Commit Graph

4 Commits

Author SHA1 Message Date
scamiv 3c888bc354 Worker renderers: decouple from Game/TerrainMap, coalesce view and sim
- GameViewAdapter: build from tileState/terrainData buffers and game
  updates (players, defense posts, embargo/alliance) instead of Game +
  TerrainMapData; add DefensePostUnit/PlayerLiteView and drop config().
- Worker: keep local renderTileState; tileUpdateSink receives packed
  bigint and updates buffer + dirty queue; no terrain map load in worker.
- Proxies: send view size/transform only when changed, inline in
  render_frame (optional viewSize/viewTransform); remove separate
  set_view_size/set_view_transform messages.
- Simulation: remove main-thread RAF heartbeat loop; worker uses
  scheduleSimPump() on heartbeat/addTurn to coalesce ticks.
- GroundTruthData: take defensePostRange at construction; Territory
  renderer passes it through; remove runtime defensePostRange change check.
- GameRunner: tileUpdateSink(packedTileUpdate: bigint); add
  hasPendingTurns().
2026-02-03 17:42:25 +01:00
scamiv 636fe2e68a this isnt getting good soon 2026-02-02 01:34:15 +01:00
scamiv 042c3acbdb flawed but "working" 2026-02-01 17:59:45 +01:00
scamiv 91a50cec36 flawed 2026-01-25 15:42:29 +01:00