# Working agreements Read this before changing anything. It is written for coding agents, and it is just as valid for humans. [`docs/architecture.md`](docs/architecture.md) explains *why* the pieces are shaped this way; this file is *how to work in them*. ## Orientation | I want to change… | Go to | | --- | --- | | schools, the game clock, game rules | `src/HSchool.Simulation` | | defs, JSONC catalog, map validation | `src/HSchool.Content` | | skills, traits, body, needs, countries | `src/HSchool.Content` | | people generation, families, roster records, yearly intake | `src/HSchool.People` | | timetable planning | `src/HSchool.Schedule` | | routes, day plans, who comes today | `src/HSchool.Ai` | | people in a school's World, need decay, walking | `src/HSchool.Simulation` | | the menu API (list, create, delete, mods, catalog) and the people list/card | `src/HSchool.Server/Api` **and** `docs/protocol.md` | | what the socket carries | `src/HSchool.Protocol` **and** `src/HSchool.Client/src/net/protocol.ts` **and** `docs/protocol.md` | | connection handling, workers, saves | `src/HSchool.Server` | | what runs locally | `src/HSchool.AppHost/AppHost.cs` | | screens, dialogs, formatting, UI language | `src/HSchool.Client/src` | | clothing, inventory, climate, dress codes | [`docs/design/07-inventory/`](docs/design/07-inventory/inventory.md) — slice 7, phases 29–37 | | login, who owns a school, watching others | [`docs/design/08-session/`](docs/design/08-session/session.md) — slice 8, phases 38–39 | | clock speed buttons and high-speed stride | `src/HSchool.Simulation/ClockSpeed.cs` **and** [`session.md`](docs/design/08-session/session.md) — phase 40 | | talks, opinions, fights, romance pack | [`docs/design/09-social/`](docs/design/09-social/social.md) — slice 9, phases 41–47 | | lesson consequences (teacher present, skill, warmth, textbook, weather commute) | [`docs/design/off-queue/lesson-consequences.md`](docs/design/off-queue/lesson-consequences.md) — phases 48, 50–53 | | layer tests, client tsc-in-test, worker/card splits, dump nodes | [`docs/design/10-craft/`](docs/design/10-craft/craft.md) — slice 10, phases 56–59 | | notices, toasts, scene prompt contributions, Krea-only catalog | [`docs/design/11-events/`](docs/design/11-events/events.md) — slice 11, phases 63–67 | | class teachers, director summons queue, parent meetings | [`docs/design/12-office/`](docs/design/12-office/office.md) — slice 12, phases 68–72 | | marks 2–5, attendance journal | [`docs/design/13-grades/`](docs/design/13-grades/grades.md) — slice 13, phases 73–76 | | health conditions, diseases, contagion, nurse | [`docs/design/14-health/`](docs/design/14-health/health.md) — slice 14, phases 77–80 | | fight injuries, sick teachers, parent summons, wet/aftereffect | [`docs/design/15-fallout/`](docs/design/15-fallout/fallout.md) — slice 15, phases 81–84 | | a bug in already-shipped behaviour | `.claude/skills/bug-work` — document in `docs/bugs/`, discuss only if the fix has a fork, then patch | | a task that is not in any slice | `.claude/skills/side-work` — discuss, document in [`docs/phases/off-queue/`](docs/phases/off-queue/README.md), then implement | | a new named slice of the game | `.claude/skills/slice-work` — discuss, write design and phases, then `/phase-orch` | Docs are per slice: `docs/phases//` and `docs/design//`. [`docs/phases/README.md`](docs/phases/README.md) is a catalog — open only the slice you are changing. ## Commands ```bash dotnet build h-school.sln ``` ```bash dotnet test tests/HSchool.People.Tests --filter FullyQualifiedName~YearlyIntake ``` ```bash npm --prefix src/HSchool.Client test -- src/ui/peoplePanel.test.ts ``` Client `npm test` runs `tsc -b` (`typecheck`) then vitest; extra args after `--` go to vitest. `test:watch` is vitest only. Solution-wide `dotnet test` and a full client `npm test` are CI, or when the user asked. Agents scope the run — Testing policy. ```bash npm --prefix src/HSchool.Client run build ``` ```bash dotnet run --project src/HSchool.AppHost ``` `run-aspire.ps1` is the Windows entry point (`run-aspire.cmd` just forwards to it); `run-aspire.sh` is the same on Ubuntu. They skip MSBuild when AppHost and Server dlls are newer than C# / csproj / props. Pass `--rebuild` to force a build. When `tailscale` is on PATH and connected they run `tailscale serve --bg 5173` and print the HTTPS client URL; otherwise they warn and continue locally only. Pass `--no-tailscale` to skip Serve. Keep `tools/apphost-uptodate.ps1`, `LaunchBuildStamp`, and `needs_build` in `run-aspire.sh` in sync if the AppHost path ever moves. `dotnet run --project src/HSchool.AppHost` still compiles every time — that is for a dirty tree, not a fast relaunch. It starts the server *and* the Vite dev server and opens the Aspire dashboard. The Vite client listens on port **5173** (pinned in AppHost for Tailscale Serve). Do not start a dev server with a bare `npm run dev` when you meant to run the whole app — the client only finds the backend through the Aspire-injected `SERVER_HTTP` environment variable, or the `localhost:5180` fallback that matches the server's own launch profile. ## Invariants These are the rules that keep the base coherent. Breaking one is a design decision, not a detail — say so explicitly in the change description. 1. **The server is authoritative.** The client sends intents and draws what it is told. No game logic in `src/HSchool.Client` — not even a local clock that ticks between frames. 2. **The protocol lives in three places at once.** `ProtocolCodec.cs`, `protocol.ts` and `docs/protocol.md` change in the same commit. A layout change bumps `ProtocolConstants.Version` / `PROTOCOL_VERSION`. Tests on both sides assert byte offsets — if one of them has to change, so do the other two. 3. **Only a school's worker thread touches that `School` or its `World`.** The supervisor owns the mailbox table and never calls into a world. Create/delete/name suggestions go through `GameCommandQueue`; open/close/running/speed go to that school's mailbox; menu reads use the snapshots workers publish; everything outbound goes through the per-client outbox. No locks around a school, no `Task.Run` into it. 4. **The simulation knows nothing about the network.** `HSchool.Simulation` must not reference ASP.NET Core, sockets or logging infrastructure. It stays testable without a host. 5. **Fixed timestep.** The clock advances by `SimulationOptions.FixedDeltaTime`, never by wall-clock deltas and never from `DateTime.Now`. Same tick count, same date. 6. **Everything from the wire is untrusted.** Validate lengths and ranges before anything reaches the simulation — names, dates and speed indexes all arrive from a browser. 7. **One intent per message.** A frame that also resends a neighbouring field overwrites it with a stale client copy; that is why running and speed are separate messages. ## Conventions **C#** - File-scoped namespaces, `var` where the type is obvious, primary constructors for services. - Private fields are `_camelCase`; `.editorconfig` enforces it. - Nullable is on everywhere. Don't add `!` to silence it; fix the flow. - Internal by default in `HSchool.Server`; public only where another project consumes it. - New tunables go on `SimulationOptions` with a default, not as a constant buried in a class. **TypeScript** - `strict` is on, no `any`, no non-null `!` assertions. - Relative imports carry the `.ts` extension (bundler resolution is configured for it). - Modules stay thin: `net/` speaks to the server, `ui/` renders, `format/` formats, `i18n/` holds the RU/EN dictionaries, `main.ts` wires them together. - No framework, plain DOM. `ui/dom.ts` is the whole helper budget. - UI strings go through `t(...)` in `i18n/strings.ts`, never inline. Game dates go through `format/gameTime.ts`, which follows the active locale. **Both** - Comments explain *why*, not *what*. Assume the reader can read code. - Match the surrounding style rather than introducing a new one. ## Testing policy **What to run.** One project from the list below, filtered to the new or changed class while iterating. Client `npm test` (typecheck + Vitest) only if `src/HSchool.Client` changed. `HSchool.AppHost.Tests` only if the change is HTTP, WebSocket, or host wiring — it boots a server. Do not `dotnet test` the solution, do not run client and .NET together "to be sure", do not re-run after a merge that only resolved a status line. Solution-wide is CI. - Simulation changes need a `GameClock` or `SchoolRegistry` test. They are fast and need no host. Putting a roster into `World` and ticking needs belongs there too. - People generation belongs in `tests/HSchool.People.Tests`. Same seed, map, country and native language must produce the same roster; the suite does not boot a host. - Timetable planning belongs in `tests/HSchool.Schedule.Tests`. Same staff, map and locks must produce the same table; the suite does not boot a host. - Walking and day plans belong in `tests/HSchool.Ai.Tests`. Same seed and map must produce the same route and commute; the suite does not boot a host, and it does not reference Arch. - Catalog, inheritance, patches and map validation belong in `tests/HSchool.Content.Tests`. Feed the loader documents, not disk paths. - Layer bans (Arch, ASP.NET, sockets, wall-clock) belong in `tests/HSchool.Architecture.Tests`. They do not boot a host. - Protocol changes need a round-trip test **and** a byte-layout assertion on both sides. - Server wiring, endpoints and the WebSocket belong in `tests/HSchool.AppHost.Tests`. That suite shares one AppHost across all tests (`AppHostFixture`) — keep it that way, booting per test costs about ten seconds each. - Those tests also share one server, so schools survive between them (and now on disk too): start each test by clearing the list (`SchoolApiTests.ResetAsync`) instead of assuming it is empty. Reset deletes through the API, which deletes the save files. Headless AppHost sets `HSchool:AllowSaveReload` so tests can `POST /api/dev/reload-schools` without killing the shared fixture. - Launch-script up-to-date checks belong in `tests/HSchool.AppHost.Tests` and must not use `AppHostFixture`. Keep `LaunchBuildStamp` and `tools/apphost-uptodate.ps1` in sync. - Screen logic is covered in Vitest under happy-dom (`ui/*.test.ts`): people filters and the pager, the create dialog (core stays on, map reset, submit busy), planner rejection text, and the payroll-cap message. Layout and styles are still verified by running the app. Dictionaries and date formatting stay in `i18n/strings.test.ts` and `format/gameTime.test.ts`. A duplicate key in `strings.ts` is a typecheck failure (`TS1117` / `TS2300`); client `npm test` runs tsc before vitest, so it is red without `npm run build`. ## Dependencies - NuGet versions are centrally managed in `Directory.Packages.props`. Add the version there and a bare `` in the project. - Transitive pinning is on, so a downgrade warning means you bump the central version rather than adding a per-project override. - Keep the dependency count low. Arch, Aspire and the test runners are the whole budget. ## Things that will bite you - **``'s `close` event is not delivered by every engine** (Chromium 148 fires only `toggle`). `ui/modal.ts` resolves its promise explicitly on every exit for that reason — never go back to awaiting the event, or a dialog will silently freeze the screen that awaited it. - **A modal `` is absolutely positioned with `inset: 0`,** so `height: auto` stretches it to its `max-height` instead of shrink-wrapping. `.dialog--screen` uses `height: fit-content` for that reason — the map editor sized itself to 800px around a two-room school before it did. - **Game dates are UTC on the wire and UTC when formatted.** A `DateTime` bound from configuration arrives as `Kind=Unspecified`, serializes without a `Z`, and the browser then reads it in its own time zone — `SimulationOptions.DefaultStartDate` forces the kind for exactly that reason. - `PeriodicTimer` does not catch up on its own. The accumulator in each `SchoolWorker` does, capped at 5 steps — do not "simplify" it away. - Every school runs whether or not a connection is watching it, so anything you hang off the tick runs six times over once six schools exist. `OpenSchool` only subscribes to clock frames. - The menu polls `GET /api/schools` once a second and patches its cards in place. Rebuilding the list on every refresh would drop focus and swallow clicks. - **An abandoned `WaitToReadAsync` stays queued on its channel.** `GameClient.RunSendLoopAsync` keeps its two wait tasks across iterations for that reason; recreating both on every idle pass leaked the loser of `Task.WhenAny` once per clock frame. - **A map snapshot is not bounded by `MaxMessageSize`.** That constant limits what the server reads. Outbound snapshots are sized with `ProtocolCodec.MapSnapshotSize`, because a school the player enlarged in the create editor passes 8 KiB at roughly sixty furnished rooms. - **A worker that dies must tell the supervisor** (`GameCommand.WorkerFailed`). It owns the table, so a school that removed itself would break invariant 3 — and a school that removes nothing leaves a card in the menu whose clock never moves again. - The client outbox drops the oldest frame under pressure. That is correct for clock frames and wrong for anything that must arrive exactly once — such a message would need its own path. - `erasableSyntaxOnly` is off in `tsconfig.app.json` on purpose: constructor parameter properties are used throughout. - **A large one-shot `Tick(week)` jumps the clock, then applies all those minutes at the new time.** Presence equality tests must loop `FixedDeltaTime` or one game minute. `string.GetHashCode` is randomized — commute slack goes through `Seed.Mix`, never that. - **The school seed used to be its id.** A test that needs a specific family shape is green on one machine and red on a clean clone. Assert a property, not the first pupil of school 1. - **Host tests share one server and one save folder.** Start each test by clearing the list through the API (`SchoolApiTests.ResetAsync`). - **A paused school still emits presence frames.** The worker loop ticks the mailbox even when the clock does not advance, so occupancy (often empty) and lesson labels from the timetable keep going out. Opening sends one extra snapshot. A test that waits for *people* on pause will hang; a test that waits for a lesson label will not. - **`dotnet run` on the AppHost always evaluates MSBuild**, even when nothing changed. `run-aspire.ps1` / `run-aspire.sh` skip that with `--no-build` when AppHost and Server dlls are newer than C# / csproj / props. `--rebuild` forces a build. Bare `dotnet run --project src/HSchool.AppHost` still compiles. - **School UI chrome lives in the URL query and `sessionStorage`, not RAM.** A test that assumes `GameScreen.show()` starts on the map with empty people filters must clear both, or the previous case leaks. F5 reopens `?school=`; the server still owns the clock.