Replace project with current server release and Windows setup
Import the 2026-10-09 source release, Fastify/SQLite backend, restored source assets, and analytics-enabled server build. Replace files from the previous release while retaining the existing repository history. Make builds portable across Windows and Linux, configure local startup, normalize Windows static asset paths, and fix test fixture cleanup and file URL handling. Exclude local environment settings, databases, dependencies, validation output, and TypeScript build cache from version control. Validation: npm ci, static and server builds, 106 arrival tests, and actual local HTTP checks passed. The full suite passed 467 of 470 tests; three tests still require QA fixtures omitted from the supplied release, documented in README-서버실행.md.
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import assert from 'node:assert/strict';
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import { test } from 'node:test';
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import * as THREE from 'three';
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import { loadTypescript } from './support/load-typescript.mjs';
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import { loadFrameGeometry } from './support/load-frame-geometry.mjs';
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const { CameraController } = await loadTypescript(new URL('../src/input/CameraController.ts', import.meta.url));
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const { SceneZoomController } = await loadTypescript(new URL('../src/input/SceneZoomController.ts', import.meta.url));
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const { prepareHouseAsset, houseViewScale } = await loadTypescript(new URL('../src/objects/BlenderHouseSurround.ts', import.meta.url));
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const { prepareFrameAsset, fitWindowScale } = await loadTypescript(new URL('../src/objects/BlenderWindowFrame.ts', import.meta.url));
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test('gentler .75 default and selectable .90 maximum widen both axes without changing forward distance', () => {
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const camera = new THREE.PerspectiveCamera(40, 1, .1, 100), controller = new CameraController(camera);
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for (const x of [-1, 0, 1]) for (const y of [-1, 0, 1]) {
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controller.setView(x, y); controller.update(10, 1);
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assert.deepEqual(camera.position.toArray(), [x * .75, y * .75, 3]);
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const direction = camera.getWorldDirection(new THREE.Vector3());
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assert.ok(direction.distanceTo(camera.position.clone().negate().normalize()) < 1e-12);
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}
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controller.setMaxOffset(5); controller.setView(-9, 9); controller.update(10, 2);
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assert.deepEqual(camera.position.toArray(), [-.9, .9, 3], 'sensitivity and excess range cannot exceed the measured envelope');
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});
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test('old range choices, recenter, pinch hold and anchored projection zoom remain independent', () => {
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const camera = new THREE.PerspectiveCamera(40, 1, .1, 100), controller = new CameraController(camera), zoom = new SceneZoomController(camera);
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zoom.setZoom(2.1, { x: .25, y: -.4 });
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const projection = camera.projectionMatrix.toArray(), offset = zoom.offset.toArray();
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for (const value of [.35, .5, .65, .8, .9]) {
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controller.setMaxOffset(value); controller.setView(1, -1); controller.update(10, 2);
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assert.deepEqual(camera.position.toArray(), [value, -value, 3]);
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controller.reset(); controller.update(.016, 1); assert.deepEqual(camera.position.toArray(), [0, 0, 3]);
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controller.setView(1, -1); controller.update(10, 2);
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assert.equal(camera.position.x, value, 'recenter retains the chosen movement range');
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}
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controller.setView(-1, 1); controller.update(1 / 60, 1);
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controller.hold(); const held = camera.position.toArray(); controller.update(.1, 1);
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assert.deepEqual(camera.position.toArray(), held);
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assert.deepEqual(camera.projectionMatrix.toArray(), projection); assert.deepEqual(zoom.offset.toArray(), offset);
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assert.equal(zoom.value, 2.1); assert.equal(camera.near, .1); assert.equal(camera.fov, 40);
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});
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test('room-relative default and maximum camera paths keep the eye and visible near rays outside the real geometry', () => {
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const house=loadFrameGeometry(new URL('../public/assets/window/grandma-house-surround.glb',import.meta.url)),frame=loadFrameGeometry();
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const roomAsset=prepareHouseAsset(house),frameAsset=prepareFrameAsset(frame),group=new THREE.Group();group.add(house,frame);
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let rays=0;
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for(const[vw,vh]of[[375,812],[844,390],[1440,900]])for(const aspect of[.05,.2,.56,.8,1,1.77,5,20]){
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const fit=fitWindowScale(vw/vh,aspect)*houseViewScale('wood'),w=fit*aspect*.8,h=fit*.8,s=Math.min(w,h),floor=-h/2-.24*s;
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roomAsset.resize(w,h,.6);frameAsset.resize(w,h,.6);
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const camera=new THREE.PerspectiveCamera(40,vw/vh,.1,100),control=new CameraController(camera);control.setRoomBounds(w,h,.6);
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for(const cap of[.75,.9])for(const open of[0,.5,1]){control.setMaxOffset(cap);frameAsset.setOpen(open);group.updateMatrixWorld(true);
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for(const x of[-1,-.5,0,.5,1])for(const y of[-1,-.5,0,.5,1]){
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control.setView(x,y);control.update(10,1);camera.updateMatrixWorld(true);assert.ok(camera.position.y>floor);
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for(const px of[-1,0,1])for(const py of[-1,0,1]){
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const corner=new THREE.Vector3(px,py,-1).unproject(camera);assert.ok(corner.y>floor-1e-8,'near corners stay above the floor');
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const ray=new THREE.Raycaster();ray.setFromCamera(new THREE.Vector2(px,py),camera);const hit=ray.intersectObject(group,true).find(h=>!(h.object.material.clippingPlanes??[]).some(p=>p.distanceToPoint(h.point)<0));
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if(hit){const depth=-hit.point.clone().applyMatrix4(camera.matrixWorldInverse).z;assert.ok(depth>=camera.near-1e-7,JSON.stringify({vw,vh,aspect,cap,open,x,y,px,py,depth,near:camera.near,position:camera.position.toArray(),hit:hit.object.name}));}rays++;
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}
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}
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}
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}
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console.log('Room envelope visible-ray and floor checks:',rays);roomAsset.dispose();frameAsset.dispose();
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});
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