Files
evanpelle 5b663fae14 refactor: share renderer state shapes between game and WebGL renderer
PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState,
PlayerStatic, UnitState) directly instead of holding engine wire types.
GameView owns a long-lived FrameData object kept in sync each tick:
players/units/tiles/trail/railroad are mutated in place; derived buffers
(playerStatus, relationMatrix, allianceClusters, nukeTelegraphs,
attackRings) and events are recomputed in a final populateFrame() pass.

The renderer reads gameView.frameData() and the same byte-identical
state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from
~270 to ~70 LOC: palette management + a single uploadFrameData() call,
no per-frame UnitState allocation on the hot path.

Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/
relation matrix textures); NamePass disabled so HTML NameLayer remains
the only on-screen player names.

Also: 39 new tests covering PlayerView/GameView/FrameData behavior;
replace .data field access in three layer call sites with accessor
methods (betrayals(), type(), getTraitorRemainingTicks()).
2026-05-16 13:27:31 -07:00

225 lines
6.1 KiB
TypeScript

/**
* Stub builders for GameView/PlayerView/UnitView unit tests.
*
* These tests don't go through the full game setup (which creates a worker
* and runs the simulation) — they exercise the view classes directly with
* minimal stubs for their dependencies.
*/
import { colord } from "colord";
import { GameView } from "../../src/client/view/GameView";
import { PlayerView } from "../../src/client/view/PlayerView";
import { Config } from "../../src/core/configuration/Config";
import { Theme } from "../../src/core/configuration/Theme";
import {
NameViewData,
PlayerType,
Team,
UnitType,
} from "../../src/core/game/Game";
import { GameMapImpl } from "../../src/core/game/GameMap";
import {
GameUpdateType,
GameUpdateViewData,
PlayerUpdate,
UnitUpdate,
} from "../../src/core/game/GameUpdates";
import { TerrainMapData } from "../../src/core/game/TerrainMapLoader";
import { Player, PlayerCosmetics } from "../../src/core/Schemas";
import { WorkerClient } from "../../src/core/worker/WorkerClient";
/** Theme stub — returns deterministic colors so PlayerView's color math works. */
export function stubTheme(): Theme {
const white = colord("#ffffff");
const grey = colord("#808080");
const defended = { light: white, dark: grey };
return {
teamColor: () => white,
territoryColor: () => white,
structureColors: () => defended,
borderColor: () => grey,
defendedBorderColors: () => defended,
focusedBorderColor: () => grey,
terrainColor: () => white,
backgroundColor: () => white,
falloutColor: () => white,
font: () => "Arial",
textColor: () => "#000000",
selfColor: () => white,
allyColor: () => white,
neutralColor: () => grey,
enemyColor: () => grey,
spawnHighlightColor: () => white,
spawnHighlightSelfColor: () => white,
spawnHighlightTeamColor: () => white,
spawnHighlightEnemyColor: () => white,
};
}
/** Minimum Config stub for view tests. Extend as test needs grow. */
export function stubConfig(overrides: Partial<Config> = {}): Config {
const theme = stubTheme();
const cfg = {
theme: () => theme,
SAMCooldown: () => 120,
SiloCooldown: () => 75,
deleteUnitCooldown: () => 0,
spawnImmunityDuration: () => 0,
nationSpawnImmunityDuration: () => 0,
unitInfo: () => ({ maxHealth: 100, constructionDuration: 20 }),
disableAlliances: () => false,
allianceDuration: () => 100,
deletionMarkDuration: () => 300,
nukeMagnitudes: () => ({ inner: 0, outer: 0 }),
nukeAllianceBreakThreshold: () => 0,
userSettings: () => ({}),
...overrides,
} as unknown as Config;
return cfg;
}
/** WorkerClient stub. View classes only call worker.* in async methods we don't exercise. */
export function stubWorker(): WorkerClient {
return {} as unknown as WorkerClient;
}
/** Build TerrainMapData wrapping a fresh GameMapImpl of the given size. */
export function stubTerrainMap(width = 10, height = 10): TerrainMapData {
const terrain = new Uint8Array(width * height);
const gameMap = new GameMapImpl(width, height, terrain, 0);
return {
nations: [],
additionalNations: [],
gameMap,
miniGameMap: gameMap,
} as unknown as TerrainMapData;
}
export interface GameViewStubOptions {
width?: number;
height?: number;
myClientID?: string;
myUsername?: string;
myClanTag?: string | null;
humans?: Player[];
config?: Config;
}
/** Construct a GameView with minimal dependencies. */
export function makeGameView(opts: GameViewStubOptions = {}): GameView {
return new GameView(
stubWorker(),
opts.config ?? stubConfig(),
stubTerrainMap(opts.width ?? 10, opts.height ?? 10),
opts.myClientID,
opts.myUsername ?? "tester",
opts.myClanTag ?? null,
"test-game",
opts.humans ?? [],
);
}
// ── Synthetic update builders ──
export function makePlayerUpdate(
overrides: Partial<PlayerUpdate> = {},
): PlayerUpdate {
return {
type: GameUpdateType.Player,
clientID: "client-a",
name: "Alice",
displayName: "Alice",
id: "player-a",
smallID: 1,
playerType: PlayerType.Human,
isAlive: true,
isDisconnected: false,
tilesOwned: 0,
gold: 0n,
troops: 100,
allies: [],
embargoes: new Set(),
isTraitor: false,
targets: [],
outgoingEmojis: [],
outgoingAttacks: [],
incomingAttacks: [],
outgoingAllianceRequests: [],
alliances: [],
hasSpawned: true,
betrayals: 0,
lastDeleteUnitTick: 0,
isLobbyCreator: false,
...overrides,
};
}
export function makeUnitUpdate(
overrides: Partial<UnitUpdate> = {},
): UnitUpdate {
return {
type: GameUpdateType.Unit,
unitType: UnitType.Warship,
troops: 0,
id: 1,
ownerID: 1,
pos: 0,
lastPos: 0,
isActive: true,
reachedTarget: false,
targetable: true,
markedForDeletion: false,
missileTimerQueue: [],
level: 1,
hasTrainStation: false,
...overrides,
};
}
export function makeNameViewData(
overrides: Partial<NameViewData> = {},
): NameViewData {
return { x: 0, y: 0, size: 12, ...overrides };
}
export interface PlayerViewStubOptions {
game?: GameView;
data?: Partial<PlayerUpdate>;
nameData?: NameViewData;
cosmetics?: PlayerCosmetics;
}
/** Construct a PlayerView with minimal dependencies. */
export function makePlayerView(opts: PlayerViewStubOptions = {}): PlayerView {
return new PlayerView(
opts.game ?? makeGameView(),
makePlayerUpdate(opts.data),
opts.nameData ?? makeNameViewData(),
opts.cosmetics ?? {},
);
}
/**
* Build a GameUpdateViewData with no updates and an empty packed tile delta.
* Caller can fill in updates[GameUpdateType.X] arrays as needed.
*/
export function makeEmptyGu(
tick: number,
overrides: Partial<GameUpdateViewData> = {},
): GameUpdateViewData {
const updates = Object.fromEntries(
Object.values(GameUpdateType)
.filter((v): v is number => typeof v === "number")
.map((k) => [k, []]),
) as unknown as GameUpdateViewData["updates"];
return {
tick,
updates,
packedTileUpdates: new Uint32Array(0),
playerNameViewData: {},
...overrides,
};
}
export { Team };