feature/optimize #14
@@ -1,12 +1,84 @@
|
||||
name: Build & Push Frontend A
|
||||
name: Build, Test & Push Frontend
|
||||
run-name: ${{ gitea.actor }} build and test Angular 🚀
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
|
||||
jobs:
|
||||
docker:
|
||||
# ------------------------------------------------------------------
|
||||
# JOB 1: Code integrity and quality gates (CI)
|
||||
# ------------------------------------------------------------------
|
||||
quality-check:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout Code
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Setup Node.js
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: '22'
|
||||
cache: 'npm'
|
||||
|
||||
- name: Install Linux Libs
|
||||
run: |
|
||||
sudo apt-get update
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sudo apt-get install -y \
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||||
libnss3 \
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||||
libnspr4 \
|
||||
libatk1.0-0 \
|
||||
libatk-bridge2.0-0 \
|
||||
libcups2t64 \
|
||||
libdrm2 \
|
||||
libxkbcommon0 \
|
||||
libxcomposite1 \
|
||||
libxdamage1 \
|
||||
libxfixes3 \
|
||||
libxrandr2 \
|
||||
libgbm1 \
|
||||
libasound2t64 \
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||||
libpango-1.0-0 \
|
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libcairo2
|
||||
|
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- name: Install Dependencies
|
||||
run: npm ci
|
||||
|
||||
# 1. Linting (Code-Style)
|
||||
- name: Lint & Type Check
|
||||
run: npm run lint --if-present
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|
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# 2. Unit Tests (Logik) Not necessary, because atm no tests written
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#- name: Unit Tests
|
||||
# run: npx ng test --watch=false --browsers=ChromeHeadless
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||||
|
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# 3. Build Production (necessary for lighthouse)
|
||||
- name: Build Production
|
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run: npx ng build --configuration production
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# 4. Lighthouse Audit (Performance & SEO)
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||||
- name: Install Puppeteer
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run: npm install puppeteer --no-save
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- name: Lighthouse CI
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||||
run: |
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||||
CHROME_PATH=$(node -e 'console.log(require("puppeteer").executablePath())')
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||||
export CHROME_PATH=$CHROME_PATH
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||||
npx lhci autorun
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# JOB 2: Docker Build & Push (CD)
|
||||
# Runs only if 'quality-check' are successfully and we are on branch main.
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# ------------------------------------------------------------------
|
||||
docker:
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||||
needs: quality-check
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||||
runs-on: ubuntu-latest
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if: github.event_name == 'push' && github.ref == 'refs/heads/main'
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|
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steps:
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||||
- uses: actions/checkout@v4
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||||
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@@ -36,8 +108,7 @@ jobs:
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||||
docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-${{ steps.prep.outputs.branch }}
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docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-${{ steps.prep.outputs.branch }}-${{ steps.prep.outputs.sha }}
|
||||
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||||
- name: Also push moving main tag (only on main)
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||||
if: ${{ github.ref == 'refs/heads/main' }}
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||||
- name: Also push moving main tag
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||||
uses: docker/build-push-action@v6
|
||||
with:
|
||||
context: .
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||||
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -41,3 +41,6 @@ __screenshots__/
|
||||
# System files
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
|
||||
# Lighthouse
|
||||
.lighthouseci/
|
||||
|
||||
@@ -15,6 +15,8 @@ module.exports = defineConfig([
|
||||
],
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||||
processor: angular.processInlineTemplates,
|
||||
rules: {
|
||||
"@typescript-eslint/no-inferrable-types": "off",
|
||||
"@typescript-eslint/no-explicit-any": "off",
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||||
"@angular-eslint/directive-selector": [
|
||||
"error",
|
||||
{
|
||||
|
||||
14
lighthouserc.json
Normal file
14
lighthouserc.json
Normal file
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"ci": {
|
||||
"collect": {
|
||||
"numberOfRuns": 1,
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||||
"staticDistDir": "./dist/playground-frontend/browser",
|
||||
"settings": {
|
||||
"chromeFlags": "--no-sandbox --headless --disable-gpu --disable-dev-shm-usage"
|
||||
}
|
||||
},
|
||||
"upload": {
|
||||
"target": "temporary-public-storage"
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||||
}
|
||||
}
|
||||
}
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||||
3082
package-lock.json
generated
3082
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
@@ -30,6 +30,7 @@
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||||
"@angular/build": "~21.1.0",
|
||||
"@angular/cli": "~21.1.0",
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||||
"@angular/compiler-cli": "~21.1.0",
|
||||
"@lhci/cli": "~0.15.1",
|
||||
"@types/jasmine": "~5.1.15",
|
||||
"angular-eslint": "21.2.0",
|
||||
"eslint": "^9.39.2",
|
||||
|
||||
@@ -33,6 +33,7 @@
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||||
<mat-icon>play_arrow</mat-icon> {{ 'GOL.START' | translate }}
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||||
</button>
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||||
}
|
||||
<p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p>
|
||||
</div>
|
||||
<div class="grid-size">
|
||||
<mat-form-field appearance="outline" class="grid-field">
|
||||
@@ -69,6 +70,7 @@
|
||||
(keyup.enter)="applySpeed()"
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||||
/>
|
||||
</mat-form-field>
|
||||
|
||||
</div>
|
||||
<div class="legend">
|
||||
<span><span class="legend-color alive"></span> {{ 'GOL.ALIVE' | translate }}</span>
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||||
@@ -84,7 +86,8 @@
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||||
[createNodeFn]="createConwayNode"
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||||
[getNodeColorFn]="getConwayNodeColor"
|
||||
[applySelectionFn]="applyConwaySelection"
|
||||
(gridChange)="grid = $event"
|
||||
[backgroundColor]="'lightgray'"
|
||||
(gridChange)="readGrid = $event"
|
||||
></app-generic-grid>
|
||||
</mat-card-content>
|
||||
</mat-card>
|
||||
|
||||
@@ -16,7 +16,7 @@ export const DEFAULT_GRID_ROWS = 50;
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||||
export const DEFAULT_GRID_COLS = 50;
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||||
export const MIN_GRID_SIZE = 20;
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||||
export const MAX_GRID_SIZE = 100;
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||||
export const MAX_GRID_SIZE = 200;
|
||||
export const DEFAULT_TIME_PER_GENERATION = 30;
|
||||
|
||||
export const MIN_TIME_PER_GENERATION = 20;
|
||||
|
||||
@@ -54,7 +54,9 @@ export class ConwayGol implements AfterViewInit {
|
||||
protected readonly MAX_GRID_SIZE = MAX_GRID_SIZE;
|
||||
protected readonly MAX_GRID_PX = MAX_GRID_PX;
|
||||
|
||||
grid: Node[][] = [];
|
||||
readGrid: Node[][] = [];
|
||||
writeGrid: Node[][] = [];
|
||||
executionTime = 0;
|
||||
currentScenario: Scenario = Scenario.SIMPLE;
|
||||
readonly gameStarted = signal(false);
|
||||
|
||||
@@ -96,45 +98,42 @@ export class ConwayGol implements AfterViewInit {
|
||||
};
|
||||
|
||||
getConwayNodeColor = (node: Node): string => {
|
||||
if (node.alive) {
|
||||
return 'black';
|
||||
}
|
||||
return 'lightgray';
|
||||
return node.alive ? 'black' : 'lightgray';
|
||||
};
|
||||
|
||||
applyConwaySelection = (pos: GridPos, grid: Node[][]): void => {
|
||||
this.grid = grid; // Keep internal grid in sync
|
||||
this.readGrid = grid; // Keep internal grid in sync
|
||||
const node = grid[pos.row][pos.col];
|
||||
node.alive = !node.alive; // Toggle alive status
|
||||
};
|
||||
|
||||
initializeConwayGrid = (grid: Node[][]): void => {
|
||||
this.gameStarted.set(false);
|
||||
this.grid = grid;
|
||||
|
||||
this.readGrid = grid;
|
||||
switch(this.currentScenario) {
|
||||
case Scenario.RANDOM: this.setupRandomLives(); break;
|
||||
case Scenario.SIMPLE: this.setupSimpleLive(); break;
|
||||
case Scenario.PULSAR: this.setupPulsar(); break;
|
||||
case Scenario.GUN: this.setupGliderGun(); break;
|
||||
}
|
||||
this.writeGrid = structuredClone(this.readGrid);
|
||||
};
|
||||
|
||||
// --- Conway-specific logic (kept local) ---
|
||||
setupRandomLives(): void {
|
||||
for (let row = 0; row < this.gridRows; row++) {
|
||||
for (let col = 0; col < this.gridCols; col++) {
|
||||
this.grid[row][col].alive = Math.random() <= LIVE_SPAWN_PROBABILITY;
|
||||
this.readGrid[row][col].alive = Math.random() <= LIVE_SPAWN_PROBABILITY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
setupSimpleLive(): void {
|
||||
this.grid[3][4].alive = true;
|
||||
this.grid[4][5].alive = true;
|
||||
this.grid[5][3].alive = true;
|
||||
this.grid[5][4].alive = true;
|
||||
this.grid[5][5].alive = true;
|
||||
this.readGrid[3][4].alive = true;
|
||||
this.readGrid[4][5].alive = true;
|
||||
this.readGrid[5][3].alive = true;
|
||||
this.readGrid[5][4].alive = true;
|
||||
this.readGrid[5][5].alive = true;
|
||||
}
|
||||
|
||||
setupPulsar(): void {
|
||||
@@ -181,39 +180,44 @@ export class ConwayGol implements AfterViewInit {
|
||||
this.gameStarted.set(true);
|
||||
let lifeIsDead = false;
|
||||
while (this.gameStarted()){
|
||||
let gridClone = structuredClone(this.grid);
|
||||
const startTime = performance.now();
|
||||
lifeIsDead = true;
|
||||
for (let row = 0; row < this.gridRows; row++) {
|
||||
for (let col = 0; col < this.gridCols; col++) {
|
||||
lifeIsDead = this.checkLifeRules(row, col, gridClone, lifeIsDead);
|
||||
lifeIsDead = this.checkLifeRules(row, col, this.writeGrid) && lifeIsDead;
|
||||
}
|
||||
}
|
||||
|
||||
this.swapGrid(gridClone);
|
||||
this.swapGrids();
|
||||
const endTime = performance.now();
|
||||
this.executionTime = Number.parseFloat((endTime - startTime).toFixed(4));
|
||||
if (lifeIsDead){
|
||||
this.gameStarted.set(false);
|
||||
}
|
||||
await this.delay(this.lifeSpeed);
|
||||
const delta = Math.max(this.lifeSpeed - this.executionTime, 0);
|
||||
await this.delay(delta);
|
||||
}
|
||||
this.executionTime = 0;
|
||||
}
|
||||
|
||||
private checkLifeRules(row: number, col: number, gridClone: Node[][], lifeIsDead: boolean) {
|
||||
const itsMe = this.grid[row][col];
|
||||
let aliveNeighbors = this.howManyNeighborsAreLiving(row, col);
|
||||
if (itsMe.alive && (aliveNeighbors < 2 || aliveNeighbors > 3)) {
|
||||
gridClone[row][col].alive = false;
|
||||
lifeIsDead = false;
|
||||
} else if (!itsMe.alive && aliveNeighbors === 3) {
|
||||
gridClone[row][col].alive = true;
|
||||
lifeIsDead = false;
|
||||
}
|
||||
return lifeIsDead;
|
||||
private checkLifeRules(row: number, col: number, writeGrid: Node[][]): boolean {
|
||||
const currentCell = this.readGrid[row][col];
|
||||
const aliveNeighbors = this.howManyNeighborsAreLiving(row, col);
|
||||
const oldLifeState = currentCell.alive;
|
||||
|
||||
const nextStateAlive = (currentCell.alive && (aliveNeighbors === 2 || aliveNeighbors === 3)) || (!currentCell.alive && aliveNeighbors === 3);
|
||||
writeGrid[row][col].alive = nextStateAlive;
|
||||
|
||||
//only if at least one cell changes the game is still alive
|
||||
return (nextStateAlive == oldLifeState);
|
||||
}
|
||||
|
||||
private swapGrid(gridClone: Node[][]) {
|
||||
this.grid = gridClone;
|
||||
private swapGrids() {
|
||||
const tmp = this.readGrid;
|
||||
this.readGrid = this.writeGrid;
|
||||
this.writeGrid = tmp;
|
||||
if (this.genericGridComponent) {
|
||||
this.genericGridComponent.grid = this.grid;
|
||||
this.genericGridComponent.grid = this.readGrid;
|
||||
this.genericGridComponent.drawGrid();
|
||||
}
|
||||
}
|
||||
@@ -231,7 +235,7 @@ export class ConwayGol implements AfterViewInit {
|
||||
if (nRow == row && nCol == col) {
|
||||
continue;
|
||||
}
|
||||
if (this.grid[nRow][nCol].alive) {
|
||||
if (this.readGrid[nRow][nCol].alive) {
|
||||
aliveNeighborCount++;
|
||||
}
|
||||
}
|
||||
@@ -250,7 +254,7 @@ export class ConwayGol implements AfterViewInit {
|
||||
|
||||
private setAlive(r: number, c: number): void {
|
||||
if (r >= 0 && r < this.gridRows && c >= 0 && c < this.gridCols) {
|
||||
this.grid[r][c].alive = true;
|
||||
this.readGrid[r][c].alive = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -73,6 +73,7 @@
|
||||
[createNodeFn]="createPathfindingNode"
|
||||
[getNodeColorFn]="getPathfindingNodeColor"
|
||||
[applySelectionFn]="applyPathfindingSelection"
|
||||
[backgroundColor]="'lightgray'"
|
||||
(gridChange)="grid = $event"
|
||||
></app-generic-grid>
|
||||
</mat-card-content>
|
||||
|
||||
@@ -136,7 +136,6 @@ export class SortingComponent implements OnInit {
|
||||
const endTime = performance.now();
|
||||
this.executionTime = Number.parseFloat((endTime - startTime).toFixed(4));
|
||||
|
||||
console.log(snapshots.length);
|
||||
this.animateSorting(snapshots);
|
||||
}
|
||||
|
||||
|
||||
@@ -21,6 +21,7 @@ export class GenericGridComponent implements AfterViewInit {
|
||||
@Input() minGridSize: number = 5;
|
||||
@Input() maxGridSize: number = 50;
|
||||
@Input() drawNodeBorderColor: string = '#ccc';
|
||||
@Input() backgroundColor: string = 'lightgray';
|
||||
|
||||
// Callbacks from parent component
|
||||
@Input() createNodeFn!: (row: number, col: number) => any;
|
||||
@@ -99,19 +100,70 @@ export class GenericGridComponent implements AfterViewInit {
|
||||
}
|
||||
|
||||
drawGrid(): void {
|
||||
this.ctx.clearRect(0, 0, this.canvas.nativeElement.width, this.canvas.nativeElement.height);
|
||||
if (!this.ctx || !this.grid.length) return;
|
||||
|
||||
const width = this.canvas.nativeElement.width;
|
||||
const height = this.canvas.nativeElement.height;
|
||||
const size = this.nodeSize;
|
||||
|
||||
this.ctx.fillStyle = this.backgroundColor;
|
||||
this.ctx.fillRect(0, 0, width, height);
|
||||
this.ctx.fillStyle = 'black';
|
||||
|
||||
for (let row = 0; row < this.gridRows; row++) {
|
||||
for (let col = 0; col < this.gridCols; col++) {
|
||||
this.drawNode(this.grid[row][col]);
|
||||
const node = this.grid[row][col];
|
||||
|
||||
const color = this.getNodeColorFn(node);
|
||||
|
||||
if (color !== this.backgroundColor) {
|
||||
if (this.ctx.fillStyle !== color) {
|
||||
this.ctx.fillStyle = color;
|
||||
}
|
||||
|
||||
const x = col * this.nodeSize;
|
||||
const y = row * this.nodeSize;
|
||||
|
||||
this.ctx.fillRect(x, y, this.nodeSize, this.nodeSize);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (size > 2) {
|
||||
this.drawGridLines(width, height);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private drawGridLines(width: number, height: number): void {
|
||||
this.ctx.beginPath();
|
||||
this.ctx.strokeStyle = this.drawNodeBorderColor;
|
||||
this.ctx.lineWidth = 1;
|
||||
|
||||
for (let col = 0; col <= this.gridCols; col++) {
|
||||
const x = col * this.nodeSize;
|
||||
this.ctx.moveTo(x, 0);
|
||||
this.ctx.lineTo(x, height);
|
||||
}
|
||||
|
||||
for (let row = 0; row <= this.gridRows; row++) {
|
||||
const y = row * this.nodeSize;
|
||||
this.ctx.moveTo(0, y);
|
||||
this.ctx.lineTo(width, y);
|
||||
}
|
||||
|
||||
this.ctx.stroke();
|
||||
}
|
||||
|
||||
drawNode(node: any): void {
|
||||
this.ctx.fillStyle = this.getNodeColorFn(node);
|
||||
this.ctx.fillRect(node.col * this.nodeSize, node.row * this.nodeSize, this.nodeSize, this.nodeSize);
|
||||
this.ctx.strokeStyle = this.drawNodeBorderColor;
|
||||
this.ctx.strokeRect(node.col * this.nodeSize, node.row * this.nodeSize, this.nodeSize, this.nodeSize);
|
||||
|
||||
if (this.nodeSize > 4) {
|
||||
this.ctx.strokeStyle = this.drawNodeBorderColor;
|
||||
this.ctx.strokeRect(node.col * this.nodeSize, node.row * this.nodeSize, this.nodeSize, this.nodeSize);
|
||||
}
|
||||
}
|
||||
|
||||
private getContextOrThrow(): CanvasRenderingContext2D {
|
||||
|
||||
Reference in New Issue
Block a user