Initial commit

main
Antonio De Lucreziis 2 years ago
commit 4b1cdfdb73

11
.gitignore vendored

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.env
*.local*
bin/
.out/
out/
dist/
node_modules/
.vscode/

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module game
go 1.19
require (
github.com/alecthomas/repr v0.2.0 // indirect
github.com/go-chi/chi/v5 v5.0.8 // indirect
github.com/gobwas/httphead v0.1.0 // indirect
github.com/gobwas/pool v0.2.1 // indirect
github.com/gobwas/ws v1.1.0 // indirect
github.com/klauspost/compress v1.10.3 // indirect
nhooyr.io/websocket v1.8.7 // indirect
)

@ -0,0 +1,50 @@
github.com/alecthomas/repr v0.2.0 h1:HAzS41CIzNW5syS8Mf9UwXhNH1J9aix/BvDRf1Ml2Yk=
github.com/alecthomas/repr v0.2.0/go.mod h1:Fr0507jx4eOXV7AlPV6AVZLYrLIuIeSOWtW57eE/O/4=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/davecgh/go-spew v1.1.1/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/gin-contrib/sse v0.1.0/go.mod h1:RHrZQHXnP2xjPF+u1gW/2HnVO7nvIa9PG3Gm+fLHvGI=
github.com/gin-gonic/gin v1.6.3/go.mod h1:75u5sXoLsGZoRN5Sgbi1eraJ4GU3++wFwWzhwvtwp4M=
github.com/go-chi/chi/v5 v5.0.8 h1:lD+NLqFcAi1ovnVZpsnObHGW4xb4J8lNmoYVfECH1Y0=
github.com/go-chi/chi/v5 v5.0.8/go.mod h1:DslCQbL2OYiznFReuXYUmQ2hGd1aDpCnlMNITLSKoi8=
github.com/go-playground/assert/v2 v2.0.1/go.mod h1:VDjEfimB/XKnb+ZQfWdccd7VUvScMdVu0Titje2rxJ4=
github.com/go-playground/locales v0.13.0/go.mod h1:taPMhCMXrRLJO55olJkUXHZBHCxTMfnGwq/HNwmWNS8=
github.com/go-playground/universal-translator v0.17.0/go.mod h1:UkSxE5sNxxRwHyU+Scu5vgOQjsIJAF8j9muTVoKLVtA=
github.com/go-playground/validator/v10 v10.2.0/go.mod h1:uOYAAleCW8F/7oMFd6aG0GOhaH6EGOAJShg8Id5JGkI=
github.com/gobwas/httphead v0.0.0-20180130184737-2c6c146eadee/go.mod h1:L0fX3K22YWvt/FAX9NnzrNzcI4wNYi9Yku4O0LKYflo=
github.com/gobwas/httphead v0.1.0 h1:exrUm0f4YX0L7EBwZHuCF4GDp8aJfVeBrlLQrs6NqWU=
github.com/gobwas/httphead v0.1.0/go.mod h1:O/RXo79gxV8G+RqlR/otEwx4Q36zl9rqC5u12GKvMCM=
github.com/gobwas/pool v0.2.0/go.mod h1:q8bcK0KcYlCgd9e7WYLm9LpyS+YeLd8JVDW6WezmKEw=
github.com/gobwas/pool v0.2.1 h1:xfeeEhW7pwmX8nuLVlqbzVc7udMDrwetjEv+TZIz1og=
github.com/gobwas/pool v0.2.1/go.mod h1:q8bcK0KcYlCgd9e7WYLm9LpyS+YeLd8JVDW6WezmKEw=
github.com/gobwas/ws v1.0.2/go.mod h1:szmBTxLgaFppYjEmNtny/v3w89xOydFnnZMcgRRu/EM=
github.com/gobwas/ws v1.1.0 h1:7RFti/xnNkMJnrK7D1yQ/iCIB5OrrY/54/H930kIbHA=
github.com/gobwas/ws v1.1.0/go.mod h1:nzvNcVha5eUziGrbxFCo6qFIojQHjJV5cLYIbezhfL0=
github.com/golang/protobuf v1.3.3/go.mod h1:vzj43D7+SQXF/4pzW/hwtAqwc6iTitCiVSaWz5lYuqw=
github.com/golang/protobuf v1.3.5/go.mod h1:6O5/vntMXwX2lRkT1hjjk0nAC1IDOTvTlVgjlRvqsdk=
github.com/google/go-cmp v0.4.0/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/gNBxE=
github.com/google/gofuzz v1.0.0/go.mod h1:dBl0BpW6vV/+mYPU4Po3pmUjxk6FQPldtuIdl/M65Eg=
github.com/gorilla/websocket v1.4.1/go.mod h1:YR8l580nyteQvAITg2hZ9XVh4b55+EU/adAjf1fMHhE=
github.com/json-iterator/go v1.1.9/go.mod h1:KdQUCv79m/52Kvf8AW2vK1V8akMuk1QjK/uOdHXbAo4=
github.com/klauspost/compress v1.10.3 h1:OP96hzwJVBIHYU52pVTI6CczrxPvrGfgqF9N5eTO0Q8=
github.com/klauspost/compress v1.10.3/go.mod h1:aoV0uJVorq1K+umq18yTdKaF57EivdYsUV+/s2qKfXs=
github.com/leodido/go-urn v1.2.0/go.mod h1:+8+nEpDfqqsY+g338gtMEUOtuK+4dEMhiQEgxpxOKII=
github.com/mattn/go-isatty v0.0.12/go.mod h1:cbi8OIDigv2wuxKPP5vlRcQ1OAZbq2CE4Kysco4FUpU=
github.com/modern-go/concurrent v0.0.0-20180228061459-e0a39a4cb421/go.mod h1:6dJC0mAP4ikYIbvyc7fijjWJddQyLn8Ig3JB5CqoB9Q=
github.com/modern-go/reflect2 v0.0.0-20180701023420-4b7aa43c6742/go.mod h1:bx2lNnkwVCuqBIxFjflWJWanXIb3RllmbCylyMrvgv0=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
github.com/stretchr/testify v1.3.0/go.mod h1:M5WIy9Dh21IEIfnGCwXGc5bZfKNJtfHm1UVUgZn+9EI=
github.com/stretchr/testify v1.4.0/go.mod h1:j7eGeouHqKxXV5pUuKE4zz7dFj8WfuZ+81PSLYec5m4=
github.com/ugorji/go v1.1.7/go.mod h1:kZn38zHttfInRq0xu/PH0az30d+z6vm202qpg1oXVMw=
github.com/ugorji/go/codec v1.1.7/go.mod h1:Ax+UKWsSmolVDwsd+7N3ZtXu+yMGCf907BLYF3GoBXY=
golang.org/x/sys v0.0.0-20200116001909-b77594299b42/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20201207223542-d4d67f95c62d/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/text v0.3.2/go.mod h1:bEr9sfX3Q8Zfm5fL9x+3itogRgK3+ptLWKqgva+5dAk=
golang.org/x/time v0.0.0-20191024005414-555d28b269f0/go.mod h1:tRJNPiyCQ0inRvYxbN9jk5I+vvW/OXSQhTDSoE431IQ=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
gopkg.in/yaml.v2 v2.2.2/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
gopkg.in/yaml.v2 v2.2.8/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
nhooyr.io/websocket v1.8.7 h1:usjR2uOr/zjjkVMy0lW+PPohFok7PCow5sDjLgX4P4g=
nhooyr.io/websocket v1.8.7/go.mod h1:B70DZP8IakI65RVQ51MsWP/8jndNma26DVA/nFSCgW0=

@ -0,0 +1,22 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<link rel="stylesheet" href="/src/style.css" />
<title>Game 1</title>
</head>
<body>
<canvas></canvas>
<div id="overlay">
<label for="game-nickname">Nickname</label>
<input type="text" id="game-nickname" />
<button id="game-enter">Entra</button>
</div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

@ -0,0 +1,133 @@
package main
import (
"context"
"encoding/json"
"log"
"net"
"net/http"
"time"
"github.com/go-chi/chi/v5"
"github.com/go-chi/chi/v5/middleware"
"github.com/gobwas/ws"
"github.com/gobwas/ws/wsutil"
)
type Point2d struct {
X float64 `json:"x"`
Y float64 `json:"y"`
}
type Player struct {
Nickname string
Connection net.Conn
Position Point2d
}
type clientState Point2d
type serverState struct {
Entities []Point2d `json:"entities"`
}
func main() {
r := chi.NewRouter()
r.Use(middleware.Logger)
r.Use(middleware.Recoverer)
players := map[string]*Player{}
r.Get("/api/ws", func(w http.ResponseWriter, r *http.Request) {
username := r.URL.Query().Get("username")
conn, _, _, err := ws.UpgradeHTTP(r, w)
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
players[username] = &Player{
Nickname: username,
Connection: conn,
Position: Point2d{0, 0},
}
go func() {
log.Printf(`[%s] logged in`, username)
ctx, cancelComms := context.WithCancel(context.Background())
go func() {
defer cancelComms()
for {
serverMsg := &serverState{
Entities: []Point2d{},
}
// generate custom message for this client
for name, player := range players {
if name != username {
serverMsg.Entities = append(serverMsg.Entities, player.Position)
}
}
rawServerMsg, err := json.Marshal(serverMsg)
if err != nil {
log.Print(err)
return
}
if err := wsutil.WriteServerText(conn, rawServerMsg); err != nil {
log.Print(err)
return
}
select {
case <-ctx.Done():
return
case <-time.NewTimer(1000 / 30 * time.Millisecond).C:
}
}
}()
go func() {
defer cancelComms()
for {
rawClientMsg, err := wsutil.ReadClientText(conn)
if err != nil {
log.Print(err)
return
}
var clientMsg clientState
if err := json.Unmarshal(rawClientMsg, &clientMsg); err != nil {
log.Print(err)
return
}
// log.Printf(`[%v] Server received: %s`, username, repr.String(clientMsg))
players[username].Position = Point2d(clientMsg)
select {
case <-ctx.Done():
return
case <-time.NewTimer(1000 / 30 * time.Millisecond).C:
}
}
}()
<-ctx.Done()
log.Printf(`[%s] left the session`, username)
delete(players, username)
conn.Close()
}()
})
log.Printf(`Starting server on :4000...`)
log.Fatal(http.ListenAndServe(":4000", r))
}

@ -0,0 +1,16 @@
{
"name": "game-1",
"version": "1.0.0",
"description": "",
"main": "index.js",
"scripts": {
"dev": "vite",
"build": "vite build"
},
"author": "aziis98",
"license": "MIT",
"devDependencies": {
"typescript": "^4.9.4",
"vite": "^4.0.4"
}
}

@ -0,0 +1,353 @@
lockfileVersion: 5.4
specifiers:
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devDependencies:
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vite: 4.0.4
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engines: {node: ^8.16.0 || ^10.6.0 || >=11.0.0}
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requiresBuild: true
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sass:
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stylus:
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dependencies:
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resolve: 1.22.1
rollup: 3.10.0
optionalDependencies:
fsevents: 2.3.2
dev: true

@ -0,0 +1,109 @@
import { Graphics2D, upgradeToGraphics2D } from './graphics2d'
import { IGame, InputState } from './types'
const createContext2D = ($c: HTMLCanvasElement): Graphics2D => {
const scale = window.devicePixelRatio
$c.width = Math.floor($c.offsetWidth * scale)
$c.height = Math.floor($c.offsetHeight * scale)
const g = upgradeToGraphics2D($c.getContext('2d')!)
g.scale(scale, scale)
return g
}
/**
* This function will start the given game inside the canvas `$c` and using the WebSocket `ws` to talk to the server
*/
export function createGame<S, L>($c: HTMLCanvasElement, ws: WebSocket, game: IGame<S, L>) {
// tell whether to create a new rendering context (at start and after window resize)
let invalidated = true
// tell whether to actually redraw the screen
let repaint = true
const inputs: InputState = {
mouse: {
x: 0,
y: 0,
pressed: new Set(),
},
keyboard: {
pressed: new Set(),
},
}
window.addEventListener('resize', () => {
invalidated = true
})
const onMouseMove = (e: MouseEvent | TouchEvent) => {
if (e instanceof MouseEvent) {
inputs.mouse.x = e.x
inputs.mouse.y = e.y
inputs.mouse.pressed.clear()
if (((e.buttons >> 0) & 1) === 1) inputs.mouse.pressed.add('left')
if (((e.buttons >> 1) & 1) === 1) inputs.mouse.pressed.add('right')
if (((e.buttons >> 2) & 1) === 1) inputs.mouse.pressed.add('middle')
} else {
inputs.mouse.x = e.touches.item(0)?.pageX ?? 0
inputs.mouse.y = e.touches.item(0)?.pageY ?? 0
}
game.onMouseMoved?.(inputs)
}
window.addEventListener('mousemove', e => onMouseMove(e))
window.addEventListener('drag', e => onMouseMove(e))
window.addEventListener('touchmove', e => onMouseMove(e))
let g = createContext2D($c)
const paint = () => {
if (invalidated) {
g = createContext2D($c)
invalidated = false
}
if (repaint) {
game.render(g)
repaint = false
}
requestAnimationFrame(paint)
}
let lastUpdate = new Date().getTime()
game.update({ dt: 1000 / 30, inputs })
// start update loop at 30FPS
setInterval(() => {
const now = new Date().getTime()
repaint = game.update({ dt: now - lastUpdate, inputs })
lastUpdate = now
}, 1000 / 60)
let lastServerMessage: S | null = null
ws.addEventListener('open', () => {
// start server communication loop at 30FPS
setInterval(() => {
const clientMessage = game.getClientState()
if (clientMessage) {
console.log('sending data')
ws.send(JSON.stringify(clientMessage))
}
}, 1000 / 30)
})
ws.addEventListener('message', e => {
console.log('receiving data')
const serverMessage = JSON.parse(e.data)
game.onServerState(serverMessage)
})
// start render loop
requestAnimationFrame(paint)
}

@ -0,0 +1,58 @@
import { Graphics2D } from './graphics2d'
import { IGame, InputState } from './types'
type ServerState = {
entities: {
x: number
y: number
}[]
}
type ClientState = { x: 0; y: 0 }
export default class Game1 implements IGame<ServerState, ClientState> {
world: ServerState = { entities: [] }
player: ClientState = { x: 0, y: 0 }
mouseStillSinceLastComm = false
render(g: Graphics2D) {
g.clearRect(0, 0, g.width, g.height)
g.fillStyle = '#ff0000'
g.beginPath()
g.rect(this.player.x - 10, this.player.y - 10, 20, 20)
g.fill()
for (const entity of this.world.entities) {
g.fillStyle = '#0000ff'
g.beginPath()
g.rect(entity.x - 10, entity.y - 10, 20, 20)
g.fill()
}
}
update({ inputs }): boolean {
this.player.x = inputs.mouse.x
this.player.y = inputs.mouse.y
return true
}
onMouseMoved(): void {
this.mouseStillSinceLastComm = false
}
getClientState(): ClientState | null {
if (this.mouseStillSinceLastComm) {
return null
} else {
this.mouseStillSinceLastComm = true
return this.player
}
}
onServerState(serverData: ServerState) {
this.world = serverData
}
}

@ -0,0 +1,34 @@
/**
* A custom wrapper to the default CanvasRenderingContext2D with some utility methods
*
* @see CanvasRenderingContext2D
*/
export interface Graphics2D extends CanvasRenderingContext2D {
width: number
height: number
/**
* The default CanvasRenderingContext2D provides an "ellipse" method but has just to many parameters when needing to just draw a circle or a dot on the screen
*
* @see CanvasRenderingContext2D
*/
circle(x: number, y: number, radius: number)
}
function circle(this: Graphics2D, x: number, y: number, radius: number) {
this.ellipse(x, y, radius, radius, 0, 0, Math.PI * 2)
}
/**
* This function will patch a CanvasRenderingContext2D and add methods to make it implement Graphics2D
*/
export function upgradeToGraphics2D(g: CanvasRenderingContext2D): Graphics2D {
// @ts-ignore
g.circle = circle
// @ts-ignore
g.width = g.canvas.width
// @ts-ignore
g.height = g.canvas.height
return g as Graphics2D
}

@ -0,0 +1,15 @@
import { createGame } from './engine'
import Game1 from './game-1'
const $overlay = document.querySelector<HTMLElement>('#overlay')!
const $inputNickname = document.querySelector<HTMLInputElement>('#game-nickname')!
const $btnEnterGame = document.querySelector<HTMLButtonElement>('#game-enter')!
const $canvas = document.querySelector<HTMLCanvasElement>('canvas')!
$btnEnterGame.addEventListener('click', () => {
const username = $inputNickname.value
$overlay.style.display = 'none'
const ws = new WebSocket(`ws://${location.host}/api/ws?username=${username}`)
createGame($canvas, ws, new Game1())
})

@ -0,0 +1,30 @@
* {
box-sizing: border-box;
}
html,
body {
margin: 0;
display: contents;
width: 100%;
height: 100%;
position: relative;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
#overlay {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
padding: 1rem;
background: #00000022;
border-radius: 0.5rem;
}

@ -0,0 +1,41 @@
import { Graphics2D } from './graphics2d'
type MouseButtons = 'left' | 'middle' | 'right'
export type InputState = {
mouse: {
x: number
y: number
pressed: Set<MouseButtons>
}
keyboard: {
pressed: Set<string>
}
}
/**
* Every game should implement this interface, if provided the present event handlers (the methods starting with "on-") will automatically be registered
*/
export interface IGame<S, C> {
/**
* Render from scratch the game state on screen
*/
render(g: Graphics2D): void
/**
* Update the game state
*
* @param dt Delta time passed from last update, useful for physics calculations
* @returns Whether to repaint the screen on next frame
*/
update(engine: { dt: number; inputs: InputState }): boolean
getClientState(): C | null
onServerState(serverState: S): void
onMousePressed?(inputs: InputState): void
onMouseReleased?(inputs: InputState): void
onMouseMoved?(inputs: InputState): void
onKeyPressed?(inputs: InputState): void
onKeyReleased?(inputs: InputState): void
}

@ -0,0 +1,103 @@
{
"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": "ESNext" /* 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": "ESNext" /* 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": [], /* 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": false /* 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. */
}
}

@ -0,0 +1,13 @@
import { defineConfig } from 'vite'
export default defineConfig({
server: {
port: 3000,
proxy: {
'/api': {
target: 'http://localhost:4000/',
ws: true,
},
},
},
})
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