Commit Graph

20 Commits

Author SHA1 Message Date
scamiv 45a8e33562 Implement worker metrics and debugging events
- Introduced WorkerMetricsEvent and SetWorkerDebugEvent to facilitate communication between the main thread and worker for performance monitoring.
- Enhanced ClientGameRunner to emit worker metrics and handle debug configuration updates.
- Updated PerformanceOverlay to display worker metrics and allow toggling of debug settings.
- Refactored Canvas2DRendererProxy and TerritoryRendererProxy to improve rendering performance and manage render cooldowns.
- Added profiling capabilities in Worker.worker.ts to track event loop lag, simulation delays, and message handling metrics.
2026-02-05 21:46:50 +01:00
scamiv ee90da8e66 Worker rendering: backpressure render_frame + reduce relations rebuilds
- Add render_done worker message and tag render_frame with an id.
- Gate TerritoryRendererProxy/Canvas2DRendererProxy to one in-flight render (2s safety timeout) to prevent render queue buildup.
- Split roster vs palette dirtiness in GameViewAdapter and only force full relations rebuilds on roster/team changes.
- Only markRelationsDirty() on roster changes in WorkerTerritoryRenderer to avoid repeated expensive uploadRelations() while paused.
2026-02-05 21:46:49 +01:00
scamiv 6f96cab778 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().
2026-02-05 21:46:49 +01:00
scamiv 848697e258 this isnt getting good soon 2026-02-05 21:46:49 +01:00
scamiv 0b9f67c31d flawed but "working" 2026-02-05 21:46:49 +01:00
scamiv a03e09a2c8 flawed 2026-02-05 21:46:49 +01:00
Vivacious Box 311d43ab4f Build bar (#2059)
## Description:

Make the unit display bar a proper unit build bar
Add shortcuts for all structures and units
Add ranges for ranged structures and units
Changed the shortcuts to use the key instead of the code for
internationalization purposes


![buildbar](https://github.com/user-attachments/assets/6407dc9c-14b4-40cc-8faa-cdd9e88c9fd2)
<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Mr.Box

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-02 12:38:28 -07:00
Léo Kosman 2c4d2334dd Feat : focus attack average position and some movement camera fixes (#740)
## Description:

Makes so that when clicking on the attack warning message in chat, the
camera focuses on the "average position" of the attack, instead of just
the player.

The average position is calculated by taking the average position of all
attacking border cells. It makes the calculation for every AttackUpdate,
which adds some calculations every tick, but it shouldn't affect
performance that much, as it's just a sum of coordinates.
If you have a better way of getting the averagePosition information
(calculating it only when necessary instead of every tick), it would be
great.

closes #703 

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:
leo21_

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-05-23 19:03:53 -07:00
evanpelle 71849b47cd better transport ship spawn (#587)
## Description:

Taken from PR #506

Improve transport source tile by considering border extremums

Only calculate better spawn tile for humans, and have the sender
calculate it and send the src tile in the intent for better performance.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

<DISCORD USERNAME>
evan

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-21 19:49:17 -07:00
Evan 8b6895d745 add prettier import plugin 2025-03-31 13:09:27 -07:00
evanpelle ab3f4fbac1 All players must join game before spawn (#380)
## Description:
The server stores all players that have joined, and once the game starts
it sends a list of players to all clients. Players cannot join after the
game has started. Server now generated the PlayerID instead of the
client.

The is necessary for team mode, we need to know how who is playing the
game before it starts so we can properly assign teams based on clans.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-03-30 17:04:29 -07:00
tropptr-torrptrop 72016f3dd4 Focused player border highlight (#304)
Tried to implement feature to outline player under mouse cursor.
Intention is to improve gameplay and provide a way to estimate players
territories for strategic planning / avoid attacking wrong players with
confusingly similar colors.

When you stop cursor at the player - his borders will be drawn in white
color.
To focus on other player - click or move cursor to other player. 
To hide outline - click on empty space (water, land). 
"Focus" UI feature also triggers outline for the target player (easier
to see who exactly is that you are looking at).


![1](https://github.com/user-attachments/assets/f7bda876-4b20-456c-9463-d2cfbb53ad5a)

![2](https://github.com/user-attachments/assets/f5cd6d12-fd52-4890-b3ee-caba9ff17753)
![FUN 2025-03-20 23 06
23](https://github.com/user-attachments/assets/f0e6e343-9442-4d89-9b7a-4bd01c6e00d0)
![FUN 2025-03-20 23 07
51](https://github.com/user-attachments/assets/2cc748e1-bc66-4834-82ad-22a4184a3006)


Done via getting player under mouse cursor, setting it as global
focusedPlayer and painting borders in white color.
Tried to maintain minimal changes and utilize existing rendering queue.
Also added hover delays to avoid excessive redraws and provide better
experience. Redraws only happens when focusedPlayer changes - one time
for old focused player to clean outline and one time for new focused
player.
2025-03-29 14:41:28 -07:00
Evan 2fa576c841 sanitize profane usernames 2025-02-08 19:00:35 -08:00
Evan 4ee37323f9 format codebase with prettier 2025-02-01 12:05:11 -08:00
evanpelle 4bbb63fd48 move Game updates to GameUpdate.ts 2025-02-01 12:05:11 -08:00
Evan e76837c75a thread-split events display 2025-02-01 12:05:11 -08:00
Evan 3da6008e9f thread split: get units working 2025-02-01 12:05:11 -08:00
Evan 8c947a9fbf use updates for serializing game updates 2025-02-01 12:05:11 -08:00
evanpelle 7673cf03ac multithreading: radial menu works 2025-02-01 12:05:11 -08:00
evanpelle 8a320f184c build worker messaging system 2025-02-01 12:05:11 -08:00