 'waiting') {
this.status = 'playing';
}
// Add the move to the game's history
this.history.push({ row, col });
// Check for win condition
if (this.checkWin(row, col, playerColor)) {
this.winnerColor = playerColor;

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@ -1,8 +1,9 @@
import { Elysia, t } from 'elysia';
import { html } from '@elysiajs/html';
import { staticPlugin } from '@elysiajs/static';
import { cookie } from '@elysiajs/cookie';
import { WebSocketHandler } from './web-socket-handler';
import { GameInstance } from './game/game-instance';
import { GomokuGame } from './game/game-instance';
const wsHandler = new WebSocketHandler();
@ -14,21 +15,13 @@ const app = new Elysia()
}),
)
.use(cookie())
.use(html())
.ws('/ws', {
query: t.Object({
gameId: t.String(),
playerId: t.String(),
}),
open(ws) {
const { gameId, playerId } = ws.data.query;
if (!gameId || !playerId) {
console.error(
'WebSocket connection missing gameId or playerId in query params.',
);
ws.send('Error: missing gameId or playerId.');
ws.close();
return;
}
wsHandler.handleConnection(ws);
},
message(ws, message) {
@ -55,30 +48,22 @@ const app = new Elysia()
console.log(`Generated new playerId and set cookie: ${playerId}`);
}
const urlGameId = query.gameId as string | undefined;
let game: GameInstance;
if (urlGameId) {
let existingGame = wsHandler.getGame(urlGameId);
if (existingGame) {
game = existingGame;
console.log(`Found existing game: ${urlGameId}`);
} else {
game = wsHandler.createGame(urlGameId);
console.log(`Created new game with provided ID: ${urlGameId}`);
let gameId = query.gameId as string | undefined;
if (gameId) {
if (!wsHandler.hasGame(gameId)) {
wsHandler.createGame(gameId);
console.log(`Created new game with provided ID: ${gameId}`);
}
} else {
game = wsHandler.createGame();
console.log(`Created new game without specific ID: ${game.id}`);
gameId = wsHandler.createGame();
console.log(`Created new game without specific ID: ${gameId}`);
}
game.addPlayer(playerId);
wsHandler.broadcastGameState(game.id);
const htmlTemplate = await Bun.file('./index.html').text();
let finalHtml = htmlTemplate
.replace(
'<meta name="gameId" content="" />',
`<meta name="gameId" content="${game.id}" />`,
`<meta name="gameId" content="${gameId}" />`,
)
.replace(
'<meta name="playerId" content="" />',

13
src/messages.ts Normal file
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@ -0,0 +1,13 @@
export interface Message {
type: 'make_move' | 'resign';
gameId: string;
playerId: string;
}
export interface MakeMoveMessage extends Message {
row: number;
col: number;
}
export interface ResignationMessage extends Message {}

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@ -1,17 +1,10 @@
import { GameInstance } from '../game/game-instance';
import { GomokuGame } from '../game/game-instance';
export function renderGameBoardHtml(
game: GameInstance,
playerId: string,
game: GomokuGame,
isPlayerToPlay: boolean,
): string {
let boardHtml = '<div id="game-board" class="game-board-grid">';
const currentPlayerColor =
Object.entries(game.players).find(([_, id]) => id === playerId)?.[0] ||
null;
const isPlayersTurn =
game.status === 'playing' && game.currentPlayerColor === currentPlayerColor;
for (let row = 0; row < game.board.length; row++) {
for (let col = 0; col < game.board[row].length; col++) {
const stone = game.board[row][col];
@ -28,7 +21,7 @@ export function renderGameBoardHtml(
const left = col * 30;
// HTMX attributes for making a move
const wsAttrs = isPlayersTurn && !stone ? `ws-send="click"` : '';
const wsAttrs = isPlayerToPlay && !stone ? `ws-send="click"` : '';
boardHtml += `
<div
@ -46,7 +39,3 @@ export function renderGameBoardHtml(
boardHtml += `</div>`;
return boardHtml;
}
export function renderTitleBoxHtml(gameId: string, playerId: string): string {
return `<div id="title-box">You are: ${playerId}<br/>Game ID: ${gameId}</div>`;
}

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@ -1,293 +0,0 @@
import { ElysiaWS } from 'elysia/dist/ws';
import { GameInstance } from './game/game-instance';
import { renderGameBoardHtml } from './view/board-renderer';
interface MakeMoveMessage {
gameId: string;
playerId: string;
row: number;
col: number;
}
type WS = ElysiaWS<{ query: { playerId: string; gameId: string } }>;
export class WebSocketHandler {
private connections: Map<string, Array<WS>>;
private games: Map<string, GameInstance>;
constructor() {
this.connections = new Map();
this.games = new Map();
}
public handleConnection(ws: WS): void {
const { gameId, playerId } = ws.data.query;
if (!this.connections.has(gameId)) {
this.connections.set(gameId, []);
}
this.connections.get(gameId)?.push(ws);
const game = this.getGame(gameId);
if (game) {
this.broadcastGameState(game.id);
} else {
ws.send('Error: game not found');
ws.close();
}
console.log(
`WebSocket connected, registered for Game ${gameId} as Player ${playerId}`,
);
}
public handleMessage(ws: WS, message: any): void {
const type: string = message.type;
// Someday we might have other message types
if (type === 'make_move') {
this.handleMakeMove(ws, message as MakeMoveMessage);
}
}
private handleMakeMove(ws: WS, message: MakeMoveMessage): void {
const { row, col } = message;
const { gameId, playerId } = ws.data.query;
console.log(
`Handling make_move message in game ${gameId} from player ${playerId}: ${{ message }}`,
);
if (!gameId || !playerId || row === undefined || col === undefined) {
this.sendMessage(ws, 'Error: missing gameId, playerId, row, or col');
return;
}
const game = this.games.get(gameId);
if (!game) {
this.sendMessage(ws, 'Error: game not found');
return;
}
const playerColor = Object.entries(game.players).find(
([_, id]) => id === playerId,
)?.[0] as ('black' | 'white') | undefined;
if (!playerColor) {
this.sendMessage(ws, 'Error: you are not a player in this game');
return;
}
if (game.currentPlayerColor !== playerColor) {
this.sendMessage(ws, "Error: It's not your turn");
return;
}
try {
const result = game.makeMove(playerId, row, col);
if (result.success) {
this.broadcastGameState(game.id);
console.log(
`Move made in game ${game.id} by ${playerId}: (${row}, ${col})`,
);
} else {
this.sendMessage(ws, result.error || 'Error: invalid move');
}
} catch (e: any) {
this.sendMessage(ws, 'Error: ' + e.message);
}
}
public handleDisconnect(ws: WS): void {
const { gameId, playerId } = ws.data.query;
const connectionsInGame = this.connections.get(gameId);
if (!connectionsInGame) {
console.error(
`Disconnecting WebSocket for player ${playerId} from game ${gameId}, but that game has no connections!`,
);
return;
}
this.connections.set(
gameId,
connectionsInGame.filter(
(conn) => conn.data.query.playerId !== ws.data.query.playerId,
),
);
if (this.connections.get(gameId)?.length === 0) {
this.connections.delete(gameId);
}
if (this.connections.has(gameId)) {
// Notify remaining players about disconnect
this.sendMessageToGame(gameId, `${playerId} disconnected.`);
}
this.sendTitleBoxesForGame(gameId);
console.log(`${playerId} disconnected from game ${gameId}`);
}
public broadcastGameState(gameId: string): void {
const game = this.games.get(gameId);
if (!game) {
console.warn(
'Attempted to broadcast state of game ${gameId}, which is not loaded.',
);
return;
}
const connectionsToUpdate = this.connections.get(gameId);
if (connectionsToUpdate) {
connectionsToUpdate.forEach((ws) => {
const { gameId, playerId } = ws.data.query;
const updatedBoardHtml = renderGameBoardHtml(game, playerId);
ws.send(updatedBoardHtml);
if (game.status === 'finished') {
if (game.winnerColor === 'draw') {
this.sendMessageToGame(gameId, 'Game ended in draw.');
} else if (game.winnerColor) {
this.sendMessageToGame(
gameId,
`${game.winnerColor.toUpperCase()} wins!`,
);
}
} else if (game.status === 'playing') {
const clientPlayerColor = Object.entries(game.players).find(
([_, id]) => id === playerId,
)?.[0] as ('black' | 'white') | undefined;
if (
game.currentPlayerColor &&
clientPlayerColor === game.currentPlayerColor
) {
this.sendMessage(ws, "It's your turn!");
} else if (game.currentPlayerColor) {
this.sendMessage(
ws,
`Waiting for ${game.currentPlayerColor}'s move.`,
);
}
} else if (game.status === 'waiting') {
this.sendMessage(ws, 'Waiting for another player...');
}
});
} else {
console.log(`No connections to update for game ${gameId}.`);
}
this.sendTitleBoxesForGame(gameId);
}
public sendMessageToGame(gameId: string, message: string): void {
const connections = this.connections.get(gameId);
if (connections) {
connections.forEach((ws) => {
this.sendMessage(ws, message);
});
}
}
public sendMessage(targetWs: WS, message: string): void {
targetWs.send('<div id="messages">' + message + '</div>');
}
private sendTitleBox(targetWs: WS, message: string): void {
targetWs.send('<div id="title-box">' + message + '</div>');
}
private sendTitleBoxesForGame(gameId: string): void {
const game = this.games.get(gameId);
if (!game) {
console.error(
`Tried to send title boxes for game ${gameId}, but it doesn't exist!`,
);
return;
}
const connections = this.connections.get(gameId);
if (!connections) {
console.log(
`Attempted to send title boxes for game ${gameId}, but no players are connected.`,
);
return;
}
var message = '';
switch (game.status) {
case 'waiting': {
message = 'Waiting for players...';
break;
}
case 'playing': {
const blackTag = game.players.black
? this.playerTag(gameId, game.players.black)
: 'Unknown';
const whiteTag = game.players.white
? this.playerTag(gameId, game.players.white)
: 'Unknown';
message = `${blackTag} vs ${whiteTag}`;
break;
}
case 'finished': {
switch (game.winnerColor) {
case 'draw': {
message = 'Game ended in draw.';
break;
}
case 'black': {
message = `${this.playerTag(gameId, game.players.black!)} wins!`;
break;
}
case 'white': {
message = `${this.playerTag(gameId, game.players.white!)} wins!`;
break;
}
}
break;
}
}
connections.forEach((connection) => {
this.sendTitleBox(connection, message);
});
}
private playerTag(gameId: string, playerId: string) {
// Determine whether the player is disconnected
var connectionIcon = `<img src="/icons/disconnected.svg" alt="Disconnected" class="icon" />`;
const connections = this.connections.get(gameId);
if (connections) {
connections.forEach((ws) => {
if (ws.data.query.playerId === playerId) {
console.log(`Connection exists for player ${playerId}`);
connectionIcon = '';
}
});
}
// Set the correct name color for the player
var colorClass = '';
var turnClass = '';
const game = this.games.get(gameId);
if (game) {
if (game.players.white === playerId) {
colorClass = 'player-white';
} else if (game.players.black === playerId) {
colorClass = 'player-black';
}
if (game.getCurrentPlayerId() === playerId) {
turnClass = 'player-to-play';
}
}
const classes = `player-name ${colorClass} ${turnClass}`.trim();
return `<span class="${classes}">${playerId}${connectionIcon}</span>`;
}
public getGame(gameId: string): GameInstance | undefined {
return this.games.get(gameId);
}
createGame(gameId?: string): GameInstance {
const game = new GameInstance(gameId);
this.games.set(game.id, game);
return game;
}
}

267
src/web-socket-handler.tsx Normal file
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@ -0,0 +1,267 @@
import { ElysiaWS } from 'elysia/dist/ws';
import { Html } from '@elysiajs/html';
import { GomokuGame as GomokuGame, PlayerColor } from './game/game-instance';
import { renderGameBoardHtml } from './view/board-renderer';
import { Message, MakeMoveMessage, ResignationMessage } from './messages';
import { v4 as uuidv4 } from 'uuid';
type WS = ElysiaWS<{ query: { playerId: string; gameId: string } }>;
class PlayerConnection {
id: string;
name: string;
ws: WS;
constructor(id: string, ws: WS) {
this.id = id;
this.name = id;
this.ws = ws;
}
public sendMessage(severity: 'info' | 'error', message: string) {
// TODO
}
}
class GameServer {
id: string;
gomoku: GomokuGame;
connections: Map<string, PlayerConnection>;
blackPlayerId?: string;
whitePlayerId?: string;
constructor(id: string) {
this.id = id;
this.gomoku = new GomokuGame();
this.connections = new Map();
}
public handleConnection(ws: WS) {
const { playerId } = ws.data.query;
const conn = new PlayerConnection(playerId, ws);
this.connections.set(playerId, conn);
console.log(`Created connection with player ${conn.id} in game ${this.id}`);
if (!this.blackPlayerId) {
this.blackPlayerId = conn.id;
} else if (!this.whitePlayerId) {
this.whitePlayerId = conn.id;
}
if (this.whitePlayerId && this.blackPlayerId) {
this.gomoku.status = 'playing';
}
this.broadcastBoard();
this.broadcastButtons();
this.broadcastTitle();
}
public handleDisconnect(ws: WS) {
const { playerId } = ws.data.query;
this.connections.delete(playerId);
}
public broadcastBoard() {
this.connections.forEach((conn: PlayerConnection) => this.broadcastBoardToPlayer(conn));
}
public broadcastTitle() {
this.connections.forEach((conn: PlayerConnection) => this.broadcastTitleToPlayer(conn));
}
public broadcastButtons() {
this.connections.forEach((conn: PlayerConnection) => this.broadcastButtonsToPlayer(conn));
}
public broadcastBoardToPlayer(conn: PlayerConnection) {
const isToPlay = this.gomoku.currentPlayerColor == this.getPlayerColor(conn);
const updatedBoardHtml = renderGameBoardHtml(this.gomoku, isToPlay);
conn.ws.send(updatedBoardHtml);
console.log(`Sent board for game ${this.id} to player ${conn.id}`);
}
public broadcastTitleToPlayer(conn: PlayerConnection) {
let message = '';
switch (this.gomoku.status) {
case 'waiting': {
message = 'Waiting for players...';
break;
}
case 'playing': {
const blackTag = this.playerTag(this.blackPlayerId!, 'black');
const whiteTag = this.playerTag(this.whitePlayerId!, 'white');
message = `${blackTag} vs ${whiteTag}`;
break;
}
case 'finished': {
switch (this.gomoku.winnerColor) {
case 'draw': {
message = 'Game ended in draw.';
break;
}
case 'black': {
const name = this.connections.get(this.blackPlayerId!)?.name;
message = `${name} wins!`;
break;
}
case 'white': {
const name = this.connections.get(this.whitePlayerId!)?.name;
message = `${name} wins!`;
break;
}
}
break;
}
}
conn.ws.send(<div id="title-box">{message}</div>);
console.log(`Sent title for game ${this.id} to player ${conn.id}`);
}
public broadcastButtonsToPlayer(conn: PlayerConnection) {
// TODO
console.log(`Sent buttons for game ${this.id} to player ${conn.id}`);
}
private playerTag(playerId: string, color: PlayerColor) {
const connectionIcon = this.connections.has(playerId) ? '' : `<img src="/icons/disconnected.svg" alt="Disconnected" class="icon" />`;
var turnClass = (this.gomoku.currentPlayerColor === color) ? 'player-to-play' : ''
const classes = `player-name ${'player-' + color} ${turnClass}`.trim();
return (<span class={classes}>{playerId}{connectionIcon}</span>);
}
public handleMessage(ws: WS, message: Message): void {
const conn = this.connections.get(ws.data.query.playerId);
if (!conn) {
console.error(`Failed to handle message from player ${ws.data.query.playerId}, because they are not in the game ${this.id}, which it was routed to`);
return;
}
switch (message.type) {
case 'make_move': {
this.handleMakeMove(conn, message as MakeMoveMessage);
break;
}
case 'resign': {
this.handleResignation(conn, message as ResignationMessage);
break;
}
}
}
private getPlayerColor(conn: PlayerConnection): PlayerColor | undefined {
if (this.blackPlayerId === conn.id) {
return 'black';
} else if (this.whitePlayerId === conn.id) {
return 'white';
} else {
return undefined;
}
}
private handleMakeMove(conn: PlayerConnection, message: MakeMoveMessage): void {
console.log(
`Handling make_move message in game ${this.id} from player ${conn.id}: ${{ message }}`,
);
const { row, col } = message;
var playerColor;
if (this.blackPlayerId === conn.id) {
playerColor = 'black';
} else if (this.whitePlayerId == conn.id) {
playerColor = 'white';
} else {
conn.sendMessage('error', 'You are not a player in this game, you cannot make a move!');
return;
}
if (this.gomoku.currentPlayerColor !== playerColor) {
conn.sendMessage('error', "It's not your turn");
return;
}
const stateBeforeMove = this.gomoku.status;
const result = this.gomoku.makeMove(playerColor, row, col);
console.log(result);
if (result.success) {
this.broadcastBoard();
this.broadcastTitle();
// We only need to re-send buttons when the game state changes
if (stateBeforeMove != this.gomoku.status) {
this.broadcastButtons();
}
console.log(
`Move made in game ${this.id} by ${conn.id}: (${row}, ${col})`,
);
} else {
conn.sendMessage('error', result.error!);
}
}
private handleResignation(conn: PlayerConnection, _message: ResignationMessage): void {
// TODO
}
}
export class WebSocketHandler {
private games: Map<String, GameServer>;
constructor() {
this.games = new Map();
}
public handleConnection(ws: WS): void {
const { gameId } = ws.data.query;
if (this.games.has(gameId)) {
this.games.get(gameId)!.handleConnection(ws);
} else {
ws.send('Error: game not found');
ws.close();
}
}
public handleDisconnect(ws: WS): void {
const { gameId, playerId } = ws.data.query;
const game = this.games.get(gameId);
if (!game) {
console.error(`Attempted to disconnect player ${playerId} from game ${gameId}, which does not exist!`);
return;
}
game.handleDisconnect(ws);
console.log(`${playerId} disconnected from game ${gameId}`);
if (game.connections.entries.length == 0) {
this.games.delete(gameId);
console.log(`Game ${gameId} has been deleted (empty).`);
}
}
public handleMessage(ws: WS, messageUnparsed: any) {
let message = messageUnparsed as Message;
if (!message) {
console.log(`Received malformed message ${messageUnparsed} from player ${ws.data.query.playerId}.`);
ws.send("Error: malformed message!");
return;
}
const { gameId } = ws.data.query;
const gameServer = this.games.get(gameId);
if (!gameServer) {
console.error(`A WebSocket connection was left open for the non-existent game ${gameId}`);
return;
}
gameServer.handleMessage(ws, message);
}
public createGame(id?: string): string {
const realId = id ? id : uuidv4();
this.games.set(realId, new GameServer(realId));
return realId;
}
public hasGame(id: string): boolean {
return this.games.has(id);
}
}

View File

@ -1,105 +1,15 @@
{
"compilerOptions": {
/* Visit https://aka.ms/tsconfig to read more about this file */
/* Projects */
// "incremental": true, /* Save .tsbuildinfo files to allow for incremental compilation of projects. */
// "composite": true, /* Enable constraints that allow a TypeScript project to be used with project references. */
// "tsBuildInfoFile": "./.tsbuildinfo", /* Specify the path to .tsbuildinfo incremental compilation file. */
// "disableSourceOfProjectReferenceRedirect": true, /* Disable preferring source files instead of declaration files when referencing composite projects. */
// "disableSolutionSearching": true, /* Opt a project out of multi-project reference checking when editing. */
// "disableReferencedProjectLoad": true, /* Reduce the number of projects loaded automatically by TypeScript. */
/* Language and Environment */
"target": "ES2021" /* Set the JavaScript language version for emitted JavaScript and include compatible library declarations. */,
// "lib": [], /* Specify a set of bundled library declaration files that describe the target runtime environment. */
// "jsx": "preserve", /* Specify what JSX code is generated. */
// "experimentalDecorators": true, /* Enable experimental support for TC39 stage 2 draft decorators. */
// "emitDecoratorMetadata": true, /* Emit design-type metadata for decorated declarations in source files. */
// "jsxFactory": "", /* Specify the JSX factory function used when targeting React JSX emit, e.g. 'React.createElement' or 'h'. */
// "jsxFragmentFactory": "", /* Specify the JSX Fragment reference used for fragments when targeting React JSX emit e.g. 'React.Fragment' or 'Fragment'. */
// "jsxImportSource": "", /* Specify module specifier used to import the JSX factory functions when using 'jsx: react-jsx*'. */
// "reactNamespace": "", /* Specify the object invoked for 'createElement'. This only applies when targeting 'react' JSX emit. */
// "noLib": true, /* Disable including any library files, including the default lib.d.ts. */
// "useDefineForClassFields": true, /* Emit ECMAScript-standard-compliant class fields. */
// "moduleDetection": "auto", /* Control what method is used to detect module-format JS files. */
/* Modules */
"module": "ES2022" /* Specify what module code is generated. */,
// "rootDir": "./", /* Specify the root folder within your source files. */
"moduleResolution": "node" /* Specify how TypeScript looks up a file from a given module specifier. */,
// "baseUrl": "./", /* Specify the base directory to resolve non-relative module names. */
// "paths": {}, /* Specify a set of entries that re-map imports to additional lookup locations. */
// "rootDirs": [], /* Allow multiple folders to be treated as one when resolving modules. */
// "typeRoots": [], /* Specify multiple folders that act like './node_modules/@types'. */
"types": [
"bun-types"
] /* Specify type package names to be included without being referenced in a source file. */,
// "allowUmdGlobalAccess": true, /* Allow accessing UMD globals from modules. */
// "moduleSuffixes": [], /* List of file name suffixes to search when resolving a module. */
// "resolveJsonModule": true, /* Enable importing .json files. */
// "noResolve": true, /* Disallow 'import's, 'require's or '<reference>'s from expanding the number of files TypeScript should add to a project. */
/* JavaScript Support */
// "allowJs": true, /* Allow JavaScript files to be a part of your program. Use the 'checkJS' option to get errors from these files. */
// "checkJs": true, /* Enable error reporting in type-checked JavaScript files. */
// "maxNodeModuleJsDepth": 1, /* Specify the maximum folder depth used for checking JavaScript files from 'node_modules'. Only applicable with 'allowJs'. */
/* Emit */
// "declaration": true, /* Generate .d.ts files from TypeScript and JavaScript files in your project. */
// "declarationMap": true, /* Create sourcemaps for d.ts files. */
// "emitDeclarationOnly": true, /* Only output d.ts files and not JavaScript files. */
// "sourceMap": true, /* Create source map files for emitted JavaScript files. */
// "outFile": "./", /* Specify a file that bundles all outputs into one JavaScript file. If 'declaration' is true, also designates a file that bundles all .d.ts output. */
// "outDir": "./", /* Specify an output folder for all emitted files. */
// "removeComments": true, /* Disable emitting comments. */
// "noEmit": true, /* Disable emitting files from a compilation. */
// "importHelpers": true, /* Allow importing helper functions from tslib once per project, instead of including them per-file. */
// "importsNotUsedAsValues": "remove", /* Specify emit/checking behavior for imports that are only used for types. */
// "downlevelIteration": true, /* Emit more compliant, but verbose and less performant JavaScript for iteration. */
// "sourceRoot": "", /* Specify the root path for debuggers to find the reference source code. */
// "mapRoot": "", /* Specify the location where debugger should locate map files instead of generated locations. */
// "inlineSourceMap": true, /* Include sourcemap files inside the emitted JavaScript. */
// "inlineSources": true, /* Include source code in the sourcemaps inside the emitted JavaScript. */
// "emitBOM": true, /* Emit a UTF-8 Byte Order Mark (BOM) in the beginning of output files. */
// "newLine": "crlf", /* Set the newline character for emitting files. */
// "stripInternal": true, /* Disable emitting declarations that have '@internal' in their JSDoc comments. */
// "noEmitHelpers": true, /* Disable generating custom helper functions like '__extends' in compiled output. */
// "noEmitOnError": true, /* Disable emitting files if any type checking errors are reported. */
// "preserveConstEnums": true, /* Disable erasing 'const enum' declarations in generated code. */
// "declarationDir": "./", /* Specify the output directory for generated declaration files. */
// "preserveValueImports": true, /* Preserve unused imported values in the JavaScript output that would otherwise be removed. */
/* Interop Constraints */
// "isolatedModules": true, /* Ensure that each file can be safely transpiled without relying on other imports. */
// "allowSyntheticDefaultImports": true, /* Allow 'import x from y' when a module doesn't have a default export. */
"esModuleInterop": true /* Emit additional JavaScript to ease support for importing CommonJS modules. This enables 'allowSyntheticDefaultImports' for type compatibility. */,
// "preserveSymlinks": true, /* Disable resolving symlinks to their realpath. This correlates to the same flag in node. */
"forceConsistentCasingInFileNames": true /* Ensure that casing is correct in imports. */,
/* Type Checking */
"strict": true /* Enable all strict type-checking options. */,
// "noImplicitAny": true, /* Enable error reporting for expressions and declarations with an implied 'any' type. */
// "strictNullChecks": true, /* When type checking, take into account 'null' and 'undefined'. */
// "strictFunctionTypes": true, /* When assigning functions, check to ensure parameters and the return values are subtype-compatible. */
// "strictBindCallApply": true, /* Check that the arguments for 'bind', 'call', and 'apply' methods match the original function. */
// "strictPropertyInitialization": true, /* Check for class properties that are declared but not set in the constructor. */
// "noImplicitThis": true, /* Enable error reporting when 'this' is given the type 'any'. */
// "useUnknownInCatchVariables": true, /* Default catch clause variables as 'unknown' instead of 'any'. */
// "alwaysStrict": true, /* Ensure 'use strict' is always emitted. */
// "noUnusedLocals": true, /* Enable error reporting when local variables aren't read. */
// "noUnusedParameters": true, /* Raise an error when a function parameter isn't read. */
// "exactOptionalPropertyTypes": true, /* Interpret optional property types as written, rather than adding 'undefined'. */
// "noImplicitReturns": true, /* Enable error reporting for codepaths that do not explicitly return in a function. */
// "noFallthroughCasesInSwitch": true, /* Enable error reporting for fallthrough cases in switch statements. */
// "noUncheckedIndexedAccess": true, /* Add 'undefined' to a type when accessed using an index. */
// "noImplicitOverride": true, /* Ensure overriding members in derived classes are marked with an override modifier. */
// "noPropertyAccessFromIndexSignature": true, /* Enforces using indexed accessors for keys declared using an indexed type. */
// "allowUnusedLabels": true, /* Disable error reporting for unused labels. */
// "allowUnreachableCode": true, /* Disable error reporting for unreachable code. */
/* Completeness */
// "skipDefaultLibCheck": true, /* Skip type checking .d.ts files that are included with TypeScript. */
"skipLibCheck": true /* Skip type checking all .d.ts files. */
"esModuleInterop": true,
"forceConsistentCasingInFileNames": true,
"module": "ES2022",
"moduleResolution": "node",
"skipLibCheck": true,
"strict": true,
"target": "ES2021",
"types": ["bun-types"],
"jsx": "react",
"jsxFactory": "Html.createElement",
"jsxFragmentFactory": "Html.Fragment"
}
}