feat: add live replays and PostgreSQL maintenance tools
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Build and Push Docker Container / build-and-push (push) Successful in 7m53s
- Stream compact live replay updates across local and clustered dashboards. - Render responsive snake bodies as SVG paths with aligned custom icons. - Add cache-busted assets, replay fallback routes, and live-follow playback. - Support PostgreSQL benchmark sampling and idempotent SQLite migration. - Add dry-run cleanup for old low-quality PostgreSQL replay payloads. - Reward safe perimeter lanes and bump Prism to version 1.5.0. - Add backend, migration, dashboard, and perimeter regression coverage.
This commit is contained in:
@@ -262,11 +262,12 @@ input[type="range"] {
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}
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.board-wrap {
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min-width: 0;
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min-height: 0;
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display: grid;
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grid-template-rows: auto 1fr;
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gap: 8px;
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min-height: 520px;
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display: flex;
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align-items: flex-start;
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justify-content: center;
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overflow: hidden;
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}
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.legend {
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@@ -291,54 +292,38 @@ input[type="range"] {
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}
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.board {
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position: relative;
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min-width: 0;
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min-height: 0;
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height: auto;
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width: 100%;
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display: grid;
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gap: 2px;
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flex: none;
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background: var(--grid);
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border: 1px solid var(--line);
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border-radius: 10px;
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padding: 6px;
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align-content: start;
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overflow: hidden;
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}
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/* Snake bodies are drawn as one rounded polyline per snake on top of the grid,
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so bends and cell gaps need no per-cell patching. */
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.snake-layer {
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position: absolute;
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inset: 0;
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z-index: 1;
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pointer-events: none;
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}
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.cell {
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background: var(--cell);
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width: 100%;
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height: 100%;
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min-width: 0;
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min-height: 0;
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aspect-ratio: 1 / 1;
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position: relative;
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border-radius: 2px;
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}
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.snake-turn-cell::after {
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content: "";
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position: absolute;
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inset: 0;
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background: var(--turn-color, transparent);
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z-index: 0;
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pointer-events: none;
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}
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/* 50% = quarter-circle at the inner corner of the bend */
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.snake-turn-cell.snake-turn-ur::after {
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border-top-right-radius: 50%;
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}
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.snake-turn-cell.snake-turn-ul::after {
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border-top-left-radius: 50%;
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}
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.snake-turn-cell.snake-turn-dr::after {
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border-bottom-right-radius: 50%;
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}
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.snake-turn-cell.snake-turn-dl::after {
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border-bottom-left-radius: 50%;
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}
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.food {
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background-image: radial-gradient(circle at center, #d73a31 0 45%, transparent 48%);
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background-repeat: no-repeat;
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@@ -350,6 +335,12 @@ input[type="range"] {
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background-color: var(--hazard);
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}
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/* The hatch overlay (::before, z-index 4) still paints above the body stroke,
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but the opaque fill would hide it. */
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.hazard.hazard-over-snake {
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background-color: transparent;
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}
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.hazard::before {
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content: "";
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position: absolute;
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@@ -364,17 +355,11 @@ input[type="range"] {
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border-radius: inherit;
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}
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.snake-you {
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background: var(--you);
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}
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.snake-enemy {
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background: var(--enemy);
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}
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/* Head/tail markers and icon layers use z-index >= 2 so they paint above
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.snake-layer. The cells themselves stay unstacked, keeping their background
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below the body stroke. */
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.snake-head {
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outline: 2px solid var(--head-ring);
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outline-offset: -2px;
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outline: none;
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}
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.snake-head::after {
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@@ -494,43 +479,41 @@ input[type="range"] {
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display: none;
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}
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.snake-tail-you.has-tail-icon,
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.snake-tail-enemy.has-tail-icon {
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box-shadow: none;
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}
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/* Spans the full cell along the travel axis and the body stroke width across
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it, so the icon is exactly as thick as the body and its leading edge lands on
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the cell border where the stroke ends. */
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.icon-layer {
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position: absolute;
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inset: 2%;
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background: var(--icon-color, currentColor);
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-webkit-mask-image: var(--icon-url);
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-webkit-mask-repeat: no-repeat;
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-webkit-mask-position: center;
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-webkit-mask-size: contain;
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mask-image: var(--icon-url);
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mask-repeat: no-repeat;
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mask-position: center;
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mask-size: contain;
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left: 0;
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right: 0;
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top: var(--icon-cross-inset, 7%);
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bottom: var(--icon-cross-inset, 7%);
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transform: var(--icon-transform, rotate(0deg));
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transform-origin: center;
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pointer-events: none;
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z-index: 2;
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}
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.icon-layer--tail {
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z-index: 2;
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opacity: 0.92;
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}
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.icon-layer--head {
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z-index: 3;
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opacity: 1;
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background: none;
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-webkit-mask-image: none;
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mask-image: none;
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}
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.icon-layer--head>svg {
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/* Fallback for artwork that has not been fetched yet. An SVG used as a mask
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image keeps its own preserveAspectRatio and letterboxes inside this
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non-square box, so the inlined variant above is preferred. */
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.icon-layer--masked {
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background: var(--icon-color, currentColor);
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-webkit-mask-image: var(--icon-url);
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-webkit-mask-repeat: no-repeat;
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-webkit-mask-position: center;
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-webkit-mask-size: 100% 100%;
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mask-image: var(--icon-url);
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mask-repeat: no-repeat;
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mask-position: center;
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mask-size: 100% 100%;
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}
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.icon-layer>svg {
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width: 100%;
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height: 100%;
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display: block;
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@@ -693,6 +676,19 @@ input[type="range"] {
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}
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@media (max-width: 1100px) {
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html,
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body {
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height: auto;
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min-height: 100%;
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overflow: auto;
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}
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.page {
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height: auto;
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min-height: 100vh;
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overflow: visible;
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}
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.topbar {
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grid-template-columns: 1fr;
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}
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@@ -704,6 +700,12 @@ input[type="range"] {
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.main {
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grid-template-columns: 1fr;
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overflow: visible;
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}
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.panel,
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.right {
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overflow: visible;
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}
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.games {
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@@ -714,8 +716,12 @@ input[type="range"] {
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grid-template-columns: 1fr;
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}
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.thinking {
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overflow: visible;
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}
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.board-wrap {
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min-height: 360px;
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min-height: min(70vw, 520px);
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}
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.turn-badge {
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@@ -1,11 +1,12 @@
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class DashboardWebSocket {
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constructor({ onGamesUpdate, onShutdown } = {}) {
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constructor({ onGamesUpdate, onReplayUpdate, onShutdown } = {}) {
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this._socket = null;
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this._reconnectTimer = null;
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this._shuttingDown = false;
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this._pendingRequests = new Map();
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this._requestSeq = 0;
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this._onGamesUpdate = onGamesUpdate || (() => {});
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this._onReplayUpdate = onReplayUpdate || (() => {});
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this._onShutdown = onShutdown || (() => {});
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}
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@@ -58,6 +59,11 @@ class DashboardWebSocket {
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return;
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}
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if (payload.type === "dashboard_game_replay_update") {
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this._onReplayUpdate(payload);
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return;
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}
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if (payload.type === "dashboard_games_update") {
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this._onGamesUpdate(payload);
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}
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+345
-93
@@ -1,12 +1,73 @@
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class GameBoard {
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static SVG_NS = "http://www.w3.org/2000/svg";
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// Stroke width as a fraction of the cell size. Slightly wider than the cell
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// interior so the stroke bridges the 2px grid gap between adjacent cells.
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static BODY_WIDTH_RATIO = 0.86;
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// How far the body stroke runs past the point where the icon artwork starts.
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static SEAM_OVERLAP_PX = 1;
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constructor(boardEl) {
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this._boardEl = boardEl;
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this._svgCache = new Map();
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this._iconLeadInset = new Map();
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this._measureCanvas = null;
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this._boardWidth = 0;
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this._boardHeight = 0;
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this._snakeLayer = null;
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this._lastPaint = null;
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this._lastArgs = null;
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this._resizeObserver = typeof ResizeObserver === "undefined"
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? null
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: new ResizeObserver(() => {
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this._fitBoard();
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this._renderSnakeLayer();
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});
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if (this._resizeObserver && this._boardEl.parentElement) {
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this._resizeObserver.observe(this._boardEl.parentElement);
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}
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}
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clearBoard() {
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this._boardEl.innerHTML = "";
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this._boardEl.style.gridTemplateColumns = "none";
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this._boardEl.style.gridTemplateRows = "none";
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this._boardEl.style.width = "";
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this._boardEl.style.height = "";
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this._boardWidth = 0;
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this._boardHeight = 0;
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this._snakeLayer = null;
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this._lastPaint = null;
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this._lastArgs = null;
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}
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_fitBoard() {
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const container = this._boardEl.parentElement;
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if (!container || !this._boardWidth || !this._boardHeight) return;
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const availableWidth = container.clientWidth;
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const availableHeight = container.clientHeight;
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if (availableWidth <= 0 || availableHeight <= 0) return;
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const style = window.getComputedStyle(this._boardEl);
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const horizontalChrome = Number.parseFloat(style.paddingLeft)
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+ Number.parseFloat(style.paddingRight)
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+ Number.parseFloat(style.borderLeftWidth)
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+ Number.parseFloat(style.borderRightWidth);
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const verticalChrome = Number.parseFloat(style.paddingTop)
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+ Number.parseFloat(style.paddingBottom)
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+ Number.parseFloat(style.borderTopWidth)
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+ Number.parseFloat(style.borderBottomWidth);
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const columnGap = Number.parseFloat(style.columnGap) || 0;
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const rowGap = Number.parseFloat(style.rowGap) || 0;
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const fixedWidth = horizontalChrome + (columnGap * Math.max(0, this._boardWidth - 1));
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const fixedHeight = verticalChrome + (rowGap * Math.max(0, this._boardHeight - 1));
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const cellSize = Math.max(0, Math.min(
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(availableWidth - fixedWidth) / this._boardWidth,
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(availableHeight - fixedHeight) / this._boardHeight,
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));
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this._boardEl.style.width = `${(cellSize * this._boardWidth) + fixedWidth}px`;
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this._boardEl.style.height = `${(cellSize * this._boardHeight) + fixedHeight}px`;
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}
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async preloadSvgs(replay) {
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@@ -27,14 +88,70 @@ class GameBoard {
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async _loadSvg(url) {
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if (this._svgCache.has(url)) return this._svgCache.get(url);
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let text = null;
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try {
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const res = await fetch(url);
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const text = res.ok ? await res.text() : null;
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this._svgCache.set(url, text);
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return text;
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text = res.ok ? await res.text() : null;
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} catch {
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this._svgCache.set(url, null);
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return null;
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text = null;
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}
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this._svgCache.set(url, text);
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await this._measureLeadInset(url, text);
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return text;
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}
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|
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// How far the artwork sits back from the edge that meets the body, as a
|
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// fraction of the cell. Most icons touch it (0), but a handful of designs
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// start further in and would leave a visible seam if the stroke stopped at
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// the cell border. Measured once per icon by rasterising it at the same
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// aspect ratio the layer uses. A null result means the artwork never spans
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// the full body width, so the stroke should not be pulled back at all.
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async _measureLeadInset(url, svgMarkup) {
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if (this._iconLeadInset.has(url)) return;
|
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this._iconLeadInset.set(url, null);
|
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if (!svgMarkup) return;
|
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|
||||
const width = 200;
|
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const height = Math.round(width * GameBoard.BODY_WIDTH_RATIO);
|
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try {
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const parsed = new DOMParser().parseFromString(
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this._normalizeIconSvgMarkup(svgMarkup) || svgMarkup, "image/svg+xml",
|
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);
|
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const svgEl = parsed.querySelector("svg");
|
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if (!svgEl) return;
|
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svgEl.setAttribute("preserveAspectRatio", "none");
|
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svgEl.setAttribute("width", String(width));
|
||||
svgEl.setAttribute("height", String(height));
|
||||
|
||||
const image = new Image();
|
||||
image.src = `data:image/svg+xml;charset=utf-8,${encodeURIComponent(new XMLSerializer().serializeToString(svgEl))}`;
|
||||
await image.decode();
|
||||
|
||||
if (!this._measureCanvas) this._measureCanvas = document.createElement("canvas");
|
||||
const canvas = this._measureCanvas;
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
const context = canvas.getContext("2d", { willReadFrequently: true });
|
||||
context.clearRect(0, 0, width, height);
|
||||
context.drawImage(image, 0, 0, width, height);
|
||||
const pixels = context.getImageData(0, 0, width, height).data;
|
||||
|
||||
// The edge must be covered across its whole width. Accepting "almost
|
||||
// covered" leaves a notch at the seam corners that reads as a line, so
|
||||
// the bar is every row inked, with a low alpha cut-off so antialiased
|
||||
// edge pixels still count.
|
||||
for (let x = 0; x < width / 2; x += 1) {
|
||||
let covered = 0;
|
||||
for (let y = 0; y < height; y += 1) {
|
||||
if (pixels[(((y * width) + x) * 4) + 3] > 8) covered += 1;
|
||||
}
|
||||
if (covered === height) {
|
||||
this._iconLeadInset.set(url, x / width);
|
||||
return;
|
||||
}
|
||||
}
|
||||
} catch {
|
||||
// Leave the inset unknown; the stroke then runs to the cell centre.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -97,7 +214,7 @@ class GameBoard {
|
||||
return maxDepth;
|
||||
}
|
||||
|
||||
_normalizeHeadSvgMarkup(svgMarkup) {
|
||||
_normalizeIconSvgMarkup(svgMarkup) {
|
||||
if (!svgMarkup) return null;
|
||||
try {
|
||||
const parser = new DOMParser();
|
||||
@@ -124,41 +241,203 @@ class GameBoard {
|
||||
const layer = document.createElement("div");
|
||||
layer.className = type === "head" ? "icon-layer icon-layer--head" : "icon-layer icon-layer--tail";
|
||||
layer.style.setProperty("--icon-transform", transformValue || "rotate(0deg)");
|
||||
if (type === "head") {
|
||||
const svgMarkup = this._svgCache.get(iconUrl);
|
||||
if (svgMarkup) {
|
||||
layer.innerHTML = this._normalizeHeadSvgMarkup(svgMarkup);
|
||||
const svgEl = layer.querySelector("svg");
|
||||
if (svgEl) {
|
||||
svgEl.style.width = "100%";
|
||||
svgEl.style.height = "100%";
|
||||
svgEl.style.fill = color || "currentColor";
|
||||
svgEl.removeAttribute("width");
|
||||
svgEl.removeAttribute("height");
|
||||
}
|
||||
// The icon artwork joins the body along its full leading edge, so the layer
|
||||
// is squeezed to the body stroke width and stretched (no aspect ratio) to
|
||||
// meet the stroke end flush.
|
||||
layer.style.setProperty("--icon-cross-inset", `${(1 - GameBoard.BODY_WIDTH_RATIO) * 50}%`);
|
||||
|
||||
// Both head and tail artwork is inlined rather than used as a CSS mask: an
|
||||
// SVG referenced as an image keeps its own preserveAspectRatio, so it would
|
||||
// letterbox inside the non-square layer and leave a gap towards the body.
|
||||
const svgMarkup = this._svgCache.get(iconUrl);
|
||||
if (svgMarkup) {
|
||||
layer.innerHTML = this._normalizeIconSvgMarkup(svgMarkup);
|
||||
const svgEl = layer.querySelector("svg");
|
||||
if (svgEl) {
|
||||
svgEl.setAttribute("preserveAspectRatio", "none");
|
||||
svgEl.style.width = "100%";
|
||||
svgEl.style.height = "100%";
|
||||
svgEl.style.fill = color || "currentColor";
|
||||
svgEl.removeAttribute("width");
|
||||
svgEl.removeAttribute("height");
|
||||
}
|
||||
} else {
|
||||
layer.style.setProperty("--icon-url", `url(${iconUrl})`);
|
||||
layer.style.setProperty("--icon-color", color || "var(--you)");
|
||||
return layer;
|
||||
}
|
||||
|
||||
// Artwork not cached yet (live turn arriving before the preload finished):
|
||||
// fall back to the mask so the icon still shows, and repaint once loaded.
|
||||
layer.classList.add("icon-layer--masked");
|
||||
layer.style.setProperty("--icon-url", `url(${iconUrl})`);
|
||||
layer.style.setProperty("--icon-color", color || "var(--you)");
|
||||
this._loadSvg(iconUrl).then((markup) => {
|
||||
if (markup) this._repaintLast();
|
||||
});
|
||||
return layer;
|
||||
}
|
||||
|
||||
_repaintLast() {
|
||||
const args = this._lastArgs;
|
||||
if (!args) return;
|
||||
this.paintBoard(args.turnData, args.width, args.height, args.selectedSnakeId, args.replay);
|
||||
}
|
||||
|
||||
_cellKey(x, y) {
|
||||
return `${x}:${y}`;
|
||||
}
|
||||
|
||||
// Collapses the stacked duplicate segments Battlesnake emits at spawn and
|
||||
// right after eating, so the body becomes a clean orthogonal polyline.
|
||||
_bodyPolyline(snake) {
|
||||
const body = Array.isArray(snake && snake.body) ? snake.body : [];
|
||||
const points = [];
|
||||
for (const part of body) {
|
||||
if (!part) continue;
|
||||
const point = { x: Number(part.x), y: Number(part.y) };
|
||||
if (Number.isNaN(point.x) || Number.isNaN(point.y)) continue;
|
||||
const previous = points[points.length - 1];
|
||||
if (previous && previous.x === point.x && previous.y === point.y) continue;
|
||||
points.push(point);
|
||||
}
|
||||
return points;
|
||||
}
|
||||
|
||||
// Pixel geometry of the grid, derived from the same box metrics the CSS grid
|
||||
// uses, so SVG coordinates land exactly on cell centres.
|
||||
_gridMetrics() {
|
||||
if (!this._boardWidth || !this._boardHeight) return null;
|
||||
const style = window.getComputedStyle(this._boardEl);
|
||||
const paddingLeft = Number.parseFloat(style.paddingLeft) || 0;
|
||||
const paddingTop = Number.parseFloat(style.paddingTop) || 0;
|
||||
const paddingRight = Number.parseFloat(style.paddingRight) || 0;
|
||||
const paddingBottom = Number.parseFloat(style.paddingBottom) || 0;
|
||||
const columnGap = Number.parseFloat(style.columnGap) || 0;
|
||||
const rowGap = Number.parseFloat(style.rowGap) || 0;
|
||||
const boxWidth = this._boardEl.clientWidth;
|
||||
const boxHeight = this._boardEl.clientHeight;
|
||||
const cellWidth = (boxWidth - paddingLeft - paddingRight - (columnGap * (this._boardWidth - 1))) / this._boardWidth;
|
||||
const cellHeight = (boxHeight - paddingTop - paddingBottom - (rowGap * (this._boardHeight - 1))) / this._boardHeight;
|
||||
if (!(cellWidth > 0) || !(cellHeight > 0)) return null;
|
||||
return { paddingLeft, paddingTop, columnGap, rowGap, cellWidth, cellHeight, boxWidth, boxHeight };
|
||||
}
|
||||
|
||||
_cellCenter(point, metrics) {
|
||||
const row = this._boardHeight - 1 - point.y;
|
||||
return {
|
||||
x: metrics.paddingLeft + (point.x * (metrics.cellWidth + metrics.columnGap)) + (metrics.cellWidth / 2),
|
||||
y: metrics.paddingTop + (row * (metrics.cellHeight + metrics.rowGap)) + (metrics.cellHeight / 2),
|
||||
};
|
||||
}
|
||||
|
||||
// Pulls the polyline end back so the customization icon owns its cell.
|
||||
// Combined with a butt cap the stroke stops exactly where the artwork starts:
|
||||
// at the cell border for the usual icon, deeper into the cell for artwork
|
||||
// that sits back from that border (leadInset).
|
||||
_retractEnd(endCenter, neighbourCenter, metrics, leadInset) {
|
||||
const dx = endCenter.x - neighbourCenter.x;
|
||||
const dy = endCenter.y - neighbourCenter.y;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
if (!(distance > 0)) return endCenter;
|
||||
const halfCell = Math.abs(dx) >= Math.abs(dy)
|
||||
? metrics.cellWidth / 2
|
||||
: metrics.cellHeight / 2;
|
||||
// A full CSS pixel of overlap: both sides are the same colour, so overlap
|
||||
// is free, and it keeps sub-pixel rounding from opening a hairline seam on
|
||||
// displays with a fractional device pixel ratio.
|
||||
const artworkOffset = (leadInset || 0) * halfCell * 2;
|
||||
const pullBack = Math.min(distance, Math.max(0, halfCell - artworkOffset - GameBoard.SEAM_OVERLAP_PX));
|
||||
return {
|
||||
x: endCenter.x - ((dx / distance) * pullBack),
|
||||
y: endCenter.y - ((dy / distance) * pullBack),
|
||||
};
|
||||
}
|
||||
|
||||
_appendRoundEnd(group, center, radius, color) {
|
||||
const dot = document.createElementNS(GameBoard.SVG_NS, "circle");
|
||||
dot.setAttribute("cx", `${center.x}`);
|
||||
dot.setAttribute("cy", `${center.y}`);
|
||||
dot.setAttribute("r", `${radius}`);
|
||||
dot.setAttribute("fill", color);
|
||||
group.appendChild(dot);
|
||||
}
|
||||
|
||||
_renderSnakeLayer() {
|
||||
if (!this._snakeLayer || !this._lastPaint) return;
|
||||
const metrics = this._gridMetrics();
|
||||
while (this._snakeLayer.firstChild) this._snakeLayer.removeChild(this._snakeLayer.firstChild);
|
||||
if (!metrics) return;
|
||||
|
||||
this._snakeLayer.setAttribute("viewBox", `0 0 ${metrics.boxWidth} ${metrics.boxHeight}`);
|
||||
this._snakeLayer.setAttribute("width", `${metrics.boxWidth}`);
|
||||
this._snakeLayer.setAttribute("height", `${metrics.boxHeight}`);
|
||||
|
||||
const cellSize = Math.min(metrics.cellWidth, metrics.cellHeight);
|
||||
const strokeWidth = cellSize * GameBoard.BODY_WIDTH_RATIO;
|
||||
const { snakes, selectedSnakeId } = this._lastPaint;
|
||||
|
||||
for (const entry of snakes) {
|
||||
const points = entry.points;
|
||||
if (points.length === 0) continue;
|
||||
const centers = points.map((point) => this._cellCenter(point, metrics));
|
||||
const dimmed = Boolean(selectedSnakeId) && entry.snakeId !== selectedSnakeId;
|
||||
// One group per snake so dimming applies once instead of stacking up on
|
||||
// overlapping shapes.
|
||||
const group = document.createElementNS(GameBoard.SVG_NS, "g");
|
||||
if (dimmed) group.setAttribute("opacity", "0.2");
|
||||
this._snakeLayer.appendChild(group);
|
||||
|
||||
if (centers.length === 1) {
|
||||
// Fully stacked body (spawn turn): a single round blob, unless the head
|
||||
// icon already fills that cell.
|
||||
if (!entry.headIcon) {
|
||||
this._appendRoundEnd(group, centers[0], strokeWidth / 2, entry.color);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const last = centers.length - 1;
|
||||
// An icon only takes over its cell if its artwork spans the full body
|
||||
// width somewhere; otherwise the stroke runs to the cell centre and keeps
|
||||
// its rounded end, with the icon drawn on top. Ends without an icon keep
|
||||
// the rounded look via an explicit cap circle, because linecap applies to
|
||||
// both ends of the path at once.
|
||||
if (entry.headIcon && entry.headLeadInset !== null) {
|
||||
centers[0] = this._retractEnd(centers[0], centers[1], metrics, entry.headLeadInset);
|
||||
} else {
|
||||
this._appendRoundEnd(group, centers[0], strokeWidth / 2, entry.color);
|
||||
}
|
||||
if (entry.tailIcon && entry.tailLeadInset !== null) {
|
||||
centers[last] = this._retractEnd(centers[last], centers[last - 1], metrics, entry.tailLeadInset);
|
||||
} else {
|
||||
this._appendRoundEnd(group, centers[last], strokeWidth / 2, entry.color);
|
||||
}
|
||||
|
||||
const path = document.createElementNS(GameBoard.SVG_NS, "path");
|
||||
path.setAttribute("d", centers.map((point, idx) => `${idx === 0 ? "M" : "L"}${point.x} ${point.y}`).join(" "));
|
||||
path.setAttribute("fill", "none");
|
||||
path.setAttribute("stroke", entry.color);
|
||||
path.setAttribute("stroke-width", `${strokeWidth}`);
|
||||
path.setAttribute("stroke-linecap", "butt");
|
||||
path.setAttribute("stroke-linejoin", "round");
|
||||
group.appendChild(path);
|
||||
}
|
||||
}
|
||||
|
||||
paintBoard(turnData, width, height, selectedSnakeId, replay) {
|
||||
this.clearBoard();
|
||||
if (!turnData || !width || !height) return;
|
||||
this._lastArgs = { turnData, width, height, selectedSnakeId, replay };
|
||||
const colorById = SnakeUtils.buildSnakeColorById(turnData, replay);
|
||||
const customById = SnakeUtils.buildSnakeCustomizationById(turnData, replay);
|
||||
|
||||
this._boardEl.style.gridTemplateColumns = `repeat(${width}, 1fr)`;
|
||||
this._boardWidth = Number(width);
|
||||
this._boardHeight = Number(height);
|
||||
this._boardEl.style.gridTemplateColumns = `repeat(${width}, minmax(0, 1fr))`;
|
||||
this._boardEl.style.gridTemplateRows = `repeat(${height}, minmax(0, 1fr))`;
|
||||
this._fitBoard();
|
||||
const foods = new Set((turnData.food || []).map((p) => this._cellKey(p.x, p.y)));
|
||||
const hazards = new Set((turnData.hazards || []).map((p) => this._cellKey(p.x, p.y)));
|
||||
|
||||
const snakeBody = new Map();
|
||||
const occupiedCells = new Set();
|
||||
const snakeHead = new Set();
|
||||
const snakeTail = new Map();
|
||||
const headVariantByCell = new Map();
|
||||
@@ -169,6 +448,7 @@ class GameBoard {
|
||||
const tailTransformByCell = new Map();
|
||||
const snakeColorByCell = new Map();
|
||||
const snakeIdByCell = new Map();
|
||||
const snakeEntries = [];
|
||||
|
||||
(turnData.snakes || []).forEach((snake, idx) => {
|
||||
if (!snake) return;
|
||||
@@ -181,28 +461,48 @@ class GameBoard {
|
||||
const tailIcon = SnakeUtils.buildCustomizationIconUrl("tails", custom.tail);
|
||||
const headTransform = SnakeUtils.directionToHeadTransform(SnakeUtils.inferHeadDirection(snake));
|
||||
const tailTransform = SnakeUtils.directionToTailTransform(SnakeUtils.inferTailDirection(snake));
|
||||
const points = this._bodyPolyline(snake);
|
||||
|
||||
for (const part of (snake.body || [])) {
|
||||
snakeBody.set(this._cellKey(part.x, part.y), bodyColor);
|
||||
occupiedCells.add(this._cellKey(part.x, part.y));
|
||||
snakeIdByCell.set(this._cellKey(part.x, part.y), snakeId);
|
||||
}
|
||||
if (snake.head) {
|
||||
const headKey = this._cellKey(snake.head.x, snake.head.y);
|
||||
// `head` is authoritative when present, but some payloads omit it; the
|
||||
// polyline start is the same cell.
|
||||
const headPoint = snake.head || points[0] || null;
|
||||
const headKey = headPoint ? this._cellKey(headPoint.x, headPoint.y) : null;
|
||||
if (headKey !== null) {
|
||||
snakeHead.add(headKey);
|
||||
headVariantByCell.set(headKey, headVariant);
|
||||
headTransformByCell.set(headKey, headTransform);
|
||||
snakeColorByCell.set(headKey, bodyColor);
|
||||
if (headIcon) headIconByCell.set(headKey, headIcon);
|
||||
}
|
||||
if (Array.isArray(snake.body) && snake.body.length > 0) {
|
||||
const tail = snake.body[snake.body.length - 1];
|
||||
// A tail stacked under this snake's own head has no free cell to draw in.
|
||||
// Another snake's head landing there must not suppress it, so the check is
|
||||
// snake-local rather than against every head seen so far.
|
||||
let drawTailIcon = false;
|
||||
if (points.length > 0) {
|
||||
const tail = points[points.length - 1];
|
||||
const tailKey = this._cellKey(tail.x, tail.y);
|
||||
drawTailIcon = Boolean(tailIcon) && tailKey !== headKey;
|
||||
snakeTail.set(tailKey, snake.is_you ? "snake-tail-you" : "snake-tail-enemy");
|
||||
tailVariantByCell.set(tailKey, tailVariant);
|
||||
tailTransformByCell.set(tailKey, tailTransform);
|
||||
snakeColorByCell.set(tailKey, bodyColor);
|
||||
if (tailIcon) tailIconByCell.set(tailKey, tailIcon);
|
||||
if (drawTailIcon) tailIconByCell.set(tailKey, tailIcon);
|
||||
}
|
||||
|
||||
const leadInset = (url) => (this._iconLeadInset.has(url) ? this._iconLeadInset.get(url) : 0);
|
||||
snakeEntries.push({
|
||||
snakeId,
|
||||
color: bodyColor,
|
||||
points,
|
||||
headIcon: Boolean(headIcon),
|
||||
tailIcon: drawTailIcon,
|
||||
headLeadInset: headIcon ? leadInset(headIcon) : 0,
|
||||
tailLeadInset: drawTailIcon ? leadInset(tailIcon) : 0,
|
||||
});
|
||||
});
|
||||
|
||||
for (let y = height - 1; y >= 0; y--) {
|
||||
@@ -210,75 +510,21 @@ class GameBoard {
|
||||
const key = this._cellKey(x, y);
|
||||
const cell = document.createElement("div");
|
||||
cell.className = "cell";
|
||||
if (hazards.has(key)) cell.classList.add("hazard");
|
||||
if (foods.has(key)) cell.classList.add("food");
|
||||
if (snakeBody.has(key)) {
|
||||
const bodyColor = snakeBody.get(key);
|
||||
const hasHeadIcon = headIconByCell.has(key);
|
||||
const hasTailIcon = tailIconByCell.has(key);
|
||||
const isIconCell = hasHeadIcon || hasTailIcon;
|
||||
cell.style.borderRadius = "0";
|
||||
if (!isIconCell) cell.style.background = bodyColor;
|
||||
if (selectedSnakeId && snakeIdByCell.get(key) !== selectedSnakeId) {
|
||||
cell.style.opacity = "0.2";
|
||||
}
|
||||
|
||||
const snakeId = snakeIdByCell.get(key);
|
||||
if (snakeId) {
|
||||
const up = snakeIdByCell.get(this._cellKey(x, y + 1)) === snakeId;
|
||||
const down = snakeIdByCell.get(this._cellKey(x, y - 1)) === snakeId;
|
||||
const left = snakeIdByCell.get(this._cellKey(x - 1, y)) === snakeId;
|
||||
const right = snakeIdByCell.get(this._cellKey(x + 1, y)) === snakeId;
|
||||
|
||||
if (!snakeHead.has(key) && !snakeTail.has(key)) {
|
||||
if (up && right && !down && !left) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-dl");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
} else if (up && left && !down && !right) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-dr");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
} else if (down && right && !up && !left) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-ul");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
} else if (down && left && !up && !right) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-ur");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
}
|
||||
}
|
||||
|
||||
// Outward shadows bridge the 2px gap to adjacent snake cells.
|
||||
// For icon cells (head/tail), also add inset shadows to color the
|
||||
// connecting edge of the cell itself, since the background stays
|
||||
// transparent so the icon remains visible.
|
||||
const bridgeShadows = [];
|
||||
if (up) {
|
||||
bridgeShadows.push(`0 -2px 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset 0 2px 0 ${bodyColor}`);
|
||||
}
|
||||
if (down) {
|
||||
bridgeShadows.push(`0 2px 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset 0 -2px 0 ${bodyColor}`);
|
||||
}
|
||||
if (left) {
|
||||
bridgeShadows.push(`-2px 0 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset 2px 0 0 ${bodyColor}`);
|
||||
}
|
||||
if (right) {
|
||||
bridgeShadows.push(`2px 0 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset -2px 0 0 ${bodyColor}`);
|
||||
}
|
||||
if (bridgeShadows.length > 0) cell.style.boxShadow = bridgeShadows.join(", ");
|
||||
}
|
||||
const occupied = occupiedCells.has(key);
|
||||
if (hazards.has(key)) {
|
||||
cell.classList.add("hazard");
|
||||
// Keep the hazard hatch readable on top of the snake stroke.
|
||||
if (occupied) cell.classList.add("hazard-over-snake");
|
||||
}
|
||||
if (foods.has(key) && !occupied) cell.classList.add("food");
|
||||
if (occupied && selectedSnakeId && snakeIdByCell.get(key) !== selectedSnakeId) {
|
||||
cell.style.opacity = "0.2";
|
||||
}
|
||||
if (snakeTail.has(key)) {
|
||||
cell.classList.add(snakeTail.get(key));
|
||||
cell.classList.add(`tail-style-${tailVariantByCell.get(key) || 1}`);
|
||||
const tailIcon = tailIconByCell.get(key);
|
||||
if (tailIcon && !snakeHead.has(key)) {
|
||||
if (tailIcon) {
|
||||
cell.classList.add("has-tail-icon", "icon-tail");
|
||||
cell.appendChild(this._createIconLayer(
|
||||
tailIcon,
|
||||
@@ -305,5 +551,11 @@ class GameBoard {
|
||||
this._boardEl.appendChild(cell);
|
||||
}
|
||||
}
|
||||
|
||||
this._snakeLayer = document.createElementNS(GameBoard.SVG_NS, "svg");
|
||||
this._snakeLayer.setAttribute("class", "snake-layer");
|
||||
this._boardEl.appendChild(this._snakeLayer);
|
||||
this._lastPaint = { snakes: snakeEntries, selectedSnakeId: selectedSnakeId || null };
|
||||
this._renderSnakeLayer();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@ class GameState {
|
||||
this.activeGameId = "";
|
||||
this.selectedSnakeId = null;
|
||||
this._timer = null;
|
||||
this._followLive = false;
|
||||
this._hasLoadedReplayOnce = false;
|
||||
}
|
||||
|
||||
@@ -19,7 +20,20 @@ class GameState {
|
||||
this._webSocket = webSocket;
|
||||
}
|
||||
|
||||
get isPlaying() { return Boolean(this._timer); }
|
||||
get isPlaying() { return Boolean(this._timer) || this._followLive; }
|
||||
|
||||
_isRunningReplay(replay = this.replay) {
|
||||
return Boolean(replay && replay.game && replay.game.status === "running");
|
||||
}
|
||||
|
||||
_isAtLatestTurn() {
|
||||
return Boolean(
|
||||
this.replay
|
||||
&& Array.isArray(this.replay.turns)
|
||||
&& this.replay.turns.length > 0
|
||||
&& this.turnIndex >= this.replay.turns.length - 1
|
||||
);
|
||||
}
|
||||
|
||||
async loadReplay(gameId) {
|
||||
let nextReplay = null;
|
||||
@@ -44,6 +58,7 @@ class GameState {
|
||||
nextReplay = await response.json();
|
||||
}
|
||||
|
||||
this.stopPlayback();
|
||||
this.replay = nextReplay;
|
||||
this._hasLoadedReplayOnce = true;
|
||||
this.activeGameId = String(gameId || "");
|
||||
@@ -76,11 +91,44 @@ class GameState {
|
||||
}
|
||||
}
|
||||
|
||||
async applyLiveTurn(gameId, game, turn) {
|
||||
if (!turn || String(gameId || "") !== this.activeGameId || !this.replay) return;
|
||||
|
||||
const wasFollowingLive = this._followLive;
|
||||
const wasAtLatest = this._isAtLatestTurn();
|
||||
const turnsBefore = Array.isArray(this.replay.turns) ? this.replay.turns : [];
|
||||
const previousCount = turnsBefore.length;
|
||||
const turnNumber = Number(turn.turn);
|
||||
const existingIndex = turnsBefore.findIndex((item) => Number(item.turn) === turnNumber);
|
||||
if (existingIndex >= 0) turnsBefore[existingIndex] = turn;
|
||||
else turnsBefore.push(turn);
|
||||
turnsBefore.sort((left, right) => Number(left.turn) - Number(right.turn));
|
||||
this.replay.turns = turnsBefore;
|
||||
if (game && typeof game === "object") {
|
||||
this.replay.game = { ...(this.replay.game || {}), ...game };
|
||||
}
|
||||
|
||||
await this._gameBoard.preloadSvgs({ turns: [turn] });
|
||||
const turns = this.replay.turns;
|
||||
this._sliderEl.max = String(Math.max(0, turns.length - 1));
|
||||
|
||||
if (wasFollowingLive || wasAtLatest || previousCount === 0) {
|
||||
this.turnIndex = Math.max(0, turns.length - 1);
|
||||
this.renderTurn();
|
||||
} else {
|
||||
this.turnIndex = Math.min(this.turnIndex, Math.max(0, turns.length - 1));
|
||||
this.renderTurn();
|
||||
}
|
||||
|
||||
if (!this._isRunningReplay()) this.stopPlayback();
|
||||
}
|
||||
|
||||
stopPlayback() {
|
||||
if (this._timer) {
|
||||
clearInterval(this._timer);
|
||||
this._timer = null;
|
||||
}
|
||||
this._followLive = false;
|
||||
const playBtn = document.getElementById("play-btn");
|
||||
playBtn.textContent = "▶";
|
||||
playBtn.setAttribute("title", "Play");
|
||||
@@ -88,15 +136,34 @@ class GameState {
|
||||
}
|
||||
|
||||
startPlayback() {
|
||||
if (!this.replay || !Array.isArray(this.replay.turns) || this.replay.turns.length < 2) return;
|
||||
if (!this.replay || !Array.isArray(this.replay.turns) || this.replay.turns.length === 0) return;
|
||||
this.stopPlayback();
|
||||
if (this._isRunningReplay() && this._isAtLatestTurn()) {
|
||||
this._followLive = true;
|
||||
const playBtn = document.getElementById("play-btn");
|
||||
playBtn.textContent = "●";
|
||||
playBtn.setAttribute("title", "Following live game");
|
||||
playBtn.setAttribute("aria-label", "Following live game");
|
||||
return;
|
||||
}
|
||||
if (this.replay.turns.length < 2) return;
|
||||
if (this.turnIndex >= this.replay.turns.length - 1) {
|
||||
this.turnIndex = 0;
|
||||
this.renderTurn();
|
||||
}
|
||||
this.stopPlayback();
|
||||
const interval = Number(document.getElementById("speed").value || 650);
|
||||
this._timer = setInterval(() => {
|
||||
if (!this.replay || this.turnIndex >= this.replay.turns.length - 1) {
|
||||
if (this._isRunningReplay()) {
|
||||
clearInterval(this._timer);
|
||||
this._timer = null;
|
||||
this._followLive = true;
|
||||
const liveBtn = document.getElementById("play-btn");
|
||||
liveBtn.textContent = "●";
|
||||
liveBtn.setAttribute("title", "Following live game");
|
||||
liveBtn.setAttribute("aria-label", "Following live game");
|
||||
return;
|
||||
}
|
||||
this.stopPlayback();
|
||||
return;
|
||||
}
|
||||
|
||||
+41
-46
@@ -132,66 +132,61 @@ class SnakeUtils {
|
||||
return `rgba(${parsed.r}, ${parsed.g}, ${parsed.b}, ${alpha})`;
|
||||
}
|
||||
|
||||
static inferHeadDirection(snake) {
|
||||
const body = Array.isArray(snake && snake.body) ? snake.body : [];
|
||||
if (body.length >= 2) {
|
||||
const head = body[0];
|
||||
const neck = body[1];
|
||||
if (head && neck) {
|
||||
const dx = Number(head.x) - Number(neck.x);
|
||||
const dy = Number(head.y) - Number(neck.y);
|
||||
if (dx > 0) return "right";
|
||||
if (dx < 0) return "left";
|
||||
if (dy > 0) return "up";
|
||||
if (dy < 0) return "down";
|
||||
}
|
||||
}
|
||||
|
||||
const inferred = String(snake && snake.inferred_move ? snake.inferred_move : "").toLowerCase();
|
||||
if (["up", "down", "left", "right"].includes(inferred)) return inferred;
|
||||
|
||||
if (body.length < 2) return "right";
|
||||
const head = body[0];
|
||||
const neck = body[1];
|
||||
if (!head || !neck) return "right";
|
||||
const dx = Number(head.x) - Number(neck.x);
|
||||
const dy = Number(head.y) - Number(neck.y);
|
||||
// Board coordinates are y-up, so a positive dy means "up".
|
||||
static _deltaToDirection(dx, dy) {
|
||||
if (dx > 0) return "right";
|
||||
if (dx < 0) return "left";
|
||||
if (dy > 0) return "up";
|
||||
if (dy < 0) return "down";
|
||||
return null;
|
||||
}
|
||||
|
||||
static _fallbackDirection(snake) {
|
||||
const inferred = String(snake && snake.inferred_move ? snake.inferred_move : "").toLowerCase();
|
||||
if (["up", "down", "left", "right"].includes(inferred)) return inferred;
|
||||
return "right";
|
||||
}
|
||||
|
||||
// Segments stack on spawn and right after eating, so both ends scan past
|
||||
// duplicates to find the first cell that actually differs.
|
||||
static inferHeadDirection(snake) {
|
||||
const body = Array.isArray(snake && snake.body) ? snake.body : [];
|
||||
const head = body[0];
|
||||
if (!head) return SnakeUtils._fallbackDirection(snake);
|
||||
|
||||
for (let idx = 1; idx < body.length; idx += 1) {
|
||||
const neck = body[idx];
|
||||
if (!neck) continue;
|
||||
if (Number(neck.x) === Number(head.x) && Number(neck.y) === Number(head.y)) continue;
|
||||
const direction = SnakeUtils._deltaToDirection(
|
||||
Number(head.x) - Number(neck.x),
|
||||
Number(head.y) - Number(neck.y),
|
||||
);
|
||||
if (direction) return direction;
|
||||
break;
|
||||
}
|
||||
|
||||
return SnakeUtils._fallbackDirection(snake);
|
||||
}
|
||||
|
||||
static inferTailDirection(snake) {
|
||||
const body = Array.isArray(snake && snake.body) ? snake.body : [];
|
||||
if (body.length < 2) return "right";
|
||||
const tail = body[body.length - 1];
|
||||
if (!tail) return "right";
|
||||
if (!tail) return SnakeUtils._fallbackDirection(snake);
|
||||
|
||||
let beforeTail = null;
|
||||
for (let idx = body.length - 2; idx >= 0; idx -= 1) {
|
||||
const candidate = body[idx];
|
||||
if (!candidate) continue;
|
||||
if (Number(candidate.x) !== Number(tail.x) || Number(candidate.y) !== Number(tail.y)) {
|
||||
beforeTail = candidate;
|
||||
break;
|
||||
}
|
||||
const beforeTail = body[idx];
|
||||
if (!beforeTail) continue;
|
||||
if (Number(beforeTail.x) === Number(tail.x) && Number(beforeTail.y) === Number(tail.y)) continue;
|
||||
const direction = SnakeUtils._deltaToDirection(
|
||||
Number(beforeTail.x) - Number(tail.x),
|
||||
Number(beforeTail.y) - Number(tail.y),
|
||||
);
|
||||
if (direction) return direction;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!beforeTail) {
|
||||
const inferred = String(snake && snake.inferred_move ? snake.inferred_move : "").toLowerCase();
|
||||
if (["up", "down", "left", "right"].includes(inferred)) return inferred;
|
||||
return "right";
|
||||
}
|
||||
|
||||
const dx = Number(beforeTail.x) - Number(tail.x);
|
||||
const dy = Number(beforeTail.y) - Number(tail.y);
|
||||
if (dx > 0) return "right";
|
||||
if (dx < 0) return "left";
|
||||
if (dy > 0) return "up";
|
||||
if (dy < 0) return "down";
|
||||
return "right";
|
||||
return SnakeUtils._fallbackDirection(snake);
|
||||
}
|
||||
|
||||
static directionToHeadTransform(direction) {
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<title>Snake Dashboard</title>
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/root.css') }}">
|
||||
<link rel="stylesheet" href="{{ url_for('static', filename='css/styles.css') }}">
|
||||
<link rel="stylesheet" href="{{ static_url('css/root.css') }}">
|
||||
<link rel="stylesheet" href="{{ static_url('css/styles.css') }}">
|
||||
</head>
|
||||
<body>
|
||||
<div class="page">
|
||||
@@ -51,6 +51,7 @@
|
||||
<option value="400">1.5x</option>
|
||||
<option value="250">2x</option>
|
||||
<option value="160">2.5x</option>
|
||||
<option value="120">3x</option>
|
||||
</select>
|
||||
</label>
|
||||
<input type="range" min="0" max="0" step="1" id="turn-slider" value="0">
|
||||
@@ -68,16 +69,16 @@
|
||||
</main>
|
||||
</div>
|
||||
|
||||
<script src="{{ url_for('static', filename='js/Utils.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/Snake.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/MoveTable.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/SnakeTable.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/GameBoard.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/OverallStats.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/GamesTable.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/Thinking.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/DashboardWebSocket.js') }}"></script>
|
||||
<script src="{{ url_for('static', filename='js/GameState.js') }}"></script>
|
||||
<script src="{{ static_url('js/Utils.js') }}"></script>
|
||||
<script src="{{ static_url('js/Snake.js') }}"></script>
|
||||
<script src="{{ static_url('js/MoveTable.js') }}"></script>
|
||||
<script src="{{ static_url('js/SnakeTable.js') }}"></script>
|
||||
<script src="{{ static_url('js/GameBoard.js') }}"></script>
|
||||
<script src="{{ static_url('js/OverallStats.js') }}"></script>
|
||||
<script src="{{ static_url('js/GamesTable.js') }}"></script>
|
||||
<script src="{{ static_url('js/Thinking.js') }}"></script>
|
||||
<script src="{{ static_url('js/DashboardWebSocket.js') }}"></script>
|
||||
<script src="{{ static_url('js/GameState.js') }}"></script>
|
||||
<script>
|
||||
const initialGameId = {{ initial_game_id|tojson }};
|
||||
const initialSummary = {{ initial_summary|tojson }};
|
||||
@@ -102,6 +103,20 @@
|
||||
gameState._gamesTable = gamesTable;
|
||||
|
||||
const dashboardWS = new DashboardWebSocket({
|
||||
onReplayUpdate: (payload) => {
|
||||
const games = Array.isArray(dashboardGamesPayload.games)
|
||||
? dashboardGamesPayload.games
|
||||
: [];
|
||||
const listedGame = games.find(
|
||||
(game) => String(game.game_id) === String(payload.game_id),
|
||||
);
|
||||
if (listedGame && payload.game) {
|
||||
listedGame.final_turn = payload.game.final_turn;
|
||||
listedGame.status = payload.game.status;
|
||||
gamesTable.render(games, gameState.activeGameId);
|
||||
}
|
||||
gameState.applyLiveTurn(payload.game_id, payload.game, payload.turn);
|
||||
},
|
||||
onGamesUpdate: (payload) => {
|
||||
if (payload.summary) {
|
||||
dashboardSummary = payload.summary;
|
||||
@@ -111,6 +126,11 @@
|
||||
dashboardGamesPayload = payload.games;
|
||||
const games = Array.isArray(dashboardGamesPayload.games) ? dashboardGamesPayload.games : [];
|
||||
gamesTable.render(games, gameState.activeGameId);
|
||||
const activeGame = games.find((game) => String(game.game_id) === gameState.activeGameId);
|
||||
if (activeGame && gameState.replay && gameState.replay.game) {
|
||||
gameState.replay.game.status = activeGame.status;
|
||||
gameState.replay.game.final_turn = activeGame.final_turn;
|
||||
}
|
||||
}
|
||||
},
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user