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https://github.com/Xevion/smart-rgb.git
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Update source files
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33
crates/borders-wasm/Cargo.toml
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33
crates/borders-wasm/Cargo.toml
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[package]
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name = "borders-wasm"
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version.workspace = true
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edition.workspace = true
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authors.workspace = true
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[lib]
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crate-type = ["cdylib", "rlib"]
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path = "src/lib.rs"
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[features]
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default = []
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[dependencies]
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bevy_ecs = { version = "0.17", default-features = false, features = ["std"] }
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borders-core = { path = "../borders-core", features = ["ui"] }
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console_error_panic_hook = "0.1"
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getrandom = { version = "0.3", features = ["wasm_js"] }
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gloo-timers = { version = "0.3", features = ["futures"] }
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js-sys = "0.3"
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lazy_static = "1.5"
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serde = { version = "1.0", features = ["derive"] }
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serde-wasm-bindgen = "0.6"
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serde_json = "1.0"
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tracing = "0.1"
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tracing-subscriber = { version = "0.3", features = ["registry", "env-filter"] }
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wasm-bindgen = "0.2"
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wasm-bindgen-futures = "0.4"
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wasm-tracing = { version = "2.1", features = ["tracing-log"] }
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web-time = "1.1"
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[package.metadata.cargo-machete]
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ignored = ["getrandom", "bevy_ecs"]
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67
crates/borders-wasm/src/bridge.rs
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67
crates/borders-wasm/src/bridge.rs
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//! WASM-JS bridge for game communication
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//!
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//! This module provides JavaScript bindings to expose game data and events
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//! from the Bevy/WASM game to the React frontend.
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use std::sync::{Arc, Mutex};
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use wasm_bindgen::prelude::{JsValue, wasm_bindgen};
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use borders_core::ui::protocol::{CameraStateUpdate, RenderInputEvent};
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// Global state for input handling (needs to be accessible from Bevy systems)
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lazy_static::lazy_static! {
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static ref INPUT_STATE: Arc<Mutex<borders_core::ui::input::InputState>> =
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Arc::new(Mutex::new(borders_core::ui::input::InputState::new()));
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static ref CAMERA_STATE: Arc<Mutex<Option<CameraStateUpdate>>> =
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Arc::new(Mutex::new(None));
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}
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/// Handle render input events from the frontend (clicks, keys, hover)
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#[wasm_bindgen]
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pub fn handle_render_input(event: JsValue) -> Result<(), JsValue> {
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let event: RenderInputEvent = serde_wasm_bindgen::from_value(event).map_err(|e| JsValue::from_str(&format!("Failed to deserialize render input: {}", e)))?;
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let mut state = INPUT_STATE.lock().map_err(|e| JsValue::from_str(&format!("Failed to lock input state: {}", e)))?;
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// TODO: Get actual map width from GameView or TerrainData
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let map_width = 2560; // Placeholder
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borders_core::ui::handle_render_input(&event, &mut state, map_width).map_err(|e| JsValue::from_str(&e))
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}
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/// Handle camera state updates from the frontend
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#[wasm_bindgen]
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pub fn handle_camera_update(state: JsValue) -> Result<(), JsValue> {
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let update: CameraStateUpdate = serde_wasm_bindgen::from_value(state).map_err(|e| JsValue::from_str(&format!("Failed to deserialize camera state: {}", e)))?;
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let mut camera_state = CAMERA_STATE.lock().map_err(|e| JsValue::from_str(&format!("Failed to lock camera state: {}", e)))?;
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borders_core::ui::handle_camera_update(update, &mut camera_state).map_err(|e| JsValue::from_str(&e))
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}
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/// Get the global input state (for Bevy systems to access)
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pub fn get_input_state() -> Arc<Mutex<borders_core::ui::input::InputState>> {
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INPUT_STATE.clone()
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}
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/// Track an analytics event
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#[wasm_bindgen]
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pub fn track_analytics_event(event: JsValue) -> Result<(), JsValue> {
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#[derive(serde::Deserialize)]
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struct AnalyticsEventPayload {
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event: String,
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#[serde(default)]
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properties: std::collections::HashMap<String, serde_json::Value>,
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}
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let payload: AnalyticsEventPayload = serde_wasm_bindgen::from_value(event).map_err(|e| JsValue::from_str(&format!("Failed to deserialize analytics event: {}", e)))?;
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let telemetry_event = borders_core::telemetry::TelemetryEvent { event: payload.event, properties: payload.properties };
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// Spawn a task to track the event asynchronously
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wasm_bindgen_futures::spawn_local(async move {
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borders_core::telemetry::track(telemetry_event).await;
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});
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Ok(())
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}
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98
crates/borders-wasm/src/lib.rs
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98
crates/borders-wasm/src/lib.rs
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pub mod bridge;
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pub mod render_bridge;
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use tracing_subscriber::layer::SubscriberExt;
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use tracing_subscriber::util::SubscriberInitExt;
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use wasm_bindgen::prelude::*;
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#[wasm_bindgen(start)]
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pub fn main() {
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// Set up panic hook for better error messages in the browser
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console_error_panic_hook::set_once();
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// Initialize tracing for WASM (outputs to browser console)
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// Debug builds: debug level for our crates, info for dependencies
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// Release builds: warn level for our crates, error for dependencies
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#[cfg(debug_assertions)]
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let level_filter = "borders_core=debug,borders_protocol=debug,borders_wasm=debug,info";
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#[cfg(not(debug_assertions))]
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let level_filter = "borders_core=warn,borders_protocol=warn,borders_wasm=warn,error";
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if let Err(e) = tracing_subscriber::registry()
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.with(tracing_subscriber::EnvFilter::new(level_filter))
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.with(wasm_tracing::WasmLayer::new(
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wasm_tracing::WasmLayerConfig::new()
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.set_show_fields(true)
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.set_report_logs_in_timings(true)
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.set_console_config(wasm_tracing::ConsoleConfig::ReportWithConsoleColor)
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// Only show origin (filename, line number) in debug builds
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.set_show_origin(true)
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.clone(),
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))
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.try_init()
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{
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eprintln!("Failed to initialize tracing: {}", e);
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}
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// Log build information
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tracing::info!("Iron Borders v{}", borders_core::build_info::VERSION);
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tracing::info!("Git: {} | Built: {}", borders_core::build_info::git_commit_short(), borders_core::build_info::BUILD_TIME);
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tracing::info!("© 2025 Ryan Walters. All Rights Reserved.");
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// Start the Bevy app
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wasm_bindgen_futures::spawn_local(async {
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// Initialize telemetry (async to load user ID from IndexedDB)
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borders_core::telemetry::init(borders_core::telemetry::TelemetryConfig::default()).await;
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borders_core::telemetry::track_session_start().await;
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tracing::info!("Telemetry initialized");
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run().await;
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});
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}
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async fn run() {
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use borders_core::app::{App, Plugin};
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use borders_core::time::Time;
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use std::time::Duration;
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use web_time::Instant;
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let mut app = App::new();
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// Initialize time tracking
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app.insert_resource(Time::new());
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// Add core game logic and frontend transport
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borders_core::GamePlugin::new(borders_core::plugin::NetworkMode::Local).build(&mut app);
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borders_core::ui::FrontendPlugin::new(render_bridge::WasmRenderBridgeTransport).build(&mut app);
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// Insert InputState as NonSend resource (shared with WASM bindings)
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let input_state_shared = bridge::get_input_state();
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app.insert_non_send_resource(input_state_shared);
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// Run startup systems
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app.run_startup();
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// Finish app setup
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app.finish();
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app.cleanup();
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// Manual update loop at 60 FPS (worker-compatible)
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let frame_time = Duration::from_millis(16); // ~60 FPS
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let mut last_frame_time = Instant::now();
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loop {
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let frame_start = Instant::now();
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// Update time resource with delta from PREVIOUS frame
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let delta = frame_start.duration_since(last_frame_time);
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if let Some(mut time) = app.world_mut().get_resource_mut::<Time>() {
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time.update(delta);
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}
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app.update();
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last_frame_time = frame_start;
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gloo_timers::future::sleep(frame_time).await;
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}
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}
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68
crates/borders-wasm/src/render_bridge.rs
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68
crates/borders-wasm/src/render_bridge.rs
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//! WASM-specific frontend transport using JavaScript callbacks
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//!
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//! This module provides the WASM implementation of FrontendTransport,
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//! sending render messages and UI events through JavaScript callbacks to the browser frontend.
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use std::cell::RefCell;
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use std::collections::VecDeque;
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use borders_core::ui::FrontendTransport;
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use borders_core::ui::protocol::{BackendMessage, FrontendMessage};
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use wasm_bindgen::prelude::*;
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// Thread-local storage for callbacks and inbound messages
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thread_local! {
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static BACKEND_MESSAGE_CALLBACK: RefCell<Option<js_sys::Function>> = const { RefCell::new(None) };
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static INBOUND_MESSAGES: RefCell<VecDeque<FrontendMessage>> = const { RefCell::new(VecDeque::new()) };
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}
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/// Register a callback for backend messages (all messages from backend to frontend)
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#[wasm_bindgen]
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pub fn register_backend_message_callback(callback: js_sys::Function) {
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BACKEND_MESSAGE_CALLBACK.with(|cb| {
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*cb.borrow_mut() = Some(callback);
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});
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}
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/// Send a frontend message from JavaScript to the game core
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#[wasm_bindgen]
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pub fn send_frontend_message(msg: JsValue) -> Result<(), JsValue> {
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let message: FrontendMessage = serde_wasm_bindgen::from_value(msg).map_err(|e| JsValue::from_str(&format!("Failed to deserialize frontend message: {}", e)))?;
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INBOUND_MESSAGES.with(|messages_cell| {
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messages_cell.borrow_mut().push_back(message);
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});
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Ok(())
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}
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/// WASM-specific frontend transport using JavaScript callbacks
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#[derive(Clone)]
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pub struct WasmRenderBridgeTransport;
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impl FrontendTransport for WasmRenderBridgeTransport {
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fn send_backend_message(&self, message: &BackendMessage) -> Result<(), String> {
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BACKEND_MESSAGE_CALLBACK.with(|cb_cell| {
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if let Some(cb) = cb_cell.borrow().as_ref() {
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match serde_wasm_bindgen::to_value(message) {
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Ok(js_payload) => {
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let this = JsValue::null();
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if let Err(e) = cb.call1(&this, &js_payload) {
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return Err(format!("Backend message callback failed: {:?}", e));
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}
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Ok(())
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}
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Err(e) => Err(format!("Failed to serialize backend message: {}", e)),
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}
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} else {
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Err("No backend message callback registered".to_string())
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}
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})
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}
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fn try_recv_frontend_message(&self) -> Option<FrontendMessage> {
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INBOUND_MESSAGES.with(|messages_cell| messages_cell.borrow_mut().pop_front())
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}
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// WASM uses structured messages only, no binary streaming
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}
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