Commit Graph
12 Commits
Author SHA1 Message Date
828d7b1d96 feat(client): spiral nuke trail cosmetic effect (#4630)
## Summary

Adds a **spiral** `nukeTrail` effect type — a 3D vortex of glowing helix
strands projected onto the map, trailing behind nukes whose owner has
the cosmetic equipped.

Catalog attributes (`spiral_tail` shape):

| attribute | meaning |
| --- | --- |
| `colors` | palette, wrapped once around the vortex circumference |
| `radius` | helix amplitude in tiles |
| `strands` | helix strand count (renderer clamps to 8) |
| `rotationSpeed` | vortex spin, radians/sec |

## How it works

The per-tile trail texture holds persistent state; the vortex is a
transient animation that follows a path — so it renders as **ribbon
geometry**, not tile stamps.

**Path recording** (`SpiralTrails`): each live spiral-owner nuke gets an
append-only centerline polyline — ~2 samples per tile of travel carrying
position, a smoothed perpendicular (blended across tick segments so
curved paths don't kink), and cumulative distance. Params are pushed
once per player by `WebGLFrameBuilder` when the cosmetics catalog
resolves; a ribbon is dropped the moment its unit disappears, matching
stamped-trail cleanup.

**Rendering** (`SpiralRibbonPass`): one triangle-strip VBO per nuke (2
verts per sample, streamed append-only via `bufferSubData`, grown by
doubling); the vertex shader swings each sample sideways by the helix
offset and evaluates the head-cone convergence as a function of
`uHeadDist − d`, so uploaded vertices are immutable — the cone feeding
the strands into the missile needs no rewriting as the nuke flies. One
draw per strand reuses the same strip with a different phase offset
(`uPhase0`).

The glow look is a bloom-style split:

- **halo** — wide quadratic falloff, rendered premultiplied into a
quarter-resolution buffer (`mapOverlay.spiralResolutionScale = 0.25`,
~16× cheaper fragments) and composited **additively** over the scene, so
it reads as emitted light and the bilinear upsample keeps it soft;
- **core** — sharp full-resolution ribbons on top, with a white-hot
center on segments facing the viewer (neon-tube look).

Shading spins the helix angle with time: a `cos` depth cue brightens
facing segments and darkens receding ones, and the palette cross-fades
around the circumference.

The spiral nuke still stamps its plain centerline through the unchanged
`TrailManager` — `trail.frag` styleId 2 draws it flat in the first color
as the missile's spine, so alt view, death cleanup, and trail overlap
behave identically to non-cosmetic nukes. Ribbons draw above the plain
trails, below the missiles, and are skipped in alt view.

**Perf**: both ribbon stages are skipped entirely (CPU-side, before any
GL work) while no spiral nuke is in flight — games without the cosmetic,
and frames without a spiral nuke, pay nothing new. Vertex uploads stream
only newly appended samples; the halo's fragment cost is capped by the
quarter-res buffer. MIRV warheads are explicitly excluded from ribbons
(one MIRV splits into 350 of them).

**Store preview**: `TrailSwatch` mirrors the bloom split in SVG — a
screen-blended blurred halo, a crisp colored core, and a white-hot
center line — with a phase-offset per-strand fade matching the in-game
depth-shaded spin.

Note: requires the `spiral_tail` catalog entry on the API side to be
purchasable/selectable; without it nothing changes visually and the
schema tolerates its absence.

## Testing

- New `tests/SpiralTrails.test.ts`: ribbon gating by owner/unit type,
sample spacing + monotonic distances, strand clamp + pitch-derived
twist, death cleanup mutating the live array, params staying fixed for
in-flight ribbons
- New `tests/TrailManager.test.ts`: baseline stamping behavior (plain
boat trails, nuke-bit stamping up to lastPos, death cleanup with overlap
repaint)
- `tests/CosmeticSchemas.test.ts`: spiral attribute parsing incl. the
exact catalog shape, required-field/positivity rejections
- Full suite green; `tsc` and lint clean
- Verified visually: a standalone WebGL harness drove the real ribbon
shaders (glow split, palette colors, spin, cone convergence), and a real
solo game boots with zero GL errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 17:51:31 -07:00
Zixer1andGitHub d07f7d46dd feat(highlight): replace the small-player highlight toggle with a strength slider (#4588)
## Description:

Replaces the "Highlight small players" on/off toggle with a **0-500%
Strength slider** controlling the glow's **width** (0 = off, 100% = the
previous default).

- `UserSettings`: `highlightSmallPlayers()`/toggle →
`highlightGlowStrength()`/set, float-backed, clamped to [0, 5].
- `SmallPlayerGlowPass` takes the strength via a setter (pushed by
`ClientGameRunner` on the settings-changed event), so it stays a pure
consumer and the slider still updates live while the settings modal has
the sim paused. Width = a non-linear blur-iteration count; intensity
compensated so wider stays about as bright.
- `MapRenderer` persists the strength across a WebGL context restore.
- `SettingsModal`: the toggle row becomes a range input.

Behavior note: with the toggle gone the glow **defaults ON at 100%**
(old toggle defaulted OFF); can default to 0 (opt-in) if preferred.

## 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
2026-07-13 11:07:22 -07:00
Zixer1andGitHub f5ef306d99 feat(client): highlight small players with a pulsing glow (#4525)
## Description:

Adds a **"Highlight small players"** client setting (in the in-game
Settings menu). When it's on, human players holding **0.2% or less of
the map** get a soft red glow that breathes (a pulsing aura) around
their territory, starting **one minute into the game**. This makes
near-eliminated players easy to spot on a busy map, even when their
territory is scattered in fragments or sitting under structures.

How it works:

- **Purely client-side**, no simulation or determinism impact.
`SmallPlayerGlowPass` renders a tile-space bloom: extract a sub-tile
mask of the small players' tiles, run a separable Gaussian blur, then
composite the soft aura over the map additively. It's camera-independent
(no shimmer when panning/zooming), so scattered tiles blur into one
clean halo. The aura breathes: its intensity fades fully to 0 at the
trough for clear contrast.
- The set is recomputed each tick in `WebGLFrameBuilder`: alive human
players with `tilesOwned / (landTiles - fallout) <= 0.002` (0.2%),
suppressed during the spawn phase and the first minute.
- Backed by a persisted `UserSettings` flag, toggleable live from the
in-game Settings modal (with a new, distinct icon).
- Drawn after the structure passes so buildings can't hide it.
- Mirrors the existing FalloutBloom pipeline and reuses the shared blur
shader and render-target helpers rather than duplicating them. Tunable
via `render-settings.json` (`smallPlayerGlow`: color / alpha /
pulseSpeed).

UI (glow fades in and out):
<img width="474" height="334" alt="image"
src="https://github.com/user-attachments/assets/2b94f292-2cbb-43d3-82fb-f274d1afdedf"
/>
<img width="976" height="400" alt="image"
src="https://github.com/user-attachments/assets/f1b972d7-e046-4f7a-ab43-da1eb758c7b5"
/>


## 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

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

zixer._
2026-07-08 12:30:37 -07:00
22c873cf55 perf(client): tick-dispatch timing harness + main-thread tick optimizations (late-game p95 −65%) (#4512)
## Problem

Every 100 ms the main thread's worker `onmessage` callback processes a
full game tick (`gameView.update` → `webglBuilder.update` →
`renderer.tick`). At 60 fps this competes with the 16.7 ms frame budget,
and on the Giant World Map it takes several ms — frame drops on low-end
hardware.

## Harness (`npm run perf:client-tick`)

Headless-Chromium harness that times every worker→main `game_update`
dispatch on the main thread, with structured-clone deserialization
measured separately from the handler body (via a
`Worker.prototype.addEventListener` wrapper installed as a page init
script — no product-code changes). It reports windowed distributions,
captures `.cpuprofile` files at chosen ticks, writes raw samples and an
end-of-run screenshot. `AnalyzeCpuProfile.ts` breaks a profile down by
inclusive time under the dispatch subtree.

Init scripts are passed as **strings**: tsx compiles function-form init
scripts with esbuild `keepNames`, whose injected `__name` helper doesn't
exist in-page and silently kills the game worker setup.

## Baseline (Giant World Map, 400 bots, headless)

Dispatch handler ms — cost **grows with game progression**:

| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.22 | 2.20 | 3.40 | 5.00 |
| tick 1506 | 2.60 | 2.00 | 7.00 | 10.40 |
| tick 2000 | 2.67 | 1.90 | **8.70** | **12.70** |

Deserialization is negligible (0.12 ms mean). CPU profiles attributed
the growing tail to the leaderboard's once-per-second refresh: its
Max-troops column calls `config().maxTroops(p)` for **all ~508
players**, and `PlayerView.units()` scanned **every unit in the game**
per call — O(players × units), growing as units accumulate.

## Round 1 — algorithmic fixes

- **GameView**: new `unitsOwnedBy(smallID)` — an active-units-by-owner
index built lazily at most once per tick. `PlayerView.units()` reads its
own units from it: O(own units) instead of O(all units). Also speeds up
unit display, player panel, and buildables queries.
- **NamePass.updateNames**: reads player state directly from the
caller's map by smallID instead of rebuilding three lookup maps per
tick; skips the slot-assignment sweep once every player has a slot.

After (same map, same spawn tile):

| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.12 | 2.00 | 3.10 | 5.20 |
| tick 1506 | 1.86 | 1.80 | 2.90 | 4.30 |
| tick 2000 | 1.74 | 1.60 | **2.40** | **4.70** |

Late-game p95 −65% (8.7 → 2.4 ms), worst dispatch −63% (12.7 → 4.7 ms),
and per-dispatch cost no longer grows with game progression. The
leaderboard disappeared from the dispatch profile entirely.

## Round 2 — allocation churn + time slicing

Aimed at GC pauses and low-end CPUs; measures flat vs round 1 on a fast
machine, as expected:

- **`FrameData.changedTiles`** is now the plain tile-ref array GameView
already builds instead of a per-tile `{ref, state}` object copy — heavy
battle ticks allocated tens of thousands of objects per tick for a
`state` field that was always 0. `TilePair` removed; `TerritoryPass`
buckets refs synchronously, so the live reference is safe.
- **`UnitView.lastPos`** is only re-sliced when a move actually appended
a position — the unconditional `slice(-1)` allocated an identical
1-element array per unit per tick, including for structures that never
move.
- **`NamePass.updateNames`** refreshes slots round-robin, a quarter per
tick — the full per-player diff pass spreads over ~400 ms, under the
existing 500 ms troop-text cadence; positions lerp continuously. Unnamed
slots and snap passes (seeks) are always processed so nothing pops in
late. Dispatch share: 17% → 13%.

Not sliced on purpose: tile ingest and frame upload need a consistent
per-tick snapshot (stale `GameMap` reads would leak into hover queries,
minimap, attack targeting) — a correctness risk not worth ~1 ms while
the worst dispatch already fits in a quarter of the frame budget.

## Verification

- `npx tsc --noEmit`, eslint clean; full suite green (1929 tests)
- 6 new GameView tests cover the owner index (grouping, inactive
exclusion, ownership capture, death, type filtering, copy semantics);
changedTiles tests updated to the ref-array contract
- Headless end-of-run screenshots verified after each round: leaderboard
Max-troops values, map names + troop counts + flags all render correctly
(including with name slicing active)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 13:46:02 -07:00
571f58440d perf(client): main-thread memory harness + drop three map-sized render buffers (-23%) (#4511)
## Summary

Follow-up to #4507, moving the memory-footprint campaign to the **main
thread** (client). Two parts: a headless browser measurement harness,
and a first optimization round that cuts the main-thread live heap on
Giant World Map by **23%** (166 → 128 MB at tick 2000).

## Part 1 — `npm run perf:client-mem`: headless main-thread memory
harness

Drives a real singleplayer game in headless Chromium and measures the
**page's isolate only** (the core sim worker is a separate CDP target):

- Starts its own vite dev server on a private port (default 9017) so it
always measures the current checkout.
- Double-forced-GC checkpoints every `--window` ticks: JS heap,
ArrayBuffer backing-store bytes (`Runtime.getHeapUsage`), DOM nodes,
listeners, ticks/s.
- `--snapshot-at <ticks>` writes V8 heap snapshots, analyzable with the
retainer/summary tools from #4507.
- Spoofs the unmasked WebGL renderer string via an init script so the
software-GL gate (#4324) admits SwiftShader — no game code touched;
rendering still runs software (hence the rAF throttle).
- End-of-run screenshot as a rendering sanity check.

Baseline (Giant World Map, 400 bots, 12,000 ticks): ~176 MB live, of
which ~116 MB is **static per-tile buffers** allocated up front for the
8M-tile map — flat during play, no leaks.

## Part 2 — drop three map-sized render-layer buffer copies

| Buffer | Before | After |
|---|---|---|
| `TrailPass.cpuTrailState` | 15.3 MB copy | **deleted** — dead code;
every upload entry point sets the live reference to TrailManager's array
|
| `RailroadPass.cpuRailroadState` | 15.3 MB across 2 arrays | references
`RailroadCache.railroadState` (stable identity, mutated in place) |
| `RailroadPass.cpuGhostRailState` | ↑ | sparse `Map<ref, value>`;
preview diffs applied as per-texel `texSubImage2D` writes (path-sized
work instead of a full 8 MB texture upload per build-preview mouse move)
|
| `TerrainPass` + `MapRenderer` terrain bytes | 7.6 MB (one buffer, two
retainers) | `terrainSource()` provider — re-bakes (theme change,
context restore) regenerate from the live game map, which already
reflects water-nuke conversions |

Tick-2000 snapshot comparison (giant world, 400 bots): **166.4 → 128.4
MB**.

## Verification

- `tsc --noEmit`, eslint, full test suite (1924 tests) pass.
- 2000-tick headless giant-world game after the change: no GL
pageerrors, end-of-run screenshot renders
terrain/territory/borders/names correctly, sim speed unchanged (~5
ticks/s headless).
- Ghost-rail ops flush before the zoom-fade early-return, so the op
queue can't grow while previewing at low zoom.
- WebGL context restore recreates all passes fresh and the owner
re-uploads state (existing `onContextRestored` path), consistent with
the new reference-based buffers.

Note: heap snapshots in `tests/perf/output/` are gitignored; the numbers
above are from runs recorded in the PR discussion.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 20:18:52 -07:00
b72956d0c0 Gate users without GPU-accelerated WebGL2 instead of running at ~1fps (#4324)
## Problem

After the WebGL2 renderer migration, a small number of users (~a dozen
of 100k DAU) report ~5fps. Root cause: they run WebGL **without GPU
acceleration** (hardware acceleration disabled, blocklisted driver, or a
locked-down machine), so they get a SwiftShader/software context.
Software-rendered WebGL is hopeless for a real-time game — ~1fps
locally.

We are not supporting a canvas2d fallback. Instead: demand a
GPU-accelerated context, and if we can't get one, **gate** the user with
actionable instructions rather than letting the game crawl.

## What this does

- **`initGL()`**
([initGL.ts](../blob/webgl-software-render-gate/src/client/render/gl/initGL.ts))
— demands `failIfMajorPerformanceCaveat: true` **and** inspects the
unmasked renderer string. The flag alone isn't enough: when hardware
acceleration is turned off in browser *settings* (vs. a blocklisted
driver), Chrome still hands back a SwiftShader context, so we'd
otherwise run at 1fps. Classifies the outcome as `ok` / `software` /
`unsupported`.
- **`GPURenderer`** throws `GLUnavailableError` on a non-accelerated
context; the game-start `catch` shows the gate and removes the orphaned
canvas.
- **`<webgl-gate>`** Lit component renders a full-screen blocking gate
with per-browser steps (Chrome / Edge / Firefox / Safari) for enabling
hardware acceleration / WebGL.
- **`gl_init` analytics event** fires every session (`status` +
`renderer` for non-ok) via the existing Google Tag, so we can size the
real affected % within a day.

## Notes / decisions

- The gate copy is **intentionally inlined (not translated)** — it's a
rarely-seen, browser-specific troubleshooting screen; 28 Crowdin keys
would be poor cost/benefit, and a non-English user still has to navigate
English browser menus.
- `showGLGate` lazy-loads the component (`import()`), so the `render/gl`
module that `Renderer.ts` imports doesn't statically pull a UI component
into its graph.

## Update: fingerprint-capped contexts (#4357)

A third failure class, integrated after the initial PR:
`privacy.resistFingerprinting` (default-on in LibreWolf and Mullvad
Browser, opt-in in Firefox) caps `MAX_TEXTURE_SIZE` at 2048 on an
otherwise hardware-accelerated context. The renderer unconditionally
allocates a 4096-wide palette texture, so the oversized `texImage2D`
calls fail silently and the whole map renders **black** (#4357).

- `initGL` now reads `MAX_TEXTURE_SIZE` after the software check and
classifies the context as **`limited`** when it's below
`getPaletteSize()` (4096 — the hard floor every game needs).
- Unlike `software`/`unsupported`, **`limited` is a warning, not a hard
block**: `initGL` still returns the context, the game starts normally,
and the gate is shown with a "Continue anyway" button. `GPURenderer`
exposes the capped renderer/size via `glLimited` (surfaced through
`MapRenderer`), which `ClientGameRunner` uses to show the warning and
log analytics.
- The gate shows fingerprinting-specific instructions for `limited` (add
the site to `privacy.resistFingerprinting.exemptedDomains` in
`about:config`) instead of the hardware-acceleration steps.
- `gl_init` reports `max_texture_size` alongside the renderer for this
status, so we can size the RFP-affected population too.

Fixes #4357

## Test plan

- [x] Unit tests for `initGL`'s `ok` / `software` / `unsupported`
branching, incl. the "returns a context but renderer is software" case
(`tests/client/initGL.test.ts`).
- [x] lint / prettier / tsc clean.
- [x] **Verified in real browsers (macOS).** All three gate states
reproduced:
- `software`: Chrome with `--use-gl=angle --use-angle=swiftshader`
(confirmed "Software only" at `chrome://gpu`), and Chrome with hardware
acceleration toggled off in settings — both show the hard gate instead
of a 1fps game.
- `unsupported`: Firefox with `webgl.disabled=true` shows the
unsupported gate.
- `limited`: Firefox with `privacy.resistFingerprinting=true`
(MAX_TEXTURE_SIZE capped to 2048, same as LibreWolf's default) shows the
dismissible warning; "Continue anyway" starts the game, and exempting
the site via `privacy.resistFingerprinting.exemptedDomains` removes the
warning.

## Acceptance criteria

- Accelerated users: unchanged.
- Software / no-accel users: see the enable-acceleration gate, not a
1fps game.
- No-WebGL2 users: see the unsupported gate.
- `gl_init` fires every session with status (+ renderer for non-ok).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 15:54:06 -07:00
2794ab1270 feat: nuke-trail cosmetic effect + tabbed effects picker (#4466)
## What

Adds a **`nukeTrail`** cosmetic effectType alongside
`transportShipTrail`, so nukes leave a trail colored by their own
gradient/transition effect — independent of the boat-trail effect (a
player can run both). Also reorganizes the effects picker and store into
per-effectType **tabs**.

## Rendering

Boat and nuke trails are stamped into **one** trail texture keyed only
by owner, so independent coloring needs a per-tile unit-class signal:

- **Trail texture** `R8UI` → `R16UI`: texel = `ownerID(bits 0-11) |
nukeBit(bit 12)`. `TrailManager` stamps the bit (and preserves it when
repainting on unit death); the `Uint8Array`→`Uint16Array` ripple +
`UNSIGNED_SHORT` uploads flow through `GpuResources`, `TrailPass`,
`Upload`, `MapRenderer`, `Renderer`, `FrameData`.
- **Effect texture** widened to two stacked blocks
(`TRAIL_EFFECT_BLOCKS`): rows 0–7 = transportShipTrail, rows 8–15 =
nukeTrail. `writeEffectEntry(…, rowBase)`; `syncPlayerEffects` resolves
both effectTypes.
- **Shader** masks the owner, derives `rowBase` from the nuke bit,
offsets every row, and reuses the gradient/transition decode.
- Bonus: the 12-bit owner mask lifts the old `R8UI` >255-player
truncation.

## Schema / server / UI

- Shared attributes schema renamed `TransportShipTrail…` →
**`TrailEffectAttributesSchema`** (it's no longer ship-specific);
`NukeTrailEffectSchema` added to `EffectSchema` +
`CosmeticsSchema.effects`. `EFFECT_TYPES = [transportShipTrail,
nukeTrail]`.
- Server `Privilege`, selection, and the picker grid all iterate
`EFFECT_TYPES`, so they handle the new type with **no per-type code**.
- **Tabs:** the selection modal uses one tab per effectType
(`BaseModal`'s native tabs); the **store's** EFFECTS panel gets an
internal sub-tab bar (its top-level PACKS/EFFECTS tabs can't nest). Tabs
are always present, so a type you own entirely still appears as an empty
tab (previously the boat-trail section vanished from the store when you
owned everything).

## Review

A 3-angle adversarial review (bit-packing, type-ripple, GLSL/data-flow)
**refuted** the correctness concerns — the R16UI format, masking, and
block layout agree across `TrailManager` / shader / builder. The minor
survivors (a preview that only resolved boat trails, stale comments)
were fixed.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` — all clean.
- Schema/`Privilege` tests updated for `nukeTrail` (96 tests pass).
- The GL trail + tab UI are visual — not yet verified in a running game.
- The catalog (`cosmetics.json`, closed-source API) must ship the
`effects.nukeTrail` block for the effect to appear in production.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 20:13:41 -07:00
7c151e76ad feat: render transport-ship trail cosmetic as a gradient (#4454)
## What

Renders the `transportShipTrail` cosmetic effect in-game. Transport
ships already left a trail, but it was always drawn in the player's
**territory color** — this wires the selected effect through to the
renderer so the trail shows the player's chosen **gradient**.

## How

- **Per-player effect texture** (`RGBA32F`, mirrors the palette texture)
keyed by `smallID`, sampled by the trail fragment shader. Each row holds
a gradient color; spare alpha channels carry the color count,
`colorSize`, and `movementSpeed`.
- **Shader**
([trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl))
cycles a flowing gradient through the color list: 1 color → flat, 2+ →
animated bands scrolling along the trail. No effect (count 0) falls back
to the territory color; alt-view keeps affiliation colors.
- **WebGLFrameBuilder** resolves each player's catalog attributes (the
in-game cosmetic is only `{ name, effectType }`; the style/colors live
in the catalog) and encodes them. Resolution is decoupled from the
first-seen palette path so it retries until the catalog loads, and
unparseable colors are dropped so bad catalog data degrades to the
territory color rather than rendering black.

## Schema

Collapses the trail attributes to a single gradient shape:

```ts
{ type: "gradient", colors: string[], colorSize: number, movementSpeed: number }
```

- `colors` — solid = one color, rainbow = the spectrum, gradient = two
or more.
- `colorSize` — band width (tiles per color band; `1` is the default, ~4
tiles).
- `movementSpeed` — scroll rate along the trail (tiles/sec; `0` =
static).

## Notes

- Animation is render-only (local time), no simulation/determinism
impact.
- The catalog (`cosmetics.json`, served by the closed-source API) must
ship effects in this `{ type: "gradient", colors, colorSize,
movementSpeed }` shape.
- Band thickness (`4.0` base in the shader) and the gradient frequency
are visual constants picked without in-game verification — easy to tune.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema + Privilege test suites updated for the gradient shape (92
tests pass).
- Not yet visually verified in a running game (effect selection is
flare-gated).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 20:28:47 -07:00
9881b118e4 Fix anonymous-names setting not hiding names on the map (#4345)
## Problem

Enabling the **hidden names** (anonymous names) setting hid names in the
leaderboard/HUD but **not on the map**.

The GL name renderer (`NamePass`) drew `slot.static.displayName` —
always the real name — and never consulted
`userSettings.anonymousNames()`. The HUD works because it calls
`PlayerView.displayName()` (which honors the setting) on each render,
but the names baked into the GPU texture bypassed that path entirely.

## Fix

Push the *resolved* name into the renderer instead of the raw static
name:

- **`WebGLFrameBuilder.syncPlayers`** registers each player with
`displayName: p.displayName()` (honors the setting) instead of
`static.displayName`. Covers enabling the setting before a game and
players who join after a toggle.
- **`WebGLFrameBuilder.refreshNames` → `MapRenderer` → `Renderer` →
`NamePass.refreshNames`** is a new path that re-resolves cached names
and forces a re-upload (resets `slot.nameLen = 0`, which also recomputes
the name half-width so it stays centered).
- **`ClientGameRunner`** listens for the `settings.anonymousNames`
change event and calls `refreshNames`, mirroring the existing
territory-patterns live toggle.

## Behavior

- Enabled before a game → players register with anonymous names.
- Toggled mid-game → map names flip to/from anonymous on the next sim
tick (~100ms), matching the leaderboard.
- Your own name is unaffected (unchanged — `PlayerView` maps the local
player's anonymous name to their real name).

## Testing

`tsc --noEmit` passes for all edited files. This is a WebGL rendering
change with no straightforward unit test; verified by tracing the data
flow (resolved name → cached `slot.static.displayName` → re-upload on
dirty).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 14:16:57 -07:00
8b9bda1c8b Add ocean color override to graphics settings (#4269)
## What

Adds a **Terrain** section to the graphics settings modal with a color
picker and a hex-code text field (paste a `#rrggbb` code) for the
**ocean** (deep water) color.

## Details

- The picked color sets the *shallow-water base*; the existing per-depth
brightness gradient is preserved (deeper water still darkens).
- Only deep water is affected — shoreline water and land are untouched.
- Follows the same override pattern as every other graphics setting: the
default lives in `render-settings.json` (`terrain.oceanColor`), the
override is a field in `GraphicsOverrides`, and `applyGraphicsOverrides`
copies it into the live `RenderSettings`.
- Rebased on #4271 (settings resolved before renderer construction): the
terrain texture **bakes the resolved ocean color at construction**, so a
saved override shows on load with no special-casing. Terrain is baked
into a GPU texture rather than read per-frame, so a *live* change still
triggers an explicit `view.rebuildTerrain()`.
- Resetting graphics overrides clears it back to the default ocean
color.

## Testing
Verified live in a headless singleplayer game:
- A **saved** ocean override renders green deep-water on load, baked at
construction with no settings-change event fired.
- A mid-game color change recolors the deep ocean instantly, gradient
preserved, shoreline/land untouched.

`tsc` and ESLint clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 21:13:46 -07:00
54a7042303 Resolve render settings before renderer construction (#4271)
## What

The client now resolves render settings (defaults + user overrides) **up
front** and passes the result into the renderer, instead of the renderer
constructing defaults itself and the client re-applying overrides
afterward.

```
before:  new GPURenderer(...)         // this.settings = createRenderSettings()  (defaults)
         view.getSettings() → deepAssign(defaults) → applyGraphicsOverrides(...)  // patch after the fact

after:   const settings = createRenderSettings(); applyGraphicsOverrides(settings, ...); applyDarkModeOverride(settings, ...)
         new GPURenderer(..., settings)   // built with the final values
```

## Why

- **Removes the construct-with-defaults / re-apply-overrides dance.**
Every pass — including texture-baking ones like terrain that read their
settings *once* at build time rather than every frame — is now built
with the final values on the first try. (This is the cleanup that
motivated the change, surfaced while adding a terrain color override in
a separate PR.)
- **Fixes a latent context-restore bug.** On WebGL context loss/restore
the renderer was rebuilt via `createRenderSettings()` → fresh
**defaults**, silently dropping any user overrides until the next
settings change. `MapRenderer` now holds the resolved settings object
and hands the same one to the recreated `GPURenderer`, so overrides
survive a restore.

Live setting changes still work exactly as before:
`regenerateRenderSettings()` re-resolves and `deepAssign`s onto the
renderer's live settings object in place (passes hold a reference, so
they pick it up next frame).

## Changes
- `Renderer.ts` (`GPURenderer`) — constructor takes a `settings:
RenderSettings`; drops the internal `createRenderSettings()` call.
- `MapRenderer.ts` — holds the resolved settings and passes it through
on construction and on context-restore re-init.
- `ClientGameRunner.ts` — new `resolveRenderSettings()` helper used both
at construction and by `regenerateRenderSettings()`; `createWebGLView`
takes the resolved settings; the now-redundant initial
`regenerateRenderSettings()` call is removed.

## Testing
Verified live in a headless singleplayer game:
- A saved `nameScaleFactor` override is present in `getSettings()`
immediately after game start, with no settings-change event fired
(construction path).
- A mid-game override change is reflected in the live settings
(regenerate/in-place path).
- The map renders correctly through spawn phase.

`tsc` and ESLint clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 20:22:08 -07:00
aa4b490e68 Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## 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>
2026-06-12 14:21:24 -07:00