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 { existsSync } from 'node:fs';
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import * as THREE from 'three';
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assert.ok(existsSync(new URL('../src/objects/WindowFinish.ts', import.meta.url)), 'real frame finish is missing');
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const { WindowFinish } = await import('../src/objects/WindowFinish.ts');
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const { WindowReveal } = await import('../src/objects/WindowReveal.ts');
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const frameGeometry = new THREE.BoxGeometry(1,1,1);
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const colors=[0xb4a0c5,0xc3afd3,0x9d86b0,0xd9c7e6,0xaa91bd,0xc0a9d2];
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const materials=colors.map(color=>new THREE.MeshBasicMaterial({color}));
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const frames=Array.from({length:4},()=>new THREE.Mesh(frameGeometry,materials));
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const revealMaterial=new THREE.MeshBasicMaterial({color:colors[1],side:THREE.DoubleSide});
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const reveal=new WindowReveal(revealMaterial);const scene=new THREE.Scene();scene.add(...frames,...reveal.meshes);
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const finish=new WindowFinish(scene,frames,reveal,materials,revealMaterial);
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finish.update(1,.8,.6,.035,.0525);finish.apply('wood');
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assert.ok(frames.every(frame=>frame.material.every(m=>m.isMeshStandardMaterial&&m.map&&m.bumpMap)),'wood must be textured and lit in WebGL');
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assert.notEqual(frames[0].material[4].map,frames[2].material[4].map,'vertical stiles and horizontal rails need separately oriented grain');
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assert.ok(reveal.meshes.every(mesh=>mesh.material.map),'inner reveal must receive the wooden finish');
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assert.ok(reveal.meshes.every(mesh=>mesh.geometry.getAttribute('uv')),'textured reveals need UVs');
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for (const mesh of reveal.meshes) {
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const uv=mesh.geometry.getAttribute('uv');mesh.material.map.updateMatrix();
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const a=new THREE.Vector2(uv.getX(0),uv.getY(0)).applyMatrix3(mesh.material.map.matrix);
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const b=new THREE.Vector2(uv.getX(1),uv.getY(1)).applyMatrix3(mesh.material.map.matrix);
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assert.ok(Math.abs(b.x-a.x)<1e-8 && Math.abs(b.y-a.y)>.9,'longitudinal reveal edge must follow the wood fibers on every side');
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}
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const decorative=scene.children.filter(x=>x.isGroup);
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assert.ok(decorative.some(group=>group.visible&&group.children.some(x=>x.name==='brass-latch')),'actual brass hardware must be present');
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const identities=frames.map(f=>[f.geometry,f.position,f.scale]);
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finish.apply('booth');assert.ok(frames.every(f=>f.material===materials));assert.ok(reveal.meshes.every(f=>f.material===revealMaterial));assert.ok(decorative.every(group=>!group.visible));
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finish.apply('wood');assert.deepEqual(frames.map(f=>[f.geometry,f.position,f.scale]),identities,'theme switches must not replace or move the primary frame');
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let disposed=0;const maps=new Set(frames.flatMap(f=>f.material.flatMap(m=>[m.map,m.bumpMap])));maps.forEach(map=>map.addEventListener('dispose',()=>disposed++));finish.dispose();assert.equal(disposed,maps.size,'owned texture resources dispose exactly once');
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reveal.dispose();frameGeometry.dispose();materials.forEach(m=>m.dispose());revealMaterial.dispose();
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console.log('Wood finish: lit textured six-face frame, directional grain, UV reveal, brass hardware, booth restoration, geometry preservation and disposal passed (no WebGL pixels)');
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