Add territory renderer fallback controller

This commit is contained in:
scamiv
2026-05-26 22:43:23 +02:00
parent d0be9e26d5
commit d8841fd1ed
19 changed files with 7519 additions and 369 deletions
+2
View File
@@ -705,6 +705,8 @@
"attacking_troops_overlay_desc": "Show attacker vs defender troop counts on active front lines.",
"territory_border_mode_label": "Territory Borders",
"territory_border_mode_desc": "Select border rendering style (visual only)",
"renderer_label": "Renderer",
"renderer_desc": "Choose territory rendering backend. Auto uses WebGPU, then WebGL, then Classic.",
"performance_overlay_label": "Performance Overlay",
"performance_overlay_desc": "Toggle the performance overlay. When enabled, the performance overlay will be displayed. Press shift-D during game to toggle.",
"easter_writing_speed_label": "Writing Speed Multiplier",
+23 -1
View File
@@ -300,7 +300,9 @@ export class UserSettingModal extends BaseModal {
this.requestUpdate();
}
private changeTerritoryBorderMode(e: CustomEvent<{ value: number | string }>) {
private changeTerritoryBorderMode(
e: CustomEvent<{ value: number | string }>,
) {
const rawValue = e.detail?.value;
const value =
typeof rawValue === "number" ? rawValue : parseInt(String(rawValue), 10);
@@ -310,6 +312,12 @@ export class UserSettingModal extends BaseModal {
this.requestUpdate();
}
private changeTerritoryRenderer(e: CustomEvent<{ value: number | string }>) {
const value = String(e.detail?.value ?? "auto");
this.userSettings.setTerritoryRenderer(value);
this.requestUpdate();
}
private toggleTerritoryPatterns() {
this.userSettings.toggleTerritoryPatterns();
@@ -777,6 +785,20 @@ export class UserSettingModal extends BaseModal {
@change=${this.changeTerritoryBorderMode}
></setting-select>
<setting-select
label="${translateText("user_setting.renderer_label")}"
description="${translateText("user_setting.renderer_desc")}"
id="territory-renderer-select"
.value=${this.userSettings.territoryRenderer()}
.options=${[
{ value: "auto", label: "Auto" },
{ value: "classic", label: "Classic" },
{ value: "webgl", label: "WebGL" },
{ value: "webgpu", label: "WebGPU" },
]}
@change=${this.changeTerritoryRenderer}
></setting-select>
<setting-toggle
label="${translateText("user_setting.emojis_label")}"
description="${translateText("user_setting.emojis_desc")}"
@@ -0,0 +1,709 @@
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import {
Cell,
ColoredTeams,
PlayerType,
Team,
UnitType,
} from "../../../core/game/Game";
import { euclDistFN, TileRef } from "../../../core/game/GameMap";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { PseudoRandom } from "../../../core/PseudoRandom";
import {
AlternateViewEvent,
DragEvent,
MouseOverEvent,
} from "../../InputHandler";
import { FrameProfiler } from "../FrameProfiler";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
export class ClassicCanvasTerritoryLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private alternativeImageData: ImageData;
private borderAnimTime = 0;
private cachedTerritoryPatternsEnabled: boolean | undefined;
private tileToRenderQueue: PriorityQueue<{
tile: TileRef;
lastUpdate: number;
}> = new PriorityQueue((a, b) => {
return a.lastUpdate - b.lastUpdate;
});
private random = new PseudoRandom(123);
private theme: Theme;
// Used for spawn highlighting
private highlightCanvas: HTMLCanvasElement;
private highlightContext: CanvasRenderingContext2D;
private highlightedTerritory: PlayerView | null = null;
private alternativeView = false;
private lastDragTime = 0;
private nodrawDragDuration = 200;
private lastMousePosition: { x: number; y: number } | null = null;
private refreshRate = 10; //refresh every 10ms
private lastRefresh = 0;
private lastFocusedPlayer: PlayerView | null = null;
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
) {
this.theme = game.config().theme();
this.cachedTerritoryPatternsEnabled = undefined;
}
shouldTransform(): boolean {
return true;
}
async paintPlayerBorder(player: PlayerView) {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true); // Immediately paint the tile instead of enqueueing
});
}
tick() {
if (this.game.inSpawnPhase()) {
this.spawnHighlight();
}
this.game.recentlyUpdatedTiles().forEach((t) => {
this.enqueueTile(t);
// Immediately clear territory overlay for water tiles so old
// borders/territory don't persist visually (e.g. after nuke turns land to water)
if (this.game.isWater(t)) {
this.clearTile(t);
}
});
const updates = this.game.updatesSinceLastTick();
const unitUpdates = updates !== null ? updates[GameUpdateType.Unit] : [];
unitUpdates.forEach((update) => {
if (update.unitType === UnitType.DefensePost) {
// Only update borders if the defense post is not under construction
if (update.underConstruction) {
return; // Skip barrier creation while under construction
}
const tile = update.pos;
this.game
.bfs(tile, euclDistFN(tile, this.game.config().defensePostRange()))
.forEach((t) => {
if (
this.game.isBorder(t) &&
(this.game.ownerID(t) === update.ownerID ||
this.game.ownerID(t) === update.lastOwnerID)
) {
this.enqueueTile(t);
}
});
}
});
// Detect alliance mutations
const myPlayer = this.game.myPlayer();
if (myPlayer) {
updates?.[GameUpdateType.BrokeAlliance]?.forEach((update) => {
const territory = this.game.playerBySmallID(update.betrayedID);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
});
updates?.[GameUpdateType.AllianceRequestReply]?.forEach((update) => {
if (
update.accepted &&
(update.request.requestorID === myPlayer.smallID() ||
update.request.recipientID === myPlayer.smallID())
) {
const territoryId =
update.request.requestorID === myPlayer.smallID()
? update.request.recipientID
: update.request.requestorID;
const territory = this.game.playerBySmallID(territoryId);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
}
});
updates?.[GameUpdateType.EmbargoEvent]?.forEach((update) => {
const player = this.game.playerBySmallID(update.playerID) as PlayerView;
const embargoed = this.game.playerBySmallID(
update.embargoedID,
) as PlayerView;
if (
player.id() === myPlayer?.id() ||
embargoed.id() === myPlayer?.id()
) {
this.redrawBorder(player, embargoed);
}
});
}
const focusedPlayer = this.game.focusedPlayer();
if (focusedPlayer !== this.lastFocusedPlayer) {
if (this.lastFocusedPlayer) {
this.paintPlayerBorder(this.lastFocusedPlayer);
}
if (focusedPlayer) {
this.paintPlayerBorder(focusedPlayer);
}
this.lastFocusedPlayer = focusedPlayer;
}
}
private spawnHighlight() {
this.highlightContext.clearRect(
0,
0,
this.game.width(),
this.game.height(),
);
this.drawFocusedPlayerHighlight();
const humans = this.game
.playerViews()
.filter((p) => p.type() === PlayerType.Human);
const focusedPlayer = this.game.focusedPlayer();
const teamColors = Object.values(ColoredTeams);
for (const human of humans) {
if (human === focusedPlayer) {
continue;
}
const center = human.nameLocation();
if (!center) {
continue;
}
const centerTile = this.game.ref(center.x, center.y);
if (!centerTile) {
continue;
}
let color = this.theme.spawnHighlightColor();
const myPlayer = this.game.myPlayer();
if (myPlayer !== null && myPlayer !== human && myPlayer.team() === null) {
// In FFA games (when team === null), use default yellow spawn highlight color
color = this.theme.spawnHighlightColor();
} else if (myPlayer !== null && myPlayer !== human) {
// In Team games, the spawn highlight color becomes that player's team color
// Optionally, this could be broken down to teammate or enemy and simplified to green and red, respectively
const team = human.team();
if (team !== null && teamColors.includes(team)) {
color = this.theme.teamColor(team);
} else {
if (myPlayer.isFriendly(human)) {
color = this.theme.spawnHighlightTeamColor();
} else {
color = this.theme.spawnHighlightColor();
}
}
}
for (const tile of this.game.bfs(
centerTile,
euclDistFN(centerTile, 9, true),
)) {
if (!this.game.hasOwner(tile)) {
this.paintHighlightTile(tile, color, 255);
}
}
}
}
private drawFocusedPlayerHighlight() {
const focusedPlayer = this.game.focusedPlayer();
if (!focusedPlayer) {
return;
}
const center = focusedPlayer.nameLocation();
if (!center) {
return;
}
// Breathing border animation
this.borderAnimTime += 0.5;
const minRad = 8;
const maxRad = 24;
// Range: [minPadding..maxPadding]
const radius =
minRad + (maxRad - minRad) * (0.5 + 0.5 * Math.sin(this.borderAnimTime));
const baseColor = this.theme.spawnHighlightSelfColor(); //white
let teamColor: Colord | null = null;
const team: Team | null = focusedPlayer.team();
if (team !== null && Object.values(ColoredTeams).includes(team)) {
teamColor = this.theme.teamColor(team).alpha(0.5);
} else {
teamColor = baseColor;
}
this.drawBreathingRing(
center.x,
center.y,
minRad,
maxRad,
radius,
baseColor, // Always draw white static semi-transparent ring
teamColor, // Pass the breathing ring color. White for FFA, Duos, Trios, Quads. Transparent team color for TEAM games.
);
// Draw breathing rings for teammates in team games (helps colorblind players identify teammates)
this.drawTeammateHighlights(minRad, maxRad, radius);
}
private drawTeammateHighlights(
minRad: number,
maxRad: number,
radius: number,
) {
const myPlayer = this.game.myPlayer();
if (myPlayer === null || myPlayer.team() === null) {
return;
}
const teammates = this.game
.playerViews()
.filter((p) => p !== myPlayer && myPlayer.isOnSameTeam(p));
// Smaller radius for teammates (more subtle than self highlight)
const teammateMinRad = 5;
const teammateMaxRad = 14;
const teammateRadius =
teammateMinRad +
(teammateMaxRad - teammateMinRad) *
((radius - minRad) / (maxRad - minRad));
const teamColors = Object.values(ColoredTeams);
for (const teammate of teammates) {
const center = teammate.nameLocation();
if (!center) {
continue;
}
const team = teammate.team();
let baseColor: Colord;
let breathingColor: Colord;
if (team !== null && teamColors.includes(team)) {
baseColor = this.theme.teamColor(team).alpha(0.5);
breathingColor = this.theme.teamColor(team).alpha(0.5);
} else {
baseColor = this.theme.spawnHighlightTeamColor();
breathingColor = this.theme.spawnHighlightTeamColor();
}
this.drawBreathingRing(
center.x,
center.y,
teammateMinRad,
teammateMaxRad,
teammateRadius,
baseColor,
breathingColor,
);
}
}
init() {
this.eventBus.on(MouseOverEvent, (e) => this.onMouseOver(e));
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
});
this.eventBus.on(DragEvent, (e) => {
// TODO: consider re-enabling this on mobile or low end devices for smoother dragging.
// this.lastDragTime = Date.now();
});
this.redraw();
}
onMouseOver(event: MouseOverEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
this.updateHighlightedTerritory();
}
private updateHighlightedTerritory() {
if (!this.alternativeView) {
return;
}
if (!this.lastMousePosition) {
return;
}
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!this.game.isValidCoord(cell.x, cell.y)) {
return;
}
const previousTerritory = this.highlightedTerritory;
const territory = this.getTerritoryAtCell(cell);
if (territory) {
this.highlightedTerritory = territory;
} else {
this.highlightedTerritory = null;
}
if (previousTerritory?.id() !== this.highlightedTerritory?.id()) {
const territories: PlayerView[] = [];
if (previousTerritory) {
territories.push(previousTerritory);
}
if (this.highlightedTerritory) {
territories.push(this.highlightedTerritory);
}
this.redrawBorder(...territories);
}
}
private getTerritoryAtCell(cell: { x: number; y: number }) {
const tile = this.game.ref(cell.x, cell.y);
if (!tile) {
return null;
}
// If the tile has no owner, it is either a fallout tile or a terra nullius tile.
if (!this.game.hasOwner(tile)) {
return null;
}
const owner = this.game.owner(tile);
return owner instanceof PlayerView ? owner : null;
}
redraw() {
console.log("redrew territory layer");
this.canvas = document.createElement("canvas");
const context = this.canvas.getContext("2d");
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
this.imageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.alternativeImageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
);
// Add a second canvas for highlights
this.highlightCanvas = document.createElement("canvas");
const highlightContext = this.highlightCanvas.getContext("2d", {
alpha: true,
});
if (highlightContext === null) throw new Error("2d context not supported");
this.highlightContext = highlightContext;
this.highlightCanvas.width = this.game.width();
this.highlightCanvas.height = this.game.height();
this.game.forEachTile((t) => {
this.paintTerritory(t);
});
}
redrawBorder(...players: PlayerView[]) {
return Promise.all(
players.map(async (player) => {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true);
});
}),
);
}
initImageData() {
this.game.forEachTile((tile) => {
const cell = new Cell(this.game.x(tile), this.game.y(tile));
const index = cell.y * this.game.width() + cell.x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0;
this.alternativeImageData.data[offset + 3] = 0;
});
}
renderLayer(context: CanvasRenderingContext2D) {
const now = Date.now();
if (
now > this.lastDragTime + this.nodrawDragDuration &&
now > this.lastRefresh + this.refreshRate
) {
this.lastRefresh = now;
const renderTerritoryStart = FrameProfiler.start();
this.renderTerritory();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
const [topLeft, bottomRight] = this.transformHandler.screenBoundingRect();
const vx0 = Math.max(0, topLeft.x);
const vy0 = Math.max(0, topLeft.y);
const vx1 = Math.min(this.game.width() - 1, bottomRight.x);
const vy1 = Math.min(this.game.height() - 1, bottomRight.y);
const w = vx1 - vx0 + 1;
const h = vy1 - vy0 + 1;
if (w > 0 && h > 0) {
const putImageStart = FrameProfiler.start();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
vx0,
vy0,
w,
h,
);
FrameProfiler.end("TerritoryLayer:putImageData", putImageStart);
}
}
const drawCanvasStart = FrameProfiler.start();
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end("TerritoryLayer:drawCanvas", drawCanvasStart);
if (this.game.inSpawnPhase()) {
const highlightDrawStart = FrameProfiler.start();
context.drawImage(
this.highlightCanvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end(
"TerritoryLayer:drawHighlightCanvas",
highlightDrawStart,
);
}
}
renderTerritory() {
let numToRender = Math.floor(this.tileToRenderQueue.size() / 10);
if (numToRender === 0 || this.game.inSpawnPhase()) {
numToRender = this.tileToRenderQueue.size();
}
while (numToRender > 0) {
numToRender--;
const entry = this.tileToRenderQueue.pop();
if (!entry) {
break;
}
const tile = entry.tile;
this.paintTerritory(tile);
for (const neighbor of this.game.neighbors(tile)) {
this.paintTerritory(neighbor, true);
}
}
}
paintTerritory(tile: TileRef, isBorder: boolean = false) {
if (isBorder && !this.game.hasOwner(tile)) {
return;
}
if (!this.game.hasOwner(tile)) {
if (this.game.hasFallout(tile)) {
this.paintTile(this.imageData, tile, this.theme.falloutColor(), 150);
this.paintTile(
this.alternativeImageData,
tile,
this.theme.falloutColor(),
150,
);
return;
}
this.clearTile(tile);
return;
}
const owner = this.game.owner(tile) as PlayerView;
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const isHighlighted =
this.highlightedTerritory &&
this.highlightedTerritory.id() === owner.id();
const myPlayer = this.game.myPlayer();
if (this.game.isBorder(tile)) {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
const playerIsFocused = owner && this.game.focusedPlayer() === owner;
if (myPlayer) {
const alternativeColor = this.alternateViewColor(owner);
this.paintTile(this.alternativeImageData, tile, alternativeColor, 255);
}
const isDefended = this.game.hasUnitNearby(
tile,
this.game.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
this.paintTile(
this.imageData,
tile,
owner.borderColor(tile, isDefended),
255,
);
} else {
// Alternative view only shows borders.
this.clearAlternativeTile(tile);
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
}
}
alternateViewColor(other: PlayerView): Colord {
const myPlayer = this.game.myPlayer();
if (!myPlayer) {
return this.theme.neutralColor();
}
if (other.smallID() === myPlayer.smallID()) {
return this.theme.selfColor();
}
if (other.isFriendly(myPlayer)) {
return this.theme.allyColor();
}
if (!other.hasEmbargo(myPlayer)) {
return this.theme.neutralColor();
}
return this.theme.enemyColor();
}
paintAlternateViewTile(tile: TileRef, other: PlayerView) {
const color = this.alternateViewColor(other);
this.paintTile(this.alternativeImageData, tile, color, 255);
}
paintTile(imageData: ImageData, tile: TileRef, color: Colord, alpha: number) {
const offset = tile * 4;
imageData.data[offset] = color.rgba.r;
imageData.data[offset + 1] = color.rgba.g;
imageData.data[offset + 2] = color.rgba.b;
imageData.data[offset + 3] = alpha;
}
clearTile(tile: TileRef) {
const offset = tile * 4;
this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
clearAlternativeTile(tile: TileRef) {
const offset = tile * 4;
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
enqueueTile(tile: TileRef) {
this.tileToRenderQueue.push({
tile: tile,
lastUpdate: this.game.ticks() + this.random.nextFloat(0, 0.5),
});
}
async enqueuePlayerBorder(player: PlayerView) {
const playerBorderTiles = await player.borderTiles();
playerBorderTiles.borderTiles.forEach((tile: TileRef) => {
this.enqueueTile(tile);
});
}
paintHighlightTile(tile: TileRef, color: Colord, alpha: number) {
this.clearTile(tile);
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.fillStyle = color.alpha(alpha / 255).toRgbString();
this.highlightContext.fillRect(x, y, 1, 1);
}
clearHighlightTile(tile: TileRef) {
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.clearRect(x, y, 1, 1);
}
private drawBreathingRing(
cx: number,
cy: number,
minRad: number,
maxRad: number,
radius: number,
transparentColor: Colord,
breathingColor: Colord,
) {
const ctx = this.highlightContext;
if (!ctx) return;
// Draw a semi-transparent ring around the starting location
ctx.beginPath();
// Transparency matches the highlight color provided
const transparent = transparentColor.alpha(0);
const radGrad = ctx.createRadialGradient(cx, cy, minRad, cx, cy, maxRad);
// Pixels with radius < minRad are transparent
radGrad.addColorStop(0, transparent.toRgbString());
// The ring then starts with solid highlight color
radGrad.addColorStop(0.01, transparentColor.toRgbString());
radGrad.addColorStop(0.1, transparentColor.toRgbString());
// The outer edge of the ring is transparent
radGrad.addColorStop(1, transparent.toRgbString());
// Draw an arc at the max radius and fill with the created radial gradient
ctx.arc(cx, cy, maxRad, 0, Math.PI * 2);
ctx.fillStyle = radGrad;
ctx.closePath();
ctx.fill();
const breatheInner = breathingColor.alpha(0);
// Draw a solid ring around the starting location with outer radius = the breathing radius
ctx.beginPath();
const radGrad2 = ctx.createRadialGradient(cx, cy, minRad, cx, cy, radius);
// Pixels with radius < minRad are transparent
radGrad2.addColorStop(0, breatheInner.toRgbString());
// The ring then starts with solid highlight color
radGrad2.addColorStop(0.01, breathingColor.toRgbString());
// The ring is solid throughout
radGrad2.addColorStop(1, breathingColor.toRgbString());
// Draw an arc at the current breathing radius and fill with the created "gradient"
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
ctx.fillStyle = radGrad2;
ctx.fill();
}
}
@@ -0,0 +1,59 @@
import { EventBus } from "../../../core/EventBus";
import { GameView } from "../../../core/game/GameView";
import { TransformHandler } from "../TransformHandler";
import { ClassicCanvasTerritoryLayer } from "./ClassicCanvasTerritoryLayer";
import { TerrainLayer } from "./TerrainLayer";
import { TerritoryBackend } from "./TerritoryBackend";
export class ClassicTerritoryBackend implements TerritoryBackend {
readonly id = "classic";
private readonly terrainLayer: TerrainLayer;
private readonly territoryLayer: ClassicCanvasTerritoryLayer;
constructor(
game: GameView,
eventBus: EventBus,
transformHandler: TransformHandler,
) {
this.terrainLayer = new TerrainLayer(game, transformHandler);
this.territoryLayer = new ClassicCanvasTerritoryLayer(
game,
eventBus,
transformHandler,
);
}
profileName(): string {
return "ClassicTerritoryBackend:renderLayer";
}
shouldTransform(): boolean {
return true;
}
init() {
this.terrainLayer.init?.();
this.territoryLayer.init?.();
}
tick() {
this.terrainLayer.tick?.();
this.territoryLayer.tick?.();
}
redraw() {
this.terrainLayer.redraw?.();
this.territoryLayer.redraw?.();
}
renderLayer(context: CanvasRenderingContext2D) {
this.terrainLayer.renderLayer?.(context);
this.territoryLayer.renderLayer?.(context);
}
dispose() {
// Classic layers own only offscreen canvases and event-bus listeners.
// The event bus does not currently expose unsubscribe hooks.
}
}
+107
View File
@@ -0,0 +1,107 @@
import { Config, Theme } from "../../../core/configuration/Config";
import { GameView } from "../../../core/game/GameView";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
export class TerrainLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private theme: Theme;
private config: Config;
constructor(
private game: GameView,
private transformHandler: TransformHandler,
) {
this.config = this.game.config();
}
shouldTransform(): boolean {
return true;
}
tick() {
if (this.config.theme() !== this.theme) {
this.redraw();
return;
}
// Repaint terrain for tiles whose terrain changed (e.g. nuke
// turning land to water).
const updatedTiles = this.game.recentlyUpdatedTerrainTiles();
if (updatedTiles.length > 0) {
let dirty = false;
for (const tile of updatedTiles) {
const terrainColor = this.theme.terrainColor(this.game, tile);
const offset = tile * 4;
const r = terrainColor.rgba.r;
const g = terrainColor.rgba.g;
const b = terrainColor.rgba.b;
if (
this.imageData.data[offset] !== r ||
this.imageData.data[offset + 1] !== g ||
this.imageData.data[offset + 2] !== b
) {
this.imageData.data[offset] = r;
this.imageData.data[offset + 1] = g;
this.imageData.data[offset + 2] = b;
dirty = true;
}
}
if (dirty) {
this.context.putImageData(this.imageData, 0, 0);
}
}
}
init() {
console.log("redrew terrain layer");
this.redraw();
}
redraw(): void {
this.canvas = document.createElement("canvas");
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
const context = this.canvas.getContext("2d", { alpha: false });
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.imageData = this.context.createImageData(
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(this.imageData, 0, 0);
}
initImageData() {
this.theme = this.config.theme();
this.game.forEachTile((tile) => {
const terrainColor = this.theme.terrainColor(this.game, tile);
// TODO: isn't tileref and index the same?
const index = this.game.y(tile) * this.game.width() + this.game.x(tile);
const offset = index * 4;
this.imageData.data[offset] = terrainColor.rgba.r;
this.imageData.data[offset + 1] = terrainColor.rgba.g;
this.imageData.data[offset + 2] = terrainColor.rgba.b;
this.imageData.data[offset + 3] = 255;
});
}
renderLayer(context: CanvasRenderingContext2D) {
if (this.transformHandler.scale < 1) {
context.imageSmoothingEnabled = true;
context.imageSmoothingQuality = "low";
} else {
context.imageSmoothingEnabled = false;
}
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
}
}
@@ -0,0 +1,134 @@
import { Layer } from "./Layer";
export type TerritoryRendererId = "classic" | "webgl" | "webgpu";
export type TerritoryRendererPreference = "auto" | TerritoryRendererId;
export const TERRITORY_RENDERER_OPTIONS: TerritoryRendererPreference[] = [
"auto",
"classic",
"webgl",
"webgpu",
];
export interface TerritoryBackend extends Layer {
readonly id: TerritoryRendererId;
dispose?: () => void;
getFailureReason?: () => string | null;
whenReady?: () => Promise<boolean>;
}
export interface TerritoryBackendCandidate {
readonly id: TerritoryRendererId;
init?: () => void | Promise<void>;
dispose?: () => void;
getFailureReason?: () => string | null;
whenReady?: () => Promise<boolean>;
}
export interface TerritoryBackendSelectionFailure {
id: TerritoryRendererId;
reason: string;
error?: unknown;
}
export interface TerritoryBackendSelection<
T extends TerritoryBackendCandidate,
> {
backend: T | null;
failures: TerritoryBackendSelectionFailure[];
cancelled: boolean;
}
export function normalizeTerritoryRendererPreference(
value: string | null | undefined,
): TerritoryRendererPreference {
if (
value === "classic" ||
value === "webgl" ||
value === "webgpu" ||
value === "auto"
) {
return value;
}
return "auto";
}
export function territoryRendererOrder(
preference: TerritoryRendererPreference,
failedBackends: ReadonlySet<TerritoryRendererId> = new Set(),
): TerritoryRendererId[] {
const preferredOrder: TerritoryRendererId[] =
preference === "classic"
? ["classic"]
: preference === "webgl"
? ["webgl", "classic"]
: ["webgpu", "webgl", "classic"];
return preferredOrder.filter(
(id) => id === "classic" || !failedBackends.has(id),
);
}
export async function selectTerritoryBackend<
T extends TerritoryBackendCandidate,
>(
preference: TerritoryRendererPreference,
failedBackends: ReadonlySet<TerritoryRendererId>,
createBackend: (id: TerritoryRendererId) => T,
shouldContinue: () => boolean = () => true,
): Promise<TerritoryBackendSelection<T>> {
const failures: TerritoryBackendSelectionFailure[] = [];
for (const id of territoryRendererOrder(preference, failedBackends)) {
if (!shouldContinue()) {
return { backend: null, failures, cancelled: true };
}
const backend = createBackend(id);
try {
await backend.init?.();
if (!shouldContinue()) {
backend.dispose?.();
return { backend: null, failures, cancelled: true };
}
let reason = backend.getFailureReason?.() ?? null;
if (reason !== null) {
backend.dispose?.();
failures.push({ id, reason });
continue;
}
if (backend.whenReady) {
const ready = await backend.whenReady();
if (!shouldContinue()) {
backend.dispose?.();
return { backend: null, failures, cancelled: true };
}
reason = backend.getFailureReason?.() ?? null;
if (!ready || reason !== null) {
backend.dispose?.();
failures.push({
id,
reason: reason ?? "initialization failed",
});
continue;
}
}
return { backend, failures, cancelled: false };
} catch (error) {
backend.dispose?.();
failures.push({
id,
reason: error instanceof Error ? error.message : String(error),
error,
});
}
}
return { backend: null, failures, cancelled: false };
}
+186 -366
View File
@@ -1,68 +1,42 @@
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import { UnitType } from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { GameView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import {
AlternateViewEvent,
MouseOverEvent,
WebGPUComputeMetricsEvent,
} from "../../InputHandler";
import { FrameProfiler } from "../FrameProfiler";
TERRITORY_RENDERER_KEY,
USER_SETTINGS_CHANGED_EVENT,
UserSettings,
} from "../../../core/game/UserSettings";
import { TransformHandler } from "../TransformHandler";
import { ClassicTerritoryBackend } from "./ClassicTerritoryBackend";
import {
buildTerrainShaderParams,
readTerrainShaderId,
} from "../webgpu/render/TerrainShaderRegistry";
import {
buildTerritoryPostSmoothingParams,
readTerritoryPostSmoothingId,
} from "../webgpu/render/TerritoryPostSmoothingRegistry";
import {
buildTerritoryPreSmoothingParams,
readTerritoryPreSmoothingId,
} from "../webgpu/render/TerritoryPreSmoothingRegistry";
import {
buildTerritoryShaderParams,
readTerritoryShaderId,
} from "../webgpu/render/TerritoryShaderRegistry";
import { TerritoryRenderer } from "../webgpu/TerritoryRenderer";
import { Layer } from "./Layer";
TerritoryBackend,
TerritoryRendererId,
selectTerritoryBackend,
territoryRendererOrder,
} from "./TerritoryBackend";
import { WebGLTerritoryBackend } from "./WebGLTerritoryBackend";
import { WebGPUTerritoryBackend } from "./WebGPUTerritoryBackend";
export class TerritoryLayer implements Layer {
profileName(): string {
return "TerritoryLayer:renderLayer";
}
export class TerritoryLayer implements TerritoryBackend {
readonly id = "classic";
private attachedTerritoryCanvas: HTMLCanvasElement | null = null;
private overlayWrapper: HTMLElement | null = null;
private overlayResizeObserver: ResizeObserver | null = null;
private theme: Theme;
private territoryRenderer: TerritoryRenderer | null = null;
private alternativeView = false;
private lastPaletteSignature: string | null = null;
private lastDefensePostsSignature: string | null = null;
private lastTerrainShaderSignature: string | null = null;
private lastTerritoryShaderSignature: string | null = null;
private lastPreSmoothingSignature: string | null = null;
private lastPostSmoothingSignature: string | null = null;
private lastMousePosition: { x: number; y: number } | null = null;
private hoveredOwnerSmallId: number | null = null;
private lastHoverUpdateMs = 0;
private activeBackend: TerritoryBackend | null = null;
private failedBackends = new Set<TerritoryRendererId>();
private selectionToken = 0;
private initialized = false;
private readonly settingsChanged = () => {
this.failedBackends.clear();
void this.selectConfiguredBackend();
};
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
private userSettings: UserSettings,
) {
this.theme = game.config().theme();
) {}
profileName(): string {
return "TerritoryLayer:renderLayer";
}
shouldTransform(): boolean {
@@ -70,355 +44,201 @@ export class TerritoryLayer implements Layer {
}
init() {
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
this.territoryRenderer?.setAlternativeView(this.alternativeView);
});
this.eventBus.on(MouseOverEvent, (e) => {
this.lastMousePosition = { x: e.x, y: e.y };
});
this.redraw();
this.initialized = true;
globalThis.addEventListener?.(
`${USER_SETTINGS_CHANGED_EVENT}:${TERRITORY_RENDERER_KEY}`,
this.settingsChanged,
);
// Keep the map visible while accelerated renderers initialize.
this.activateBackend(this.createBackend("classic"));
void this.selectConfiguredBackend();
}
tick() {
const tickProfile = FrameProfiler.start();
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.territoryRenderer?.refreshTerrain();
this.redraw();
}
this.refreshPaletteIfNeeded();
this.refreshDefensePostsIfNeeded();
this.applyTerrainShaderSettings();
this.applyTerritoryShaderSettings();
this.applyTerritorySmoothingSettings();
const updatedTiles = this.game.recentlyUpdatedTiles();
for (let i = 0; i < updatedTiles.length; i++) {
this.markTile(updatedTiles[i]);
}
// After collecting pending updates and handling palette/theme changes,
// invoke the renderer's tick() to process compute passes. This ensures
// compute shaders run at the simulation rate rather than every frame.
if (this.territoryRenderer) {
const start = performance.now();
this.territoryRenderer.tick();
const computeMs = performance.now() - start;
this.eventBus.emit(new WebGPUComputeMetricsEvent(computeMs));
}
FrameProfiler.end("TerritoryLayer:tick", tickProfile);
this.runActive("tick", (backend) => backend.tick?.());
}
redraw() {
this.configureRenderer();
}
private configureRenderer() {
const { renderer, reason } = TerritoryRenderer.create(
this.game,
this.theme,
);
if (!renderer) {
throw new Error(reason ?? "WebGPU is required for territory rendering.");
if (!this.initialized) {
return;
}
this.territoryRenderer = renderer;
this.territoryRenderer.setAlternativeView(this.alternativeView);
this.territoryRenderer.setHighlightedOwnerId(this.hoveredOwnerSmallId);
this.applyTerrainShaderSettings(true);
this.applyTerritoryShaderSettings(true);
this.applyTerritorySmoothingSettings(true);
this.territoryRenderer.markAllDirty();
this.territoryRenderer.refreshPalette();
this.lastPaletteSignature = this.computePaletteSignature();
this.lastDefensePostsSignature = this.computeDefensePostsSignature();
// Ensure defense posts buffer is uploaded on first tick.
this.territoryRenderer.markDefensePostsDirty();
// Run an initial tick to upload state and build the colour texture. Without
// this, the first render call may occur before the initial compute pass
// has been executed, resulting in undefined colours.
this.territoryRenderer.tick();
this.runActive("redraw", (backend) => backend.redraw?.());
void this.selectConfiguredBackend();
}
renderLayer(context: CanvasRenderingContext2D) {
if (!this.territoryRenderer) {
if (!this.activeBackend) {
return;
}
// Check for theme changes in renderLayer too (for when game is paused)
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.territoryRenderer.refreshTerrain();
this.redraw();
if (this.activeBackend.id !== "webgpu") {
this.fillBackground(context);
}
// Apply user settings even while the game is paused (settings modal).
this.applyTerritoryShaderSettings();
this.applyTerritorySmoothingSettings();
this.runActive("renderLayer", (backend) => backend.renderLayer?.(context));
}
this.ensureTerritoryCanvasAttached(context.canvas);
this.updateHoverHighlight();
const renderTerritoryStart = FrameProfiler.start();
this.territoryRenderer.setViewSize(
context.canvas.width,
context.canvas.height,
dispose() {
globalThis.removeEventListener?.(
`${USER_SETTINGS_CHANGED_EVENT}:${TERRITORY_RENDERER_KEY}`,
this.settingsChanged,
);
const viewOffset = this.transformHandler.viewOffset();
this.territoryRenderer.setViewTransform(
this.transformHandler.scale,
viewOffset.x,
viewOffset.y,
this.activeBackend?.dispose?.();
this.activeBackend = null;
}
private async selectConfiguredBackend() {
const token = ++this.selectionToken;
const preference = this.userSettings.territoryRenderer();
const order = territoryRendererOrder(preference, this.failedBackends);
if (
this.activeBackend?.id === order[0] &&
!this.activeBackend.getFailureReason?.()
) {
return;
}
const selection = await selectTerritoryBackend(
preference,
this.failedBackends,
(id) => this.createBackend(id),
() => token === this.selectionToken,
);
this.territoryRenderer.render();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
}
private ensureTerritoryCanvasAttached(mainCanvas: HTMLCanvasElement) {
if (!this.territoryRenderer) {
if (selection.cancelled) {
return;
}
const canvas = this.territoryRenderer.canvas;
// If the renderer recreated its canvas, detach the old one.
if (this.attachedTerritoryCanvas !== canvas) {
this.attachedTerritoryCanvas?.remove();
this.attachedTerritoryCanvas = canvas;
// Configure overlay canvas styles once. Avoid per-frame style reads/writes.
canvas.style.pointerEvents = "none";
canvas.style.position = "absolute";
canvas.style.inset = "0";
canvas.style.width = "100%";
canvas.style.height = "100%";
canvas.style.display = "block";
}
const parent = mainCanvas.parentElement;
if (!parent) {
// Fallback: if the canvas isn't in the DOM yet, append to body.
if (!canvas.isConnected) {
document.body.appendChild(canvas);
}
return;
}
// Ensure the main canvas is wrapped in a positioned container so the
// territory canvas can overlay it without mirroring computed styles.
let wrapper: HTMLElement;
const currentParent = mainCanvas.parentElement;
if (currentParent && currentParent.dataset.territoryOverlay === "1") {
wrapper = currentParent;
} else {
wrapper = document.createElement("div");
wrapper.dataset.territoryOverlay = "1";
wrapper.style.position = "relative";
wrapper.style.display = "inline-block";
wrapper.style.lineHeight = "0";
// Replace mainCanvas with wrapper, then re-insert mainCanvas inside wrapper.
parent.replaceChild(wrapper, mainCanvas);
wrapper.appendChild(mainCanvas);
}
if (this.overlayWrapper !== wrapper) {
this.overlayWrapper = wrapper;
this.overlayResizeObserver?.disconnect();
this.overlayResizeObserver = new ResizeObserver(() => {
this.syncOverlayWrapperSize(mainCanvas, wrapper);
});
this.overlayResizeObserver.observe(mainCanvas);
// Kick an initial size update; further updates are handled by ResizeObserver.
this.syncOverlayWrapperSize(mainCanvas, wrapper);
}
// Ensure territory canvas is the first child so it's the lowest layer.
if (canvas.parentElement !== wrapper) {
canvas.remove();
wrapper.insertBefore(canvas, mainCanvas);
} else if (canvas !== wrapper.firstElementChild) {
wrapper.insertBefore(canvas, mainCanvas);
}
}
private syncOverlayWrapperSize(
mainCanvas: HTMLCanvasElement,
wrapper: HTMLElement,
) {
// Ensure the wrapper has real layout size so the absolutely-positioned
// territory canvas (100% width/height) is non-zero even if the main canvas
// is positioned absolutely.
const rect = mainCanvas.getBoundingClientRect();
const w = rect.width > 0 ? rect.width : mainCanvas.clientWidth;
const h = rect.height > 0 ? rect.height : mainCanvas.clientHeight;
if (w > 0) wrapper.style.width = `${w}px`;
if (h > 0) wrapper.style.height = `${h}px`;
}
private markTile(tile: TileRef) {
this.territoryRenderer?.markTile(tile);
}
private updateHoverHighlight() {
if (!this.territoryRenderer) {
return;
}
const now = performance.now();
if (now - this.lastHoverUpdateMs < 100) {
return;
}
this.lastHoverUpdateMs = now;
let nextOwnerSmallId: number | null = null;
if (this.lastMousePosition) {
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
for (const failure of selection.failures) {
console.warn(
`[TerritoryLayer] ${failure.id} renderer unavailable: ${failure.reason}`,
failure.error ?? "",
);
if (this.game.isValidCoord(cell.x, cell.y)) {
const tile = this.game.ref(cell.x, cell.y);
const owner = this.game.owner(tile);
if (owner && owner.isPlayer()) {
nextOwnerSmallId = owner.smallID();
if (failure.id !== "classic") {
this.failedBackends.add(failure.id);
}
}
if (selection.backend !== null) {
this.activateBackend(selection.backend);
}
}
private async initializeCandidate(
backend: TerritoryBackend,
token: number,
): Promise<boolean> {
try {
await backend.init?.();
if (token !== this.selectionToken) {
return false;
}
if (backend.getFailureReason?.()) {
console.warn(
`[TerritoryLayer] ${backend.id} renderer unavailable: ${backend.getFailureReason()}`,
);
return false;
}
if (backend.whenReady) {
const ready = await backend.whenReady();
if (!ready || backend.getFailureReason?.()) {
console.warn(
`[TerritoryLayer] ${backend.id} renderer unavailable: ${
backend.getFailureReason?.() ?? "initialization failed"
}`,
);
return false;
}
}
}
if (nextOwnerSmallId === this.hoveredOwnerSmallId) {
return;
}
this.hoveredOwnerSmallId = nextOwnerSmallId;
this.territoryRenderer.setHighlightedOwnerId(nextOwnerSmallId);
}
private computePaletteSignature(): string {
let maxSmallId = 0;
for (const player of this.game.playerViews()) {
maxSmallId = Math.max(maxSmallId, player.smallID());
}
const patternsEnabled = this.userSettings.territoryPatterns();
return `${this.game.playerViews().length}:${maxSmallId}:${patternsEnabled ? 1 : 0}`;
}
private refreshPaletteIfNeeded() {
if (!this.territoryRenderer) {
return;
}
const signature = this.computePaletteSignature();
if (signature !== this.lastPaletteSignature) {
this.lastPaletteSignature = signature;
this.territoryRenderer.refreshPalette();
}
}
private applyTerritoryShaderSettings(force: boolean = false) {
if (!this.territoryRenderer) {
return;
}
const shaderId = readTerritoryShaderId(this.userSettings);
const { shaderPath, params0, params1 } = buildTerritoryShaderParams(
this.userSettings,
shaderId,
);
const signature = `${shaderPath}:${Array.from(params0).join(",")}:${Array.from(params1).join(",")}`;
if (!force && signature === this.lastTerritoryShaderSignature) {
return;
}
this.lastTerritoryShaderSignature = signature;
this.territoryRenderer.setTerritoryShader(shaderPath);
this.territoryRenderer.setTerritoryShaderParams(params0, params1);
}
private applyTerrainShaderSettings(force: boolean = false) {
if (!this.territoryRenderer) {
return;
}
const terrainId = readTerrainShaderId(this.userSettings);
const { shaderPath, params0, params1 } = buildTerrainShaderParams(
this.userSettings,
terrainId,
);
const signature = `${shaderPath}:${Array.from(params0).join(",")}:${Array.from(params1).join(",")}`;
if (!force && signature === this.lastTerrainShaderSignature) {
return;
}
this.lastTerrainShaderSignature = signature;
this.territoryRenderer.setTerrainShader(shaderPath);
this.territoryRenderer.setTerrainShaderParams(params0, params1);
}
private applyTerritorySmoothingSettings(force: boolean = false) {
if (!this.territoryRenderer) {
return;
}
const preId = readTerritoryPreSmoothingId(this.userSettings);
const preParams = buildTerritoryPreSmoothingParams(
this.userSettings,
preId,
);
const preSignature = `${preId}:${Array.from(preParams.params0).join(",")}`;
if (force || preSignature !== this.lastPreSmoothingSignature) {
this.lastPreSmoothingSignature = preSignature;
this.territoryRenderer.setPreSmoothing(
preParams.enabled,
preParams.shaderPath,
preParams.params0,
return true;
} catch (error) {
console.warn(
`[TerritoryLayer] ${backend.id} renderer failed init`,
error,
);
return false;
}
}
private activateBackend(backend: TerritoryBackend) {
if (this.activeBackend === backend) {
return;
}
const previous = this.activeBackend;
this.activeBackend = backend;
previous?.dispose?.();
console.info(`[TerritoryLayer] active renderer: ${backend.id}`);
}
private runActive(
operation: "tick" | "redraw" | "renderLayer",
run: (backend: TerritoryBackend) => void,
) {
const backend = this.activeBackend;
if (!backend) {
return;
}
const postId = readTerritoryPostSmoothingId(this.userSettings);
const postParams = buildTerritoryPostSmoothingParams(
this.userSettings,
postId,
);
const postSignature = `${postId}:${Array.from(postParams.params0).join(",")}`;
if (force || postSignature !== this.lastPostSmoothingSignature) {
this.lastPostSmoothingSignature = postSignature;
this.territoryRenderer.setPostSmoothing(
postParams.enabled,
postParams.shaderPath,
postParams.params0,
try {
run(backend);
const reason = backend.getFailureReason?.();
if (reason) {
this.handleBackendFailure(backend, `${operation}: ${reason}`);
}
} catch (error) {
this.handleBackendFailure(backend, `${operation}: ${String(error)}`);
}
}
private handleBackendFailure(backend: TerritoryBackend, reason: string) {
console.warn(`[TerritoryLayer] ${backend.id} renderer failed: ${reason}`);
if (backend.id !== "classic") {
this.failedBackends.add(backend.id);
}
if (this.activeBackend === backend) {
this.activeBackend = null;
backend.dispose?.();
const classic = this.createBackend("classic");
void this.initializeCandidate(classic, ++this.selectionToken).then(
(ready) => {
if (ready) {
this.activateBackend(classic);
void this.selectConfiguredBackend();
}
},
);
}
}
private computeDefensePostsSignature(): string {
// Active + completed posts only.
const parts: string[] = [];
for (const u of this.game.units(UnitType.DefensePost)) {
if (!u.isActive() || u.isUnderConstruction()) continue;
const tile = u.tile();
parts.push(
`${u.owner().smallID()},${this.game.x(tile)},${this.game.y(tile)}`,
private createBackend(id: TerritoryRendererId): TerritoryBackend {
if (id === "webgpu") {
return new WebGPUTerritoryBackend(
this.game,
this.eventBus,
this.transformHandler,
this.userSettings,
);
}
parts.sort();
return parts.join("|");
if (id === "webgl") {
return new WebGLTerritoryBackend(
this.game,
this.eventBus,
this.transformHandler,
);
}
return new ClassicTerritoryBackend(
this.game,
this.eventBus,
this.transformHandler,
);
}
private refreshDefensePostsIfNeeded() {
if (!this.territoryRenderer) {
return;
}
const signature = this.computeDefensePostsSignature();
if (signature !== this.lastDefensePostsSignature) {
this.lastDefensePostsSignature = signature;
this.territoryRenderer.markDefensePostsDirty();
}
private fillBackground(context: CanvasRenderingContext2D) {
context.save();
context.setTransform(1, 0, 0, 1, 0, 0);
context.fillStyle = this.game.config().theme().backgroundColor().toHex();
context.fillRect(0, 0, context.canvas.width, context.canvas.height);
context.restore();
}
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,447 @@
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import { UnitType } from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { GameView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import {
AlternateViewEvent,
MouseOverEvent,
WebGPUComputeMetricsEvent,
} from "../../InputHandler";
import { FrameProfiler } from "../FrameProfiler";
import { TransformHandler } from "../TransformHandler";
import {
buildTerrainShaderParams,
readTerrainShaderId,
} from "../webgpu/render/TerrainShaderRegistry";
import {
buildTerritoryPostSmoothingParams,
readTerritoryPostSmoothingId,
} from "../webgpu/render/TerritoryPostSmoothingRegistry";
import {
buildTerritoryPreSmoothingParams,
readTerritoryPreSmoothingId,
} from "../webgpu/render/TerritoryPreSmoothingRegistry";
import {
buildTerritoryShaderParams,
readTerritoryShaderId,
} from "../webgpu/render/TerritoryShaderRegistry";
import { TerritoryRenderer } from "../webgpu/TerritoryRenderer";
import { TerritoryBackend } from "./TerritoryBackend";
export class WebGPUTerritoryBackend implements TerritoryBackend {
readonly id = "webgpu";
profileName(): string {
return "WebGPUTerritoryBackend:renderLayer";
}
private attachedTerritoryCanvas: HTMLCanvasElement | null = null;
private overlayWrapper: HTMLElement | null = null;
private overlayResizeObserver: ResizeObserver | null = null;
private theme: Theme;
private territoryRenderer: TerritoryRenderer | null = null;
private alternativeView = false;
private lastPaletteSignature: string | null = null;
private lastDefensePostsSignature: string | null = null;
private lastTerrainShaderSignature: string | null = null;
private lastTerritoryShaderSignature: string | null = null;
private lastPreSmoothingSignature: string | null = null;
private lastPostSmoothingSignature: string | null = null;
private lastMousePosition: { x: number; y: number } | null = null;
private hoveredOwnerSmallId: number | null = null;
private lastHoverUpdateMs = 0;
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
private userSettings: UserSettings,
) {
this.theme = game.config().theme();
}
shouldTransform(): boolean {
return true;
}
init() {
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
this.territoryRenderer?.setAlternativeView(this.alternativeView);
});
this.eventBus.on(MouseOverEvent, (e) => {
this.lastMousePosition = { x: e.x, y: e.y };
});
this.redraw();
}
whenReady(): Promise<boolean> {
return this.territoryRenderer?.whenReady() ?? Promise.resolve(false);
}
getFailureReason(): string | null {
return this.territoryRenderer?.getFailureReason() ?? null;
}
dispose() {
this.overlayResizeObserver?.disconnect();
this.overlayResizeObserver = null;
this.attachedTerritoryCanvas?.remove();
this.attachedTerritoryCanvas = null;
this.overlayWrapper = null;
this.territoryRenderer?.dispose();
this.territoryRenderer = null;
}
tick() {
const tickProfile = FrameProfiler.start();
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.territoryRenderer?.refreshTerrain();
this.redraw();
}
this.refreshPaletteIfNeeded();
this.refreshDefensePostsIfNeeded();
this.applyTerrainShaderSettings();
this.applyTerritoryShaderSettings();
this.applyTerritorySmoothingSettings();
const updatedTiles = this.game.recentlyUpdatedTiles();
for (let i = 0; i < updatedTiles.length; i++) {
this.markTile(updatedTiles[i]);
}
// After collecting pending updates and handling palette/theme changes,
// invoke the renderer's tick() to process compute passes. This ensures
// compute shaders run at the simulation rate rather than every frame.
if (this.territoryRenderer) {
const start = performance.now();
this.territoryRenderer.tick();
const computeMs = performance.now() - start;
this.eventBus.emit(new WebGPUComputeMetricsEvent(computeMs));
}
FrameProfiler.end("TerritoryLayer:tick", tickProfile);
}
redraw() {
this.configureRenderer();
}
private configureRenderer() {
this.territoryRenderer?.dispose();
this.territoryRenderer = null;
const { renderer, reason } = TerritoryRenderer.create(
this.game,
this.theme,
);
if (!renderer) {
throw new Error(reason ?? "WebGPU is required for territory rendering.");
}
this.territoryRenderer = renderer;
this.territoryRenderer.setAlternativeView(this.alternativeView);
this.territoryRenderer.setHighlightedOwnerId(this.hoveredOwnerSmallId);
this.applyTerrainShaderSettings(true);
this.applyTerritoryShaderSettings(true);
this.applyTerritorySmoothingSettings(true);
this.territoryRenderer.markAllDirty();
this.territoryRenderer.refreshPalette();
this.lastPaletteSignature = this.computePaletteSignature();
this.lastDefensePostsSignature = this.computeDefensePostsSignature();
// Ensure defense posts buffer is uploaded on first tick.
this.territoryRenderer.markDefensePostsDirty();
// Run an initial tick to upload state and build the colour texture. Without
// this, the first render call may occur before the initial compute pass
// has been executed, resulting in undefined colours.
this.territoryRenderer.tick();
}
renderLayer(context: CanvasRenderingContext2D) {
if (!this.territoryRenderer) {
return;
}
// Check for theme changes in renderLayer too (for when game is paused)
const currentTheme = this.game.config().theme();
if (currentTheme !== this.theme) {
this.theme = currentTheme;
this.territoryRenderer.refreshTerrain();
this.redraw();
}
// Apply user settings even while the game is paused (settings modal).
this.applyTerritoryShaderSettings();
this.applyTerritorySmoothingSettings();
this.ensureTerritoryCanvasAttached(context.canvas);
this.updateHoverHighlight();
const renderTerritoryStart = FrameProfiler.start();
this.territoryRenderer.setViewSize(
context.canvas.width,
context.canvas.height,
);
const viewOffset = this.transformHandler.viewOffset();
this.territoryRenderer.setViewTransform(
this.transformHandler.scale,
viewOffset.x,
viewOffset.y,
);
this.territoryRenderer.render();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
}
private ensureTerritoryCanvasAttached(mainCanvas: HTMLCanvasElement) {
if (!this.territoryRenderer) {
return;
}
const canvas = this.territoryRenderer.canvas;
// If the renderer recreated its canvas, detach the old one.
if (this.attachedTerritoryCanvas !== canvas) {
this.attachedTerritoryCanvas?.remove();
this.attachedTerritoryCanvas = canvas;
// Configure overlay canvas styles once. Avoid per-frame style reads/writes.
canvas.style.pointerEvents = "none";
canvas.style.position = "absolute";
canvas.style.inset = "0";
canvas.style.width = "100%";
canvas.style.height = "100%";
canvas.style.display = "block";
}
const parent = mainCanvas.parentElement;
if (!parent) {
// Fallback: if the canvas isn't in the DOM yet, append to body.
if (!canvas.isConnected) {
document.body.appendChild(canvas);
}
return;
}
// Ensure the main canvas is wrapped in a positioned container so the
// territory canvas can overlay it without mirroring computed styles.
let wrapper: HTMLElement;
const currentParent = mainCanvas.parentElement;
if (currentParent && currentParent.dataset.territoryOverlay === "1") {
wrapper = currentParent;
} else {
wrapper = document.createElement("div");
wrapper.dataset.territoryOverlay = "1";
wrapper.style.position = "relative";
wrapper.style.display = "inline-block";
wrapper.style.lineHeight = "0";
// Replace mainCanvas with wrapper, then re-insert mainCanvas inside wrapper.
parent.replaceChild(wrapper, mainCanvas);
wrapper.appendChild(mainCanvas);
}
if (this.overlayWrapper !== wrapper) {
this.overlayWrapper = wrapper;
this.overlayResizeObserver?.disconnect();
this.overlayResizeObserver = new ResizeObserver(() => {
this.syncOverlayWrapperSize(mainCanvas, wrapper);
});
this.overlayResizeObserver.observe(mainCanvas);
// Kick an initial size update; further updates are handled by ResizeObserver.
this.syncOverlayWrapperSize(mainCanvas, wrapper);
}
// Ensure territory canvas is the first child so it's the lowest layer.
if (canvas.parentElement !== wrapper) {
canvas.remove();
wrapper.insertBefore(canvas, mainCanvas);
} else if (canvas !== wrapper.firstElementChild) {
wrapper.insertBefore(canvas, mainCanvas);
}
}
private syncOverlayWrapperSize(
mainCanvas: HTMLCanvasElement,
wrapper: HTMLElement,
) {
// Ensure the wrapper has real layout size so the absolutely-positioned
// territory canvas (100% width/height) is non-zero even if the main canvas
// is positioned absolutely.
const rect = mainCanvas.getBoundingClientRect();
const w = rect.width > 0 ? rect.width : mainCanvas.clientWidth;
const h = rect.height > 0 ? rect.height : mainCanvas.clientHeight;
if (w > 0) wrapper.style.width = `${w}px`;
if (h > 0) wrapper.style.height = `${h}px`;
}
private markTile(tile: TileRef) {
this.territoryRenderer?.markTile(tile);
}
private updateHoverHighlight() {
if (!this.territoryRenderer) {
return;
}
const now = performance.now();
if (now - this.lastHoverUpdateMs < 100) {
return;
}
this.lastHoverUpdateMs = now;
let nextOwnerSmallId: number | null = null;
if (this.lastMousePosition) {
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (this.game.isValidCoord(cell.x, cell.y)) {
const tile = this.game.ref(cell.x, cell.y);
const owner = this.game.owner(tile);
if (owner && owner.isPlayer()) {
nextOwnerSmallId = owner.smallID();
}
}
}
if (nextOwnerSmallId === this.hoveredOwnerSmallId) {
return;
}
this.hoveredOwnerSmallId = nextOwnerSmallId;
this.territoryRenderer.setHighlightedOwnerId(nextOwnerSmallId);
}
private computePaletteSignature(): string {
let maxSmallId = 0;
for (const player of this.game.playerViews()) {
maxSmallId = Math.max(maxSmallId, player.smallID());
}
const patternsEnabled = this.userSettings.territoryPatterns();
return `${this.game.playerViews().length}:${maxSmallId}:${patternsEnabled ? 1 : 0}`;
}
private refreshPaletteIfNeeded() {
if (!this.territoryRenderer) {
return;
}
const signature = this.computePaletteSignature();
if (signature !== this.lastPaletteSignature) {
this.lastPaletteSignature = signature;
this.territoryRenderer.refreshPalette();
}
}
private applyTerritoryShaderSettings(force: boolean = false) {
if (!this.territoryRenderer) {
return;
}
const shaderId = readTerritoryShaderId(this.userSettings);
const { shaderPath, params0, params1 } = buildTerritoryShaderParams(
this.userSettings,
shaderId,
);
const signature = `${shaderPath}:${Array.from(params0).join(",")}:${Array.from(params1).join(",")}`;
if (!force && signature === this.lastTerritoryShaderSignature) {
return;
}
this.lastTerritoryShaderSignature = signature;
this.territoryRenderer.setTerritoryShader(shaderPath);
this.territoryRenderer.setTerritoryShaderParams(params0, params1);
}
private applyTerrainShaderSettings(force: boolean = false) {
if (!this.territoryRenderer) {
return;
}
const terrainId = readTerrainShaderId(this.userSettings);
const { shaderPath, params0, params1 } = buildTerrainShaderParams(
this.userSettings,
terrainId,
);
const signature = `${shaderPath}:${Array.from(params0).join(",")}:${Array.from(params1).join(",")}`;
if (!force && signature === this.lastTerrainShaderSignature) {
return;
}
this.lastTerrainShaderSignature = signature;
this.territoryRenderer.setTerrainShader(shaderPath);
this.territoryRenderer.setTerrainShaderParams(params0, params1);
}
private applyTerritorySmoothingSettings(force: boolean = false) {
if (!this.territoryRenderer) {
return;
}
const preId = readTerritoryPreSmoothingId(this.userSettings);
const preParams = buildTerritoryPreSmoothingParams(
this.userSettings,
preId,
);
const preSignature = `${preId}:${Array.from(preParams.params0).join(",")}`;
if (force || preSignature !== this.lastPreSmoothingSignature) {
this.lastPreSmoothingSignature = preSignature;
this.territoryRenderer.setPreSmoothing(
preParams.enabled,
preParams.shaderPath,
preParams.params0,
);
}
const postId = readTerritoryPostSmoothingId(this.userSettings);
const postParams = buildTerritoryPostSmoothingParams(
this.userSettings,
postId,
);
const postSignature = `${postId}:${Array.from(postParams.params0).join(",")}`;
if (force || postSignature !== this.lastPostSmoothingSignature) {
this.lastPostSmoothingSignature = postSignature;
this.territoryRenderer.setPostSmoothing(
postParams.enabled,
postParams.shaderPath,
postParams.params0,
);
}
}
private computeDefensePostsSignature(): string {
// Active + completed posts only.
const parts: string[] = [];
for (const u of this.game.units(UnitType.DefensePost)) {
if (!u.isActive() || u.isUnderConstruction()) continue;
const tile = u.tile();
parts.push(
`${u.owner().smallID()},${this.game.x(tile)},${this.game.y(tile)}`,
);
}
parts.sort();
return parts.join("|");
}
private refreshDefensePostsIfNeeded() {
if (!this.territoryRenderer) {
return;
}
const signature = this.computeDefensePostsSignature();
if (signature !== this.lastDefensePostsSignature) {
this.lastDefensePostsSignature = signature;
this.territoryRenderer.markDefensePostsDirty();
}
}
}
@@ -30,6 +30,7 @@ export class TerritoryRenderer {
private resources: GroundTruthData | null = null;
private ready = false;
private initPromise: Promise<void> | null = null;
private failureReason: string | null = null;
private territoryShaderPath = "render/territory.wgsl";
private territoryShaderParams0 = new Float32Array(4);
private territoryShaderParams1 = new Float32Array(4);
@@ -99,15 +100,25 @@ export class TerritoryRenderer {
private startInit(): void {
if (this.initPromise) return;
this.initPromise = this.init();
this.initPromise = this.init().catch((error) => {
this.ready = false;
this.failureReason =
error instanceof Error ? error.message : String(error);
console.warn("[TerritoryRenderer] WebGPU init failed", error);
});
}
private async init(): Promise<void> {
const webgpuDevice = await WebGPUDevice.create(this.canvas);
if (!webgpuDevice) {
this.failureReason = "WebGPU device initialization failed.";
return;
}
this.device = webgpuDevice;
void webgpuDevice.device.lost.then((info) => {
this.ready = false;
this.failureReason = `WebGPU device lost: ${info.reason}`;
});
const state = this.game.tileStateView();
this.resources = GroundTruthData.create(
@@ -182,6 +193,25 @@ export class TerritoryRenderer {
this.ready = true;
}
async whenReady(): Promise<boolean> {
await this.initPromise;
return this.ready && this.failureReason === null;
}
getFailureReason(): string | null {
return this.failureReason;
}
dispose(): void {
this.ready = false;
try {
this.device?.device.destroy();
} catch {
// Ignore device cleanup failures during renderer fallback.
}
this.canvas.remove();
}
/**
* Topological sort of passes based on dependencies.
* Ensures passes run in the correct order.
+1
View File
@@ -205,6 +205,7 @@ export interface Theme {
allyColor(): Colord;
neutralColor(): Colord;
enemyColor(): Colord;
playerHighlightColor(): Colord;
spawnHighlightColor(): Colord;
spawnHighlightSelfColor(): Colord;
spawnHighlightTeamColor(): Colord;
+5
View File
@@ -35,6 +35,8 @@ export class PastelTheme implements Theme {
/** Alternate View colors for enemies, red */
private _enemyColor = colord("rgb(255,0,0)");
/** Hover highlight color for player territories */
private _playerHighlightColor = colord("rgb(221, 221, 221)");
/** Default spawn highlight colors for other players in FFA, yellow */
private _spawnHighlightColor = colord("rgb(255,213,79)");
/** Added non-default spawn highlight colors for self, full white */
@@ -209,6 +211,9 @@ export class PastelTheme implements Theme {
enemyColor(): Colord {
return this._enemyColor;
}
playerHighlightColor(): Colord {
return this._playerHighlightColor;
}
spawnHighlightColor(): Colord {
return this._spawnHighlightColor;
@@ -8,6 +8,7 @@ export class PastelThemeDark extends PastelTheme {
private darkWater = colord("rgb(14,11,30)");
private darkShorelineWater = colord("rgb(50,50,50)");
private darkPlayerHighlight = colord("rgb(99, 42, 42)");
// | Terrain Type | Magnitude | Base Color Logic | Visual Description |
// | :---------------- | :-------- | :---------------------------------------------- | :-------------------- |
@@ -59,4 +60,8 @@ export class PastelThemeDark extends PastelTheme {
});
}
}
playerHighlightColor(): Colord {
return this.darkPlayerHighlight;
}
}
+56
View File
@@ -692,6 +692,7 @@ export class GameImpl implements Game {
owner._lastTileChange = this._ticks;
this.updateBorders(tile);
this._map.setFallout(tile, false);
this.updateDefendedStateForTileChange(tile, owner);
this.recordTileUpdate(tile);
}
@@ -710,6 +711,9 @@ export class GameImpl implements Game {
this._map.setOwnerID(tile, 0);
this.updateBorders(tile);
if (this._map.isDefended(tile)) {
this._map.setDefended(tile, false);
}
this.recordTileUpdate(tile);
}
@@ -971,9 +975,18 @@ export class GameImpl implements Game {
}
}
updateUnitTile(u: Unit) {
if (u.type() === UnitType.DefensePost) {
this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
}
this.unitGrid.updateUnitCell(u);
}
refreshDefensePostDefendedState(u: Unit) {
if (u.type() === UnitType.DefensePost) {
this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
}
}
hasUnitNearby(
tile: TileRef,
searchRange: number,
@@ -1254,6 +1267,49 @@ export class GameImpl implements Game {
gold: goldCaptured,
});
}
private updateDefendedStateForDefensePost(
center: TileRef,
owner: PlayerImpl,
) {
const range = this.config().defensePostRange();
const rangeSq = range * range;
for (const tile of owner._borderTiles) {
if (this._map.euclideanDistSquared(center, tile) <= rangeSq) {
const wasDefended = this._map.isDefended(tile);
const isDefended = this.unitGrid.hasUnitNearby(
tile,
range,
UnitType.DefensePost,
owner.id(),
);
if (wasDefended !== isDefended) {
this._map.setDefended(tile, isDefended);
this.recordTileUpdate(tile);
}
}
}
}
private updateDefendedStateForTileChange(tile: TileRef, owner: PlayerImpl) {
const wasDefended = this._map.isDefended(tile);
const isDefended = this.unitGrid.hasUnitNearby(
tile,
this.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
if (wasDefended !== isDefended) {
this._map.setDefended(tile, isDefended);
}
if (
this.unitGrid.hasUnitNearby(tile, 0, UnitType.DefensePost, owner.id())
) {
this.updateDefendedStateForDefensePost(tile, owner);
}
}
}
// Or a more dynamic approach that will catch new enum values:
+23
View File
@@ -669,6 +669,11 @@ export class GameView implements GameMap {
private _units = new Map<number, UnitView>();
private updatedTiles: TileRef[] = [];
private updatedTerrainTiles: TileRef[] = [];
private updatedOwnerChanges: Array<{
tile: TileRef;
previousOwner: number;
newOwner: number;
}> = [];
private _myPlayer: PlayerView | null = null;
@@ -780,15 +785,25 @@ export class GameView implements GameMap {
this.updatedTiles = [];
this.updatedTerrainTiles = [];
this.updatedOwnerChanges = [];
const packed = this.lastUpdate.packedTileUpdates;
for (let i = 0; i + 1 < packed.length; i += 2) {
const tile = packed[i];
const state = packed[i + 1];
const previousOwner = this._map.ownerID(tile);
const terrainChanged = this.updateTile(tile, state);
this.updatedTiles.push(tile);
if (terrainChanged) {
this.updatedTerrainTiles.push(tile);
}
const newOwner = this._map.ownerID(tile);
if (previousOwner !== newOwner) {
this.updatedOwnerChanges.push({
tile,
previousOwner,
newOwner,
});
}
}
if (gu.packedMotionPlans) {
@@ -1107,6 +1122,14 @@ export class GameView implements GameMap {
return this.updatedTerrainTiles;
}
recentlyUpdatedOwnerTiles(): Array<{
tile: TileRef;
previousOwner: number;
newOwner: number;
}> {
return this.updatedOwnerChanges;
}
nearbyUnits(
tile: TileRef,
searchRange: number,
+3
View File
@@ -433,6 +433,9 @@ export class UnitImpl implements Unit {
setUnderConstruction(underConstruction: boolean): void {
if (this._underConstruction !== underConstruction) {
this._underConstruction = underConstruction;
if (this._type === UnitType.DefensePost) {
this.mg.refreshDefensePostDefendedState(this);
}
this.mg.addUpdate(this.toUpdate());
}
}
+28 -1
View File
@@ -47,6 +47,12 @@ export const COLOR_KEY = "settings.territoryColor";
export const DARK_MODE_KEY = "settings.darkMode";
export const PERFORMANCE_OVERLAY_KEY = "settings.performanceOverlay";
export const KEYBINDS_KEY = "settings.keybinds";
export const TERRITORY_RENDERER_KEY = "settings.territoryRenderer";
export type TerritoryRendererPreference =
| "auto"
| "classic"
| "webgl"
| "webgpu";
export class UserSettings {
private static cache = new Map<string, string | null>();
@@ -154,7 +160,7 @@ export class UserSettings {
}
webgpuDebug(): boolean {
return this.get("settings.webgpuDebug", true);
return this.get("settings.webgpuDebug", false);
}
alertFrame() {
@@ -197,6 +203,27 @@ export class UserSettings {
return this.getInt("settings.territoryBorderMode", 1);
}
territoryRenderer(): TerritoryRendererPreference {
const value = this.getString(TERRITORY_RENDERER_KEY, "auto");
if (
value === "auto" ||
value === "classic" ||
value === "webgl" ||
value === "webgpu"
) {
return value;
}
return "auto";
}
setTerritoryRenderer(value: string): void {
const renderer =
value === "classic" || value === "webgl" || value === "webgpu"
? value
: "auto";
this.setString(TERRITORY_RENDERER_KEY, renderer);
}
toggleAttackingTroopsOverlay() {
this.setBool(
"settings.attackingTroopsOverlay",
+161
View File
@@ -0,0 +1,161 @@
import { describe, expect, test } from "vitest";
import {
selectTerritoryBackend,
type TerritoryBackendCandidate,
type TerritoryRendererId,
type TerritoryRendererPreference,
} from "../src/client/graphics/layers/TerritoryBackend";
type FakeBackendSpec = {
initError?: string;
ready?: boolean;
failureReason?: string;
};
type FakeBackendSpecs = Partial<Record<TerritoryRendererId, FakeBackendSpec>>;
class FakeBackend implements TerritoryBackendCandidate {
initialized = false;
disposed = false;
constructor(
readonly id: TerritoryRendererId,
private readonly spec: FakeBackendSpec = {},
) {}
init() {
this.initialized = true;
if (this.spec.initError) {
throw new Error(this.spec.initError);
}
}
async whenReady(): Promise<boolean> {
return this.spec.ready ?? true;
}
getFailureReason(): string | null {
return this.spec.failureReason ?? null;
}
dispose() {
this.disposed = true;
}
}
class RendererSelectionHarness {
active: TerritoryRendererId | null = null;
readonly failed = new Set<TerritoryRendererId>();
preference: TerritoryRendererPreference;
constructor(preference: TerritoryRendererPreference) {
this.preference = preference;
}
setPreference(preference: TerritoryRendererPreference) {
this.preference = preference;
this.failed.clear();
}
async select(specs: FakeBackendSpecs = {}) {
const created: FakeBackend[] = [];
const selection = await selectTerritoryBackend(
this.preference,
this.failed,
(id) => {
const backend = new FakeBackend(id, specs[id]);
created.push(backend);
return backend;
},
);
for (const failure of selection.failures) {
if (failure.id !== "classic") {
this.failed.add(failure.id);
}
}
if (selection.backend) {
this.active = selection.backend.id;
}
return { ...selection, created };
}
async failActiveRuntime(specs: FakeBackendSpecs = {}) {
if (this.active && this.active !== "classic") {
this.failed.add(this.active);
}
return this.select(specs);
}
}
describe("territory renderer backend selection", () => {
test("auto selects WebGPU when ready", async () => {
const harness = new RendererSelectionHarness("auto");
const result = await harness.select();
expect(result.backend?.id).toBe("webgpu");
expect(harness.active).toBe("webgpu");
expect(result.failures).toEqual([]);
expect(result.created.map((backend) => backend.id)).toEqual(["webgpu"]);
});
test("auto falls back to WebGL when WebGPU init fails", async () => {
const harness = new RendererSelectionHarness("auto");
const result = await harness.select({
webgpu: { initError: "navigator.gpu unavailable" },
});
expect(result.backend?.id).toBe("webgl");
expect(harness.active).toBe("webgl");
expect(result.failures.map((failure) => failure.id)).toEqual(["webgpu"]);
expect(result.created[0].disposed).toBe(true);
});
test("auto falls back to classic when both accelerated backends fail", async () => {
const harness = new RendererSelectionHarness("auto");
const result = await harness.select({
webgpu: { initError: "navigator.gpu unavailable" },
webgl: { failureReason: "WebGL2 unavailable" },
});
expect(result.backend?.id).toBe("classic");
expect(harness.active).toBe("classic");
expect(result.failures.map((failure) => failure.id)).toEqual([
"webgpu",
"webgl",
]);
});
test("forced WebGPU falls back on runtime failure without changing saved setting", async () => {
const harness = new RendererSelectionHarness("webgpu");
await harness.select();
const result = await harness.failActiveRuntime();
expect(result.backend?.id).toBe("webgl");
expect(harness.active).toBe("webgl");
expect(harness.preference).toBe("webgpu");
expect(harness.failed.has("webgpu")).toBe(true);
});
test("manual setting change retries previously failed backends", async () => {
const harness = new RendererSelectionHarness("auto");
await harness.select({
webgpu: { initError: "navigator.gpu unavailable" },
});
expect(harness.active).toBe("webgl");
expect(harness.failed.has("webgpu")).toBe(true);
harness.setPreference("auto");
const retry = await harness.select();
expect(retry.backend?.id).toBe("webgpu");
expect(harness.active).toBe("webgpu");
expect(harness.failed.size).toBe(0);
});
});