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.
34 lines
2.9 KiB
JavaScript
34 lines
2.9 KiB
JavaScript
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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const {WindowFinish}=await loadTypescript(new URL('../src/objects/WindowFinish.ts',import.meta.url));
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const {WindowReveal}=await loadTypescript(new URL('../src/objects/WindowReveal.ts',import.meta.url));
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const {attachMeshRefraction}=await loadTypescript(new URL('../src/rendering/MeshRefraction.ts',import.meta.url));
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function fixture(){
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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]);
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const finish=new WindowFinish(scene,frames,reveal,materials,materials[0]);finish.apply('wood');
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return {scene,finish,reveal,dispose(){finish.dispose();reveal.dispose();geometry.dispose();materials.forEach(m=>m.dispose());}};
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}
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test('room finish has neutral fill and upper-right daylight without new render passes',()=>{
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const f=fixture(),lights=f.scene.children.filter(o=>o.isLight),ambient=lights.find(o=>o.isAmbientLight),key=lights.find(o=>o.isDirectionalLight);
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assert.equal(lights.length,2,'one ambient and one key keep existing B reveal and mobile light budget');
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assert.ok(ambient.color.b/ambient.color.r>.95,'room fill must not turn ivory/plaster olive');
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assert.ok(key.position.x>0&&key.position.y>0&&key.position.z>0,'daylight comes from upper right in the shipped frame scene');
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assert.ok(ambient.intensity>=1.35&&ambient.intensity<=1.7);
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assert.ok(key.intensity>=2&&key.intensity<=2.5);
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assert.equal(key.castShadow,false,'portable authored contact shading avoids new shadow-map passes');
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f.finish.apply('booth');assert.ok(lights.every(l=>!l.visible));f.finish.apply('wood');assert.ok(lights.every(l=>l.visible));
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f.dispose();assert.ok(lights.every(l=>l.parent===null));
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});
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test('custom B reveal reads the same refined room lights, not stale preview lighting',()=>{
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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}}}));
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const glass=new THREE.MeshPhysicalMaterial(),optics=attachMeshRefraction(glass,source);
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optics.syncReveal(f.reveal.meshes,f.scene);
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const ambient=f.scene.children.find(o=>o.isAmbientLight),key=f.scene.children.find(o=>o.isDirectionalLight);
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assert.deepEqual(optics.uniforms.uBRevealAmbient.value.toArray(),ambient.color.clone().multiplyScalar(ambient.intensity).toArray());
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assert.deepEqual(optics.uniforms.uBRevealLightColor.value.toArray(),key.color.clone().multiplyScalar(key.intensity).toArray());
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assert.ok(optics.uniforms.uBRevealLightDirection.value.distanceTo(key.position.clone().normalize())<1e-12);
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f.dispose();source.geometry.dispose();source.material.uniforms.uDepthMap.value.dispose();source.material.dispose();glass.dispose();
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});
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