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add @biomejs/biome #143

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@kinggoesgaming kinggoesgaming commented Dec 5, 2024

  • build(deps-dev): add @biomejs/biome
  • build(biome): init
  • build(package): add format:biome and lint:biome scripts
  • ci: add biome steps
  • build(vscode): add biomejs.biome as a recommended extension

This is step one in transitioning to Biome

Signed-off-by: Hunar Roop Kahlon <hunar.roop@gmail.com>
Signed-off-by: Hunar Roop Kahlon <hunar.roop@gmail.com>
Signed-off-by: Hunar Roop Kahlon <hunar.roop@gmail.com>
Signed-off-by: Hunar Roop Kahlon <hunar.roop@gmail.com>
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kinggoesgaming commented Dec 5, 2024

Expect the GitHub Action step for Biome to fail in this one as we don't have any files that are scanned. This will be corrected in future, as the formatter and linter are enabled in the future.

Signed-off-by: Hunar Roop Kahlon <hunar.roop@gmail.com>
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Hey @kinggoesgaming, I appreciate you looking into this and getting it started. I'm a little hesitant to make a switch without much an obvious reason (to me at least) to move over to biome

Right now our eslint config is ~30 lines and seems to find the most basic of issues, which is pretty much what we want.

It seems like biome is going to add a lot of noise, but maybe I'm misunderstanding something.

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kinggoesgaming commented Dec 9, 2024

Biome supports all the eslint options that currently exist in the repo config, and we can just set those values the same way.

It will just drop a ton of dependencies. For example enabling the organizeImports checker will drop the eslint-plugin-import. According to Bundlephobia, that is 19 dependencies alone. Ofcouse that does not account for shared dependencies, but it just reduces the surface area as more and more dependencies are removed.

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