Implement tiled multiplayer city simulation and scaling stages
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import { readFile, mkdir, rename, rm, writeFile } from 'node:fs/promises';
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import { fetchOverpass, type BBox } from '../src/osm/overpass';
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import { generateWorldSync } from '../src/gen/generate';
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import { exportCity } from './export/index';
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const job = JSON.parse(await readFile(process.argv[2], 'utf8')) as {
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bbox: BBox; name: string; seed: number; cityId: string; output: string; maxBuildings: number; progress: string; input?:string;
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};
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const progress = async (stage: string) => writeFile(job.progress,JSON.stringify({stage}));
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await progress('Загрузка OSM');
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const elements = job.input ? JSON.parse(await readFile(job.input,'utf8')).elements : await fetchOverpass(job.bbox);
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if (elements.filter(e => e.tags?.building && e.tags.building !== 'no').length > job.maxBuildings) throw new Error('Превышен лимит зданий');
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await progress('Генерация');
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const world = generateWorldSync(elements,job.bbox,job.name,job.seed);
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if (world.buildings.length > job.maxBuildings) throw new Error('Превышен лимит зданий');
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world.id = job.cityId;
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await progress('Экспорт');
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const temporary = `${job.output}.pending`;
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try {
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// A timed-out worker may leave its unpublished staging directory behind.
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await rm(temporary,{recursive:true,force:true});
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await mkdir(temporary,{recursive:true});
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await exportCity(world,temporary);
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await rename(temporary,job.output);
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} catch (error) {
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await rm(temporary,{recursive:true,force:true}); throw error;
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}
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await progress('Готово');
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