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h-school/AGENTS.md
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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
the menu API (list, create, delete) 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, the loop src/HSchool.Server
what runs locally src/HSchool.AppHost/AppHost.cs
screens, dialogs, formatting, UI language src/HSchool.Client/src

Commands

dotnet build h-school.sln
dotnet test
npm --prefix src/HSchool.Client test
npm --prefix src/HSchool.Client run build
dotnet run --project src/HSchool.AppHost

run-aspire.cmd is the same command for Windows users who want a double-clickable entry point — keep the two in sync if the AppHost path ever moves.

dotnet run --project src/HSchool.AppHost starts the server and the Vite dev server and opens the Aspire dashboard. The Vite port is assigned per run (npm run dev -- --port <random>), so read the client URL off the dashboard instead of assuming 5173.

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 the loop thread touches a School or the SchoolRegistry. Everything inbound goes through GameCommandQueue; menu reads use the immutable state the loop publishes; everything outbound goes through the per-client outbox. No locks around the registry, 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

  • Simulation changes need a GameClock or SchoolRegistry test. They are fast and need no 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: start each test by clearing the list (SchoolApiTests.ResetAsync) instead of assuming it is empty.
  • The screens have no unit tests — a DOM environment would cost a dependency the project does not have. Verify UI changes by running the app. Dictionaries and date formatting are covered in Vitest (i18n/strings.test.ts, format/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; pixi.js is installed but not imported yet — it is there for the game view inside a school.

Things that will bite you

  • <dialog>'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.
  • 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 GameLoopService 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.
  • 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.