Consolidate engine docs and naming
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/**
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* AI Interactive Fiction - Web Server
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* Serves the web UI and handles WebSocket communication
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*/
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import path from 'path';
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import express from 'express';
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import http from 'http';
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import { Server as SocketIOServer } from 'socket.io';
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import * as dotenv from 'dotenv';
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import { GameRunner } from './cli/game-runner';
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import { existsSync, mkdirSync, copyFileSync } from 'fs';
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import {
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textToParagraphs,
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TurnResult,
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} from './interfaces/turn-result';
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import {
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clientGameConfig,
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ensureConfiguredAssetDirectories,
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loadGameConfig,
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projectPath,
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} from './config/game-config';
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// Load environment variables
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dotenv.config();
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// Create Express application
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const app = express();
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const server = http.createServer(app);
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const io = new SocketIOServer(server);
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// Get port from environment variables or use default
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const DEFAULT_PORT = 3001;
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const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
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const PORT_RANGE = 300; // Try enough ports to skip OS-excluded ranges.
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const engineConfig = loadGameConfig(
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process.env.YAML_CONFIG_FILE || './config/engines/yaml.json',
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'yaml',
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);
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// Serve static files from the public directory. During local development the
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// browser must not keep stale ES modules, otherwise UI fixes appear to do
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// nothing until a hard cache clear.
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app.use(express.static(path.join(__dirname, '../public'), {
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etag: false,
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lastModified: false,
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setHeaders: (res) => {
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res.setHeader('Cache-Control', 'no-store, no-cache, must-revalidate, proxy-revalidate');
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res.setHeader('Pragma', 'no-cache');
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res.setHeader('Expires', '0');
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}
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}));
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app.get('/api/game-config', (_req, res) => {
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res.json(clientGameConfig(engineConfig));
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});
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// Set up game sessions
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const gameSessions = new Map<string, GameRunner>();
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const nextTurnIds = new Map<string, number>();
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function nextTurnId(socketId: string): number {
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const current = nextTurnIds.get(socketId) || 1;
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nextTurnIds.set(socketId, current + 1);
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return current;
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}
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function createTextTurn(
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socketId: string,
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text: string,
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gameState: TurnResult['gameState'] = {},
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suggestions?: string[],
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): TurnResult {
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const paragraphs = textToParagraphs(text);
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return {
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turnId: nextTurnId(socketId),
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paragraphs,
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choices: [],
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inputMode: 'text',
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gameState,
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suggestions,
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};
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}
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function normalizeSaveSlot(slot: unknown): number {
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const value = Number(slot);
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return Number.isInteger(value) && value > 0 ? value : 1;
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}
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async function startDemoGameForSocket(socket: any): Promise<GameRunner> {
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nextTurnIds.set(socket.id, 1);
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const gameRunner = new GameRunner();
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const worldFile = projectPath(process.env.DEFAULT_WORLD_FILE || engineConfig.paths.mainGameFile);
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await gameRunner.initialize(worldFile);
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gameSessions.set(socket.id, gameRunner);
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const gameState = gameRunner.getGameState();
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const paragraphs = [
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...textToParagraphs(gameState.world.introduction),
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...textToParagraphs(gameRunner.getCurrentRoomDescription()),
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];
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socket.emit('narrativeResponse', {
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turnId: nextTurnId(socket.id),
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paragraphs,
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choices: [],
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inputMode: 'text',
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gameState: {
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currentRoomId: gameState.currentRoomId,
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},
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});
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return gameRunner;
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}
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async function handleGameApi(socket: any, method: string, args: unknown[] = []) {
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const saveGames: Map<number, any> = socket.data.saveGames || new Map<number, any>();
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socket.data.saveGames = saveGames;
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switch (method) {
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case 'newGame':
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case 'newGame()':
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await startDemoGameForSocket(socket);
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return { success: true, result: true, running: true, canLoad: saveGames.size > 0 };
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case 'loadGame':
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case 'loadGame()': {
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const slot = normalizeSaveSlot(args[0]);
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if (!saveGames.has(slot)) {
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return { success: false, error: 'missing_save', result: false };
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}
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await startDemoGameForSocket(socket);
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socket.emit('gameLoaded', { slot });
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return { success: true, result: true, running: true, slot };
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}
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case 'saveGame':
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case 'saveGame()': {
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const gameRunner = gameSessions.get(socket.id);
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if (!gameRunner) {
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return { success: false, error: 'game_not_running', result: false };
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}
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const slot = normalizeSaveSlot(args[0]);
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saveGames.set(slot, gameRunner.getGameState());
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socket.emit('gameSaved', { slot });
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return { success: true, result: true, slot };
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}
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case 'hasSaveGame':
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case 'hasSaveGame()': {
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const slot = normalizeSaveSlot(args[0]);
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return { success: true, result: saveGames.has(slot), slot };
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}
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case 'getSaveGames':
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case 'getSaveGames()':
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return { success: true, result: Array.from(saveGames.keys()).sort((a, b) => a - b) };
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case 'isGameRunning':
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case 'isGameRunning()':
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return { success: true, result: gameSessions.has(socket.id) };
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default:
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return { success: false, error: `unknown_method:${method}` };
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}
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}
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// Handle socket connections
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io.on('connection', (socket) => {
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console.log(`New client connected: ${socket.id}`);
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socket.emit('gameConfig', clientGameConfig(engineConfig));
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socket.data.saveGames = new Map<number, any>();
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socket.on('gameApi', async (request, respond) => {
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try {
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const response = await handleGameApi(socket, String(request?.method || ''), Array.isArray(request?.args) ? request.args : []);
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if (typeof respond === 'function') {
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respond(response);
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}
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} catch (error) {
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console.error('Game API error:', error);
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if (typeof respond === 'function') {
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respond({ success: false, error: error instanceof Error ? error.message : String(error) });
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}
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}
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});
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// Process player command
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socket.on('playerCommand', async (data) => {
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try {
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const gameRunner = gameSessions.get(socket.id);
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if (!gameRunner) {
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socket.emit('error', { message: 'Game session not found. Please start a new game.' });
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return;
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}
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const command = String(data?.command || '').trim();
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// During typography and animation work, mirror the command back through
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// the real socket path so the UI pipeline can be tested end to end.
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socket.emit('narrativeResponse', createTextTurn(socket.id, command, {
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currentRoomId: gameRunner.getGameState().currentRoomId
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}, gameRunner.getSuggestions()));
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} catch (error) {
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console.error('Error processing command:', error);
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socket.emit('error', { message: 'Failed to process command. Please try again.' });
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}
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});
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// Handle disconnection
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socket.on('disconnect', () => {
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console.log(`Client disconnected: ${socket.id}`);
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// Clean up game session
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if (gameSessions.has(socket.id)) {
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gameSessions.delete(socket.id);
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}
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nextTurnIds.delete(socket.id);
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});
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});
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// Ensure required asset folders exist
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function ensureDirectories() {
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const dirs = [
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path.join(__dirname, '../public'),
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path.join(__dirname, '../public/js'),
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path.join(__dirname, '../public/css'),
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path.join(__dirname, '../public/images'),
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path.join(__dirname, '../public/music'),
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path.join(__dirname, '../public/sounds'),
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path.join(__dirname, '../public/fonts')
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];
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for (const dir of dirs) {
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if (!existsSync(dir)) {
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mkdirSync(dir, { recursive: true });
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}
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}
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ensureConfiguredAssetDirectories(engineConfig);
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}
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// Copy kokoro-js library from node_modules if not already present
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function ensureKokoroJs() {
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const source = path.join(__dirname, '../node_modules/kokoro-js/dist/index.js');
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const destination = path.join(__dirname, '../public/js/kokoro-js.js');
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if (existsSync(source) && !existsSync(destination)) {
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copyFileSync(source, destination);
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console.log(`Copied kokoro-js from ${source} to ${destination}`);
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}
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}
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// Start the server with port fallback
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export async function startServer(initialPort: number, range: number): Promise<void> {
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let currentPort = initialPort;
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const maxPort = initialPort + range;
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// Try ports in the specified range
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while (currentPort < maxPort) {
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try {
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// Ensure directories exist
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ensureDirectories();
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// Ensure kokoro-js is copied
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try {
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ensureKokoroJs();
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} catch (error) {
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console.error('Error copying kokoro-js:', error);
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}
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// Try to start the server on the current port
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await new Promise<void>((resolve, reject) => {
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server.removeAllListeners('error');
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server.removeAllListeners('listening');
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server.once('listening', () => {
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console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
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resolve();
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});
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server.once('error', (error: NodeJS.ErrnoException) => {
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// If port is in use, try next port
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if (error.code === 'EADDRINUSE' || error.code === 'EACCES') {
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console.log(`Port ${currentPort} is unavailable (${error.code}), trying next port...`);
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server.close();
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currentPort++;
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reject();
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} else {
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// For other errors, log and reject
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console.error('Server error:', error);
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reject(error);
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}
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});
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server.listen(currentPort);
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});
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// If we reach here, server started successfully
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return;
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} catch (error) {
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// If we reach the max port and still fail, throw an error
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if (currentPort >= maxPort - 1) {
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throw new Error(`Failed to start server on ports ${initialPort} to ${maxPort - 1}`);
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}
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// Otherwise try the next port
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// The loop continues as the rejection above increments currentPort
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}
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}
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}
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// Start the server when this module is run directly
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if (require.main === module) {
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startServer(PORT, PORT_RANGE).catch(error => {
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console.error('Failed to start server:', error);
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process.exit(1);
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});
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}
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export { app, server, io };
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