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.
19 lines
2.3 KiB
JavaScript
19 lines
2.3 KiB
JavaScript
/** Capture Three-expanded courtyard/photo sources for optional offline compilers.
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* This script creates no WebGL context and does not claim browser or GPU QA. */
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import fs from 'node:fs';
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import * as THREE from 'three';
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import {WebGLProgram} from 'three/src/renderers/webgl/WebGLProgram.js';
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import {loadTypescript} from './load-typescript.mjs';
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const {ExperimentalCourtyard}=await loadTypescript(new URL('../../src/objects/ExperimentalCourtyard.ts',import.meta.url));
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const {PetDepthMesh}=await loadTypescript(new URL('../../src/objects/PetDepthMesh.ts',import.meta.url));
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const {createHousePhotoOccluder}=await loadTypescript(new URL('../../src/objects/BlenderHouseSurround.ts',import.meta.url));
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const courtyard=new ExperimentalCourtyard(),photo=new PetDepthMesh(new THREE.Texture(),new THREE.Texture()),occluder=createHousePhotoOccluder(photo);
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for(const [name,material] of [['courtyard',courtyard.group.children[0].material],['peeking-photo',photo.material],['peeking-occluder',occluder.mesh.material]]){
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const params={vertexShader:material.vertexShader,fragmentShader:material.fragmentShader,uniforms:material.uniforms,defines:material.defines,precision:'highp',shaderType:'ShaderMaterial',shaderName:name,isRawShaderMaterial:false,toneMapping:THREE.NoToneMapping,outputColorSpace:THREE.LinearSRGBColorSpace,numDirLights:0,numPointLights:0,numSpotLights:0,numSpotLightMaps:0,numRectAreaLights:0,numHemiLights:0,numDirLightShadows:0,numSpotLightShadows:0,numSpotLightShadowsWithMaps:0,numPointLightShadows:0,numClippingPlanes:0,numClipIntersection:0};
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const sentinel=new Error('offline-source-capture-complete');
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const gl={VERTEX_SHADER:0,FRAGMENT_SHADER:1,createProgram:()=>({}),createShader:type=>({type}),shaderSource:(shader,source)=>fs.writeFileSync(`/tmp/b-review-${name}.${shader.type===0?'vert':'frag'}`,source),compileShader:shader=>{if(shader.type===1)throw sentinel;}};
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try{new WebGLProgram({getContext:()=>gl},name,params,{});throw new Error(`Missing capture for ${name}`);}catch(error){if(error!==sentinel)throw error;console.log(`Captured r169 ${name} shader sources (no GL execution)`);}
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}
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occluder.dispose();courtyard.dispose();photo.geometry.dispose();photo.material.dispose();
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photo.material.uniforms.uTexture.value.dispose();photo.material.uniforms.uDepthMap.value.dispose();
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