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build : 빌드 설정 추가 #127
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WalkthroughGradle 빌드 스크립트와 속성 파일이 JVM 힙 크기 설정을 포함하도록 업데이트되었습니다. 테스트 코드에서는 Changes
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Actionable comments posted: 0
🧹 Nitpick comments (1)
src/test/java/org/ezcode/codetest/domain/game/service/CharacterEquipServiceTest.java (1)
6-6: 불필요한 import 제거를 고려해보세요.
Comparator와Optionalimport가 추가되었지만, 실제 테스트 코드에서 직접 사용되지 않는 것으로 보입니다.Also applies to: 8-8
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📒 Files selected for processing (3)
build.gradle(1 hunks)gradle.properties(1 hunks)src/test/java/org/ezcode/codetest/domain/game/service/CharacterEquipServiceTest.java(5 hunks)
🧰 Additional context used
🧠 Learnings (2)
📓 Common learnings
Learnt from: chat26666
PR: ezcode-my/backend#37
File: src/main/java/org/ezcode/codetest/infrastructure/elasticsearch/repository/ProblemElasticsearchRepositoryDsl.java:10-10
Timestamp: 2025-06-06T19:56:27.759Z
Learning: When user chat26666 mentions that code was implemented in a previous PR but explanation was missing, they may submit a follow-up PR just to add documentation/explanation without the actual implementation code.
src/test/java/org/ezcode/codetest/domain/game/service/CharacterEquipServiceTest.java (8)
Learnt from: chat26666
PR: ezcode-my/backend#64
File: src/main/java/org/ezcode/codetest/infrastructure/persistence/repository/game/EncounterChoiceRepositoryImpl.java:0-0
Timestamp: 2025-06-15T04:37:29.231Z
Learning: EncounterChoiceRepositoryImpl in src/main/java/org/ezcode/codetest/infrastructure/persistence/repository/game/EncounterChoiceRepositoryImpl.java is intentionally a skeleton implementation that is work-in-progress and will be completed later.
Learnt from: chat26666
PR: ezcode-my/backend#67
File: src/main/java/org/ezcode/codetest/infrastructure/persistence/repository/game/GameCharacterSkillRepositoryImpl.java:31-34
Timestamp: 2025-06-16T16:11:08.818Z
Learning: In the game domain, the SkillSlotType enum has BACKPACK representing unequipped/inventory status, while SLOT_1, SLOT_2, SLOT_3 represent equipped slots. Therefore, filtering by `slotType != BACKPACK` correctly identifies equipped skills, making the method name `findByCharacterIdAndEquipped` appropriate for this logic.
Learnt from: chat26666
PR: ezcode-my/backend#67
File: src/main/java/org/ezcode/codetest/application/game/play/GamePlayUseCase.java:99-105
Timestamp: 2025-06-16T17:19:57.100Z
Learning: In GamePlayUseCase.java, the unEquipSkill method intentionally accepts only skill name (via SkillUnEquipRequest) for convenience, rather than including slotNumber. This design choice prioritizes user experience over potential future extensibility concerns where the same skill might be equipped in multiple slots.
Learnt from: chat26666
PR: ezcode-my/backend#67
File: src/main/java/org/ezcode/codetest/domain/game/service/CharacterEquipService.java:35-51
Timestamp: 2025-06-16T16:14:57.782Z
Learning: GameCharacter의 weaponId, defenceId, accessoryId는 시스템 설계상 절대 null이 될 수 없습니다. 따라서 이들 ID를 사용하는 쿼리에서 null 체크가 불필요합니다.
Learnt from: chat26666
PR: ezcode-my/backend#74
File: src/main/java/org/ezcode/codetest/infrastructure/persistence/repository/game/mysql/skill/SkillRepositoryImpl.java:45-60
Timestamp: 2025-06-18T15:25:27.923Z
Learning: In the ezcode-my/backend codebase, skills are managed by admin user chat26666 and skill changes happen infrequently. Therefore, using `@CacheEvict(value = "skill", allEntries = true)` in SkillRepositoryImpl is acceptable despite the cache rebuild cost, as the performance impact is minimal due to low update frequency.
Learnt from: chat26666
PR: ezcode-my/backend#67
File: src/main/java/org/ezcode/codetest/application/game/play/GamePlayUseCase.java:117-124
Timestamp: 2025-06-16T17:19:46.167Z
Learning: In GamePlayUseCase.java, the user temporarily returns BattleLog domain object directly for testing/verification purposes with plans to convert to DTO later during development.
Learnt from: chat26666
PR: ezcode-my/backend#67
File: src/main/java/org/ezcode/codetest/domain/game/strategy/SkillStrategyImpl/CounterAttackSkill.java:21-29
Timestamp: 2025-06-17T14:54:35.657Z
Learning: The `playerDamaged()` method in CharacterContext internally handles defense calculation, so skill implementations should pass raw damage values to this method rather than pre-calculated damage after defense.
Learnt from: chat26666
PR: ezcode-my/backend#67
File: src/main/java/org/ezcode/codetest/infrastructure/persistence/repository/game/mysql/skill/GameCharacterSkillJpaRepository.java:15-17
Timestamp: 2025-06-17T14:46:51.206Z
Learning: GameCharacterSkillJpaRepository에서 findByCharacterId 메서드는 skill 참조를 하지 않기 때문에 @EntityGraph를 사용하지 않는다. 실제 사용 패턴에 따라 선택적으로 eager loading을 적용하는 것이 성능상 더 효율적이다.
⏰ Context from checks skipped due to timeout of 90000ms (1)
- GitHub Check: build
🔇 Additional comments (9)
gradle.properties (1)
2-2: Gradle JVM 힙 크기 설정이 적절합니다.2GB 힙 크기는 대부분의 빌드 프로세스에 충분하며, 표준 Gradle 구성 방식을 따릅니다.
build.gradle (1)
127-129: 테스트 JVM 메모리 설정이 적절합니다.테스트 실행을 위한 힙 크기 설정(최대 1GB, 최소 512MB)이 합리적이며, gradle.properties의 전역 설정과 잘 조화됩니다.
src/test/java/org/ezcode/codetest/domain/game/service/CharacterEquipServiceTest.java (7)
72-80: 새로운 스파이 객체들이 적절히 설정되었습니다.
characterSkills리스트,inventory,characterSkill3스파이 객체들이 테스트에 필요한 목적으로 잘 설정되어 있습니다.
118-139: 테스트 데이터 설정이 포괄적입니다.inventory와 추가 characterSkill 객체들의 설정이 다양한 테스트 시나리오를 지원하기 위해 잘 구성되어 있습니다.
238-251: 장착된 스킬 로딩 테스트가 적절합니다.테스트 메서드가 given-when-then 패턴을 따르고 있으며, 스킬 정렬 검증이 포함되어 있어 좋습니다.
253-267: 미장착 스킬 로딩 테스트가 명확합니다.Repository 호출 검증이 적절하게 구현되어 있습니다.
268-282: 기본 아이템 장착 테스트가 잘 구성되었습니다.인벤토리 아이템 추가와 캐릭터 아이템 장착 검증이 모두 포함되어 있어 완전한 테스트 커버리지를 제공합니다.
283-304: 스킬 장착 테스트의 로직이 정확합니다.mock 객체를 이용한 테스트 시나리오가 실제 비즈니스 로직을 잘 반영하고 있으며, 백팩에서 슬롯으로 스킬 이동을 적절히 검증합니다.
306-327: 스킬 장착 해제 테스트가 완전합니다.장착된 스킬의 해제 기능을 적절히 테스트하고 있으며, mock 검증이 정확합니다.
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