mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-20 10:40:09 +00:00
Reduce main bundle size by ~44% gzipped (732 KB → 412 KB) (#4229)
## Summary Cuts the main JS chunk from **2,891 KB (732 KB gzip)** to **1,679 KB (412 KB gzip)** by fixing two bundling issues and removing/replacing heavy dependencies. Measured with a per-module `renderedLength` analysis of the rolldown output (its prod sourcemaps are malformed, so sourcemap-based tools misattribute sizes). | Chunk | Before | After | |---|---|---| | `index-*.js` (min) | 2,891 KB | 1,679 KB | | `index-*.js` (gzip) | 732 KB | **412 KB** | ## Changes - **Sim worker moved out of the main bundle (~512 KB).** The `?worker&inline` payload is now reached through a dynamic `import()`, so it lands in its own lazy chunk fetched when a game starts. The worker itself still uses Vite's inline Blob mechanism (with its `data:` URL fallback) — runtime instantiation is byte-for-byte unchanged. - **Replaced `lit-markdown` with `marked` + the already-bundled DOMPurify (~380 KB).** lit-markdown transitively pulled sanitize-html, htmlparser2, postcss, and two copies of entities into the client just to render news markdown. New `src/client/Markdown.ts` matches its image-stripping default. - **Dropped `colorjs.io` (~114 KB).** It was only used for ΔE2000 distance in `ColorAllocator`; colord's lab plugin (already imported there) provides the same CIEDE2000 via `.delta()`. Only relative magnitudes are compared, so allocation behavior is unchanged. - **`msdf-atlas.json` (~319 KB) fetched at runtime** like the atlas PNG, preloaded in parallel with worker init in `ClientGameRunner` so game-load latency is unaffected. - **Tailwind CSS no longer shipped twice (~158 KB).** `o-modal` imported `styles.css?inline`, duplicating the emitted stylesheet as a JS string. It now adopts a constructed stylesheet built from the document's own CSS (HTTP-cache hit in prod, `<style>` tags + HMR re-sync in dev) via `SharedStyles.ts`. - **Debug GUI lazy-loaded.** lil-gui + `gl/debug/*` now load on first toggle (46 KB lazy chunk) instead of shipping in the main bundle. Also looked at the `import * as d3` in RadialMenu (~84 KB) but left it: rolldown tree-shakes the metapackage well and all but ~2 KB is the genuine dependency closure of the selection/transition/shape/color APIs in use. ## Test plan - [x] `tsc --noEmit` clean - [x] ESLint clean - [x] Full test suite passes (1,374 + 65 tests) - [x] `npm run build-prod` succeeds; worker/debug chunks present in `asset-manifest.json` for the R2 upload - [ ] Manual smoke test in dev: start a game (worker dev path), open a modal (shared stylesheet), open news modal (markdown rendering) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -71,9 +71,9 @@ import { createRenderer, GameRenderer } from "./hud/GameRenderer";
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import {
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applyDarkModeOverride,
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applyGraphicsOverrides,
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createDebugGui,
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createRenderSettings,
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deepAssign,
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preloadAtlasData,
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GameView as WebGLGameView,
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} from "./render/gl";
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import { ALL_UNIT_TYPES, UnitState } from "./render/types";
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@@ -451,8 +451,12 @@ async function createClientGame(
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mapLoader,
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);
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}
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// Kick off the font-atlas fetch so it overlaps with worker init; the
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// render passes need it parsed before createWebGLView runs.
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const atlasDataLoad = preloadAtlasData();
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const worker = new WorkerClient(lobbyConfig.gameStartInfo, clientID);
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await worker.initialize();
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await atlasDataLoad;
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const gameView = new GameView(
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worker,
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config,
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@@ -519,11 +523,21 @@ async function createClientGame(
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{ signal: graphicsListenerAbort.signal },
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);
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let debugGui: ReturnType<typeof createDebugGui> | null = null;
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// Loaded on demand so lil-gui and the debug GUI stay out of the main bundle.
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let debugGui: { open(): void; destroy(): void } | null = null;
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let debugGuiLoading = false;
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eventBus.on(ToggleRenderDebugGuiEvent, () => {
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if (debugGui === null) {
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debugGui = createDebugGui(view.getSettings());
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debugGui.open();
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if (debugGuiLoading) return;
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debugGuiLoading = true;
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import("./render/gl/debug/index")
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.then(({ createDebugGui }) => {
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debugGui = createDebugGui(view.getSettings());
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debugGui.open();
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})
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.finally(() => {
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debugGuiLoading = false;
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});
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} else {
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debugGui.destroy();
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debugGui = null;
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@@ -0,0 +1,21 @@
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import DOMPurify from "dompurify";
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import { unsafeHTML } from "lit/directives/unsafe-html.js";
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import { marked } from "marked";
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/**
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* Render markdown to a sanitized lit template value. Images are stripped
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* unless `includeImages` is set (matching the lit-markdown default this
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* replaces — lit-markdown pulled in sanitize-html (~325 KB min); DOMPurify is
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* already in the bundle).
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*/
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export function renderMarkdown(
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rawMarkdown: string,
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options?: { includeImages?: boolean },
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) {
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const rawHTML = marked.parse(rawMarkdown, { async: false });
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const cleanHTML = DOMPurify.sanitize(
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rawHTML,
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options?.includeImages ? {} : { FORBID_TAGS: ["img"] },
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);
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return unsafeHTML(cleanHTML);
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}
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@@ -1,11 +1,11 @@
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import { html, LitElement } from "lit";
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import { resolveMarkdown } from "lit-markdown";
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import { customElement, property, query } from "lit/decorators.js";
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import version from "resources/version.txt?raw";
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import { translateText } from "../client/Utils";
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import { assetUrl } from "../core/AssetUrls";
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import { BaseModal } from "./components/BaseModal";
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import { modalHeader } from "./components/ui/ModalHeader";
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import { renderMarkdown } from "./Markdown";
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import { normalizeNewsMarkdown } from "./NewsMarkdown";
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@customElement("news-modal")
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@@ -36,10 +36,7 @@ export class NewsModal extends BaseModal {
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[&_li]:text-gray-300 [&_li]:leading-relaxed
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[&_p]:text-gray-300 [&_p]:mb-3 [&_strong]:text-white [&_strong]:font-bold"
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>
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${resolveMarkdown(this.markdown, {
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includeImages: true,
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includeCodeBlockClassNames: true,
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})}
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${renderMarkdown(this.markdown, { includeImages: true })}
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</div>
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`;
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}
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@@ -1,8 +1,8 @@
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import { LitElement, html, nothing } from "lit";
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import { resolveMarkdown } from "lit-markdown";
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import { customElement, state } from "lit/decorators.js";
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import type { NewsItem } from "../../core/ApiSchemas";
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import { getNews } from "../Api";
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import { renderMarkdown } from "../Markdown";
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import { translateText } from "../Utils";
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export type { NewsItem };
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@@ -140,7 +140,7 @@ export class NewsBox extends LitElement {
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>`}
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<span
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class="text-xs text-white/50 block [&_a]:text-blue-300 [&_a:hover]:text-blue-200"
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>${resolveMarkdown(
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>${renderMarkdown(
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item.descriptionTranslationKey
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? translateText(item.descriptionTranslationKey)
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: (item.description ?? ""),
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@@ -1,12 +1,12 @@
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import { LitElement, html, unsafeCSS } from "lit";
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import { LitElement, html } from "lit";
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import { customElement, property, state } from "lit/decorators.js";
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import tailwindStyles from "../../styles.css?inline";
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import { documentStylesSheet } from "./SharedStyles";
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export type OModalTab = { key: string; label: string };
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@customElement("o-modal")
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export class OModal extends LitElement {
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static styles = [unsafeCSS(tailwindStyles)];
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static styles = [documentStylesSheet()];
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@state() public isModalOpen = false;
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@@ -0,0 +1,53 @@
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/**
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* Shared constructed stylesheet mirroring the document's global CSS, for
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* shadow-DOM components that want the page's Tailwind styles. Importing
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* styles.css?inline instead would ship the full Tailwind CSS a second time
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* (~160 KB) inside the JS bundle.
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*
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* In production the page stylesheet <link> is fetched (same URL the browser
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* already loaded, so it resolves from HTTP cache); in dev Vite injects
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* <style> tags whose text is read directly and re-read on HMR updates.
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*/
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let sheet: CSSStyleSheet | null = null;
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async function populate(target: CSSStyleSheet): Promise<void> {
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const parts: string[] = [];
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for (const style of Array.from(document.querySelectorAll("style"))) {
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parts.push(style.textContent ?? "");
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}
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const links = Array.from(
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document.querySelectorAll<HTMLLinkElement>('link[rel="stylesheet"]'),
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);
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await Promise.all(
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links.map(async (link) => {
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try {
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const response = await fetch(link.href);
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if (response.ok) {
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parts.push(await response.text());
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}
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} catch {
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// Unreachable stylesheet — skip; the component renders unstyled
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// rather than breaking.
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}
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}),
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);
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await target.replace(parts.join("\n"));
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}
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export function documentStylesSheet(): CSSStyleSheet {
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if (sheet === null) {
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sheet = new CSSStyleSheet();
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void populate(sheet);
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}
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return sheet;
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}
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// Keep the copy in sync when Vite hot-replaces CSS in dev.
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if (import.meta.hot) {
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import.meta.hot.on("vite:afterUpdate", () => {
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if (sheet !== null) {
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void populate(sheet);
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}
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});
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}
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@@ -1,5 +1,6 @@
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export type { AttackRingInput } from "../types";
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export { createDebugGui } from "./debug/index";
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// createDebugGui is intentionally not re-exported here — it pulls lil-gui and
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// the debug GUI into the main bundle; dynamically import "./debug/index".
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export type {
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GameViewEventMap,
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GameViewEventType,
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@@ -11,6 +12,7 @@ export type {
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export { GameView } from "./GameView";
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export { GraphicsOverridesSchema } from "./GraphicsOverrides";
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export type { GraphicsOverrides } from "./GraphicsOverrides";
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export { preloadAtlasData } from "./passes/name-pass/AtlasData";
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export type { SpawnCenter } from "./passes/SpawnOverlayPass";
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export {
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applyDarkModeOverride,
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@@ -4,7 +4,7 @@
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*/
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import emojiAtlasMeta from "resources/atlases/emoji-atlas-meta.json";
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import atlasData from "resources/atlases/msdf-atlas.json";
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import { assetUrl } from "src/core/AssetUrls";
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import type { BMChar, BMKerning, ParsedAtlas } from "./Types";
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import { CHAR_RANGE } from "./Types";
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@@ -12,15 +12,45 @@ import { CHAR_RANGE } from "./Types";
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// Atlas parsing
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// ---------------------------------------------------------------------------
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interface RawMsdfAtlas {
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info: { size: number };
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common: { base: number; scaleW: number; scaleH: number };
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distanceField?: { distanceRange: number };
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chars: BMChar[];
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kernings?: BMKerning[];
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}
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// Fetched at game-load time rather than statically imported — the JSON is
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// ~320 KB minified and would otherwise sit in the main bundle.
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let atlasData: RawMsdfAtlas | null = null;
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let atlasDataPromise: Promise<void> | null = null;
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export function preloadAtlasData(): Promise<void> {
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atlasDataPromise ??= fetch(assetUrl("atlases/msdf-atlas.json"))
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.then((response) => {
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if (!response.ok) {
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throw new Error(`Failed to fetch msdf-atlas.json: ${response.status}`);
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}
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return response.json();
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})
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.then((json) => {
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atlasData = json as RawMsdfAtlas;
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});
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return atlasDataPromise;
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}
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export function parseAtlasData(): ParsedAtlas {
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if (atlasData === null) {
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throw new Error("Atlas data not loaded; await preloadAtlasData() first");
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}
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return {
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fontSize: atlasData.info.size,
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base: atlasData.common.base,
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scaleW: atlasData.common.scaleW,
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scaleH: atlasData.common.scaleH,
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distanceRange: (atlasData as any).distanceField?.distanceRange ?? 4,
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chars: atlasData.chars as BMChar[],
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kernings: (atlasData.kernings ?? []) as BMKerning[],
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distanceRange: atlasData.distanceField?.distanceRange ?? 4,
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chars: atlasData.chars,
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kernings: atlasData.kernings ?? [],
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};
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}
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@@ -1,7 +1,6 @@
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import { Colord, extend } from "colord";
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import labPlugin from "colord/plugins/lab";
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import lchPlugin from "colord/plugins/lch";
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import Color from "colorjs.io";
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import { PseudoRandom } from "../../core/PseudoRandom";
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import { simpleHash } from "../../core/Util";
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extend([lchPlugin]);
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@@ -75,14 +74,12 @@ export function selectDistinctColorIndex(
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throw new Error("No assigned colors");
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}
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const assignedLabColors = assignedColors.map(toColor);
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let maxDeltaE = 0;
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let maxIndex = 0;
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for (let i = 0; i < availableColors.length; i++) {
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const color = availableColors[i];
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const deltaE = minDeltaE(toColor(color), assignedLabColors);
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const deltaE = minDeltaE(color, assignedColors);
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if (deltaE > maxDeltaE) {
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maxDeltaE = deltaE;
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maxIndex = i;
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@@ -91,20 +88,11 @@ export function selectDistinctColorIndex(
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return maxIndex;
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}
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/** Smallest delta-E 2000 distance from `lab1` to any of the assigned colors. */
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function minDeltaE(lab1: Color, assignedLabColors: Color[]) {
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return assignedLabColors.reduce((min, assigned) => {
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return Math.min(min, deltaE2000(lab1, assigned));
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/** Smallest delta-E 2000 distance from `color` to any of the assigned colors. */
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function minDeltaE(color: Colord, assignedColors: Colord[]) {
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return assignedColors.reduce((min, assigned) => {
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// colord's lab plugin .delta() is CIEDE2000 normalized to 0..1; only
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// relative magnitudes matter here.
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return Math.min(min, color.delta(assigned));
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}, Infinity);
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}
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/** Perceptual distance between two colors using the CIEDE2000 formula. */
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function deltaE2000(c1: Color, c2: Color): number {
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return c1.deltaE(c2, "2000");
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}
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/** Convert a colord color to a colorjs.io LAB color for delta-E math. */
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function toColor(colord: Colord): Color {
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const lab = colord.toLab();
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return new Color("lab", [lab.l, lab.a, lab.b]);
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}
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@@ -13,13 +13,20 @@ import { ErrorUpdate, GameUpdateViewData } from "../game/GameUpdates";
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import { ClientID, GameStartInfo, Turn } from "../Schemas";
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import { generateID } from "../Util";
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import { WorkerMessage } from "./WorkerMessages";
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// Inlined into the main bundle as a same-origin Blob, sidestepping the
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// Inlined as a same-origin Blob (Vite's `?worker&inline`), sidestepping the
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// cross-origin `new Worker(url)` restriction that would otherwise apply when
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// the worker bundle is served from the CDN.
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import GameWorker from "./Worker.worker.ts?worker&inline";
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// the worker bundle is served from the CDN. The dynamic import keeps the
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// ~700 KB base64 payload in its own chunk, fetched when a game starts,
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// instead of inside the main bundle.
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async function createGameWorker(): Promise<Worker> {
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const { default: GameWorker } =
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await import("./Worker.worker.ts?worker&inline");
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return new GameWorker();
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}
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export class WorkerClient {
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private worker: Worker;
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private worker: Worker | null = null;
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private isInitialized = false;
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private messageHandlers: Map<string, (message: WorkerMessage) => void>;
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private gameUpdateCallback?: (
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@@ -30,14 +37,7 @@ export class WorkerClient {
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private gameStartInfo: GameStartInfo,
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private clientID: ClientID | undefined,
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) {
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this.worker = new GameWorker();
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this.messageHandlers = new Map();
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// Set up global message handler
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this.worker.addEventListener(
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"message",
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this.handleWorkerMessage.bind(this),
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);
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}
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private handleWorkerMessage(event: MessageEvent<WorkerMessage>) {
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@@ -73,7 +73,11 @@ export class WorkerClient {
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}
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}
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initialize(): Promise<void> {
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async initialize(): Promise<void> {
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const worker = await createGameWorker();
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this.worker = worker;
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worker.addEventListener("message", this.handleWorkerMessage.bind(this));
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return new Promise((resolve, reject) => {
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const messageId = generateID();
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@@ -84,7 +88,7 @@ export class WorkerClient {
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}
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});
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this.worker.postMessage({
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worker.postMessage({
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type: "init",
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id: messageId,
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gameStartInfo: this.gameStartInfo,
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@@ -113,7 +117,7 @@ export class WorkerClient {
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throw new Error("Worker not initialized");
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}
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this.worker.postMessage({
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this.worker!.postMessage({
|
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type: "turn",
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turn,
|
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});
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@@ -137,7 +141,7 @@ export class WorkerClient {
|
||||
}
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});
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this.worker.postMessage({
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this.worker!.postMessage({
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type: "player_profile",
|
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id: messageId,
|
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playerID: playerID,
|
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@@ -163,7 +167,7 @@ export class WorkerClient {
|
||||
}
|
||||
});
|
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|
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this.worker.postMessage({
|
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this.worker!.postMessage({
|
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type: "player_border_tiles",
|
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id: messageId,
|
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playerID: playerID,
|
||||
@@ -194,7 +198,7 @@ export class WorkerClient {
|
||||
}
|
||||
});
|
||||
|
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this.worker.postMessage({
|
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this.worker!.postMessage({
|
||||
type: "player_actions",
|
||||
id: messageId,
|
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playerID,
|
||||
@@ -228,7 +232,7 @@ export class WorkerClient {
|
||||
}
|
||||
});
|
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|
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this.worker.postMessage({
|
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this.worker!.postMessage({
|
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type: "player_buildables",
|
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id: messageId,
|
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playerID,
|
||||
@@ -274,7 +278,7 @@ export class WorkerClient {
|
||||
);
|
||||
});
|
||||
|
||||
this.worker.postMessage({
|
||||
this.worker!.postMessage({
|
||||
type: "attack_clustered_positions",
|
||||
id: messageId,
|
||||
playerID,
|
||||
@@ -304,7 +308,7 @@ export class WorkerClient {
|
||||
}
|
||||
});
|
||||
|
||||
this.worker.postMessage({
|
||||
this.worker!.postMessage({
|
||||
type: "transport_ship_spawn",
|
||||
id: messageId,
|
||||
playerID: playerID,
|
||||
@@ -314,7 +318,7 @@ export class WorkerClient {
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
this.worker.terminate();
|
||||
this.worker?.terminate();
|
||||
this.messageHandlers.clear();
|
||||
this.gameUpdateCallback = undefined;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user