32 KiB
Architecture
Living reference for how the code is organised. Update it after any database schema or API change (implementation plan rule 0.1.9). Decisions and their reasons live in DECISIONS.md.
Packages
| Package | Role | Depends on |
|---|---|---|
packages/content |
Static game data (locations, ship models, cargo, skills, GameConfig) as Zod-validated TypeScript, plus the content bundle with id lookups. |
zod |
packages/sim |
Pure, deterministic game rules: clock, seeded RNG, positions, distances, travel, fuel, eligibility, contract boards, dispatch validation/records, flight progress, XP, resolution. No I/O, no Date.now(), no Math.random(). balance/ holds the balance simulation (Step 12.1), outside src/ and the coverage measure. |
content, astronomy-engine |
packages/engine |
The game on the device (CR-014): commands over a save document, using storage, the clock and notifications only through injected interfaces. notifications.ts: the schedule is recomputed from the save after every saved change and replaces the platform's (NotificationScheduler: Capacitor on native, no-op on the web). DeviceClock: max(device time + dev offset, last time seen), never backward. |
content, schema, sim |
packages/schema |
Zod schemas for every API request, response and error. Shared by server and client. | sim (error codes), zod |
apps/server |
Fastify API, Postgres via Drizzle, pg-boss workers. The authority on outcomes. | content, sim, schema |
apps/web |
React client. Predicts with sim, never decides outcomes. | content, sim, schema |
Conventions
- Times are Unix milliseconds (numbers). A real time is a wall-clock instant; a game time is the instant of the in-game date (
realToGame/gameToRealin sim). - Ids are non-empty strings. Content ids are kebab-case (
earth,bulk-hauler). - Credits are whole numbers.
- Static vs. player data: the API never sends static data. The client imports
@deadhead/contentand joins by id.
API data model (packages/schema)
| Shape | Fields |
|---|---|
ServerTime |
realTime, gameTime |
Company |
id, name, credits, loanBalance |
Ship |
id, modelId, name, status (idle / in-flight), locationId (null in flight), dispatchId (null when idle), pilotId, lastArrivalAt (latest resolved arrival, else delivery time; picks the default Contracts location), upgrades ({ upgradeId: level }), stats (effective: speed, capacity, range, overhead, handling per tonne), inShopUntil (null unless in the shop now), shop ({ upgradeId, level, until } of the latest job until acknowledged; CR-009) |
Pilot |
id, name, isAvatar, isVeteran (the deal's veteran, CR-010), xp, level, skills ({ skillId: level }), skillPointsAvailable, assignedShipId, status, locationId (null in flight), dutyHours, dutyLimit, resting, restEndsAt (null unless resting; CR-004) |
Bay |
id, locationId |
LocationState |
id, discovered |
Contract |
mirrors sim Contract: route, cargoTypeId (class), goodId, shipper, priority, deliveryWindowGameHours (Priority only, else null), tier, massTonnes (to 0.1 t under 10 t), payout, requirements, offeredAt/expiresAt, firstContact, optional scriptedId on a scripted tutorial contract (CR-007) |
Dispatch |
mirrors sim DispatchRecord + status (in-flight / resolved), resolvedAt |
ResolutionSummary |
dispatchId, shipId, pilotId, originId, destinationId, tutorial, deadhead, fuelCost, goodId / massTonnes / shipper (null for a deadhead, CR-007), credits (net), loanRepayment, pilotPay (hired pilot's profit share, CR-010), pilotXp, discoveredLocationId, scriptedId, restEndsAt (set when the trip ended in mandatory rest), resolvedAt |
TutorialState |
loanerLocationId (earth / moon), runInFlight, runsCompleted, dealAvailable |
GoalState |
id, status (incomplete / ready / claimed) |
PlayerState |
playerId (CR-011), company, ships, pilots, bays, locations, tutorial (null once over), activeDispatches, summaries, goals (empty during the tutorial) |
Errors
Every non-2xx response has the body { error: { code, message } }. code is one of ERROR_CODES: every sim dispatch and reposition validation reason (DISPATCH_FAILURES, REPOSITION_FAILURES), unchanged (CR-007 adds too-slow: the ship can't make a Priority contract's delivery window; CR-012 adds would-strand: from the destination, at arrival plus noStrandMarginGameHours, the ship couldn't reach any other discovered location), plus the server codes in SERVER_ERROR_CODES (validation-error, unauthorized, not-found, insufficient-funds, ...).
API routes (packages/schema/src/routes.ts)
The routes catalog is the single source for both server and client. Each entry has method, path, request (path parameters merged with the body), response (2xx body) and auth. Errors always use the error body above.
| Name | Method & path | Request | Response | Auth |
|---|---|---|---|---|
getServerTime |
GET /api/time |
— | ServerTime |
no |
createGuest |
POST /api/guest |
— | { playerId, state: PlayerState } + session cookie |
no |
getPlayerState |
GET /api/state |
— | PlayerState |
yes |
getContractBoard |
GET /api/locations/:locationId/board |
locationId |
{ contracts, periodEndsAt } |
yes |
getTutorialBoard |
GET /api/tutorial/board |
— | { contracts, periodEndsAt } |
yes |
createDispatch |
POST /api/dispatches |
{ kind: "contract", contractId, shipId, pilotId } / { kind: "tutorial", contractId } / { kind: "reposition", shipId, pilotId, destinationId } |
{ dispatch } |
yes |
startUpgrade |
POST /api/ships/:shipId/upgrades |
shipId, upgradeId (next level; ship idle at an HQ) |
{ ship } |
yes |
buyShip |
POST /api/ships |
modelId, bayId (one of the player's bays; the ship is delivered there) |
{ ship } |
yes |
leaseBay |
POST /api/bays |
locationId |
{ bay } |
yes |
hirePilot |
POST /api/pilots |
locationId (a player bay) |
{ pilot } |
yes |
assignPilot |
POST /api/pilots/:pilotId/assign |
pilotId, shipId |
{ pilot } |
yes |
unassignPilot |
POST /api/pilots/:pilotId/unassign |
pilotId |
{ pilot } |
yes |
restPilot |
POST /api/pilots/:pilotId/rest |
pilotId (idle, not resting) |
{ pilot } |
yes |
spendSkillPoint |
POST /api/pilots/:pilotId/skills |
pilotId, skillId |
{ pilot } |
yes |
acknowledgeSummaries |
POST /api/summaries/acknowledge |
dispatchIds, optional shipIds (finished upgrades seen; at least one id overall) |
{ acknowledged } |
yes |
acceptDeal |
POST /api/deal/accept |
— | PlayerState |
yes |
getBackupCode |
GET /api/backup-code |
— | { hasCode, createdAt } |
yes |
createBackupCode |
POST /api/backup-code |
— | { code, createdAt } (shown once; replaces any old code) |
yes |
restoreCompany |
POST /api/restore |
code (case, spaces and dashes ignored); header x-device-id for rate limiting |
{ playerId, state } + session cookie |
no |
devAdvanceClock |
POST /api/test/advance-clock |
advanceMs |
{ offsetMs, realTime } |
yes; non-production only |
devAddCredits |
POST /api/test/add-credits |
amount |
{ company } |
yes; non-production only |
devPilot |
POST /api/test/pilot |
pilotId, action: level-up (XP to the next level) / clear-rest (duty 0, rest ended) |
PlayerState |
yes; non-production only |
devShip |
POST /api/test/ship |
shipId, action: max-upgrades / reset-upgrades / finish-shop / move (+ locationId, idle ship, discovered place) |
PlayerState |
yes; non-production only |
devDiscoverAll |
POST /api/test/discover-all |
— | PlayerState |
yes; non-production only |
newCompany |
POST /api/company/new |
— | PlayerState (the fresh start) |
yes |
renameCompany |
POST /api/company/name |
name (trimmed, 3–32 letters, digits, spaces, . , ' & ! ? -) |
{ company } |
yes |
repayLoan |
POST /api/loan/repay |
amount |
{ company } |
yes |
claimGoal |
POST /api/goals/:goalId/claim |
goalId |
{ company } |
yes |
Save document (packages/schema/src/save.ts, CR-014)
One document per company on the device, validated on every load and save: saveVersion (currently 1), saveId, lastTimeSeen (the clock never goes below it), player (world seed, tutorial state, deal accepted), company (name, credits, loan), ships (with upgrades as a level map and shop fields), pilots, bays, discoveredLocations, contractBoards (stored boards), dispatches (sim record, status, resolution, acknowledged), acceptedContracts, claimedGoals. It mirrors the database tables below without player ids; the stored contract, dispatch record and resolution are type-checked against the sim types. migrateSave(raw) steps an older save through SAVE_MIGRATIONS (applyMigrations) and validates it, returning a readable error instead of throwing.
Commands (packages/engine/src/game/): GameEngine.call(name, input) runs the route catalog's endpoints on the save, with the same schemas and error codes (CommandError); getPlayerState with no save answers unauthorized. Every command resolves due arrivals first and prunes on save; saves are skipped when nothing changed. stats keeps lifetime delivery counts for goals, so seen trips older than savedDispatchRetentionRealHours can be pruned.
Resolution loop (packages/engine/src/loop.ts): on load, on resume and every 5 s, resolveDue applies due arrivals (saving only if any) and reports rests and shop jobs that ended, so the app refreshes; timer and resume events come from a LoopHost.
Storage (packages/engine/src/storage.ts): SaveStorage keeps the save in slot main and the previous three in backup-1..3 (rotated on every save), falling back to the newest valid backup if the main save is unreadable. Backends store text per slot, all-or-nothing: MemoryBackend (tests), IndexedDbBackend (web, database deadhead, store saves), FilesystemBackend (native, deadhead/<slot>.json in the Capacitor data directory, temp file then rename).
Database (apps/server/src/db)
Postgres via Drizzle (pg driver). Migrations are SQL files in apps/server/drizzle/, generated with pnpm --filter @deadhead/server db:generate and applied with db:migrate (uses DATABASE_URL; rerunning is a no-op). Contracts are JSONB snapshots (contract_boards.contracts, dispatches.record); 0005_cr007_goods backfills pre-CR-007 contracts with a default good of their class, the origin's first shipper and no Priority. Every game table hangs off players.id; times are bigint Unix ms.
| Table | Purpose | Key constraints |
|---|---|---|
players |
Link to the Better Auth user, world seed, tutorial flag, loaner location, tutorial runs completed, deal accepted | pk id, unique user_id → user.id |
companies |
Name, credits and loan balance (the row locked for money changes) | unique player_id |
ships |
Owned ships: model, name, status, location (null in flight), in-shop-until and the latest shop job (upgrade id, level) until acknowledged (CR-009), from_deal (handed over in the deal, not bought; migration 0009_cr013_ship_from_deal backfills each player's first ship; CR-013) |
— |
player_logins |
Extra sign-ins per player: a guest user created by restoring with a backup code (CR-011) | PK user_id |
ship_upgrades |
Installed upgrade level per ship and upgrade (CR-009) | primary key (ship, upgrade) |
pilots |
XP, skills (jsonb), points spent, assignment, location (unassigned only), status, duty hours, rest-ends-at (CR-004), is_veteran (CR-010) |
unique assigned_ship_id (one pilot per ship) |
bays |
Leased bays | unique (player_id, location_id) |
discovered_locations |
Discovered location ids | pk (player_id, location_id) |
contract_boards |
Stored location boards (one per discovered location, CR-002) and tutorial boards per period (tutorial boards also per run); kind is location or tutorial (jsonb contracts) |
unique (player_id, kind, location_id, period_index, tutorial_run) |
dispatches |
Full sim record (jsonb, with contract snapshot), status, arrival, resolution (jsonb), resolved-at, acknowledged-at | index (status, arrival_at), (player_id, status) |
accepted_contracts |
Contracts taken from a board, linked to their dispatch | pk (player_id, contract_id) |
claimed_goals |
Onboarding goals whose reward was claimed | pk (player_id, goal_id) |
user, session, account, verification |
Better Auth tables (src/db/auth-schema.ts, generated by its CLI; user.is_anonymous from the anonymous plugin). Timestamps here are Postgres timestamp, Better Auth's convention. |
— |
Drizzle schema
Copied from apps/server/src/db/schema.ts (game tables) and apps/server/src/db/auth-schema.ts (Better Auth); update both together.
import type { Contract, DispatchRecord, Resolution } from "@deadhead/sim";
import {
bigint,
boolean,
index,
integer,
jsonb,
pgEnum,
pgTable,
primaryKey,
text,
uniqueIndex,
} from "drizzle-orm/pg-core";
import { user } from "./auth-schema";
// All times are Unix milliseconds (bigint), matching sim and the API.
const time = (name: string) => bigint(name, { mode: "number" });
export const activityStatus = pgEnum("activity_status", ["idle", "in_flight"]);
export const dispatchStatus = pgEnum("dispatch_status", ["in_flight", "resolved"]);
export const boardKind = pgEnum("board_kind", ["location", "tutorial"]);
export const players = pgTable("players", {
id: text("id").primaryKey(),
/** The Better Auth user (a guest account in the base game). */
userId: text("user_id")
.notNull()
.unique()
.references(() => user.id, { onDelete: "cascade" }),
/** 32-bit unsigned seed for boards, dispatches and names (decision 0.5.10). */
worldSeed: bigint("world_seed", { mode: "number" }).notNull(),
tutorialActive: boolean("tutorial_active").notNull().default(true),
/** Where the tutorial loaner is (decision 0.5.26); null once the tutorial ends. */
loanerLocationId: text("loaner_location_id"),
/** Tutorial runs resolved so far (CR-001). */
tutorialRunsCompleted: integer("tutorial_runs_completed").notNull().default(0),
/** The one-time deal has been accepted (decision 0.5.30). */
dealAccepted: boolean("deal_accepted").notNull().default(false),
createdAt: time("created_at").notNull(),
});
export const companies = pgTable("companies", {
id: text("id").primaryKey(),
playerId: text("player_id")
.notNull()
.unique()
.references(() => players.id, { onDelete: "cascade" }),
name: text("name").notNull(),
/** Row-locked by every endpoint that changes money or fleet state (Step 6.14). */
credits: bigint("credits", { mode: "number" }).notNull(),
/** Owed to the lender (decision 0.5.32). */
loanBalance: bigint("loan_balance", { mode: "number" }).notNull().default(0),
});
export const ships = pgTable(
"ships",
{
id: text("id").primaryKey(),
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
modelId: text("model_id").notNull(),
name: text("name").notNull(),
status: activityStatus("status").notNull().default("idle"),
/** Null while in flight. */
locationId: text("location_id"),
createdAt: time("created_at").notNull(),
},
(t) => [index("ships_player_idx").on(t.playerId)],
);
export const pilots = pgTable(
"pilots",
{
id: text("id").primaryKey(),
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
name: text("name").notNull(),
isAvatar: boolean("is_avatar").notNull().default(false),
xp: integer("xp").notNull().default(0),
skills: jsonb("skills").$type<Record<string, number>>().notNull().default({}),
skillPointsSpent: integer("skill_points_spent").notNull().default(0),
/** One pilot per ship (decision 0.5.2). */
assignedShipId: text("assigned_ship_id")
.unique()
.references(() => ships.id, { onDelete: "set null" }),
/** Only unassigned pilots store a location (decision 0.5.27). */
locationId: text("location_id"),
status: activityStatus("status").notNull().default("idle"),
/** Game hours flown since the last rest (decision 0.5.42). */
dutyHours: doublePrecision("duty_hours").notNull().default(0),
/** Resting until this time; null (or past) when not resting (decision 0.5.45). */
restEndsAt: time("rest_ends_at"),
createdAt: time("created_at").notNull(),
},
(t) => [index("pilots_player_idx").on(t.playerId)],
);
export const bays = pgTable(
"bays",
{
id: text("id").primaryKey(),
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
locationId: text("location_id").notNull(),
createdAt: time("created_at").notNull(),
},
(t) => [uniqueIndex("bays_player_location_idx").on(t.playerId, t.locationId)],
);
export const discoveredLocations = pgTable(
"discovered_locations",
{
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
locationId: text("location_id").notNull(),
discoveredAt: time("discovered_at").notNull(),
},
(t) => [primaryKey({ columns: [t.playerId, t.locationId] })],
);
/**
* One stored board per bay per period, and one tutorial board per period per
* loaner location (decisions 0.5.5 and 0.5.21). `locationId` is the bay's or
* the loaner's location.
*/
export const contractBoards = pgTable(
"contract_boards",
{
id: text("id").primaryKey(),
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
kind: boardKind("kind").notNull(),
locationId: text("location_id").notNull(),
periodIndex: integer("period_index").notNull(),
/** Tutorial boards only: runs completed when generated (0 for bay boards). */
tutorialRun: integer("tutorial_run").notNull().default(0),
contracts: jsonb("contracts").$type<Contract[]>().notNull(),
createdAt: time("created_at").notNull(),
},
(t) => [
uniqueIndex("contract_boards_unique_idx").on(
t.playerId,
t.kind,
t.locationId,
t.periodIndex,
t.tutorialRun,
),
],
);
export const dispatches = pgTable(
"dispatches",
{
id: text("id").primaryKey(),
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
/** Null for a tutorial run (the loaner is not a ship row). */
shipId: text("ship_id").references(() => ships.id, { onDelete: "set null" }),
pilotId: text("pilot_id")
.notNull()
.references(() => pilots.id, { onDelete: "cascade" }),
tutorial: boolean("tutorial").notNull(),
/** The full sim record, including a snapshot of the contract. */
record: jsonb("record").$type<DispatchRecord>().notNull(),
arrivalAt: time("arrival_at").notNull(),
status: dispatchStatus("status").notNull().default("in_flight"),
/** Applied effects, kept for the "while you were away" summary. */
resolution: jsonb("resolution").$type<Resolution>(),
resolvedAt: time("resolved_at"),
acknowledgedAt: time("acknowledged_at"),
},
(t) => [
index("dispatches_due_idx").on(t.status, t.arrivalAt),
index("dispatches_player_status_idx").on(t.playerId, t.status),
],
);
export const acceptedContracts = pgTable(
"accepted_contracts",
{
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
contractId: text("contract_id").notNull(),
periodIndex: integer("period_index").notNull(),
dispatchId: text("dispatch_id")
.notNull()
.references(() => dispatches.id, { onDelete: "cascade" }),
acceptedAt: time("accepted_at").notNull(),
},
(t) => [primaryKey({ columns: [t.playerId, t.contractId] })],
);
/** Onboarding goals whose reward has been claimed (decision 0.5.34). */
export const claimedGoals = pgTable(
"claimed_goals",
{
playerId: text("player_id")
.notNull()
.references(() => players.id, { onDelete: "cascade" }),
goalId: text("goal_id").notNull(),
claimedAt: time("claimed_at").notNull(),
},
(t) => [primaryKey({ columns: [t.playerId, t.goalId] })],
);
// Better Auth tables, generated by `@better-auth/cli generate` (anonymous plugin).
// Regenerate rather than hand-edit when Better Auth or its plugins change.
import { relations } from "drizzle-orm";
import { pgTable, text, timestamp, boolean, index } from "drizzle-orm/pg-core";
export const user = pgTable("user", {
id: text("id").primaryKey(),
name: text("name").notNull(),
email: text("email").notNull().unique(),
emailVerified: boolean("email_verified").default(false).notNull(),
image: text("image"),
createdAt: timestamp("created_at").defaultNow().notNull(),
updatedAt: timestamp("updated_at")
.defaultNow()
.$onUpdate(() => /* @__PURE__ */ new Date())
.notNull(),
isAnonymous: boolean("is_anonymous").default(false),
});
export const session = pgTable(
"session",
{
id: text("id").primaryKey(),
expiresAt: timestamp("expires_at").notNull(),
token: text("token").notNull().unique(),
createdAt: timestamp("created_at").defaultNow().notNull(),
updatedAt: timestamp("updated_at")
.$onUpdate(() => /* @__PURE__ */ new Date())
.notNull(),
ipAddress: text("ip_address"),
userAgent: text("user_agent"),
userId: text("user_id")
.notNull()
.references(() => user.id, { onDelete: "cascade" }),
},
(table) => [index("session_userId_idx").on(table.userId)],
);
export const account = pgTable(
"account",
{
id: text("id").primaryKey(),
accountId: text("account_id").notNull(),
providerId: text("provider_id").notNull(),
userId: text("user_id")
.notNull()
.references(() => user.id, { onDelete: "cascade" }),
accessToken: text("access_token"),
refreshToken: text("refresh_token"),
idToken: text("id_token"),
accessTokenExpiresAt: timestamp("access_token_expires_at"),
refreshTokenExpiresAt: timestamp("refresh_token_expires_at"),
scope: text("scope"),
password: text("password"),
createdAt: timestamp("created_at").defaultNow().notNull(),
updatedAt: timestamp("updated_at")
.$onUpdate(() => /* @__PURE__ */ new Date())
.notNull(),
},
(table) => [index("account_userId_idx").on(table.userId)],
);
export const verification = pgTable(
"verification",
{
id: text("id").primaryKey(),
identifier: text("identifier").notNull(),
value: text("value").notNull(),
expiresAt: timestamp("expires_at").notNull(),
createdAt: timestamp("created_at").defaultNow().notNull(),
updatedAt: timestamp("updated_at")
.defaultNow()
.$onUpdate(() => /* @__PURE__ */ new Date())
.notNull(),
},
(table) => [index("verification_identifier_idx").on(table.identifier)],
);
export const userRelations = relations(user, ({ many }) => ({
sessions: many(session),
accounts: many(account),
}));
export const sessionRelations = relations(session, ({ one }) => ({
user: one(user, {
fields: [session.userId],
references: [user.id],
}),
}));
export const accountRelations = relations(account, ({ one }) => ({
user: one(user, {
fields: [account.userId],
references: [user.id],
}),
}));
Auth and sessions
Better Auth (apps/server/src/auth.ts) with the anonymous plugin, mounted only through its server API (no /api/auth/* HTTP handler yet). POST /api/guest calls signInAnonymous, forwards its session cookie, and creates the player (createPlayer) linked to the new user. Authenticated routes call requirePlayerId, which resolves the cookie to a session, then to players.user_id; failures are 401 unauthorized.
Request pipeline (apps/server/src/http)
Every catalog endpoint is registered with registerRoute(app, routes.<name>, options, handler):
- Merge path parameters, query and body, and validate them against the route's
requestschema →400 validation-erroron failure (also for malformed JSON). - If
route.auth, resolve the session to a player id →401 unauthorizedon failure. - Run the handler with the typed input and
{ playerId, request, reply }. - Outside production, validate the result against the route's
responseschema; a mismatch is logged and returned as500 internal-error.
Handlers throw ApiError(status, code, message) for expected failures. Unknown paths return 404 not-found.
Game logic (apps/server/src/game)
| Module | Responsibility |
|---|---|
lock.ts |
withPlayerLock: transaction + FOR UPDATE on the player's company row |
resolve.ts |
resolveArrivedDispatches: exactly-once resolution of due dispatches (lazy on every request; Phase 7 job) |
tutorial.ts |
maybeEndTutorial (decision 0.5.4) |
boards.ts |
Stored tutorial and bay boards per period; accepted contracts hidden |
dispatch.ts |
Tutorial, contract and reposition dispatch; storeDispatch (record, accepted contract, fuel) |
fleet.ts |
Buy ship, lease bay, spend credits |
pilots.ts |
Hire, assign, unassign, spend skill point |
summaries.ts |
Acknowledge "while you were away" entries |
player-state.ts, mappers.ts |
Database rows to API shapes |
names.ts |
Seeded ship and pilot names |
Routes (apps/server/src/routes) wrap every authenticated action in withPlayer: lock, resolve due arrivals, run the action, then maybeEndTutorial. Game-rule failures are 409 with their error code; unknown things are 404.
Background jobs (apps/server/src/jobs)
pg-boss (queue.ts) in the app's Postgres database (schema pgboss), behind a JobQueue interface; tests use a recording fake and call handlers directly. Queues are always created; workers and cron schedules run only when WORKERS_ENABLED=true.
| Job | Trigger | Does |
|---|---|---|
resolve-arrivals |
Sent after each dispatch commits, startAfter = arrival (on the real clock) |
resolveArrivedDispatches under the player lock; no-op if a request already resolved it |
cleanup-expired-contracts |
Cron 0 * * * * |
Deletes boards and accepted contracts older than 24 periods |
The app clock is base clock + offset; the offset is set only by the test-only POST /api/test/clock-offset, which is not registered in production.
Deployment (deploy/)
| File | Role |
|---|---|
server.Dockerfile |
API image: production dependencies via pnpm deploy, TypeScript run with tsx, migrations then listen; non-root; health check on /api/health |
compose.yml |
Production stack (project deadhead): Postgres 18 (named volume, not published), the server, web (Caddy on HTTP_PORT/HTTPS_PORT, certificate volumes) and backup (BACKUP_DIR mounted at /backups) |
web.Dockerfile, Caddyfile |
Caddy image with the built app: /api/* to server:3000, client routes fall back to index.html, hashed assets cached for a year, shell and service worker never; HTTPS for SITE_ADDRESS |
backup/ |
schedule.sh (daily at BACKUP_HOUR), backup.sh (pg_dump to BACKUP_DIR, retention BACKUP_KEEP_DAYS), restore.sh (a dump into a database, default the newest into deadhead_restore); run by the backup service (Postgres image) |
README.md |
Home-server setup: DNS, port forwarding, .env, start/update, LAN-only mode, backups and restores |
.env.example |
PUBLIC_URL (also Better Auth's URL), SITE_ADDRESS, host ports, Postgres credentials, BETTER_AUTH_SECRET, log level; copy to deploy/.env |
check.sh |
Builds and starts the stack under a throwaway project, checks it, removes it |
Client (apps/web)
Vite + React 19 + Tailwind 4, React Router 8 (declarative routes). In development, Vite proxies /api to the server at 127.0.0.1:3000 (same origin, decision 0.5.20).
| Module | Role |
|---|---|
src/api/client.ts |
createApiClient().call(route, input): typed by the route catalog; validates responses; throws ApiError (server code) or ApiValidationError |
src/api/context.tsx |
ApiProvider / useApi (tests inject a fake) |
src/clock/clock.ts |
Zustand useClock: server offset (last one kept in deadhead:clock-offset for offline starts), serverNow(), 1 s ticker |
src/state/player.ts |
usePlayerState (TanStack Query, key player-state): null means no session; refetch on focus and on arrival |
src/App.tsx |
Clock sync; loading / start screen / routed layout |
src/layout/Layout.tsx |
Header (credits, game clock), screen outlet, bottom tab bar |
src/routes.ts |
Screen list shared by router and navigation |
src/map/art/manifest.json |
Map art manifest (CR-003): asset id → { kind, file } in public/assets/map/ (never edited); null file = missing, placeholder used |
scripts/map-art.mjs |
Generates public/assets/map-gen/ (<id>@1x.png, <id>@2x.png, bg.webp) from the manifest with sharp; output committed |
src/map/style.ts |
Map presentation config (CR-003): sprite sizes, zoom scale limits, child-body offsets, badges, tap size, parallax, colors; validated by mapStyleSchema |
src/map/art/load.ts, art/visuals.ts |
Load the generated art as one PixiJS bundle (2x at DPR ≥ 2); texture-or-placeholder per scene item (decision 0.5.41) |
src/map/layout.ts |
Pure screen layout: backgroundRect, spriteScale, childOffset, layoutScene (centres, sizes, tap targets; used by renderer and hit test), decorate (label and badge placement) |
src/map/overlays.ts |
Per-location state overlays (lock, desaturate/dim, HQ marker, idle badge), applied by the renderer |
src/map/ticker.ts |
runWhileVisible: pause the map's ticker while the page is hidden; stop it on unmount |
src/map/renderer.ts |
MapRenderer: all PixiJS drawing for the map, layer by layer; MapCanvas owns the app, input and loading state |
src/state/connection.ts |
Offline (Step 11.2): Zustand useConnection (online, lastUpdate), browser online/offline events, and the last player state cache (deadhead:last-state, schema-checked on load) |
vite.config.ts (PWA) |
vite-plugin-pwa (Step 11.1): manifest, generateSW precache of the shell, woff2 fonts, map-gen art and icons (public/icons, from scripts/icons.mjs); /api never cached |
e2e/*.e2e.ts |
Playwright tests against vite preview of the build (install, offline); the API is faked with route interception |
src/state/preferences.ts |
Device preferences (CR-011): clock and countdown format, reduced-motion override, dismissed tips, saved map camera; local storage, every access wrapped |
src/screens/* |
HQ, Contracts (TutorialBoard / LocationBoards + DispatchSheet), Fleet, Pilots, Market, Locations, StartScreen |
src/components/* |
AwaySummary dialog, Countdown |
src/state/actions.ts |
useLoadedPlayer, useGameAction(route) (mutation + invalidate state and boards) |
src/map/* |
System map: projection (square-root radial scale), camera (Zustand pan/zoom), scene (locations, flights, idle badges), hitTest, MapCanvas (PixiJS v8, lazy-loaded with the Map screen) |
src/game.ts, src/format.ts |
Sim-based predictions (distance, trip time) and display formatting |
Since CR-014 the client runs the game itself: src/platform/game.ts (storage, device clock, tab lock, engine), src/api/engine-client.ts (the ApiClient over engine commands), src/GameRoot.tsx (tab lock screen, resolution loop, the window.deadhead test hook in developer builds). The sections on HTTP, sessions and offline mode below are historical until the server is removed (14.11).
Session: Better Auth's cookie (credentials: "include"). On the device the client keeps only caches and preferences: the last player state and clock offset (offline start), device preferences, the device id and seen board ids.
Offline (Step 11.2): a request that gets no reply marks the app offline and getPlayerState falls back to the cached state; the banner reads "Offline — showing last update from HH:MM". Buttons with needsServer (every server action and the sheets that lead to one) are disabled while offline; the away summary and the deal wait until back online. The browser's online event refetches.