Mermaid treats ';' as a statement separator, so the label 'lastPos (== start; re-sync)' terminated mid-line and the parser then expected an arrow (the 'Parse error on line 59' the preview showed). Removed the semicolon and, defensively, replaced 'Iterable<Point>' with plain text so the angle brackets aren't interpreted as an HTML tag in the rendered label.
89 lines
3.5 KiB
Markdown
89 lines
3.5 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: getPosition()
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Dev-->>Sim: start
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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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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(bounds, target) → point
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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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