## Summary
A performance review of `src/client/render/` found three issues where
per-tick work silently defeated existing optimizations. All three are
surgical fixes with no behavior change.
### 1. Relation matrix forced a full-map border recompute every tick
`buildRelationMatrix` ran unconditionally every tick and
`updateRelations` was pushed unconditionally, so every tick paid:
- a 1 MB `fill(0)` + rebuild on the CPU,
- a 1 MB `texSubImage2D` upload (~10 MB/s steady-state),
- a **full map-resolution border fragment pass** via `globalDirty` —
which also called `scatter.clear()`, making the incremental
`BorderScatterPass`/`patchTile` path dead code during live play.
Now the matrix is rebuilt and uploaded only when alliances/embargoes
actually change. `PlayerUpdate`s are delta-encoded (`diffPlayerUpdate`
content-compares `allies`/`embargoes`), so field presence is a reliable
change signal. The WebGL context-restore path force-pushes relations,
matching the existing structures/railroads pattern.
### 2. Heat decay pass + full-map blit ran every frame, forever
`HeatManager.decayHeat()` set `heatActive = true` on every tick
regardless of whether any fallout existed. With `heatDecayPerTick: 1`
the drain window (255 ticks) was always re-armed before expiring, so the
map-sized decay/transition fragment pass **plus a full-map R16UI
`blitFramebuffer`** ran at 60 Hz for the entire game — even if no nuke
was ever fired. On large maps this was likely the biggest fixed GPU cost
in the renderer.
Now `TerritoryPass` flags FALLOUT-bit flips at GPU-write time (delta,
drip-drain, and conservatively on full uploads), and the renderer
activates the heat pipeline only then. While inactive, `updateHeat()`
does no GL work at all. Skipping the prev-tile blit while inactive is
safe because the transition shader only reads the fallout bit, and every
fallout flip activates the pipeline before its tile flush reaches the
GPU.
### 3. `computePlayerStatus` was O(players × units) per tick
The per-player loop scanned **all units** looking for that player's
nukes (~1M+ iterations/tick at scale). Inverted to a single pass over
units building per-owner `nukeActive`/`nukeTargetsMe` sets, then O(1)
lookups in the player loop.
## Testing
- Full suite passes (1386 + 65 tests), including the 19 existing
`computePlayerStatus` behavior tests; `tsc --noEmit` and ESLint clean.
- Verified in a live singleplayer game (headless Chromium): territory
fill, borders, names/troop counts, and leaderboard all render correctly.
- Fallout path verified end-to-end: built a missile silo, launched an
atom bomb (1235 fallout tiles in tile state), and the fallout glow
rendered at the impact site — under the new gating that glow can only
appear if the `falloutTouched → activate()` chain works.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
## 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>
The render/ tree was the only place in the client still using kebab-case
filenames. Brings ~80 files in line with the rest of src/client/
(BuildPreviewController, TransformHandler, etc.). Directories kept as
they were (name-pass/, fx-pass/, passes/, utils/, debug/) since the
codebase already mixes those.
Two collisions surfaced and got resolved: render/types/ is a directory,
not a file, so its imports kept the lowercase form; and the sed pass
incidentally normalized core/pathfinding imports, which had to be
reverted since that file is actually lowercase on disk despite some
imports having referenced it as ./Types under macOS case-insensitive
resolution.