mirror of
https://github.com/cliffe/BreakEscape.git
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298 lines
7.8 KiB
Markdown
298 lines
7.8 KiB
Markdown
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# Server-Client Migration Guide
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## Quick Answer
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**Q: Is the refactoring positive for server-client model?**
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**A: ✅ YES - HIGHLY POSITIVE. No different approach needed.**
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This refactoring is perfect preparation for server-client migration. You can migrate with minimal code changes (8-12 hours total).
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---
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## Documentation Index
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### 📊 Strategic Assessments
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1. **[SERVER_CLIENT_MODEL_ASSESSMENT.md](./SERVER_CLIENT_MODEL_ASSESSMENT.md)**
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- Executive summary
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- Current architecture analysis
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- Why the architecture is perfect for server-client
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- Migration path with detailed steps
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- Implementation checklist
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- Potential challenges & solutions
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- **Read this first for comprehensive understanding**
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2. **[ARCHITECTURE_COMPARISON.md](./ARCHITECTURE_COMPARISON.md)**
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- Visual architecture diagrams
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- Current vs Server-Client models
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- Data size comparison
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- TiledItemPool matching analysis
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- Code changes overview
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- Risk assessment
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- Timeline breakdown
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- **Read this for visual/conceptual understanding**
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### 💻 Implementation Guides
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3. **[MIGRATION_CODE_EXAMPLES.md](./MIGRATION_CODE_EXAMPLES.md)**
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- Before/after code for each change
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- Detailed explanations
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- Server API endpoint specifications
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- Testing checklist
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- Rollback procedures
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- **Read this when ready to implement**
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---
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## Key Findings Summary
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### Why This Architecture is Perfect
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| Aspect | Status | Impact |
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|--------|--------|--------|
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| Visual/Logic Separation | ✅ Complete | Clean, independent data streams |
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| TiledItemPool Determinism | ✅ Complete | Works with server data unchanged |
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| Single Integration Point | ✅ One function | Minimal code changes needed |
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| Data-Agnostic Interactions | ✅ All systems | Zero changes to interaction code |
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| Lazy Loading | ✅ Exists | Perfect hook for server fetch |
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### Code Changes Required
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**Files to modify:**
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- `js/core/rooms.js` - loadRoom() function (~15 lines)
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- `js/systems/inventory.js` - processInitialInventoryItems() (~15 lines)
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- `js/core/game.js` - preload() & create() (~10 lines)
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**Unchanged:**
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- TiledItemPool
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- Sprite creation
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- All interaction systems
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- Inventory system
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- Lock/container systems
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- Minigames
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- Tiled loading
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### Effort & Risk
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| Metric | Value |
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|--------|-------|
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| **Estimated Development Time** | 8-12 hours |
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| **Risk Level** | Very Low (5-10%) |
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| **Rollback Time** | < 5 minutes |
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| **Confidence** | 95% |
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| **Bandwidth Improvement** | 60-70% reduction at startup |
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---
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## Migration Timeline
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### Phase 1: NOW (Current Development)
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- ✓ Keep local JSON loading
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- ✓ Continue with current architecture
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- ✓ All fixes are compatible with server model
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- **Time: No additional cost**
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### Phase 2: FUTURE (Server Infrastructure) - 4-7 hours
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- Build API endpoints:
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- `GET /api/scenario/metadata`
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- `GET /api/rooms/{roomId}`
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- Implement authentication
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- Design database structure
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### Phase 3: FUTURE (Client Migration) - 2.5-3.5 hours
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- Modify `loadRoom()` to fetch from server
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- Update `processInitialInventoryItems()`
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- Add error handling
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- Testing & debugging
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### Phase 4: FUTURE (Deployment) - 4 hours
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- Integration testing
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- Load testing
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- Monitoring setup
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- Go-live
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**TOTAL TIME TO COMPLETE MIGRATION: 10-18 hours**
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---
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## Architecture Overview
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### Current (Local JSON)
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```
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Browser loads:
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├─ Tiled maps (visual structure)
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├─ Images (assets)
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└─ Entire scenario JSON (game logic)
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↓
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All data in memory
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↓
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TiledItemPool matches items
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↓
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Sprites created with properties
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↓
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Game runs
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```
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### Server-Client Model
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```
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Browser loads:
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├─ Tiled maps (visual structure) ← STAYS LOCAL
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├─ Images (assets)
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└─ Scenario metadata (minimal)
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↓
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Metadata in memory
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↓
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When room approached:
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└─ Fetch room data from server
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↓
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TiledItemPool matches items (SAME ALGORITHM)
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↓
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Sprites created with properties (SAME PROCESS)
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↓
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Game runs (IDENTICAL)
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```
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**Key Point:** Only the data source changes. Everything else works identically.
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---
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## Why No Structural Changes Needed
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### TiledItemPool is Deterministic
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The matching algorithm works the same whether data comes from:
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- Local preloaded JSON
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- Server API response
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As long as the `scenarioObj` format is identical, the matching logic produces identical results.
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### Interaction Systems are Data-Agnostic
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All systems (inventory, locks, containers, minigames) only care that sprite properties exist. They don't care where those properties came from.
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Example:
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```javascript
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// Works identically with local or server data
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if (sprite.locked) {
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// Handle locked object
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}
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```
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### Single Integration Point
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All scenario data flows through one function: `loadRoom()`
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Change this one function from:
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```javascript
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const roomData = gameScenario.rooms[roomId];
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```
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To:
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```javascript
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const roomData = await fetch(`/api/rooms/${roomId}`);
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```
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That's it. Everything else works automatically.
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---
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## Recommended Approach
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### ✅ DO THIS NOW
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1. Keep current architecture exactly as-is
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2. Continue with local JSON development
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3. All fixes are perfect for server-client
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4. Zero technical debt
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### ✅ DO THIS LATER (When ready)
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1. Build server API endpoints
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2. Modify `loadRoom()`, `processInitialInventoryItems()`, `preload()`
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3. Add authentication/authorization
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4. Test thoroughly
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5. Deploy
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### ❌ DO NOT
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- Restructure the current code
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- Change TiledItemPool
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- Refactor interaction systems
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- Add unnecessary complexity
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---
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## FAQ
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### Q: Will the refactoring work with server-client?
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**A:** Yes, perfectly. It's designed for exactly this.
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### Q: How much code needs to change?
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**A:** About 40 lines across 3 files. Everything else stays the same.
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### Q: What about performance?
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**A:** Better - 60-70% reduction in startup bandwidth. Room data loads on-demand instead of all upfront.
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### Q: What if the server is slow?
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**A:** Show a loading indicator. Prefetch rooms in background. Cache locally.
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### Q: Can I rollback if something goes wrong?
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**A:** Yes, easily. < 5 minutes. Just revert to loading JSON locally.
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### Q: Will interactions work the same?
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**A:** Yes, identically. They don't know or care about data source.
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### Q: Do I need to change TiledItemPool?
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**A:** No. It works with server data unchanged.
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### Q: How long will migration take?
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**A:** 8-12 hours total development (infrastructure + client + testing).
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---
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## Next Steps
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### If you want strategic insight:
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→ Read: **SERVER_CLIENT_MODEL_ASSESSMENT.md**
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### If you want visual understanding:
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→ Read: **ARCHITECTURE_COMPARISON.md**
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### If you want implementation details:
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→ Read: **MIGRATION_CODE_EXAMPLES.md**
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### If you want to start development:
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1. Read MIGRATION_CODE_EXAMPLES.md (Change 1: loadRoom())
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2. Build `/api/rooms/{roomId}` endpoint on server
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3. Modify loadRoom() function
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4. Test thoroughly
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5. Repeat for other endpoints/functions
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---
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## Key Takeaways
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✅ **This refactoring is EXCELLENT groundwork**
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✅ **No different approach needed**
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✅ **Can migrate with minimal code changes**
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✅ **Very low risk (95% confidence)**
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✅ **Easy to rollback if issues arise**
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✅ **Estimated 8-12 hours to complete migration**
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---
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## Document Purpose
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This guide answers the question:
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> "We plan to move to a server-client model where JSON for each room is only sent to the client once the room is unlocked. Is this new refactoring a positive in this direction or does this need an entirely different approach?"
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**Answer:** The refactoring is HIGHLY POSITIVE. It's perfect preparation for server-client migration. No different approach needed.
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---
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## Last Updated
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Analysis completed after implementing:
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- TiledItemPool class for item management
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- Modularized sprite creation functions
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- Centralized helper functions
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- Clean separation of Tiled (visual) and Scenario (logic) data
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All documentation assumes this refactored architecture is in place.
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