Update source files

This commit is contained in:
Ryan Walters
2025-10-31 01:10:53 -05:00
commit 1e8c2a24eb
214 changed files with 33143 additions and 0 deletions

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[package]
name = "borders-wasm"
version.workspace = true
edition.workspace = true
authors.workspace = true
[lib]
crate-type = ["cdylib", "rlib"]
path = "src/lib.rs"
[features]
default = []
[dependencies]
bevy_ecs = { version = "0.17", default-features = false, features = ["std"] }
borders-core = { path = "../borders-core" }
console_error_panic_hook = "0.1"
flume = "0.11"
getrandom = { version = "0.3", features = ["wasm_js"] }
gloo-timers = { version = "0.3", features = ["futures"] }
js-sys = "0.3"
lazy_static = "1.5"
serde = { version = "1.0", features = ["derive"] }
serde-wasm-bindgen = "0.6"
serde_json = "1.0"
tracing = "0.1"
tracing-subscriber = { version = "0.3", features = ["registry", "env-filter"] }
wasm-bindgen = "0.2"
wasm-bindgen-futures = "0.4"
wasm-tracing = { version = "2.1", features = ["tracing-log"] }
[package.metadata.cargo-machete]
ignored = ["getrandom", "bevy_ecs"]

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//! WASM-JS bridge for game communication
//!
//! This module provides shared state and utilities for WASM bindings.
use std::collections::HashMap;
use std::sync::Mutex;
use wasm_bindgen::prelude::{JsValue, wasm_bindgen};
// Global input sender (needs to be accessible from WASM bindings)
lazy_static::lazy_static! {
static ref INPUT_SENDER: Mutex<Option<flume::Sender<borders_core::game::input::InputEvent>>> =
Mutex::new(None);
}
/// Set the global input sender (called during game initialization)
pub fn set_input_sender(sender: flume::Sender<borders_core::game::input::InputEvent>) {
*INPUT_SENDER.lock().unwrap() = Some(sender);
}
/// Get the global input sender (for WASM bindings to send input)
pub fn get_input_sender() -> Option<flume::Sender<borders_core::game::input::InputEvent>> {
INPUT_SENDER.lock().unwrap().clone()
}
/// Track an analytics event (separate from game protocol)
#[wasm_bindgen]
pub fn track_analytics_event(event: JsValue) -> Result<(), JsValue> {
#[derive(serde::Deserialize)]
struct AnalyticsEventPayload {
event: String,
#[serde(default)]
properties: HashMap<String, serde_json::Value>,
}
let payload: AnalyticsEventPayload = serde_wasm_bindgen::from_value(event).map_err(|e| JsValue::from_str(&format!("Failed to deserialize analytics event: {}", e)))?;
let telemetry_event = borders_core::telemetry::TelemetryEvent { event: payload.event, properties: payload.properties };
// Spawn a task to track the event asynchronously
wasm_bindgen_futures::spawn_local(async move {
borders_core::telemetry::track(telemetry_event).await;
});
Ok(())
}

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pub mod bridge;
pub mod render_bridge;
use borders_core::time::Time;
use borders_core::ui::protocol::FrontendMessage;
use render_bridge::INBOUND_MESSAGES;
use std::sync::atomic::{AtomicBool, Ordering};
use tracing_subscriber::layer::SubscriberExt;
use tracing_subscriber::util::SubscriberInitExt;
use wasm_bindgen::prelude::*;
/// Synchronization flag to ensure callbacks are registered before game starts
static CALLBACKS_READY: AtomicBool = AtomicBool::new(false);
/// Called by frontend worker after both callbacks are registered
#[wasm_bindgen]
pub fn signal_callbacks_ready() {
CALLBACKS_READY.store(true, Ordering::SeqCst);
tracing::debug!("Frontend callbacks registered, game can start");
}
#[wasm_bindgen(start)]
pub fn main() {
// Set up panic hook for better error messages in the browser
console_error_panic_hook::set_once();
// Initialize tracing for WASM (outputs to browser console)
// Debug builds: debug level for our crates, info for dependencies
// Release builds: warn level for our crates, error for dependencies
#[cfg(debug_assertions)]
let level_filter = "borders_core=debug,borders_protocol=debug,borders_wasm=debug,info";
#[cfg(not(debug_assertions))]
let level_filter = "borders_core=warn,borders_protocol=warn,borders_wasm=warn,error";
if let Err(e) = tracing_subscriber::registry()
.with(tracing_subscriber::EnvFilter::new(level_filter))
.with(wasm_tracing::WasmLayer::new(
wasm_tracing::WasmLayerConfig::new()
.set_show_fields(true)
.set_report_logs_in_timings(true)
.set_console_config(wasm_tracing::ConsoleConfig::ReportWithConsoleColor)
// Only show origin (filename, line number) in debug builds
.set_show_origin(true)
.clone(),
))
.try_init()
{
eprintln!("Failed to initialize tracing: {}", e);
}
// Log build information
tracing::info!("Iron Borders v{}", borders_core::build_info::VERSION);
tracing::info!("Git: {} | Built: {}", borders_core::build_info::git_commit_short(), borders_core::build_info::BUILD_TIME);
tracing::info!("© 2025 Ryan Walters. All Rights Reserved.");
// Initialize telemetry in background (non-blocking)
wasm_bindgen_futures::spawn_local(async {
borders_core::telemetry::init(borders_core::telemetry::TelemetryConfig::default()).await;
borders_core::telemetry::track_session_start().await;
tracing::info!("Telemetry initialized");
});
// Start the game immediately (don't wait for telemetry)
wasm_bindgen_futures::spawn_local(async {
run().await;
});
}
/// Wait for StartGame message from frontend
async fn wait_for_start_game() {
use std::time::Duration;
use tracing::info;
info!("Waiting for StartGame message from frontend...");
loop {
// Check if StartGame message has arrived
let should_start = INBOUND_MESSAGES.with(|messages| {
let mut msgs = messages.borrow_mut();
if let Some(idx) = msgs.iter().position(|msg| matches!(msg, FrontendMessage::StartGame)) {
// Remove StartGame from queue so it's not processed again
msgs.remove(idx);
true
} else {
false
}
});
if should_start {
info!("StartGame received, creating game...");
return;
}
// Poll every 10ms
gloo_timers::future::sleep(Duration::from_millis(10)).await;
}
}
/// Create and run the game until QuitGame is received
async fn run_game_until_quit() {
use borders_core::game::GameBuilder;
use borders_core::game::NationId;
use std::sync::Arc;
use std::time::Duration;
use tracing::{error, info};
// Load terrain first
info!("Loading terrain data...");
let terrain_data = match borders_core::game::TerrainData::load_world_map() {
Ok(data) => data,
Err(e) => {
error!("Failed to load World map: {}", e);
panic!("Cannot start game without terrain data");
}
};
let terrain_arc = Arc::new(terrain_data);
// Create the Game with all configuration via GameBuilder
// GameBuilder handles all initialization automatically: plugins, resources, and lifecycle
info!("Creating Game with GameBuilder...");
let builder = GameBuilder::new();
let input_sender = builder.input_sender();
// Store input sender globally for WASM bindings to access
bridge::set_input_sender(input_sender);
let mut game = builder.with_map(terrain_arc).with_bots(500).with_local_player(NationId::ZERO).with_network(borders_core::networking::NetworkMode::Local).with_frontend(render_bridge::WasmTransport).build();
info!("Game created and initialized successfully");
// Manual update loop at 60 FPS (worker-compatible)
let frame_time = Duration::from_millis(16); // ~60 FPS
loop {
// Check for QuitGame message (matches desktop's pattern)
let should_quit = INBOUND_MESSAGES.with(|messages| {
let mut msgs = messages.borrow_mut();
if let Some(idx) = msgs.iter().position(|msg| matches!(msg, FrontendMessage::QuitGame)) {
msgs.remove(idx);
true
} else {
false
}
});
if should_quit {
info!("QuitGame received, shutting down game...");
drop(game);
return;
}
// Tick time to measure frame delta
if let Some(mut time) = game.world_mut().get_resource_mut::<Time>() {
time.tick();
}
game.update();
gloo_timers::future::sleep(frame_time).await;
}
}
async fn run() {
use std::time::Duration;
use tracing::info;
// Wait for frontend to register callbacks before game can start
info!("Waiting for frontend callbacks to be registered...");
while !CALLBACKS_READY.load(Ordering::SeqCst) {
gloo_timers::future::sleep(Duration::from_millis(10)).await;
}
info!("Frontend callbacks ready");
// Main loop: wait for StartGame, run game until QuitGame, repeat
// This allows multiple game sessions (desktop does the same)
loop {
// Phase 1: Wait for StartGame message
wait_for_start_game().await;
// Phase 2: Run game until QuitGame is received
run_game_until_quit().await;
// After QuitGame, loop back to wait for next StartGame
info!("Game session ended, ready for next StartGame");
}
}

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//! WASM-specific frontend transport using JavaScript callbacks
//!
//! This module provides the WASM implementation of FrontendTransport,
//! sending render messages and UI events through JavaScript callbacks to the browser frontend.
use std::cell::RefCell;
use std::collections::VecDeque;
use borders_core::game::input::InputEvent;
use borders_core::ui::FrontendTransport;
use borders_core::ui::protocol::{BackendMessage, BinaryMessageType, FrontendMessage, encode_binary_message};
use wasm_bindgen::prelude::*;
// Thread-local storage for callbacks and inbound messages
thread_local! {
static BACKEND_MESSAGE_CALLBACK: RefCell<Option<js_sys::Function>> = const { RefCell::new(None) };
static BINARY_CALLBACK: RefCell<Option<js_sys::Function>> = const { RefCell::new(None) };
pub(crate) static INBOUND_MESSAGES: RefCell<VecDeque<FrontendMessage>> = const { RefCell::new(VecDeque::new()) };
}
/// Register a callback for backend JSON messages (BackendMessage protocol)
#[wasm_bindgen]
pub fn register_backend_message_callback(callback: js_sys::Function) {
BACKEND_MESSAGE_CALLBACK.with(|cb| {
*cb.borrow_mut() = Some(callback);
});
}
/// Register a callback for binary data (terrain/territory init and deltas)
/// Callback receives a single Uint8Array with envelope: [type:1][payload:N]
#[wasm_bindgen]
pub fn register_binary_callback(callback: js_sys::Function) {
BINARY_CALLBACK.with(|cb| {
*cb.borrow_mut() = Some(callback);
});
}
/// Unified message handler for all frontend->backend communication
/// Handles FrontendMessage (JSON) payloads
#[wasm_bindgen]
pub fn send_message(msg: JsValue) -> Result<(), JsValue> {
// Try to deserialize as FrontendMessage
if let Ok(message) = serde_wasm_bindgen::from_value::<FrontendMessage>(msg) {
INBOUND_MESSAGES.with(|messages_cell| {
messages_cell.borrow_mut().push_back(message);
});
return Ok(());
}
Err(JsValue::from_str("Failed to deserialize message as FrontendMessage"))
}
/// Handle input events from the frontend (separate from FrontendMessage protocol)
/// This mirrors the desktop's Tauri command for architectural consistency
#[wasm_bindgen]
pub fn handle_render_input(event: JsValue) -> Result<(), JsValue> {
let input_event = serde_wasm_bindgen::from_value::<InputEvent>(event).map_err(|e| JsValue::from_str(&format!("Failed to deserialize InputEvent: {}", e)))?;
// Send to input queue
let sender = crate::bridge::get_input_sender().ok_or_else(|| JsValue::from_str("Input sender not initialized"))?;
sender.send(input_event).map_err(|e| JsValue::from_str(&format!("Failed to send input event: {}", e)))
}
/// WASM-specific frontend transport using JavaScript callbacks
#[derive(Clone)]
pub struct WasmTransport;
impl FrontendTransport for WasmTransport {
fn send_backend_message(&self, message: &BackendMessage) -> Result<(), String> {
BACKEND_MESSAGE_CALLBACK.with(|cb_cell| {
if let Some(cb) = cb_cell.borrow().as_ref() {
match serde_wasm_bindgen::to_value(message) {
Ok(js_payload) => {
let this = JsValue::null();
if let Err(e) = cb.call1(&this, &js_payload) {
return Err(format!("Backend message callback failed: {:?}", e));
}
Ok(())
}
Err(e) => Err(format!("Failed to serialize backend message: {}", e)),
}
} else {
Err("No backend message callback registered".to_string())
}
})
}
fn send_binary(&self, msg_type: BinaryMessageType, payload: Vec<u8>) -> Result<(), String> {
BINARY_CALLBACK.with(|cb_cell| {
if let Some(cb) = cb_cell.borrow().as_ref() {
// Encode with type tag envelope
let data = encode_binary_message(msg_type, payload);
let uint8_array = js_sys::Uint8Array::from(&data[..]);
let this = JsValue::null();
if let Err(e) = cb.call1(&this, &uint8_array) {
return Err(format!("Binary callback failed: {:?}", e));
}
Ok(())
} else {
Err("No binary callback registered".to_string())
}
})
}
fn try_recv_frontend_message(&self) -> Option<FrontendMessage> {
INBOUND_MESSAGES.with(|messages_cell| messages_cell.borrow_mut().pop_front())
}
}