The executor kept every commanded point on-screen via a per-strategy
BoundsPolicy of abort / clamp / reflect. Measured against the real
strategies, the other two earned nothing: abort truncated a sweep at the
first edge (line on a narrow screen ran only 90 of 250 steps), and clamp
could park the cursor against an edge (a monotonic ramp stalled 162 steps
in a row) -- both counter to the program's whole purpose of keeping the
cursor moving. reflect bounces off the edge and keeps going, and is
already what line/diagonal need in loop mode. arc's declared clamp was
provably dead code (it clamps its own endpoint, so no sample ever leaves
the screen).
Collapse to reflect-only:
- strategies.ts: remove the BoundsPolicy type and the `bounds` field from
the interface and all six strategies. Keep the local clamp() helper --
it's arc's endpoint geometry, not an on-screen policy; docstring says so.
- executor.ts: resolveTarget loses its policy parameter and its null
return and just reflects both axes; delete clampInt; SweepOutcome drops
"aborted"; ExecuteOptions drops `bounds`; remove the Out of bounds log.
- keeper.ts: loopOpts is now { restore: false, loop: true } -- the
reflect override added with loop mode is redundant.
- tests: drop the abort-outcome, clamp, and bounds-override tests; simplify
fixed() to take no policy; add a regression test that a monotonic ramp
past an edge never yields two identical points in a row (the guarantee
that motivated removing clamp).
Behavior is unchanged for every pattern at normal cursor positions
(verified: line's normal sweep is byte-identical). The only differences
are at a screen edge, where motion now bounces instead of stopping. No
config keys, flags, or pattern names changed.
Docs updated to match, including in-code comments, the README strategies
table (Bounds column removed) and verbose description, the sequence
diagram (resolveTarget signature + getPosition/width ordering + a loop-mode
note), and a CHANGELOG Changed entry.
104 lines
4.3 KiB
Markdown
104 lines
4.3 KiB
Markdown
# Execution: the happy path
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This traces one full idle-triggered sweep that completes cleanly — the
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"happy path" where the machine is idle long enough to fire, the configured
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pattern runs to exhaustion, and no real user activity interrupts it.
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For the module breakdown and the three seams (`device` / `strategies` /
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`executor`), see the "How it works" section of the [README](../README.md).
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```mermaid
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sequenceDiagram
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autonumber
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participant Entry as move.ts
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participant Keeper as runKeeper
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participant Sim as simulateActivity
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participant Strat as Strategy<br/>(e.g. line)
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participant Exec as executePath
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participant Dev as Device<br/>(nut.js)
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Note over Entry: startup (args → config)
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Entry->>Entry: parseCliArgs()
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Entry->>Entry: loadConfigFile()
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Entry->>Entry: resolveConfig(file, cli)
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Entry->>Keeper: runKeeper(config)
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Keeper->>Dev: createNutDevice()
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Note right of Dev: sets mouse.config.autoDelayMs = 0
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Keeper->>Keeper: log.info(banner)
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Keeper->>Dev: getPosition()
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Dev-->>Keeper: lastPos
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Note over Keeper: lastActivity = now
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loop every checkInterval (until idle long enough)
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Keeper->>Dev: sleep(checkInterval)
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Keeper->>Dev: getPosition()
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Dev-->>Keeper: pos
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Note over Keeper: pos == lastPos (no user movement)<br/>now - lastActivity ≥ moveInterval → fire
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end
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Keeper->>Sim: simulateActivity(config, log, dev)
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Sim->>Dev: width()
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Dev-->>Sim: width
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Sim->>Dev: height()
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Dev-->>Sim: height
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Sim->>Dev: getPosition()
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Dev-->>Sim: start
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Note over Sim: strategy = STRATEGIES[config.pattern]<br/>ctx = { start, width, height, rng }
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Sim->>Exec: executePath(strategy, ctx, dev, log, config)
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Exec->>Strat: path(ctx)
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Strat-->>Exec: iterable of Points
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loop for each target point (clean run)
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Exec->>Exec: resolveTarget(target) → point (reflected on-screen)
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Exec->>Dev: setPosition(point)
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Exec->>Dev: sleep(stepDelay)
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Exec->>Dev: getPosition()
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Dev-->>Exec: current
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Note over Exec: |current - point| ≤ 2px → not the user, continue
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end
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Note over Exec: path exhausted, no interruption
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Exec->>Dev: setPosition(round(start))
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Note right of Exec: restore cursor to origin
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Exec-->>Sim: "completed"
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Sim-->>Keeper: (done)
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Keeper->>Dev: getPosition()
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Dev-->>Keeper: lastPos (equals start, re-synced)
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Note over Keeper: lastActivity = now<br/>loop continues
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```
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## Invariants this path relies on
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- **`createNutDevice()` is the only nut.js touchpoint.** It disables nut.js's
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100ms auto-delay so `executePath` owns cadence via `stepDelay`.
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- **The strategy is pure.** `path(ctx)` yields ideal points from geometry
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alone (`start` / `width` / `height` / `rng`); it never touches the device,
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which is what makes every pattern unit-testable without a screen.
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- **Every step re-reads the cursor** and compares it against the *commanded*
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point (not the strategy's ideal, possibly fractional target) within a 2px
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tolerance. On the happy path each check passes, so the loop runs to
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exhaustion. A mismatch beyond tolerance is real user activity and returns
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`"interrupted"` without restoring — the branch this diagram omits.
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- **Clean completion restores the cursor to `round(start)`.** That is why the
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follow-up `getPosition()` in `runKeeper` re-syncs `lastPos` to the origin as
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a no-op, and the next idle check sees no net movement (so the synthetic
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sweep is never mistaken for the user returning).
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- **On-screen confinement is uniform.** `resolveTarget` reflects any
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coordinate past a screen edge back inside the travel range — the sole,
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per-pattern-independent policy. A strategy emits ideal geometry and never
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bounds its own output.
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## Loop mode (`--loop`)
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This diagram is the single-sweep path (`config.loop === false`). Under
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`--loop`, `simulateActivity` instead repeats the step loop until the user
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interrupts: a pattern with an infinite `loopPath` (`line`, `diagonal`) runs
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that one never-ending path, while the others chain their finite `path` cycle
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after cycle, re-reading the cursor as the next `start` each time. The restore
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in the final step is skipped (`restore: false`), so successive cycles flow
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from where the last left off. Everything else — reflection, pacing, and the
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per-step interrupt check — is identical to the sweep traced above.
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