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:
Evan
2026-06-11 20:07:16 -07:00
committed by GitHub
co-authored by Claude Fable 5
parent 2789db8b96
commit 94f2293149
12 changed files with 174 additions and 226 deletions
+25 -21
View File
@@ -13,13 +13,20 @@ import { ErrorUpdate, GameUpdateViewData } from "../game/GameUpdates";
import { ClientID, GameStartInfo, Turn } from "../Schemas";
import { generateID } from "../Util";
import { WorkerMessage } from "./WorkerMessages";
// Inlined into the main bundle as a same-origin Blob, sidestepping the
// Inlined as a same-origin Blob (Vite's `?worker&inline`), sidestepping the
// cross-origin `new Worker(url)` restriction that would otherwise apply when
// the worker bundle is served from the CDN.
import GameWorker from "./Worker.worker.ts?worker&inline";
// the worker bundle is served from the CDN. The dynamic import keeps the
// ~700 KB base64 payload in its own chunk, fetched when a game starts,
// instead of inside the main bundle.
async function createGameWorker(): Promise<Worker> {
const { default: GameWorker } =
await import("./Worker.worker.ts?worker&inline");
return new GameWorker();
}
export class WorkerClient {
private worker: Worker;
private worker: Worker | null = null;
private isInitialized = false;
private messageHandlers: Map<string, (message: WorkerMessage) => void>;
private gameUpdateCallback?: (
@@ -30,14 +37,7 @@ export class WorkerClient {
private gameStartInfo: GameStartInfo,
private clientID: ClientID | undefined,
) {
this.worker = new GameWorker();
this.messageHandlers = new Map();
// Set up global message handler
this.worker.addEventListener(
"message",
this.handleWorkerMessage.bind(this),
);
}
private handleWorkerMessage(event: MessageEvent<WorkerMessage>) {
@@ -73,7 +73,11 @@ export class WorkerClient {
}
}
initialize(): Promise<void> {
async initialize(): Promise<void> {
const worker = await createGameWorker();
this.worker = worker;
worker.addEventListener("message", this.handleWorkerMessage.bind(this));
return new Promise((resolve, reject) => {
const messageId = generateID();
@@ -84,7 +88,7 @@ export class WorkerClient {
}
});
this.worker.postMessage({
worker.postMessage({
type: "init",
id: messageId,
gameStartInfo: this.gameStartInfo,
@@ -113,7 +117,7 @@ export class WorkerClient {
throw new Error("Worker not initialized");
}
this.worker.postMessage({
this.worker!.postMessage({
type: "turn",
turn,
});
@@ -137,7 +141,7 @@ export class WorkerClient {
}
});
this.worker.postMessage({
this.worker!.postMessage({
type: "player_profile",
id: messageId,
playerID: playerID,
@@ -163,7 +167,7 @@ export class WorkerClient {
}
});
this.worker.postMessage({
this.worker!.postMessage({
type: "player_border_tiles",
id: messageId,
playerID: playerID,
@@ -194,7 +198,7 @@ export class WorkerClient {
}
});
this.worker.postMessage({
this.worker!.postMessage({
type: "player_actions",
id: messageId,
playerID,
@@ -228,7 +232,7 @@ export class WorkerClient {
}
});
this.worker.postMessage({
this.worker!.postMessage({
type: "player_buildables",
id: messageId,
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;
}