Files
OpenFrontIO/src/client/hud/layers/ChatIntegration.ts
T
Evan 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

103 lines
3.1 KiB
TypeScript

import { EventBus } from "../../../core/EventBus";
import { SendQuickChatEvent } from "../../Transport";
import { translateText } from "../../Utils";
import { GameView, PlayerView } from "../../view";
import { ChatModal, QuickChatPhrase, quickChatPhrases } from "./ChatModal";
import { COLORS, MenuElement, MenuElementParams } from "./RadialMenuElements";
export class ChatIntegration {
private ctModal: ChatModal;
constructor(
private game: GameView,
private eventBus: EventBus,
) {
this.ctModal = document.querySelector("chat-modal") as ChatModal;
if (!this.ctModal) {
throw new Error(
"Chat modal element not found. Ensure chat-modal element exists in DOM before initializing ChatIntegration",
);
}
}
setupChatModal(sender: PlayerView, recipient: PlayerView) {
this.ctModal.setSender(sender);
this.ctModal.setRecipient(recipient);
}
createQuickChatMenu(recipient: PlayerView): MenuElement[] {
if (!this.ctModal) {
throw new Error("Chat modal not set");
}
const myPlayer = this.game.myPlayer();
if (!myPlayer) {
throw new Error("Current player not found");
}
return this.ctModal.categories.map((category) => {
const categoryTranslation = translateText(`chat.cat.${category.id}`);
const categoryColor =
COLORS.chat[category.id as keyof typeof COLORS.chat] ||
COLORS.chat.default;
const phrases = quickChatPhrases[category.id] || [];
const phraseItems: MenuElement[] = phrases.map(
(phrase: QuickChatPhrase) => {
const phraseText = translateText(`chat.${category.id}.${phrase.key}`);
return {
id: `phrase-${category.id}-${phrase.key}`,
name: phraseText,
disabled: () => false,
text: this.shortenText(phraseText),
fontSize: "10px",
color: categoryColor,
tooltipItems: [
{
text: phraseText,
className: "description",
},
],
action: (params: MenuElementParams) => {
if (phrase.requiresPlayer) {
this.ctModal.openWithSelection(
category.id,
phrase.key,
myPlayer,
recipient,
);
} else {
this.eventBus.emit(
new SendQuickChatEvent(
recipient,
`${category.id}.${phrase.key}`,
undefined,
),
);
}
},
};
},
);
return {
id: `chat-category-${category.id}`,
name: categoryTranslation,
disabled: () => false,
text: categoryTranslation,
color: categoryColor,
_action: () => {}, // Empty action placeholder for RadialMenu
subMenu: () => phraseItems,
};
});
}
shortenText(text: string, maxLength = 15): string {
if (text.length <= maxLength) return text;
return text.substring(0, maxLength - 3) + "...";
}
}