Update source files

This commit is contained in:
2025-10-25 16:15:50 -05:00
commit 635712304f
215 changed files with 32973 additions and 0 deletions

40
frontend/pages/+Head.tsx Normal file
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import fontsCss from "@/shared/styles/fonts.css?inline";
import oswaldWoff2 from "@fontsource-variable/oswald/files/oswald-latin-wght-normal.woff2?url";
export default function HeadDefault() {
return (
<>
<meta charSet="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<link rel="preload" href={oswaldWoff2} as="font" type="font/woff2" crossOrigin="anonymous" />
{/* Inlined font definitions */}
<style dangerouslySetInnerHTML={{ __html: fontsCss }} />
{/* Global styles for initial render */}
<style>{`
body::before {
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
filter: blur(4px) brightness(0.85);
transform: scale(1.05);
z-index: -2;
}
body::after {
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(255, 255, 255, 0.3);
backdrop-filter: blur(1px);
z-index: -1;
}
`}</style>
</>
);
}

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import { useEffect, useState, type ReactNode } from "react";
import { GameBridgeProvider } from "@/shared/api";
import { getBridge, type GameBridge } from "@/shared/api";
// Start loading bridge immediately (not waiting for useEffect)
const bridgePromise = getBridge();
export default function Wrapper({ children }: { children: ReactNode }) {
const [bridge, setBridge] = useState<GameBridge | null>(null);
// Dynamically import the appropriate platform implementation
useEffect(() => {
bridgePromise.then(setBridge);
}, []);
// Browser-specific setup (must be before early return to satisfy Rules of Hooks)
useEffect(() => {
if (!__DESKTOP__) {
// Handle user ID storage from worker
const userIdChannel = new BroadcastChannel("user_id_storage");
userIdChannel.onmessage = (event) => {
try {
const msg = JSON.parse(event.data as string);
if (msg.action === "save") {
localStorage.setItem("app_session_id", msg.id);
} else if (msg.action === "load") {
const id = localStorage.getItem("app_session_id");
if (id) {
userIdChannel.postMessage(JSON.stringify({ action: "load_response", id }));
}
}
} catch {}
};
return () => {
userIdChannel.close();
};
}
}, []);
return bridge ? <GameBridgeProvider bridge={bridge}>{children}</GameBridgeProvider> : null;
}

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import { type ReactNode } from "react";
// import { GameBridgeProvider } from "@/shared/api";
// Server-side wrapper provides stub implementations for SSG/pre-rendering
// The real implementations are provided by +Wrapper.client.tsx on the client
export default function Wrapper({ children }: { children: ReactNode }) {
// During SSR/pre-rendering, provide null implementations
// These will be replaced by real implementations when the client-side wrapper takes over
// return <GameBridgeProvider bridge={null as any}>{children}</GameBridgeProvider>;
return <>{children}</>;
}

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frontend/pages/+config.ts Normal file
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import vikeReact from "vike-react/config";
export default {
extends: [vikeReact],
// Enable pre-rendering for static site generation
prerender: true,
// Global head configuration
title: "Iron Borders",
description: "Strategic Territory Control",
// Disable React StrictMode to avoid double-mounting issues with PixiJS
reactStrictMode: false,
};

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import { useState, useEffect, Suspense, lazy } from "react";
import { MenuScreen } from "@/shared/components/menu/MenuScreen";
import { useGameBridge } from "@/shared/api";
import "@/shared/styles/global.css";
// Lazy load components that aren't needed immediately
const GameContainer = lazy(() => import("./Game.client").then((m) => ({ default: m.GameContainer })));
function App() {
const [showMenu, setShowMenu] = useState(true);
const [isStartingGame, setIsStartingGame] = useState(false);
const [isGameReady, setIsGameReady] = useState(false);
const [isHydrated, setIsHydrated] = useState(false);
const gameBridge = useGameBridge();
// Prefetch components after initial render
useEffect(() => {
setIsHydrated(true);
import("./Game.client");
}, []);
// Track app started on mount
useEffect(() => {
if (!gameBridge) return;
gameBridge.track("app_started", {
platform: __DESKTOP__ ? "desktop" : "browser",
});
}, [gameBridge]);
const handleStartSingleplayer = () => {
setIsStartingGame(true);
};
const handleGameReady = () => {
setIsGameReady(true);
};
const handleMenuExitComplete = () => {
setShowMenu(false);
// Keep isStartingGame and isGameReady - no need to reset them
};
const handleReturnToMenu = () => {
setShowMenu(true);
setIsStartingGame(false);
setIsGameReady(false);
};
const handleExit = async () => {
if (__DESKTOP__) {
const { invoke } = await import("@tauri-apps/api/core");
await invoke("request_exit").catch((err) => {
console.error("Failed to request exit:", err);
});
}
};
return (
<>
{/* Menu Screen - pre-renderable, covers everything when visible */}
{!isHydrated ||
(showMenu && (
<MenuScreen
onStartSingleplayer={handleStartSingleplayer}
onExit={handleExit}
isExiting={isStartingGame}
gameReady={isGameReady}
onExitComplete={handleMenuExitComplete}
/>
))}
{/* Game Container - client-only, lazy loaded when game starts */}
{isHydrated && (isStartingGame || !showMenu) && (
<Suspense fallback={null}>
<GameContainer onReturnToMenu={handleReturnToMenu} onGameReady={handleGameReady} />
</Suspense>
)}
</>
);
}
export default App;

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import { useState, useEffect } from "react";
import { Attacks } from "@/shared/components/game/AttacksList";
import { AttackControls } from "@/shared/components/game/AttackControls";
import { Leaderboard } from "@/shared/components/game/Leaderboard";
import { GameMenu } from "@/shared/components/game/Menu";
import { SpawnPhaseOverlay } from "@/shared/components/overlays/SpawnPhase";
import { GameCanvas } from "@/shared/components/game/Canvas";
import { GameEndOverlay } from "@/shared/components/overlays/GameEnd";
import type { GameOutcome, LeaderboardSnapshot } from "@/shared/api/types";
import type { GameRenderer } from "@/shared/render/GameRenderer";
import { useGameBridge, type RenderInitData } from "@/shared/api";
interface GameContainerProps {
onReturnToMenu: () => void;
onGameReady?: () => void;
}
export function GameContainer({ onReturnToMenu, onGameReady }: GameContainerProps) {
const [gameOutcome, setGameOutcome] = useState<GameOutcome | null>(null);
const [spawnPhaseActive, setSpawnPhaseActive] = useState(false);
const [spawnCountdown, setSpawnCountdown] = useState<{
startedAtMs: number;
durationSecs: number;
} | null>(null);
const [initialGameState, setInitialGameState] = useState<RenderInitData | null>(null);
const [initialLeaderboard, setInitialLeaderboard] = useState<LeaderboardSnapshot | null>(null);
const [renderer, setRenderer] = useState<GameRenderer | null>(null);
const [highlightedNation, setHighlightedNation] = useState<number | null>(null);
const gameBridge = useGameBridge();
// Check for existing game state on mount to recover after reload
useEffect(() => {
// Only check for state recovery on desktop
if (!__DESKTOP__) return;
gameBridge?.getGameState().then((state) => {
// State recovery is limited to leaderboard data only
// Initialization data (terrain, territory, nation palette) is not recoverable after reload
// The frontend must wait for a fresh game to start
const leaderboard = state as LeaderboardSnapshot | null;
if (leaderboard) {
console.log("Recovered leaderboard state after reload:", leaderboard);
setInitialLeaderboard(leaderboard);
}
});
}, [gameBridge]);
// Subscribe to render initialization
useEffect(() => {
if (!gameBridge) return;
const unsubscribe = gameBridge.onRenderInit((renderData) => {
console.log("RenderInit received:", renderData);
setInitialGameState(renderData);
onGameReady?.();
});
return () => unsubscribe();
}, [gameBridge, onGameReady]);
// Start the game on mount
useEffect(() => {
if (!gameBridge) return;
gameBridge.startGame();
gameBridge.track("game_started", {
mode: "singleplayer",
});
}, [gameBridge]);
// Subscribe to spawn phase events
useEffect(() => {
if (!gameBridge) return;
const unsubUpdate = gameBridge.onSpawnPhaseUpdate((update) => {
setSpawnPhaseActive(true);
setSpawnCountdown(update.countdown);
});
const unsubEnd = gameBridge.onSpawnPhaseEnded(() => {
setSpawnPhaseActive(false);
setSpawnCountdown(null);
});
return () => {
unsubUpdate();
unsubEnd();
};
}, [gameBridge]);
// Subscribe to game end events
useEffect(() => {
if (!gameBridge) return;
const unsubscribe = gameBridge.onGameEnded((outcome) => {
console.log("Game outcome received:", outcome);
setGameOutcome(outcome);
setSpawnPhaseActive(false);
gameBridge.track("game_ended", {
outcome: outcome.toString().toLowerCase(),
});
});
return () => unsubscribe();
}, [gameBridge]);
useEffect(() => {
if (!renderer) return;
if (!gameBridge) return;
// Track renderer initialization with GPU info
const rendererInfo = renderer.getRendererInfo();
gameBridge.track("renderer_initialized", rendererInfo);
}, [renderer, gameBridge]);
// Sync highlighted nation with renderer
useEffect(() => {
renderer?.setHighlightedNation(highlightedNation);
}, [highlightedNation, renderer]);
const handleExit = () => {
gameBridge?.quitGame();
setGameOutcome(null);
onReturnToMenu();
};
return (
<>
<GameCanvas
className="fixed top-0 left-0 w-screen h-screen pointer-events-auto"
initialState={initialGameState}
onRendererReady={setRenderer}
onNationHover={setHighlightedNation}
/>
{initialGameState && (
<div className="fixed top-0 left-0 w-full h-full pointer-events-none flex flex-col">
<SpawnPhaseOverlay isVisible={spawnPhaseActive} countdown={spawnCountdown} />
<div className="relative flex-1">
{spawnPhaseActive && (
<div className="absolute top-16 left-1/2 -translate-x-1/2 text-center select-none w-full px-4 z-50">
<h1 className="font-oswald text-5xl leading-4 font-bold text-white drop-shadow-lg tracking-wide">
Pick Your Spawn
</h1>
<p className="font-sans font-medium mx-auto mt-6 text-lg text-white drop-shadow-md max-w-xl leading-relaxed">
Click anywhere on the map to place your starting territory.
<br />
You can change your mind before the timer expires.
</p>
</div>
)}
<Leaderboard
initialSnapshot={initialLeaderboard}
highlightedNation={highlightedNation}
onNationHover={setHighlightedNation}
/>
<AttackControls>
<Attacks onNationHover={setHighlightedNation} />
</AttackControls>
<GameMenu
onExit={handleExit}
onSettings={() => {
// TODO: Implement settings
}}
/>
{gameOutcome && (
<GameEndOverlay outcome={gameOutcome} onSpectate={() => setGameOutcome(null)} onExit={handleExit} />
)}
</div>
</div>
)}
</>
);
}