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 {prepareHouseAsset,houseRoomBounds}=await loadTypescript(new URL('../src/objects/BlenderHouseSurround.ts',import.meta.url));
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const {fitWindowScale}=await loadTypescript(new URL('../src/objects/BlenderWindowFrame.ts',import.meta.url));
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test('experimental wall-hug original and courtyard rooms contain zoomed anchored near frusta through open/partial/closed doors',async()=>{
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const {SceneZoomController}=await loadTypescript(new URL('../src/input/SceneZoomController.ts',import.meta.url));
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const {prepareFrameAsset}=await loadTypescript(new URL('../src/objects/BlenderWindowFrame.ts',import.meta.url));
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const {peekingLayout}=await loadTypescript(new URL('../src/objects/PeekingComposition.ts',import.meta.url));
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let rays=0;
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for(const aspect of[375/812,844/390])for(const mode of['original','courtyard'])for(const photoAspect of[.2,.8,5]){
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const fit=fitWindowScale(aspect,photoAspect)*.82,layout=mode==='courtyard'?peekingLayout(aspect,photoAspect):{width:fit*photoAspect*.8,height:fit*.8},w=layout.width,h=layout.height,bounds=houseRoomBounds(w,h,.6);
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const root=loadFrameGeometry(new URL('../public/assets/window/grandma-house-surround.glb',import.meta.url)),room=prepareHouseAsset(root),frame=loadFrameGeometry(),sash=prepareFrameAsset(frame),group=new THREE.Group();group.add(root,frame);room.resize(w,h,.6,layout.clearanceScale,true);sash.resize(w,h,.6);
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const camera=new THREE.PerspectiveCamera(40,aspect,.1,100),control=new CameraController(camera),zoom=new SceneZoomController(camera);control.setRoomBounds(w,h,.6);control.setCompositionMode('wall');
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for(const range of[.75,.9])for(const open of[0,.5,1])for(const [x,y]of[[-1,0],[1,0],[-.5,0],[.5,0],[-1,-1],[1,1],[0,-1]])for(const z of[1,2,3]){
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control.setMaxOffset(range);control.setView(x,y);control.update(10,1);sash.setOpen(open);zoom.setZoom(1);zoom.setZoom(z,{x:x,y:y||1});camera.updateMatrixWorld(true);group.updateMatrixWorld(true);
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for(const px of[-1,0,1])for(const py of[-1,0,1]){const near=new THREE.Vector3(px,py,-1).unproject(camera);assert.ok(near.y>bounds.floor-1e-8&&Math.abs(near.x)<bounds.halfWidth&&near.z<bounds.rear,'zoomed near frustum stays in chamber');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));if(hit)assert.ok(-hit.point.clone().applyMatrix4(camera.matrixWorldInverse).z>=camera.near-1e-7,'nearest room/frame surface stays beyond near plane');rays++;}
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}
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room.dispose();sash.dispose();
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}
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console.log('Anchored original/courtyard near-frustum rays:',rays);
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});
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