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>
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-6
@@ -19,8 +19,9 @@ src/render/ drawing: the pixel look (CPU) and the smooth look (WebGL2)
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src/ui/ the browser shell: input, HUD, build menu, notebook, settings, saves,
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audio, the frame loop
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test/ headless suites (t_*.js) and their harness; browser tests (play.py,
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t_smooth.py, t_dev_console.py); run_all.py
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t_smooth.py, t_dev_console.py, t_caps.py, firefox_smoke.py); run_all.py
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tools/ serve.py (build, serve, rebuild on change), server.py (isolated HTTP), shot.py (screenshots),
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browser.py (shared launch/GPU choice), caps.py (capability report),
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where.py, map.py, perf.py, playthrough.py, use_venv.py (switches browser
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scripts to .venv), scenes/ (screenshot setups), experiments/
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(measurements and reports)
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@@ -441,10 +442,10 @@ Game shell (src/ui/): browser only. This file: settings, the GAME state object,
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- functions: loadSettings, saveSettings, el, esc, rgbOf, fmtT, toast, setStatus
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- variables: SET_DEFAULT, SET, TOOLS, ICONS, BAG_ORDER, GAME, keys, hudDirty, $
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### src/ui/title.js (46 lines)
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The title screen art.
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- functions: buildTitleCells, drawTitle
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- variables: FONT5, TITLE
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### src/ui/title.js (74 lines)
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Startup capabilities and title art.
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- functions: checkCapabilities, renderCapabilityNotice, canStartGame, buildTitleCells, drawTitle
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- variables: REQUIRE_GPU_AND_THREADS, CAPS, CAPS_CHECK, FONT5, TITLE
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### src/ui/saves.js (224 lines)
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Saves in IndexedDB, world files (export / import) and the blueprint library.
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@@ -456,7 +457,7 @@ Shared player state; the world save remains a complete standalone fallback.
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- functions: careerState, validCareer, applyCareerState, loadCareer, claimName, openNewClaim, travel, renderClaimsTab
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- variables: career, claimBusy
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### src/ui/session.js (158 lines)
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### src/ui/session.js (160 lines)
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Starting, loading and quitting a game; modal dialogs; the pause menu.
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- functions: showLoading, enterGame, setupNewWorld, startNewWorld, startFromSave, loadSavedWorld, quitToTitle, refreshContinue, anyModal, openModal, closeModal, closeAllModals, topModal, dialog, openPause, renderWorlds
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@@ -564,6 +565,7 @@ The frame loop and boot.
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## Tests and tools
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- `test/firefox_smoke.py`: An isolated Firefox title screen and three seconds of a new pixel world.
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- `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)
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- `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.
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- `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'.
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@@ -571,6 +573,7 @@ The frame loop and boot.
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- `test/t_bar_stacking.js`: Resting bars snap into pairs of grains and tip off narrow supports.
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- `test/t_basics.js`: Basics: drilling to rubble, the vacuum and blowing, walls, the ingot mold and bars, belts, blueprints, save/load.
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- `test/t_build.js`: Building: undo (Ctrl+Z), cut, replace a machine with Ctrl, pasting ghosts, and the fan heat warning.
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- `test/t_caps.py`: Capability detection, title warnings and the future startup gate.
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- `test/t_conveyors.js`: Screw conveyors that never carry liquid (it flows through), screw and belt throughput, filters.
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- `test/t_corner_seal.js`: Corner-touching square walls seal loose grains without changing free piles or worldgen.
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- `test/t_cursor.js`: Ore identification, cached connected veins, ping timing, settings and label lifetime.
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@@ -601,6 +604,8 @@ The frame loop and boot.
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- `test/t_water.js`: Water conservation, settling, ledge pouring, boundaries, pipes and phase changes. Tall worlds keep geothermal heat out of the ponds.
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- `test/t_weather.js`: Weather: no more springs; steam rises into clouds and rains back; showers; snow when it is freezing.
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- `test/t_world.js`: Trees from acorns, charcoal, brick, density, water/lava/snow/ice, full-bag refunds, drill reach, ballistic blowing, snowy mountains.
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- `tools/browser.py`: Shared isolated HTTP sessions; callers attach hooks before navigating to url.
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- `tools/caps.py`: Print isolation, WebGPU adapter info and GL renderer for installed browsers.
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- `tools/map.py`: Regenerate the file and symbol index at the end of docs/PROJECT_MAP.md.
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- `tools/perf-measure.js`: Temporary wrappers live only in the profiling page, never in the simulation bundle.
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- `tools/perf-scenes.js`: Seeded worlds, no storage round-trip (saves quantize heat and land flying grains).
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