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aa4b490e68
## 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>
126 lines
3.7 KiB
TypeScript
126 lines
3.7 KiB
TypeScript
import { vi } from "vitest";
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// Mock BuildMenu to avoid importing lit and other ESM-heavy deps in this unit test
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vi.mock("../src/client/hud/layers/BuildMenu", () => ({
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BuildMenu: class {},
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flattenedBuildTable: [],
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}));
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// Mock Utils to avoid touching DOM (document) during tests
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vi.mock("../src/client/Utils", () => ({
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translateText: (k: string) => k,
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getSvgAspectRatio: async () => 1,
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}));
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import {
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COLORS,
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rootMenuElement,
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type MenuElementParams,
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} from "../src/client/hud/layers/RadialMenuElements";
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// Minimal stubs to satisfy types used in rootMenuElement.subMenu and allyBreak actions
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const makePlayer = (
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id: string,
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opts?: { isTraitor?: boolean; isDisconnected?: boolean },
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) =>
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({
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id: () => id,
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isAlliedWith: (other: any) =>
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other && typeof other.id === "function" && other.id() !== id
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? true
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: true,
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isTraitor: () => opts?.isTraitor ?? false,
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isDisconnected: () => opts?.isDisconnected ?? false,
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}) as unknown as import("../src/client/view").PlayerView;
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const makeParams = (opts?: Partial<MenuElementParams>): MenuElementParams => {
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const myPlayer = (opts?.myPlayer as any) ?? makePlayer("p1");
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const selected = (opts?.selected as any) ?? makePlayer("p2");
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return {
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myPlayer,
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selected,
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tile: {} as any,
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playerActions: {
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canAttack: true,
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interaction: {
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canBreakAlliance: true,
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canSendAllianceRequest: false,
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canEmbargo: false,
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},
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} as any,
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game: {
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inSpawnPhase: () => false,
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owner: () => ({ isPlayer: () => false }),
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} as any,
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buildMenu: {
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canBuildOrUpgrade: () => false,
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cost: () => 0,
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count: () => 0,
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sendBuildOrUpgrade: () => {},
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} as any,
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emojiTable: {} as any,
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playerActionHandler: {
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handleBreakAlliance: vi.fn(),
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handleEmbargo: vi.fn(),
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handleDonateGold: vi.fn(),
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handleDonateTroops: vi.fn(),
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handleTargetPlayer: vi.fn(),
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} as any,
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playerPanel: {
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show: vi.fn(),
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} as any,
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chatIntegration: {
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createQuickChatMenu: vi.fn(() => []),
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} as any,
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eventBus: {} as any,
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closeMenu: vi.fn(),
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};
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};
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const findAllyBreak = (items: any[]) =>
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items.find((i) => i && i.id === "ally_break");
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describe("RadialMenuElements ally break", () => {
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test("shows break option with correct color when allied", () => {
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const params = makeParams();
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const items = rootMenuElement.subMenu!(params);
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const ally = findAllyBreak(items)!;
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expect(ally).toBeTruthy();
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expect(ally.name).toBe("break");
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expect(typeof ally.color).toBe("function");
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expect(ally.color(params)).toBe(COLORS.breakAlly);
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});
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test("shows break option with orange color when allied to traitor", () => {
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const params = makeParams({
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selected: makePlayer("p2", { isTraitor: true }),
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});
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const items = rootMenuElement.subMenu!(params);
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const ally = findAllyBreak(items)!;
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expect(ally.color(params)).toBe(COLORS.breakAllyNoDebuff);
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});
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test("shows boat button instead of break when allied to disconnected player", () => {
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const params = makeParams({
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selected: makePlayer("p2", { isDisconnected: true }),
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});
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const items = rootMenuElement.subMenu!(params);
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expect(findAllyBreak(items)).toBeUndefined();
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expect(items.find((i) => i.id === "boat")).toBeDefined();
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});
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test("break action calls handleBreakAlliance and closes menu", () => {
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const params = makeParams();
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const items = rootMenuElement.subMenu!(params);
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const ally = findAllyBreak(items)!;
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ally.action!(params);
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expect(params.playerActionHandler.handleBreakAlliance).toHaveBeenCalledWith(
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params.myPlayer,
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params.selected,
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);
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expect(params.closeMenu).toHaveBeenCalled();
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});
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});
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