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# h-school
Base for a school-management game: an authoritative .NET server that owns the saves and their
in-game calendars, a TypeScript client that renders the menus, and .NET Aspire tying them together
for local runs and integration tests.
What exists today is the shell around a game: a main menu of schools, a creation form, and a
school screen with a running game clock. The school itself is still empty.
## Stack
| Layer | Choice |
| --- | --- |
| Server | .NET 10, ASP.NET Core |
| Simulation | [Arch](https://github.com/genaray/Arch) ECS, fixed 20 Hz tick |
| Transport | REST for the menu, raw WebSocket + binary protocol for the clock |
| Client | TypeScript, Vite, plain DOM |
| Orchestration | .NET Aspire 13 |
| Tests | xUnit v3, Vitest, `Aspire.Hosting.Testing` |
## Prerequisites
- [.NET SDK 10](https://dotnet.microsoft.com/download) (`global.json` pins the 10.0.1xx band)
- [Node.js](https://nodejs.org/) 22.12 or newer
- Optional: the Aspire CLI (`dotnet tool install -g aspire.cli`) if you prefer `aspire run`
## Run everything
```bash
dotnet run --project src/HSchool.AppHost
```
On Windows `run-aspire.cmd` does the same and can be double-clicked; it checks that the .NET SDK
and Node are on PATH first and passes any arguments through
(`run-aspire.cmd --launch-profile http`).
The Aspire dashboard opens with two resources: `server` (ASP.NET Core) and `client` (Vite dev
server). Aspire assigns the client a random port on every run, so take its URL from the dashboard
rather than guessing.
## What you can do
- **Main menu** — every school as a card with its name and its current in-game date and time,
ticking live. Deleting one asks for confirmation first. The footer switches the UI between
Russian and English; the choice is remembered in the browser.
- **Create a school** — type a name or roll a random one, pick a start date (3 April 2012, 06:00
by default). At six schools the create button is disabled and says why.
- **Inside a school** — the date, time and weekday of the game calendar, play/pause and the
×½ ×1 ×2 ×5 ×10 speed buttons, plus a way back to the menu.
Time runs at 1 game minute per real second at ×1. **Every school runs on its own**, whether or
not you are inside it — the menu cards keep counting. Only the pause button stops a school, and it
stays paused (the card says so) until you press play again.
Schools are written under `saves/` on the server. Restarting the process brings them back.
## Run the pieces separately
```bash
dotnet run --project src/HSchool.Server
```
```bash
npm --prefix src/HSchool.Client run dev
```
Without Aspire the client falls back to `http://localhost:5180` for its `/api` and `/ws` proxy,
which matches the server's launch profile.
## Tests
```bash
dotnet test
```
- `tests/HSchool.Protocol.Tests` — wire-format round-trips and byte layouts.
- `tests/HSchool.Content.Tests` — JSONC catalog, inheritance, patches, map connectivity. No host.
- `tests/HSchool.Simulation.Tests` — the game clock, school load/create, and the school registry, no host involved.
- `tests/HSchool.AppHost.Tests` — boots the real Aspire graph, drives the menu API and the
WebSocket clock. Runs headless (`--HSchool:Headless=true`), so no Node install is needed.
```bash
npm --prefix src/HSchool.Client test
```
Vitest covers the client codec, the calendar formatting and the RU/EN dictionaries.
## Layout
```
src/
HSchool.Protocol/ binary wire format (shared contract with the client)
HSchool.Content/ JSONC defs, patches, map validation
HSchool.Simulation/ schools, the game clock, the Arch ECS world
HSchool.Server/ ASP.NET Core host, menu API, WebSocket, workers
HSchool.Server/mods/ pack folders; `core` is always on
HSchool.ServiceDefaults/ Aspire telemetry, health checks, resilience
HSchool.AppHost/ Aspire orchestration
HSchool.Client/ Vite + TypeScript UI
tests/
docs/
architecture.md how the pieces fit together
protocol.md the HTTP API and the wire format, byte by byte
AGENTS.md working agreements for humans and coding agents
```
## Configuration
Simulation tunables live under the `Simulation` section of
`src/HSchool.Server/appsettings.json`:
| Key | Default | Meaning |
| --- | --- | --- |
| `TickRate` | 20 | fixed simulation steps per second |
| `MaxSchools` | 6 | how many schools may exist at once |
| `GameMinutesPerRealSecond` | 1 | game minutes per real second at ×1 |
| `DefaultStartDate` | `2012-03-31T06:00:00` | prefilled start of a new school |
| `SavesDirectory` | `saves` | per-school JSON files |
| `ModsDirectory` | `mods` | pack folders; `core` is required |
| `SaveIntervalSeconds` | 30 | rare clock snapshot; not every tick |
| `MinSaveIntervalMilliseconds` | 1000 | shortest gap between saves caused by pause or speed |
| `MonthlyPayrollCap` | 100000 | monthly payroll the player may commit; hires and assignments that would exceed it are rejected |
| `SchoolWeekDays` | 5 | working days from Monday (5 is MonFri; 6 adds Saturday) |
| `MaxDecisionsPerTick` | 64 | presence decisions processed per tick; overflow waits |
## What is deliberately missing
No authentication, no action execution, and the create dialog does not yet pick mods or edit the
map — every new school gets the vanilla `core` layout. Each of these has a seam described in
[`docs/architecture.md`](docs/architecture.md).