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`Clock` and a seeded mulberry32 RNG had each been reimplemented across the game and web repos -- Clock twice (konbini-67, iron-and-anvil, doc comments near-verbatim), the RNG four times. None of it is UI, so no existing shared package owned it: `web_ui` ships `tokens.css` and React components, and a game importing a UI package to get a seeded RNG is exactly the coupling that makes people vendor their own copy instead. The RNG deliberately exports **two** interfaces rather than reconciling them into one. konbini-67 threaded mutable state through free functions; sims3-clone and europe-county-map returned an object of closures. The sequence is the contract here -- these repos have seeded tests and "same seed -> identical world" guarantees, so changing how many times a helper advances the generator silently re-rolls every saved world. A shared package that did that would be worse than the duplication it replaces. The core is shared, so both interfaces yield the same float sequence; that is asserted, not assumed. `rng.test.ts` pins the first five floats for seed 12345, captured from the pre-extraction konbini-67 implementation rather than from this one -- a golden test generated from the code under test only asserts that the code matches itself. It earned its place immediately: the first constants I wrote came from a truncated `toFixed(9)` probe and the test failed, which is precisely the class of silent precision drift it exists to catch. `hotline3d` is not a consumer and should not become one. Its generator uses `%` and `Math.trunc` where mulberry32 uses `>>>`/`>>`; measured, it emits a different sequence, so adopting this package would change its output. 29 tests, 100% branch/function/line/statement coverage, type-aware eslint, and a committed dist/ with a CI freshness check -- the same bar web_ui holds. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01U4Rj3s7K2qzrLNgJqqPhno
27 lines
908 B
JavaScript
27 lines
908 B
JavaScript
/** A {@link Clock} backed by the browser's monotonic performance timer. */
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export const createRealClock = () => ({
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now: () => performance.now(),
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});
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/**
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* The one real clock instance UI code should pass around.
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*
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* A single shared instance (rather than calling {@link createRealClock} per
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* component) keeps its identity stable across renders, which matters for
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* hooks that take it as an effect dependency -- a fresh object each render
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* re-fires the effect every time.
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*/
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export const realClock = createRealClock();
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/** Creates a {@link ManualClock} starting at `startMs` (default 0). */
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export const createManualClock = (startMs = 0) => {
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let current = startMs;
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return {
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now: () => current,
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advance: (deltaMs) => {
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current += deltaMs;
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},
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set: (timeMs) => {
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current = timeMs;
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},
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};
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};
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//# sourceMappingURL=clock.js.map
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