Files
smart-rgb/frontend/pages/index/Game.client.tsx
2025-10-16 00:02:34 -05:00

163 lines
5.0 KiB
TypeScript

import { useState, useEffect, lazy, Suspense } 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 { useGameAPI } from "@/shared/api/GameAPIContext";
import { useAnalytics } from "@/shared/analytics";
import type { GameOutcome, LeaderboardSnapshot } from "@/shared/api/types";
import type { GameRenderer } from "@/shared/render/GameRenderer";
const GameEndOverlay = lazy(() => import("@/shared/components/overlays/GameEnd"));
interface GameContainerProps {
onReturnToMenu: () => void;
}
export function GameContainer({ onReturnToMenu }: 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<any | null>(null);
const [initialLeaderboard, setInitialLeaderboard] = useState<LeaderboardSnapshot | null>(null);
const [renderer, setRenderer] = useState<GameRenderer | null>(null);
const [highlightedNation, setHighlightedNation] = useState<number | null>(null);
const api = useGameAPI();
const analytics = useAnalytics();
// Check for existing game state on mount (for reload recovery)
// Skip this in browser since WASM doesn't persist state
useEffect(() => {
if (!api || typeof api.getGameState !== "function") return;
// Only check for state recovery on desktop (Tauri)
// In browser, this always returns null so skip the async call
if (import.meta.env.MODE === "browser") return;
api.getGameState().then((state) => {
// Only recover if we actually have render data (indicates a running game)
if (state && state.render_init) {
console.log("Recovered game state after reload:", state);
setInitialGameState(state.render_init);
setInitialLeaderboard(state.leaderboard_snapshot);
}
});
}, [api]);
// Start the game on mount
useEffect(() => {
if (api) {
api.startGame();
}
// Track game started
if (analytics) {
analytics.track("game_started", {
mode: "singleplayer",
});
}
}, [api, analytics]);
// Subscribe to spawn phase events
useEffect(() => {
if (!api) return;
const unsubUpdate = api.onSpawnPhaseUpdate((update) => {
setSpawnPhaseActive(true);
setSpawnCountdown(update.countdown);
});
const unsubEnd = api.onSpawnPhaseEnded(() => {
setSpawnPhaseActive(false);
setSpawnCountdown(null);
});
return () => {
unsubUpdate();
unsubEnd();
};
}, [api]);
// Subscribe to game end events
useEffect(() => {
if (!api) return;
const unsubscribe = api.onGameEnded((outcome) => {
console.log("Game outcome received:", outcome);
setGameOutcome(outcome);
setSpawnPhaseActive(false);
// Track game ended
if (analytics) {
analytics.track("game_ended", {
outcome: outcome.toString().toLowerCase(),
});
}
});
return () => unsubscribe();
}, [api, analytics]);
// Track renderer initialization with GPU info
useEffect(() => {
if (renderer && analytics) {
const rendererInfo = renderer.getRendererInfo();
analytics.track("renderer_initialized", rendererInfo);
}
}, [renderer, analytics]);
// Sync highlighted nation with renderer
useEffect(() => {
if (renderer) {
renderer.setHighlightedNation(highlightedNation);
}
}, [highlightedNation, renderer]);
const handleExit = () => {
if (api) {
api.quitGame();
}
setGameOutcome(null);
onReturnToMenu();
};
return (
<>
{/* Game Canvas - always rendered at root */}
<GameCanvas
className="h-screen w-screen"
initialState={initialGameState}
onRendererReady={setRenderer}
onNationHover={setHighlightedNation}
/>
{/* Game UI */}
<div className="game-ui">
{/* Spawn Phase Overlay */}
<SpawnPhaseOverlay isVisible={spawnPhaseActive} countdown={spawnCountdown} />
<Leaderboard initialSnapshot={initialLeaderboard} highlightedNation={highlightedNation} onNationHover={setHighlightedNation} />
<AttackControls>
<Attacks onNationHover={setHighlightedNation} />
</AttackControls>
<GameMenu
onExit={handleExit}
onSettings={() => {
// TODO: Implement settings
}}
/>
{/* Game End Overlay */}
{gameOutcome && (
<Suspense fallback={null}>
<GameEndOverlay outcome={gameOutcome} onSpectate={() => setGameOutcome(null)} onExit={handleExit} />
</Suspense>
)}
</div>
</>
);
}