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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>
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@@ -156,8 +156,7 @@ export class GameView implements GameMap {
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// buffers (tileState, trailState, etc.); some (_changedTilesScratch,
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// derived arrays) are reused each tick. Properties marked `readonly` on
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// FrameData only prevent reassignment, not mutation through the reference.
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// events: fresh arrays we own; cleared and repopulated each tick. (Don't
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// spread EMPTY_FRAME_EVENTS — that would share the module-level arrays.)
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// events: fresh arrays we own; cleared and repopulated each tick.
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this._frame = {
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tick: 0,
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inSpawnPhase: true,
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@@ -170,19 +169,7 @@ export class GameView implements GameMap {
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events: {
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deadUnits: [],
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conquestEvents: [],
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unitUpdates: [],
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playerUpdates: [],
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allianceFormed: [],
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allianceBroken: [],
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allianceExpired: [],
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embargoEvents: [],
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targetEvents: [],
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bonusEvents: [],
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nukeIncoming: [],
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emojis: [],
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displayMessages: [],
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wins: [],
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gamePaused: null,
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},
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changedTiles: this._changedTilesScratch,
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railroadDirty: false,
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@@ -198,7 +185,6 @@ export class GameView implements GameMap {
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nukeTelegraphs: [],
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attackRings: [],
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structuresDirty: false,
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tileMode: "live",
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};
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}
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@@ -0,0 +1,3 @@
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export { GameView } from "./GameView";
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export { PlayerView } from "./PlayerView";
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export { UnitView } from "./UnitView";
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