State model (Store<Dashboard> via context), bundled item data, SSR/hydrate pipeline, component tree, conventions, and current gaps.
166 lines
7.1 KiB
Markdown
166 lines
7.1 KiB
Markdown
# ARCHITECTURE
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This document describes how `aex` works today. It is a snapshot, not a design
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spec: several pieces are stubs or unwired (see "Current gaps" at the end and
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the phased plan in [ROADMAP.md](./ROADMAP.md)).
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## What it is
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A D&D 5e character sheet and campaign dashboard for one party's play-by-text
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game. The UI is in Russian; code and comments are in English. The app tracks
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the campaign (name, in-game date, session number), one player character
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(identity, class, HP, money, spell slots, inventory, hit dice, death saves),
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a party-shared stash, and — in the data model only, no UI yet — quests,
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notes, and contacts.
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## Stack
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- Rust, edition 2024, nightly toolchain (`rust-toolchain.toml`, channel
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pinned to `nightly` without a date)
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- Leptos 0.8.20 (SSR + hydration), reactive_stores 0.4.3 for state
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- leptos_actix 0.8.7 + actix-web 4 for the server
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- nucleo-matcher for fuzzy item search, num-format for number display,
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chrono for dates, lazy_static for one-time data loading
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- SCSS sources in `style/` (compiled by cargo-leptos)
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- Bundled game data in `data/` (5e.tools-format JSON, ~3.9 MB total)
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Features: `ssr` (server binary), `hydrate` (WASM), `csr` (optional pure-client
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mode for `trunk`). `Cargo.lock` is gitignored.
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## Directory layout
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```
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src/
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main.rs SSR entry point: actix-web server, favicon
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lib.rs crate root, module declarations, WASM hydrate()
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app.rs App component: context, shell, routes
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prelude.rs crate-wide re-exports and the Context alias
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state/ App state (one Store<Dashboard> in context)
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entities/ Domain model (Store-derived structs) + mock data
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statics/ Bundled item data: ITEMS_REFS, ITEMS_NAMES
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utils/ read_items, adjust_checked, BasisPoints trait
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components/
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header.rs Campaign header (name, date, session, Save/Load/Clear)
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nav.rs Route links
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sidebar.rs Character sidebar, composes the seven panels below
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sidebar/*.rs image, names, about, hit_points, hit_dice,
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death_saving_throws, spell_slots
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inventory.rs One inventory section (rows + money)
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item.rs One inventory row
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numput.rs Numeric input components (Numput, NumputChange)
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mod.rs Pages (Character, Inventories, Wiki) + item search
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```
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## State model
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The whole dashboard is one reactive tree:
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- `entities::Dashboard` is the root struct: campaign fields, `player:
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PlayerData`, `common: CommonData`, plus quest/note/contact books and
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settings.
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- Every entity struct derives `reactive_stores::Store`, so every nested
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field is independently reactive (copy-on-write paths).
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- `App` creates `Store::new(Dashboard::mock())` and provides it as Leptos
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context. Components read it with `expect_context::<Context>()` and grab
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field handles, e.g. `let hp = state.player().hp();`.
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- Writes go through `field.update(|v| ...)`, `field.set(...)`, or
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`field.write()`. All arithmetic is saturating (`saturating_add/sub`,
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`checked_add_signed`) so values never underflow.
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The state is mock data only — `Dashboard::mock()` runs on every load and
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nothing is persisted. The header's Save/Load/Clear buttons do nothing yet
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(ROADMAP phase 1).
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## Data layer (items)
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- `statics::ITEMS_REFS` is a `lazy_static` map of name → `BookItem`, built
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once by `utils::read_items` over the bundled JSON files (`items.json`,
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`base.json`, `foundry.json` loaded twice — a known duplication — and
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`magic.json`), roughly 5k items.
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- `BookItem` keeps `name`, `weight`, `rarity`, and `rest`, which holds all
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other JSON fields verbatim for future detail views.
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- Duplicate names merge: the later entry fills a missing weight and appends
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its `rest` fields.
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- `ITEMS_NAMES` is the flat name list fed to the fuzzy matcher.
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Weights are stored as `u32` basis points (100 = 1.0) in inventory items and
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formatted with the `utils::BasisPoints` trait; book items use `f64` from the
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JSON as-is.
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## Rendering pipeline
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1. `main.rs` (feature `ssr`) starts an actix-web server, generates the route
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list from `App`, and renders each route server-side through
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`leptos_routes`. It serves the WASM/CSS from `/pkg` and static assets
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from `/assets`.
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2. The WASM bundle (`hydrate` feature) calls `hydrate()` in `lib.rs`, which
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mounts `App` with `hydrate_body` over the server-rendered DOM.
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3. Routing: `/` → Character page, `/inv` → Inventories, `/wiki` → Wiki,
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anything else → `NotFound` (sets HTTP 404 during SSR).
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## Component tree
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```
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App
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├─ Header name, image, date steppers, session steppers, Save/Load/Clear (dead)
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├─ Sidebar
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│ ├─ Image portrait
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│ ├─ Names first / alias «» / last
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│ ├─ About class, level ±, XP
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│ ├─ HitPoints current/max with bar, temp HP
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│ ├─ HitDice die-kind select, per-level clickable dice
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│ ├─ DeathSavingThrows fail/success pips + reset
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│ └─ SpellSlots 9 levels of clickable pips
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├─ Nav links to the three routes
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└─ Routes
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├─ Character stub text
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├─ Inventories two Inventory sections (Personal/Common)
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│ └─ Inventory balance (5 × Numput), rows (ForEnumerate)
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│ └─ Item name, quantity ±, weight ±, more/swap/remove
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└─ Wiki stub text
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```
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The inventories page reads `Context`, splits it into `Field<Inventory>` and
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`Field<Balance>` handles, and passes them down. Item rows get move/remove
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closures by index; "move" transfers a row between the personal and common
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inventories, "remove" deletes it. The "…" (details) button and the search
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"+" button are unwired.
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`Numput` is the shared numeric input: `+n`/`-n` adjust relative to the
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current value, a plain number sets absolutely, invalid input is reverted,
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and the value renders with thousands separators. `NumputChange` is the same
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pattern with caller-supplied display and parse functions (used for weights
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in basis points).
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Item search (`ItemSearchField`) re-runs a nucleo fuzzy match on every
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keystroke over `ITEMS_NAMES` and renders `ItemSearchCard`s. It is not
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currently mounted on any page.
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## Conventions
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- UI strings are Russian and hardcoded in the views; ids like `id="hp"`
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exist for e2e tests.
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- Collections come from `std::collections` via the prelude (`HashMap`,
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`HashSet`).
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- `For` lists are keyed: inventories use `#[store(key)]` on `row.id`,
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sidebar pips key by index.
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- Logging goes through the `log` macros re-exported in the prelude
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(`info!`, `warn!`, ...).
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## Current gaps
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- No persistence; state is recreated from `mock()` each load
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- `Character` and `Wiki` pages render placeholders
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- Quests, notes, contacts: models and mock data only
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- Prepared spells list is empty; `Spell` is a name-only stub; attunements
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have no UI; `Settings` is empty
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- Save/Load/Clear buttons and the item "+"/"…" buttons are dead
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- `foundry.json` is loaded twice; ~3.9 MB of JSON is bundled into the WASM
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and parsed on startup
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- Several unused dependencies (`leptos-use`, `dotenvy`,
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`pretty_env_logger`, `seq_macro`, `itertools`, `thiserror`) and 12
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compiler warnings
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- `Cargo.lock` is gitignored, so builds are not reproducible
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See [ROADMAP.md](./ROADMAP.md) for the ordered plan to fix these.
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