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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>
131 lines
4.2 KiB
TypeScript
131 lines
4.2 KiB
TypeScript
import { LitElement, html } from "lit";
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import { customElement, state } from "lit/decorators.js";
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import { EventBus } from "../../../core/EventBus";
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import { AllPlayers } from "../../../core/game/Game";
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import { TerraNulliusImpl } from "../../../core/game/TerraNulliusImpl";
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import { Emoji, flattenedEmojiTable } from "../../../core/Util";
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import { CloseViewEvent, ShowEmojiMenuEvent } from "../../InputHandler";
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import { TransformHandler } from "../../TransformHandler";
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import { SendEmojiIntentEvent } from "../../Transport";
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import { GameView, PlayerView } from "../../view";
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@customElement("emoji-table")
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export class EmojiTable extends LitElement {
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@state() public isVisible = false;
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public transformHandler: TransformHandler;
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public game: GameView;
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initEventBus(eventBus: EventBus) {
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eventBus.on(ShowEmojiMenuEvent, (e) => {
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this.isVisible = true;
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const cell = this.transformHandler.screenToWorldCoordinates(e.x, e.y);
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if (!this.game.isValidCoord(cell.x, cell.y)) {
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return;
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}
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const tile = this.game.ref(cell.x, cell.y);
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if (!this.game.hasOwner(tile)) {
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return;
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}
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const targetPlayer = this.game.owner(tile);
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// maybe redundant due to owner check but better safe than sorry
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if (targetPlayer instanceof TerraNulliusImpl) {
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return;
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}
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this.showTable((emoji) => {
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const recipient =
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targetPlayer === this.game.myPlayer()
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? AllPlayers
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: (targetPlayer as PlayerView);
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eventBus.emit(
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new SendEmojiIntentEvent(
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recipient,
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flattenedEmojiTable.indexOf(emoji as Emoji),
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),
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);
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this.hideTable();
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});
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});
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eventBus.on(CloseViewEvent, (e) => {
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if (!this.hidden) {
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this.hideTable();
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}
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});
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}
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private onEmojiClicked: (emoji: string) => void = () => {};
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private handleBackdropClick = (e: MouseEvent) => {
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const panelContent = this.querySelector(
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'div[class*="bg-zinc-900"]',
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) as HTMLElement;
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if (panelContent && !panelContent.contains(e.target as Node)) {
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this.hideTable();
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}
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};
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render() {
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if (!this.isVisible) {
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return null;
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}
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return html`
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<div
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class="fixed inset-0 bg-black/15 backdrop-brightness-110 flex items-start sm:items-center justify-center z-10002 pt-4 sm:pt-0"
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@click=${this.handleBackdropClick}
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>
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<div class="relative">
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<!-- Close button -->
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<button
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class="absolute -top-3 -right-3 w-7 h-7 flex items-center justify-center
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bg-zinc-700 hover:bg-red-500 text-white rounded-full shadow-sm transition-colors z-10004"
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@click=${this.hideTable}
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>
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✕
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</button>
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<div
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class="bg-zinc-900/95 p-2 sm:p-3 rounded-[10px] z-10003 shadow-2xl shadow-black/50 ring-1 ring-white/5
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w-[calc(100vw-32px)] sm:w-100 max-h-[calc(100vh-60px)] overflow-y-auto"
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@contextmenu=${(e: MouseEvent) => e.preventDefault()}
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@wheel=${(e: WheelEvent) => e.stopPropagation()}
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@click=${(e: MouseEvent) => e.stopPropagation()}
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>
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<div class="grid grid-cols-5 gap-1 sm:gap-2">
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${flattenedEmojiTable.map(
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(emoji) => html`
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<button
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class="flex items-center justify-center cursor-pointer aspect-square
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border border-solid border-zinc-600 rounded-lg bg-zinc-800 hover:bg-zinc-700 active:bg-zinc-600
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text-3xl sm:text-4xl transition-transform duration-300 hover:scale-110 active:scale-95"
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@click=${() => this.onEmojiClicked(emoji)}
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>
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${emoji}
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</button>
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`,
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)}
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</div>
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</div>
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</div>
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</div>
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`;
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}
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hideTable() {
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this.isVisible = false;
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this.requestUpdate();
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}
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showTable(oneEmojiClicked: (emoji: string) => void) {
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this.onEmojiClicked = oneEmojiClicked;
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this.isVisible = true;
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this.requestUpdate();
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}
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createRenderRoot() {
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return this; // Disable shadow DOM to allow Tailwind styles
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}
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}
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