dokumentation 12 seiten
This commit is contained in:
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Default to using Bun instead of Node.js.
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- Use `bun <file>` instead of `node <file>` or `ts-node <file>`
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- Use `bun test` instead of `jest` or `vitest`
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- Use `bun build <file.html|file.ts|file.css>` instead of `webpack` or `esbuild`
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- Use `bun install` instead of `npm install` or `yarn install` or `pnpm install`
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- Use `bun run <script>` instead of `npm run <script>` or `yarn run <script>` or `pnpm run <script>`
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- Bun automatically loads .env, so don't use dotenv.
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## APIs
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- `Bun.serve()` supports WebSockets, HTTPS, and routes. Don't use `express`.
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- `bun:sqlite` for SQLite. Don't use `better-sqlite3`.
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- `Bun.redis` for Redis. Don't use `ioredis`.
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- `Bun.sql` for Postgres. Don't use `pg` or `postgres.js`.
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- `WebSocket` is built-in. Don't use `ws`.
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- Prefer `Bun.file` over `node:fs`'s readFile/writeFile
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- Bun.$`ls` instead of execa.
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## Testing
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Use `bun test` to run tests.
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```ts#index.test.ts
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import { test, expect } from "bun:test";
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test("hello world", () => {
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expect(1).toBe(1);
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});
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```
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## Frontend
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Use HTML imports with `Bun.serve()`. Don't use `vite`. HTML imports fully support React, CSS, Tailwind.
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Server:
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```ts#index.ts
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import index from "./index.html"
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Bun.serve({
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routes: {
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"/": index,
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"/api/users/:id": {
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GET: (req) => {
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return new Response(JSON.stringify({ id: req.params.id }));
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},
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},
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},
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// optional websocket support
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websocket: {
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open: (ws) => {
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ws.send("Hello, world!");
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},
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message: (ws, message) => {
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ws.send(message);
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},
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close: (ws) => {
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// handle close
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}
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},
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development: {
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hmr: true,
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console: true,
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}
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})
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```
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HTML files can import .tsx, .jsx or .js files directly and Bun's bundler will transpile & bundle automatically. `<link>` tags can point to stylesheets and Bun's CSS bundler will bundle.
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```html#index.html
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<html>
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<body>
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<h1>Hello, world!</h1>
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<script type="module" src="./frontend.tsx"></script>
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</body>
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</html>
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```
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With the following `frontend.tsx`:
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```tsx#frontend.tsx
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import React from "react";
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// import .css files directly and it works
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import './index.css';
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import { createRoot } from "react-dom/client";
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const root = createRoot(document.body);
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export default function Frontend() {
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return <h1>Hello, world!</h1>;
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}
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root.render(<Frontend />);
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```
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Then, run index.ts
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```sh
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bun --hot ./index.ts
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```
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For more information, read the Bun API docs in `node_modules/bun-types/docs/**.md`.
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## Coding Style Preferences
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- Write everything WITHOUT comments.
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# Projekt-Dokumentation: Entwicklungsreihenfolge
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1. Projekt init
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2. Docker compose mit redis
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3. Einfache verbindung
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4. Redis getestet (mit set, get und incr)
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5. Init-Skript (db/init.ts) mit ~100 statischen Entitäten erstellt (für reproduzierbare Tests)
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6. Client (index.ts) aktualisiert Player-Daten live und liest statische Gegner-Daten
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# client-redit
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To install dependencies:
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```bash
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bun install
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```
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To run:
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```bash
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bun run index.ts
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```
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This project was created using `bun init` in bun v1.3.3. [Bun](https://bun.com) is a fast all-in-one JavaScript runtime.
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import { RedisClient } from "bun";
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const redis = new RedisClient("redis://localhost:40379");
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const DB_NAME = "Redis";
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const N1 = 2000;
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const N2 = 300;
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const region1Enemies = ["1", "2", "3", "11", "12", "13", "14"];
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const region1Items = ["1", "8", "21", "26"];
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const playerObj = (i: number) => ({
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id: 1,
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name: "Jonas",
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health: 50 + (i % 50),
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stamina: 50 + (i % 50),
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level: 1 + (i % 20),
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region_id: 1,
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});
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const enemyObj = { id: 0, name: "Benchmark Enemy", health: 1000, level: 20, damage: 50 };
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const itemObj = { id: 0, name: "Benchmark Item", gear_type: "weapon", gear_id: 1 };
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const regionObj = { id: 1, name: "Limgrave" };
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async function writeSingle(i: number) {
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await redis.hset("bench:player:1", playerObj(i));
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}
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async function readSingle(_i: number) {
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await redis.hgetall("bench:player:1");
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}
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async function readRegion(_i: number) {
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await redis.hget("region:1", "name");
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const enemyIds = await redis.smembers("region:1:enemies");
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const itemIds = await redis.smembers("region:1:items");
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for (const id of enemyIds) await redis.hgetall(`enemy:${id}`);
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for (const id of itemIds) await redis.hgetall(`item:${id}`);
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}
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async function writeRegion(_i: number) {
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await redis.hset("bench:region:1", regionObj);
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await redis.sadd("bench:region:1:enemies", ...region1Enemies);
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await redis.sadd("bench:region:1:items", ...region1Items);
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for (const id of region1Enemies) await redis.hset(`bench:enemy:${id}`, { ...enemyObj, id });
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for (const id of region1Items) await redis.hset(`bench:item:${id}`, { ...itemObj, id });
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}
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async function timed(label: string, group: string, iters: number, opsPerIter: number, fn: (i: number) => Promise<void>) {
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const warmup = Math.min(50, iters);
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for (let i = 0; i < warmup; i++) await fn(i);
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const start = performance.now();
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for (let i = 0; i < iters; i++) await fn(i);
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const ms = performance.now() - start;
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const totalOps = iters * opsPerIter;
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const opsPerSec = totalOps / (ms / 1000);
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const avgMs = ms / totalOps;
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return { label, group, iters, opsPerIter, totalOps, ms, opsPerSec, avgMs };
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}
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function fmt(r: any) {
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return ` ${r.label.padEnd(11)} | ${String(r.totalOps).padStart(6)} Ops | ${r.ms.toFixed(1).padStart(9)} ms | ${Math.round(r.opsPerSec).toString().padStart(9)} Ops/s | ${r.avgMs.toFixed(4)} ms/Op`;
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}
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await redis.ping();
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const w1 = await timed("Schreiben", "Anwendungsfall 1: Live-Player-Sync (1 Schluessel)", N1, 1, writeSingle);
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const r1 = await timed("Lesen", "Anwendungsfall 1: Live-Player-Sync (1 Schluessel)", N1, 1, readSingle);
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const r2 = await timed("Lesen", "Anwendungsfall 2: Region laden / Fast Travel (14 Schluessel)", N2, 14, readRegion);
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const w2 = await timed("Schreiben", "Anwendungsfall 2: Region laden / Fast Travel (14 Schluessel)", N2, 14, writeRegion);
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console.log(`\n===== Benchmark: ${DB_NAME} =====`);
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console.log(w1.group);
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console.log(fmt(w1));
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console.log(fmt(r1));
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console.log(r2.group);
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console.log(fmt(r2));
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console.log(fmt(w2));
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console.log("##RESULT## " + JSON.stringify({ db: DB_NAME, tests: [w1, r1, r2, w2] }));
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process.exit(0);
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{
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"lockfileVersion": 1,
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"configVersion": 1,
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"workspaces": {
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"": {
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"name": "client-redit",
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"devDependencies": {
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"@types/bun": "latest",
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},
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"peerDependencies": {
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"typescript": "^5",
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},
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},
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},
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"packages": {
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"@types/bun": ["@types/bun@1.3.14", "", { "dependencies": { "bun-types": "1.3.14" } }, "sha512-h1hFqFVcvAvD9j9K7ZW7vd82aSA+rTdznZa+5bwvCwqSB1jmmfLcbIWhOLx1/+boy/xmjgCs/OMUL8hRJSmnPw=="],
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"@types/node": ["@types/node@26.1.0", "", { "dependencies": { "undici-types": "~8.3.0" } }, "sha512-O0A1G3xPGy4w7AgQdAQYUlQ+BKk2Oovw8eRpofyp5KdBZULnbe+WqaOVNrm705SHphCiG4XHsACrSmPu1f+Kgw=="],
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"bun-types": ["bun-types@1.3.14", "", { "dependencies": { "@types/node": "*" } }, "sha512-4N0ig0fEomHt5R0KCFWjovxow98rIoRwKolrYdCcknNwMekCXRnWEUvgu5soYV8QXtVsrUD8B95MBOZGPvr6KQ=="],
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"typescript": ["typescript@5.9.3", "", { "bin": { "tsc": "bin/tsc", "tsserver": "bin/tsserver" } }, "sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw=="],
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"undici-types": ["undici-types@8.3.0", "", {}, "sha512-j375ScV60dom+YkPFIfTLcOiPxkN/buHz5GobjLhixFuANaNs3C9l4GmrWqejgXWJ7BbJcFYpTEUkS1Ge8bpZQ=="],
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,125 @@
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import { write } from "bun";
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const API_BASE = "https://eldenring.fanapis.com/api";
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async function fetchAll(endpoint: string) {
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let allData: any[] = [];
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let page = 0;
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const limit = 100;
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while (true) {
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const res = await fetch(`${API_BASE}/${endpoint}?limit=${limit}&page=${page}`);
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if (!res.ok) {
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console.error(`Error fetching ${endpoint}:`, res.status);
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break;
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}
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const data = await res.json();
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if (!data.data || data.data.length === 0) {
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break;
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}
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allData = allData.concat(data.data);
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console.log(`Fetched ${allData.length} ${endpoint}...`);
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if (data.data.length < limit) {
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break;
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}
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page++;
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}
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return allData;
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}
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function extractRegion(entityRegion: string | null | undefined, locationStr: string | null | undefined, locationLookup: Map<string, string>, uniqueRegions: Set<string>): string | null {
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// 1. If the entity has a region, use it (and clean up typos from API)
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if (entityRegion) {
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let r = entityRegion;
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if (r === "Liunia of the Lakes") r = "Liurnia of the Lakes";
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if (r === "Mountaintop of the Giants") r = "Mountaintops of the Giants";
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if (r === "Altus Pleateau") r = "Altus Plateau";
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uniqueRegions.add(r);
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return r;
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}
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// 2. Lookup via locations map
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if (locationStr) {
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for (const [locName, regionName] of locationLookup.entries()) {
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if (locationStr.toLowerCase().includes(locName.toLowerCase())) {
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return regionName;
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}
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}
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// 3. Fallback: check if the location string itself contains a known dynamic region
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for (const region of uniqueRegions) {
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if (locationStr.toLowerCase().includes(region.toLowerCase())) {
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return region;
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}
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}
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}
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return null;
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}
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async function main() {
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console.log("Fetching locations...");
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const locations = await fetchAll("locations");
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const uniqueRegions = new Set<string>();
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const locationLookup = new Map<string, string>();
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// Normalize regions and build a lookup map: LocationName -> Region
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for (const loc of locations) {
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if (loc.region) {
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let r = loc.region;
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if (r === "Liunia of the Lakes" || r === "Liurnia") r = "Liurnia of the Lakes";
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if (r === "Mountaintop of the Giants") r = "Mountaintops of the Giants";
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if (r === "Altus Pleateau") r = "Altus Plateau";
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uniqueRegions.add(r);
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locationLookup.set(loc.name, r);
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}
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}
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console.log("Fetching bosses...");
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const bosses = await fetchAll("bosses");
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console.log("Fetching creatures...");
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const creatures = await fetchAll("creatures");
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console.log("Fetching npcs...");
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const npcs = await fetchAll("npcs");
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const livingEntities = [
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...bosses.map(b => ({ ...b, _type: "boss" })),
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...creatures.map(c => ({ ...c, _type: "creature" })),
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...npcs.map(n => ({ ...n, _type: "npc" }))
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];
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const cleanedEntities = livingEntities.map(entity => {
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// combine all possible location info
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const cleanRegion = extractRegion(entity.region, entity.location, locationLookup, uniqueRegions);
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return {
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id: entity.id,
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name: entity.name,
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type: entity._type,
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cleanRegion: cleanRegion || "Unknown",
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originalLocation: entity.location,
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drops: entity.drops || []
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};
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});
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// Save regions based on what was dynamically found in the API
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const regionsData = Array.from(uniqueRegions).map((r, i) => ({ id: i + 1, name: r }));
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console.log("Fetching items...");
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const items = await fetchAll("items");
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// you might also want weapons, armors etc depending on what "items" means to the user.
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// The fan API separates items, weapons, armors, etc. Let's just fetch items for now.
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const output = {
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regions: regionsData,
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entities: cleanedEntities,
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items: items.map(i => ({ id: i.id, name: i.name, type: i.type, effect: i.effect }))
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};
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await write("./db/fanapi_data.json", JSON.stringify(output, null, 2));
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console.log("Saved to db/fanapi_data.json");
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}
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main().catch(console.error);
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@@ -0,0 +1,34 @@
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import { RedisClient } from "bun";
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import { effects, types, weapons, armors, shields, talismans, items, regions, enemies } from "../../data";
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const redis = new RedisClient("redis://localhost:40379");
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console.log("Populating database with ~100 static Ringstats entries...");
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// Helper for hset
|
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const setHash = async (prefix: string, list: any[]) => {
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for (const obj of list) {
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// extract items/enemies sets if they exist
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const { items, enemies, ...hashData } = obj;
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await redis.hset(`${prefix}:${obj.id}`, hashData);
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if (items && items.length > 0) {
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await redis.sadd(`${prefix}:${obj.id}:items`, ...items);
|
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}
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if (enemies && enemies.length > 0) {
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await redis.sadd(`${prefix}:${obj.id}:enemies`, ...enemies);
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}
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}
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};
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await setHash("item_effect", effects);
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await setHash("item_type", types);
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await setHash("weapon", weapons);
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await setHash("armor", armors);
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await setHash("shield", shields);
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await setHash("talisman", talismans);
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await setHash("item", items);
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await setHash("region", regions);
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await setHash("enemy", enemies);
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console.log(`Inserted ${effects.length + types.length + weapons.length + armors.length + shields.length + talismans.length + items.length + regions.length + enemies.length} primary entities into Redis.`);
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console.log("Database successfully seeded.");
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process.exit(0);
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@@ -0,0 +1,6 @@
|
||||
services:
|
||||
redis:
|
||||
image: redis:alpine
|
||||
ports:
|
||||
- "40379:6379"
|
||||
restart: always
|
||||
@@ -0,0 +1,144 @@
|
||||
import { RedisClient } from "bun";
|
||||
const redis = new RedisClient("redis://localhost:40379");
|
||||
|
||||
const colors = {
|
||||
reset: "\x1b[0m",
|
||||
cyan: "\x1b[36m",
|
||||
green: "\x1b[32m",
|
||||
yellow: "\x1b[33m",
|
||||
magenta: "\x1b[35m",
|
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red: "\x1b[31m",
|
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gray: "\x1b[90m",
|
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bold: "\x1b[1m",
|
||||
};
|
||||
|
||||
let totalRequests = 0;
|
||||
|
||||
function log(msg: string, color: string = colors.reset) {
|
||||
const timestamp = new Date().toISOString().split('T')[1].slice(0, -1);
|
||||
console.log(`${colors.gray}[${timestamp}]${colors.reset} ${color}${msg}${colors.reset}`);
|
||||
}
|
||||
|
||||
const introMessage = "Starting Ringstats Desktop Application...";
|
||||
log(introMessage, colors.cyan);
|
||||
|
||||
const pingStart = performance.now();
|
||||
await redis.ping();
|
||||
totalRequests++;
|
||||
log(`Connected to Ringstats Database successfully. (Reqs: 1 | Total: ${totalRequests} | Time: ${(performance.now() - pingStart).toFixed(2)}ms)`, colors.green);
|
||||
|
||||
log("Looking for Elden Ring process...", colors.gray);
|
||||
await Bun.sleep(1500);
|
||||
log("Found Elden Ring process!", colors.green);
|
||||
|
||||
log("Equipping initial gear...", colors.gray);
|
||||
await redis.del("player:1:weapon", "player:1:armor", "player:1:talisman");
|
||||
await redis.sadd("player:1:weapon", "1");
|
||||
await redis.sadd("player:1:armor", "11");
|
||||
await redis.sadd("player:1:talisman", "26");
|
||||
totalRequests += 4;
|
||||
|
||||
let playerHealth = 100;
|
||||
let playerStamina = 100;
|
||||
let playerLevel = 1;
|
||||
let currentRegionId = 1;
|
||||
|
||||
log("Entering live sync loop (press Ctrl+C to exit)...", colors.gray);
|
||||
|
||||
while (true) {
|
||||
playerHealth = Math.floor(Math.max(10, playerHealth - (Math.random() * 10) + 5));
|
||||
playerStamina = Math.floor(Math.max(10, playerStamina - (Math.random() * 20) + 10));
|
||||
|
||||
if (Math.random() > 0.9) {
|
||||
playerLevel += 1;
|
||||
}
|
||||
|
||||
if (Math.random() > 0.85) {
|
||||
currentRegionId = Math.floor(Math.random() * 16) + 1;
|
||||
|
||||
const startTravel = performance.now();
|
||||
const regionName = await redis.hget(`region:${currentRegionId}`, "name");
|
||||
const regionEnemiesIds = await redis.smembers(`region:${currentRegionId}:enemies`);
|
||||
const regionItemsIds = await redis.smembers(`region:${currentRegionId}:items`);
|
||||
|
||||
const enemyNames = await Promise.all(regionEnemiesIds.map(id => redis.hget(`enemy:${id}`, "name")));
|
||||
const itemNames = await Promise.all(regionItemsIds.map(id => redis.hget(`item:${id}`, "name")));
|
||||
|
||||
const queries = 3 + regionEnemiesIds.length + regionItemsIds.length;
|
||||
totalRequests += queries;
|
||||
const travelTime = (performance.now() - startTravel).toFixed(2);
|
||||
|
||||
console.log();
|
||||
log(`>>> Fast Traveled to: [ID: ${currentRegionId}] ${regionName} <<<`, colors.magenta + colors.bold);
|
||||
log(`[Region Data] Enemies nearby: ${enemyNames.join(", ") || "None"}`, colors.magenta);
|
||||
log(`[Region Data] Items nearby: ${itemNames.join(", ") || "None"}`, colors.magenta);
|
||||
log(`[Stats] Query Time: ${travelTime}ms | Reqs in Block: ${queries} | Total Reqs: ${totalRequests}`, colors.gray);
|
||||
console.log();
|
||||
}
|
||||
|
||||
if (Math.random() > 0.90) { // 10% chance to swap gear
|
||||
const newWeaponId = Math.floor(Math.random() * 10) + 1; // 1 to 10
|
||||
const newArmorId = Math.floor(Math.random() * 10) + 11; // 11 to 20
|
||||
const newTalismanId = Math.floor(Math.random() * 5) + 26; // 26 to 30
|
||||
|
||||
const startSwap = performance.now();
|
||||
await redis.del("player:1:weapon", "player:1:armor", "player:1:talisman");
|
||||
await redis.sadd("player:1:weapon", newWeaponId.toString());
|
||||
await redis.sadd("player:1:armor", newArmorId.toString());
|
||||
await redis.sadd("player:1:talisman", newTalismanId.toString());
|
||||
|
||||
const weaponName = await redis.hget(`item:${newWeaponId}`, "name");
|
||||
const armorName = await redis.hget(`item:${newArmorId}`, "name");
|
||||
const talismanName = await redis.hget(`item:${newTalismanId}`, "name");
|
||||
|
||||
totalRequests += 7; // 1 del + 3 sadd + 3 hget
|
||||
const swapTime = (performance.now() - startSwap).toFixed(2);
|
||||
|
||||
console.log();
|
||||
log(`>>> Gear Swapped <<<`, colors.cyan + colors.bold);
|
||||
log(`Equipped: ${weaponName} | ${armorName} | ${talismanName}`, colors.cyan);
|
||||
log(`[Stats] Query Time: ${swapTime}ms | Reqs in Block: 7 | Total Reqs: ${totalRequests}`, colors.gray);
|
||||
console.log();
|
||||
}
|
||||
|
||||
const startSync = performance.now();
|
||||
await redis.hset("player:1", {
|
||||
id: 1,
|
||||
name: "Jonas",
|
||||
health: playerHealth,
|
||||
stamina: playerStamina,
|
||||
level: playerLevel,
|
||||
region_id: currentRegionId
|
||||
});
|
||||
totalRequests += 1;
|
||||
const syncTime = (performance.now() - startSync).toFixed(2);
|
||||
|
||||
log(`[Live Sync] [ID: 1] Jonas - Lvl: ${playerLevel} | HP: ${playerHealth} | Stamina: ${playerStamina}`, colors.green);
|
||||
log(`[Stats] Query Time: ${syncTime}ms | Reqs in Block: 1 | Total Reqs: ${totalRequests}`, colors.gray);
|
||||
|
||||
if (Math.random() > 0.7) {
|
||||
const startLock = performance.now();
|
||||
const randomEnemyId = await redis.srandmember(`region:${currentRegionId}:enemies`);
|
||||
totalRequests += 1;
|
||||
|
||||
if (randomEnemyId) {
|
||||
console.log();
|
||||
log("--- Target Lock Detected ---", colors.red + colors.bold);
|
||||
const enemyInfo = await redis.hgetall(`enemy:${randomEnemyId}`);
|
||||
|
||||
const dropItemIds = await redis.smembers(`enemy:${randomEnemyId}:items`);
|
||||
const dropItemNames = await Promise.all(dropItemIds.map(id => redis.hget(`item:${id}`, "name")));
|
||||
|
||||
const queries = 2 + dropItemIds.length;
|
||||
totalRequests += queries;
|
||||
const lockTime = (performance.now() - startLock).toFixed(2);
|
||||
|
||||
log(`Overlay -> [ID: ${enemyInfo.id}] ${enemyInfo.name} | Lvl: ${enemyInfo.level} | HP: ${enemyInfo.health} | DMG: ${enemyInfo.damage}`, colors.yellow);
|
||||
log(`Drops -> ${dropItemNames.length > 0 ? dropItemNames.join(", ") : "None"}`, colors.yellow);
|
||||
log(`[Stats] Query Time: ${lockTime}ms | Reqs in Block: ${queries + 1} | Total Reqs: ${totalRequests}`, colors.gray);
|
||||
console.log();
|
||||
}
|
||||
}
|
||||
|
||||
await Bun.sleep(2000);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"name": "client-redit",
|
||||
"module": "index.ts",
|
||||
"type": "module",
|
||||
"private": true,
|
||||
"devDependencies": {
|
||||
"@types/bun": "latest"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"typescript": "^5"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
// Environment setup & latest features
|
||||
"lib": ["ESNext"],
|
||||
"target": "ESNext",
|
||||
"module": "Preserve",
|
||||
"moduleDetection": "force",
|
||||
"jsx": "react-jsx",
|
||||
"allowJs": true,
|
||||
|
||||
// Bundler mode
|
||||
"moduleResolution": "bundler",
|
||||
"allowImportingTsExtensions": true,
|
||||
"verbatimModuleSyntax": true,
|
||||
"noEmit": true,
|
||||
|
||||
// Best practices
|
||||
"strict": true,
|
||||
"skipLibCheck": true,
|
||||
"noFallthroughCasesInSwitch": true,
|
||||
"noUncheckedIndexedAccess": true,
|
||||
"noImplicitOverride": true,
|
||||
|
||||
// Some stricter flags (disabled by default)
|
||||
"noUnusedLocals": false,
|
||||
"noUnusedParameters": false,
|
||||
"noPropertyAccessFromIndexSignature": false
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user