Served with isolation headers; start-screen capability notices; tests on the real GPU (t88 phase 1)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 19:11:42 -04:00
co-authored by Claude Opus 5.5
parent 9781aa3ee1
commit b2c9ad9533
22 changed files with 376 additions and 91 deletions
+11 -6
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@@ -19,8 +19,9 @@ src/render/ drawing: the pixel look (CPU) and the smooth look (WebGL2)
src/ui/ the browser shell: input, HUD, build menu, notebook, settings, saves,
audio, the frame loop
test/ headless suites (t_*.js) and their harness; browser tests (play.py,
t_smooth.py, t_dev_console.py); run_all.py
t_smooth.py, t_dev_console.py, t_caps.py, firefox_smoke.py); run_all.py
tools/ serve.py (build, serve, rebuild on change), server.py (isolated HTTP), shot.py (screenshots),
browser.py (shared launch/GPU choice), caps.py (capability report),
where.py, map.py, perf.py, playthrough.py, use_venv.py (switches browser
scripts to .venv), scenes/ (screenshot setups), experiments/
(measurements and reports)
@@ -441,10 +442,10 @@ Game shell (src/ui/): browser only. This file: settings, the GAME state object,
- functions: loadSettings, saveSettings, el, esc, rgbOf, fmtT, toast, setStatus
- variables: SET_DEFAULT, SET, TOOLS, ICONS, BAG_ORDER, GAME, keys, hudDirty, $
### src/ui/title.js (46 lines)
The title screen art.
- functions: buildTitleCells, drawTitle
- variables: FONT5, TITLE
### src/ui/title.js (74 lines)
Startup capabilities and title art.
- functions: checkCapabilities, renderCapabilityNotice, canStartGame, buildTitleCells, drawTitle
- variables: REQUIRE_GPU_AND_THREADS, CAPS, CAPS_CHECK, FONT5, TITLE
### src/ui/saves.js (224 lines)
Saves in IndexedDB, world files (export / import) and the blueprint library.
@@ -456,7 +457,7 @@ Shared player state; the world save remains a complete standalone fallback.
- functions: careerState, validCareer, applyCareerState, loadCareer, claimName, openNewClaim, travel, renderClaimsTab
- variables: career, claimBusy
### src/ui/session.js (158 lines)
### src/ui/session.js (160 lines)
Starting, loading and quitting a game; modal dialogs; the pause menu.
- functions: showLoading, enterGame, setupNewWorld, startNewWorld, startFromSave, loadSavedWorld, quitToTitle, refreshContinue, anyModal, openModal, closeModal, closeAllModals, topModal, dialog, openPause, renderWorlds
@@ -564,6 +565,7 @@ The frame loop and boot.
## Tests and tools
- `test/firefox_smoke.py`: An isolated Firefox title screen and three seconds of a new pixel world.
- `test/furnace_play.js`: Fires a starter furnace design repeatedly the way a player would, without cleaning it out between firings, to see whether it clogs. Usage: node test/furnace_play.js [design] [ore] [coal] [firings] [roll] [mode] mode: 'mix' (even ore/coal mix blown in), 'layers' (ore first, coal on top), 'vent' (blown in from above through the vent)
- `test/harness.js`: Loads the simulation (the src/sim/ files listed in src/manifest.json, joined in order into one script, the same way build.py joins them) so scenarios can drive it headlessly in Node. Errors point at the real file and line (sim/pipes.js:42), not at the joined script.
- `test/play.py`: Play-test in a real browser: mouse, keyboard and a mocked gamepad drive the game; save and continue. Screenshots go to shots/play/ (or the folder given as the first argument). Pixel look unless the second argument is 'smooth'.
@@ -571,6 +573,7 @@ The frame loop and boot.
- `test/t_bar_stacking.js`: Resting bars snap into pairs of grains and tip off narrow supports.
- `test/t_basics.js`: Basics: drilling to rubble, the vacuum and blowing, walls, the ingot mold and bars, belts, blueprints, save/load.
- `test/t_build.js`: Building: undo (Ctrl+Z), cut, replace a machine with Ctrl, pasting ghosts, and the fan heat warning.
- `test/t_caps.py`: Capability detection, title warnings and the future startup gate.
- `test/t_conveyors.js`: Screw conveyors that never carry liquid (it flows through), screw and belt throughput, filters.
- `test/t_corner_seal.js`: Corner-touching square walls seal loose grains without changing free piles or worldgen.
- `test/t_cursor.js`: Ore identification, cached connected veins, ping timing, settings and label lifetime.
@@ -601,6 +604,8 @@ The frame loop and boot.
- `test/t_water.js`: Water conservation, settling, ledge pouring, boundaries, pipes and phase changes. Tall worlds keep geothermal heat out of the ponds.
- `test/t_weather.js`: Weather: no more springs; steam rises into clouds and rains back; showers; snow when it is freezing.
- `test/t_world.js`: Trees from acorns, charcoal, brick, density, water/lava/snow/ice, full-bag refunds, drill reach, ballistic blowing, snowy mountains.
- `tools/browser.py`: Shared isolated HTTP sessions; callers attach hooks before navigating to url.
- `tools/caps.py`: Print isolation, WebGPU adapter info and GL renderer for installed browsers.
- `tools/map.py`: Regenerate the file and symbol index at the end of docs/PROJECT_MAP.md.
- `tools/perf-measure.js`: Temporary wrappers live only in the profiling page, never in the simulation bundle.
- `tools/perf-scenes.js`: Seeded worlds, no storage round-trip (saves quantize heat and land flying grains).
+31 -10
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@@ -71,8 +71,30 @@ diff -r /tmp/before /tmp/after
to pixels cleanly, and that the thermal lens works.
- Run them one at a time. Two headless browsers at once can starve each other, and
`t_smooth.py`'s half-resolution check then fails. `run_all.py` runs them one after the other.
- Rebuild first (`python3 build.py`). They load `dist/index.html`. `run_all.py --browser`
rebuilds for you.
- Rebuild first (`python3 build.py`); `run_all.py --browser` rebuilds for you. All browser tools
use `tools/browser.py` and `tools/server.py`: a free-port background HTTP server serves the
built page with COOP/COEP headers and shuts down after the browser. No `file://` loads.
- Choose Chromium graphics with `--gpu real|soft` or `DEEPGRAIN_GPU=real|soft` (the command line
wins). This works for the suite runner, individual browser tests, screenshots and profiler.
Real mode uses ANGLE Vulkan on the host GPU; soft uses SwiftShader and sets
`window.__allowSoftwareGL` before load. The explicit software-fallback test still uses soft
mode with that override off. Firefox uses its own default graphics backend.
The default is **real**, including the profiler and `caps.py`. No colour tolerances were
changed. The play test holds the slow-save fixture open during its screenshot, waits for
tool/selection UI updates, disables camera lead after testing it, and gives the gamepad drill
a known reachable target; these checks do not depend on GPU speed or earlier digging.
- `python3 tools/caps.py` prints isolation, actual WebGPU adapter info and the GL renderer for
Chromium and installed Firefox. Real mode requires a hardware Chromium adapter.
- `test/t_caps.py` checks missing, null and rejected WebGPU adapters, both title notices, warning
mode and the future `REQUIRE_GPU_AND_THREADS` startup gate. Its forced notice screenshot is
`shots/t88-p1-notice.png`.
- Install Firefox with `.venv/bin/python -m playwright install firefox`.
`python3 test/firefox_smoke.py` checks isolation and the WebGPU notice, starts a pixel world,
runs three seconds and checks page errors. `run_all.py --browser` includes it and prints a
skip note if Firefox is absent; an installed browser that fails to launch is a failure.
- Linux WebGPU currently needs Firefox Nightly; the notice points to `about:config` →
`dom.webgpu.enabled`. Sources: [Mozilla's experimental features](https://developer.mozilla.org/en-US/docs/Mozilla/Firefox/Experimental_features#webgpu_api)
and [GPUWeb implementation status](https://github.com/gpuweb/gpuweb/wiki/Implementation-Status#firefox).
## Screenshots: tools/shot.py
@@ -106,10 +128,9 @@ python3 tools/shot.py shots/silo.png --setup tools/scenes/clear-sky.js \
## Pitfalls
- **WebGL in headless Chromium.** The browser tests use SwiftShader for portable graphics checks:
launch with `--use-gl=angle --use-angle=swiftshader --enable-unsafe-swiftshader`. Also set
`window.__allowSoftwareGL = true` before the page loads (`add_init_script`); otherwise the game
sees software rendering and switches to the pixel look. `tools/shot.py` does both.
- **GPU access in headless Chromium.** Real mode needs access to GPU devices and driver caches;
a filesystem sandbox can silently force software rendering. Use `tools/caps.py` to check.
Soft mode is available for machines without a GPU. Both modes load isolated HTTP pages.
- **Top-level `const` and `let` are not `window` properties.** In the page, `window.SM` is
`undefined` even though `SM` exists. Write `typeof SM !== 'undefined'`, or use the bare name.
Functions declared with `function` are on `window`.
@@ -176,12 +197,12 @@ python3 tools/shot.py shots/silo.png --setup tools/scenes/clear-sky.js \
tiny timings and tails can be noisy, and a zero baseline has no meaningful percent change.
Performance runs launch Chromium with
`--use-angle=vulkan --enable-features=Vulkan --enable-gpu --ignore-gpu-blocklist --enable-gpu-rasterization`.
`--use-angle=vulkan --enable-features=Vulkan,VulkanFromANGLE --enable-gpu --ignore-gpu-blocklist --enable-gpu-rasterization --enable-unsafe-webgpu`.
They record the unmasked GPU/renderer, cores, browser version, viewport/world size,
`crossOriginIsolated`, `navigator.gpu`, source hash and elapsed time. They refuse software
renderers or missing isolation. Chromium needs access to the host GPU devices; a filesystem
`crossOriginIsolated`, `navigator.gpu`, source hash and elapsed time. Real mode refuses software
renderers; both modes require isolation. Chromium needs access to the host GPU devices; a filesystem
sandbox that hides `/dev/dri`/NVIDIA devices must be lifted for this measurement. The browser
tests' SwiftShader numbers are not a performance baseline.
tests' SwiftShader numbers (and explicit `--gpu soft` profiler runs) are not a hardware performance baseline.
The existing in-game Performance stats toggle shows smoothed CPU world/light/overlay times
and movement/heat/rest per simulation tick. Detailed renderer clocks are off by default
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@@ -4,6 +4,19 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-27: t88 phase 1, serving and capability checks (Claude Code + Codex)
- The game must be served with COOP/COEP (README has nginx and Caddy lines; opening from disk is
dropped). The title screen checks `crossOriginIsolated` and a WebGPU adapter (`CAPS`,
`checkCapabilities` in `src/ui/title.js`) and shows a notice; warnings only until
`REQUIRE_GPU_AND_THREADS` is flipped in Phases 2-3.
- Browser tests and tools load through `tools/browser.py` + `tools/server.py`, on the real GPU by
default (`--gpu soft` / `DEEPGRAIN_GPU=soft` for SwiftShader). `tools/caps.py` prints isolation
and WebGPU per browser; `test/firefox_smoke.py` runs in `run_all.py --browser` when Firefox is
installed. Chromium 156: isolated, WebGPU on the RTX 5070. Playwright Firefox 157: isolated, no
WebGPU (Linux).
- Tests: `python3 test/run_all.py --browser` all passed on the real GPU.
## 2026-10-27: t88 phase 0, profiler and baseline (Claude Code + Codex)
- `tools/perf.py` rewritten: real GPU (ANGLE Vulkan flags), served by the new `tools/server.py`