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Working agreements
Read this before changing anything. It is written for coding agents, and it is just as valid for
humans. 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/ — slice 7, phases 29–37 |
| login, who owns a school, watching others | docs/design/08-session/ — slice 8, phases 38–39 |
| clock speed buttons and high-speed stride | src/HSchool.Simulation/ClockSpeed.cs and session.md — phase 40 |
| talks, opinions, fights, romance pack | docs/design/09-social/ — slice 9, phases 41–47 |
| lesson consequences (teacher present, skill, warmth, textbook, weather commute) | 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/ — slice 10, phases 56–59 |
| 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/, 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/<slice>/ and docs/design/<slice>/. docs/phases/README.md is a catalog — open only the slice you are changing.
Commands
dotnet build h-school.sln
dotnet test tests/HSchool.People.Tests --filter FullyQualifiedName~YearlyIntake
npm --prefix src/HSchool.Client test -- src/ui/peoplePanel.test.ts
Solution-wide dotnet test and a full client npm test are CI, or when the user asked. Agents
scope the run — Testing policy.
npm --prefix src/HSchool.Client run build
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.
- 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. - The protocol lives in three places at once.
ProtocolCodec.cs,protocol.tsanddocs/protocol.mdchange in the same commit. A layout change bumpsProtocolConstants.Version/PROTOCOL_VERSION. Tests on both sides assert byte offsets — if one of them has to change, so do the other two. - Only a school's worker thread touches that
Schoolor itsWorld. The supervisor owns the mailbox table and never calls into a world. Create/delete/name suggestions go throughGameCommandQueue; 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, noTask.Runinto it. - The simulation knows nothing about the network.
HSchool.Simulationmust not reference ASP.NET Core, sockets or logging infrastructure. It stays testable without a host. - Fixed timestep. The clock advances by
SimulationOptions.FixedDeltaTime, never by wall-clock deltas and never fromDateTime.Now. Same tick count, same date. - 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.
- 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,
varwhere the type is obvious, primary constructors for services. - Private fields are
_camelCase;.editorconfigenforces 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
SimulationOptionswith a default, not as a constant buried in a class.
TypeScript
strictis on, noany, no non-null!assertions.- Relative imports carry the
.tsextension (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.tswires them together. - No framework, plain DOM.
ui/dom.tsis the whole helper budget. - UI strings go through
t(...)ini18n/strings.ts, never inline. Game dates go throughformat/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 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
GameClockorSchoolRegistrytest. They are fast and need no host. Putting a roster intoWorldand 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 setsHSchool:AllowSaveReloadso tests canPOST /api/dev/reload-schoolswithout killing the shared fixture. - Launch-script up-to-date checks belong in
tests/HSchool.AppHost.Testsand must not useAppHostFixture. KeepLaunchBuildStampandtools/apphost-uptodate.ps1in 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 ini18n/strings.test.tsandformat/gameTime.test.ts.
Dependencies
- NuGet versions are centrally managed in
Directory.Packages.props. Add the version there and a bare<PackageReference Include="..." />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
<dialog>'scloseevent is not delivered by every engine (Chromium 148 fires onlytoggle).ui/modal.tsresolves 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
<dialog>is absolutely positioned withinset: 0, soheight: autostretches it to itsmax-heightinstead of shrink-wrapping..dialog--screenusesheight: fit-contentfor 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
DateTimebound from configuration arrives asKind=Unspecified, serializes without aZ, and the browser then reads it in its own time zone —SimulationOptions.DefaultStartDateforces the kind for exactly that reason. PeriodicTimerdoes not catch up on its own. The accumulator in eachSchoolWorkerdoes, 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.
OpenSchoolonly subscribes to clock frames. - The menu polls
GET /api/schoolsonce a second and patches its cards in place. Rebuilding the list on every refresh would drop focus and swallow clicks. - An abandoned
WaitToReadAsyncstays queued on its channel.GameClient.RunSendLoopAsynckeeps its two wait tasks across iterations for that reason; recreating both on every idle pass leaked the loser ofTask.WhenAnyonce per clock frame. - A map snapshot is not bounded by
MaxMessageSize. That constant limits what the server reads. Outbound snapshots are sized withProtocolCodec.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.
erasableSyntaxOnlyis off intsconfig.app.jsonon 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 loopFixedDeltaTimeor one game minute.string.GetHashCodeis randomized — commute slack goes throughSeed.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 runon the AppHost always evaluates MSBuild, even when nothing changed.run-aspire.ps1/run-aspire.shskip that with--no-buildwhen AppHost and Server dlls are newer than C# / csproj / props.--rebuildforces a build. Baredotnet run --project src/HSchool.AppHoststill compiles.- School UI chrome lives in the URL query and
sessionStorage, not RAM. A test that assumesGameScreen.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.