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Implement shared draw phase buffer and time base in game rendering
- Added support for a shared draw phase buffer in the ClientGameRunner and TerritoryWebGLRenderer to manage tile rendering phases. - Introduced time base management to synchronize rendering updates based on the game state. - Updated relevant classes and methods to accommodate the new shared draw phase and time base, enhancing the rendering pipeline.
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@@ -39,6 +39,8 @@ export interface InitMessage extends BaseWorkerMessage {
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sharedTileRingData?: SharedArrayBuffer;
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sharedStateBuffer?: SharedArrayBuffer;
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sharedDirtyBuffer?: SharedArrayBuffer;
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sharedDrawPhaseBuffer?: SharedArrayBuffer;
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timeBaseMs?: number;
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}
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export interface TurnMessage extends BaseWorkerMessage {
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