Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)

## Summary

The WebGL renderer was adapted from an external extension and carried a
lot of machinery this integration never uses (replay playback, its own
input/event system, a GL radial menu). This PR is two mechanical cleanup
passes with **no behavior change**: delete the dead code, then untangle
the `GameView` naming collision.

**78 files, +142 / −2,197.**

### Pass 1 — remove dead extension baggage

- **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`;
the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed),
`applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and
`GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods
on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes
`types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`,
`types/Game.ts` (imported only by the types barrel).
- **FrameEvents**: trimmed from 14 fields to the 3 actually populated
and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11
fed the extension's stats system and were never written or read here.
- **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API
methods on facade + renderer had zero callers — the game uses the DOM/d3
radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and
drawn every frame for nothing.
- **Facade event system**: `GameViewEventMap` defined 10 event types
(`click`, `hover`, `scroll`, …) but only `contextrestored` was ever
emitted — input actually flows through `InputHandler` → EventBus →
controllers. Replaced the listener map with a single `onContextRestored`
callback and deleted `Events.ts`. Also fixed the stale header comment
claiming the facade handles user interaction.
- **Unused API surface**: removed ~20 facade/renderer methods with zero
callers (camera passthroughs like
`panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM
replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`,
`onFrame`/`afterRender`/fps tracking).

Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks
for a possible future camera unification) and the `timeFn` plumbing
inside the FX passes (deeply embedded as defaults; only the dead
renderer-level wrappers were removed).

### Pass 2 — untangle the three GameViews

- `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`).
Every importer was already aliasing it as `WebGLGameView` to dodge the
collision with the simulation-mirror `GameView` in `client/view/`, so
this removes aliasing rather than adding churn. `render/CLAUDE.md`
updated.
- Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO
asked for this). All 51 importers now import from `src/client/view/`
directly via a new 3-line barrel `view/index.ts`.

## Test plan

- `tsc --noEmit` clean, `eslint` clean
- Full test suite passes (1,385 + 65 server tests)
- Manual verification via headless Chromium: started a singleplayer game
and confirmed the renderer works end-to-end — terrain draws, spawn-phase
overlay shows, territories fill with borders after spawning, player
names/flags render, no renderer console errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-12 14:21:24 -07:00
committed by GitHub
parent aa22339f96
commit aa4b490e68
79 changed files with 142 additions and 2197 deletions
+274
View File
@@ -0,0 +1,274 @@
/**
* MapRenderer — public facade for the WebGL map renderer.
*
* Wraps GPURenderer as a private implementation detail and survives WebGL
* context loss: when the context is lost the renderer is disposed, and on
* restore a fresh GPURenderer is created and `onContextRestored` fires so
* the owner can re-upload all simulation state.
*
* This is a pure data sink. Input handling lives in InputHandler/EventBus;
* camera state is pushed in each frame via setCameraState. Consumers only
* touch MapRenderer — they never import GPURenderer or Camera.
*/
import type { Config } from "../../../core/configuration/Config";
import type {
AttackRingInput,
BonusEvent,
ConquestFx,
DeadUnitFx,
GhostPreviewData,
NameEntry,
NukeTelegraphData,
NukeTrajectoryData,
PlayerState,
PlayerStatic,
PlayerStatusData,
RendererConfig,
TilePair,
UnitState,
} from "../types";
import type { SpawnCenter } from "./passes/SpawnOverlayPass";
import type { AttackTroopLabel } from "./passes/WorldTextPass";
import { GPURenderer } from "./Renderer";
import type { RenderSettings } from "./RenderSettings";
export class MapRenderer {
private renderer: GPURenderer | null = null;
private resizeObs: ResizeObserver | null = null;
/**
* Called after a lost WebGL context is restored and the renderer has been
* recreated. The owner must re-upload all simulation state (textures and
* geometry are gone).
*/
onContextRestored: (() => void) | null = null;
constructor(
private canvas: HTMLCanvasElement,
private header: RendererConfig,
private terrainBytes: Uint8Array,
private paletteData: Float32Array,
private config: Config,
private raf?: typeof requestAnimationFrame,
private caf?: typeof cancelAnimationFrame,
) {
this.initRenderer();
this.resizeObs = new ResizeObserver((entries) => {
for (const entry of entries) {
const { width, height } = entry.contentRect;
if (width > 0 && height > 0) this.renderer?.resize(width, height);
}
});
this.resizeObs.observe(canvas);
canvas.addEventListener("webglcontextlost", this.handleContextLost, false);
canvas.addEventListener(
"webglcontextrestored",
this.handleContextRestored,
false,
);
}
private initRenderer = () => {
this.renderer = new GPURenderer(
this.canvas,
this.header,
this.terrainBytes,
this.paletteData,
this.config,
this.raf,
this.caf,
);
const rect = this.canvas.getBoundingClientRect();
if (rect.width > 0) this.renderer.resize(rect.width, rect.height);
};
private handleContextLost = (e: Event) => {
e.preventDefault();
if (this.renderer) {
this.renderer.dispose();
this.renderer = null;
}
};
private handleContextRestored = () => {
this.initRenderer();
this.onContextRestored?.();
};
// ---- Camera ----
setCameraState(x: number, y: number, z: number): void {
this.renderer?.setCameraState(x, y, z);
}
// ---- Data upload ----
uploadLiveDelta(tileState: Uint16Array, changedTiles: TilePair[]): void {
this.renderer?.uploadLiveDelta(tileState, changedTiles);
}
uploadLiveTrailDelta(
trailState: Uint8Array,
dirtyRowMin: number,
dirtyRowMax: number,
): void {
this.renderer?.uploadLiveTrailDelta(trailState, dirtyRowMin, dirtyRowMax);
}
/** Upload full tile + trail state without resetting bloom (for live play). */
uploadTileAndTrailState(
tileState: Uint16Array,
trailState: Uint8Array,
): void {
this.renderer?.uploadTileAndTrailState(tileState, trailState);
}
updatePalette(paletteData: Float32Array): void {
this.renderer?.updatePalette(paletteData);
}
addPlayers(
players: PlayerStatic[],
paletteData: Float32Array,
patternMeta: Float32Array,
patternData: Uint8Array,
): void {
this.renderer?.addPlayers(players, paletteData, patternMeta, patternData);
}
setPlayerSkin(smallID: number, url: string): void {
this.renderer?.setPlayerSkin(smallID, url);
}
initSkinAtlas(urls: readonly string[]): void {
this.renderer?.initSkinAtlas(urls);
}
setPlayerSpawn(smallID: number, x: number, y: number): void {
this.renderer?.setPlayerSpawn(smallID, x, y);
}
uploadRailroadState(data: Uint8Array): void {
this.renderer?.uploadRailroadState(data);
}
updateUnits(units: Map<number, UnitState>, gameTick: number): void {
this.renderer?.updateUnits(units, gameTick);
}
updateNames(
names: Map<string, NameEntry>,
players: Map<number, PlayerState>,
snap: boolean,
statusData?: Map<number, PlayerStatusData>,
): void {
this.renderer?.updateNames(names, players, snap, statusData);
}
updateRelations(data: Uint8Array, size: number): void {
this.renderer?.updateRelations(data, size);
}
updateStructures(units: Map<number, UnitState>): void {
this.renderer?.updateStructures(units);
}
applyDeadUnits(deadUnits: DeadUnitFx[]): void {
this.renderer?.applyDeadUnits(deadUnits);
}
applyConquestEvents(events: ConquestFx[]): void {
this.renderer?.applyConquestEvents(events);
}
setAttackTroopLabels(labels: AttackTroopLabel[]): void {
this.renderer?.setAttackTroopLabels(labels);
}
applyBonusEvents(events: BonusEvent[]): void {
this.renderer?.applyBonusEvents(events);
}
applyRailroadDust(tileRefs: number[]): void {
this.renderer?.applyRailroadDust(tileRefs);
}
/** Refresh terrain texels whose underlying terrain byte changed (water nukes). */
applyTerrainDelta(refs: readonly number[], terrainBytes: Uint8Array): void {
this.renderer?.applyTerrainDelta(refs, terrainBytes);
}
updateAttackRings(rings: AttackRingInput[]): void {
this.renderer?.updateAttackRings(rings);
}
/** Update ghost structure preview (build-mode visualization). null = clear. */
updateGhostPreview(data: GhostPreviewData | null): void {
this.renderer?.updateGhostPreview(data);
}
// ---- Nuke UI ----
/** Update nuke trajectory preview arc. null = hide. */
updateNukeTrajectory(data: NukeTrajectoryData | null): void {
this.renderer?.updateNukeTrajectory(data);
}
/** Update in-flight nuke target telegraph circles. */
updateNukeTelegraphs(data: NukeTelegraphData[]): void {
this.renderer?.updateNukeTelegraphs(data);
}
/** Update spawn phase overlay (tile highlights + breathing rings). */
updateSpawnOverlay(inSpawnPhase: boolean, centers: SpawnCenter[]): void {
this.renderer?.updateSpawnOverlay(inSpawnPhase, centers);
}
// ---- Selection box ----
/** Set multiple selected units (multi-select). Pass [] to clear. */
setSelectedUnits(unitIds: readonly number[]): void {
this.renderer?.setSelectedUnits(unitIds);
}
/** Flash converging-chevron animation at a warship move target. */
showMoveIndicator(tileX: number, tileY: number, ownerID: number): void {
this.renderer?.showMoveIndicator(tileX, tileY, ownerID);
}
// ---- SAM radius ----
setSAMAllianceClusters(clusters: Map<number, number>): void {
this.renderer?.setSAMAllianceClusters(clusters);
}
// ---- Other ----
setLocalPlayerID(id: number): void {
this.renderer?.setLocalPlayerID(id);
}
/** Rail color for the local player (01 RGB). */
setLocalRailColor(r: number, g: number, b: number): void {
this.renderer?.setLocalRailColor(r, g, b);
}
setAltView(active: boolean): void {
this.renderer?.setAltView(active);
}
setGridView(active: boolean): void {
this.renderer?.setGridView(active);
}
setShowPatterns(active: boolean): void {
this.renderer?.setShowPatterns(active);
}
setHighlightOwner(ownerID: number): void {
this.renderer?.setHighlightOwner(ownerID);
}
setMouseWorldPos(x: number, y: number): void {
this.renderer?.setMouseWorldPos(x, y);
}
setHighlightStructureTypes(unitTypes: string[] | null): void {
this.renderer?.setHighlightStructureTypes(unitTypes);
}
getSettings(): RenderSettings {
return this.renderer?.getSettings() ?? ({} as RenderSettings);
}
// ---- Lifecycle ----
dispose(): void {
this.resizeObs?.disconnect();
this.resizeObs = null;
this.onContextRestored = null;
this.renderer?.dispose();
this.canvas.removeEventListener("webglcontextlost", this.handleContextLost);
this.canvas.removeEventListener(
"webglcontextrestored",
this.handleContextRestored,
);
}
}