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.
This commit is contained in:
2026-10-09 16:43:35 +09:00
parent 71c8d3b7ff
commit e358e24436
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import assert from 'node:assert/strict';
import {test} from 'node:test';
import * as THREE from 'three';
import {loadTypescript} from './support/load-typescript.mjs';
const {WindowFinish}=await loadTypescript(new URL('../src/objects/WindowFinish.ts',import.meta.url));
const {WindowReveal}=await loadTypescript(new URL('../src/objects/WindowReveal.ts',import.meta.url));
const {attachMeshRefraction}=await loadTypescript(new URL('../src/rendering/MeshRefraction.ts',import.meta.url));
function fixture(){
const geometry=new THREE.BoxGeometry(),materials=[new THREE.MeshBasicMaterial()],frames=Array.from({length:4},()=>new THREE.Mesh(geometry,materials)),scene=new THREE.Scene(),reveal=new WindowReveal(materials[0]);
const finish=new WindowFinish(scene,frames,reveal,materials,materials[0]);finish.apply('wood');
return {scene,finish,reveal,dispose(){finish.dispose();reveal.dispose();geometry.dispose();materials.forEach(m=>m.dispose());}};
}
test('room finish has neutral fill and upper-right daylight without new render passes',()=>{
const f=fixture(),lights=f.scene.children.filter(o=>o.isLight),ambient=lights.find(o=>o.isAmbientLight),key=lights.find(o=>o.isDirectionalLight);
assert.equal(lights.length,2,'one ambient and one key keep existing B reveal and mobile light budget');
assert.ok(ambient.color.b/ambient.color.r>.95,'room fill must not turn ivory/plaster olive');
assert.ok(key.position.x>0&&key.position.y>0&&key.position.z>0,'daylight comes from upper right in the shipped frame scene');
assert.ok(ambient.intensity>=1.35&&ambient.intensity<=1.7);
assert.ok(key.intensity>=2&&key.intensity<=2.5);
assert.equal(key.castShadow,false,'portable authored contact shading avoids new shadow-map passes');
f.finish.apply('booth');assert.ok(lights.every(l=>!l.visible));f.finish.apply('wood');assert.ok(lights.every(l=>l.visible));
f.dispose();assert.ok(lights.every(l=>l.parent===null));
});
test('custom B reveal reads the same refined room lights, not stale preview lighting',()=>{
const f=fixture(),source=new THREE.Mesh(new THREE.PlaneGeometry(1,1),new THREE.ShaderMaterial({uniforms:{uDepthMap:{value:new THREE.Texture()},uDepthScale:{value:.25},uDepthBias:{value:0}}}));
const glass=new THREE.MeshPhysicalMaterial(),optics=attachMeshRefraction(glass,source);
optics.syncReveal(f.reveal.meshes,f.scene);
const ambient=f.scene.children.find(o=>o.isAmbientLight),key=f.scene.children.find(o=>o.isDirectionalLight);
assert.deepEqual(optics.uniforms.uBRevealAmbient.value.toArray(),ambient.color.clone().multiplyScalar(ambient.intensity).toArray());
assert.deepEqual(optics.uniforms.uBRevealLightColor.value.toArray(),key.color.clone().multiplyScalar(key.intensity).toArray());
assert.ok(optics.uniforms.uBRevealLightDirection.value.distanceTo(key.position.clone().normalize())<1e-12);
f.dispose();source.geometry.dispose();source.material.uniforms.uDepthMap.value.dispose();source.material.dispose();glass.dispose();
});