Remove unused files and replay system

- Delete unused files: testLevel.ts, loginScreen.ts, controllerDebug.ts
- Remove entire replay system (ReplayManager, ReplayPlayer, ReplayCamera, etc.)
- Remove viewReplaysHandler.ts and discordWidget.ts
- Clean up related imports and references

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Michael Mainguy 2025-11-29 04:54:54 -06:00
parent c0b9f772ee
commit 71ec1f162c
16 changed files with 9 additions and 3639 deletions

121
CLAUDE.md
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@ -24,122 +24,17 @@ npm run speech
**Note**: Do not run `npm run dev` per global user instructions. **Note**: Do not run `npm run dev` per global user instructions.
## Core Architecture
### Scene Management Pattern
The project uses a singleton pattern for scene access via `DefaultScene`:
- `DefaultScene.MainScene` - Primary game scene
- `DefaultScene.XR` - WebXR experience instance
All game objects reference these static properties rather than passing scene instances.
### Level System
Levels implement the `Level` interface with:
- `initialize()` - Setup level geometry and physics
- `play()` - Start level gameplay
- `dispose()` - Cleanup
- `getReadyObservable()` - Async loading notification
Current implementation: `Level1` with 5 difficulty modes (recruit, pilot, captain, commander, test)
### Ship and Controller System
The `Ship` class manages:
- Player spaceship rendering and physics
- VR controller input handling (Meta Quest 2 controllers)
- Weapon firing system
- Audio for thrust and weapons
- Camera parent transform for VR positioning
Controllers are added dynamically via WebXR observables when detected.
### Physics and Collision
- Uses Havok Physics engine (WASM-based)
- Fixed timestep: 1/45 second with 5 sub-steps
- Zero gravity environment
- Collision detection for projectiles vs asteroids
- Physics bodies use `PhysicsAggregate` pattern
### Asteroid Factory Pattern
`RockFactory` uses:
- Pre-loaded mesh instances for performance
- Particle system pooling for explosions (pool size: 10)
- Observable pattern for score events via collision callbacks
- Dynamic spawning based on difficulty configuration
### Rendering Optimization
The codebase uses rendering groups to control draw order:
- Group 1: Particle effects (explosions)
- Group 3: Ship cockpit and UI (always rendered on top)
This prevents z-fighting and ensures HUD elements are always visible in VR.
### Audio Architecture
Uses BabylonJS AudioEngineV2:
- Requires unlock via user interaction before VR entry
- Spatial audio for thrust sounds
- StaticSound for weapon fire
- Audio engine passed to Level and Ship constructors
### Difficulty System
Each difficulty level configures:
- `rockCount` - Number of asteroids to destroy
- `forceMultiplier` - Asteroid movement speed
- `rockSizeMin/Max` - Size range of asteroids
- `distanceMin/Max` - Spawn distance from player
Located in `level1.ts:getDifficultyConfig()`
## Key Technical Constraints
### WebXR Requirements
- Must have `navigator.xr` support
- Controllers are added asynchronously via observables
- Camera must be parented to ship transform before entering VR
- XR features enabled: LAYERS with multiview for performance
### Asset Loading
- 3D models: GLB format (cockpit, asteroids)
- Particle systems: JSON format in `public/systems/`
- Planet textures: Organized by biome in `public/assets/materials/planetTextures/`
- Audio: MP3 format in public root
### Performance Considerations
- Hardware scaling set to match device pixel ratio
- Particle system pooling prevents allocation during gameplay
- Instance meshes used where possible
- Physics sub-stepping for stability without high timestep cost
## Project Structure
```
src/
main.ts - Entry point, game initialization, WebXR setup
defaultScene.ts - Singleton scene accessor
level.ts - Level interface
level1.ts - Main game level implementation
ship.ts - Player ship, controls, weapons
rockFactory.ts - Rock factory and collision handling
scoreboard.ts - In-cockpit HUD display
createSun.ts - Sun mesh generation
createPlanets.ts - Procedural planet generation
planetTextures.ts - Planet texture library
public/
systems/ - Particle system definitions
assets/
materials/
planetTextures/ - Biome-based planet textures
themes/ - Themed assets
cockpit*.glb - Ship interior models
asteroid*.glb - Asteroid mesh variants
*.mp3 - Audio assets
```
## Important Implementation Notes ## Important Implementation Notes
- Never modify git config or use force push operations - Never modify git config or use force push operations
- Deploy target hostname: `space.digital-experiment.com` (from package.json) - Deploy target hostname: `www.flatearhdefense.com` (from package.json)
- TypeScript target is ES6 with ESNext modules - TypeScript target is ES6 with ESNext modules
- Vite handles bundling and dev server (though dev mode is disabled per user preference) - Vite handles bundling and dev server (though dev mode is disabled per user preference)
- Inspector can be toggled with 'i' key for debugging (only in development) - Inspector can be toggled with 'i' key for debugging (only in development)
- https://dev.flatearthdefense.com is local development, it's proxied back to my localhost which is running npm run dev - https://dev.flatearthdefense.com is local development, it's proxied back to my localhost which is running npm run dev
## Coding Standards
- files should be under 100 lines. If they exceed 100 lines please suggest refactoring into multiple files
- functions and methods should be under 20 lines. If they exceed 20 lines, suggest reefactoring.
- game should be able to reload and restart via a deep link and page refresh. If there are reasons this won't work or we're making a change the breaks this, don't do it.
- unused imports, functions, methods, and classes should have a comment added explaining why it's unused.

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@ -5,7 +5,6 @@ import Level from "../../levels/level";
import { RockFactory } from "../../environment/asteroids/rockFactory"; import { RockFactory } from "../../environment/asteroids/rockFactory";
import { LevelConfig } from "../../levels/config/levelConfig"; import { LevelConfig } from "../../levels/config/levelConfig";
import { Preloader } from "../../ui/screens/preloader"; import { Preloader } from "../../ui/screens/preloader";
import { DiscordWidget } from "../../ui/widgets/discordWidget";
import debugLog from '../debug'; import debugLog from '../debug';
/** /**
@ -49,13 +48,6 @@ export function createLevelSelectedHandler(context: LevelSelectedContext): (e: C
appHeader.style.display = 'none'; appHeader.style.display = 'none';
} }
// Hide Discord widget during gameplay
const discord = (window as any).__discordWidget as DiscordWidget;
if (discord) {
debugLog('[Main] Hiding Discord widget for gameplay');
discord.hide();
}
// Show preloader for initialization // Show preloader for initialization
const preloader = new Preloader(); const preloader = new Preloader();
context.setProgressCallback((percent, message) => { context.setProgressCallback((percent, message) => {

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@ -1,90 +0,0 @@
import { Engine } from "@babylonjs/core";
import { ReplaySelectionScreen } from "../../replay/ReplaySelectionScreen";
import { ReplayManager } from "../../replay/ReplayManager";
import debugLog from '../debug';
/**
* Interface for Main class methods needed by the view replays handler
*/
export interface ViewReplaysContext {
isStarted(): boolean;
setStarted(value: boolean): void;
initializeXR(): Promise<void>;
getEngine(): Engine;
getReplayManager(): ReplayManager | null;
setReplayManager(manager: ReplayManager): void;
}
/**
* Creates the view replays button click handler
* @param context - Main instance implementing ViewReplaysContext
* @returns Click handler function
*/
export function createViewReplaysHandler(context: ViewReplaysContext): () => Promise<void> {
return async () => {
debugLog('[Main] ========== VIEW REPLAYS BUTTON CLICKED ==========');
// Initialize engine and physics if not already done
if (!context.isStarted()) {
context.setStarted(true);
await context.initializeXR();
}
// Hide main menu
const levelSelect = document.querySelector('#levelSelect') as HTMLElement;
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (levelSelect) {
levelSelect.style.display = 'none';
}
if (appHeader) {
appHeader.style.display = 'none';
}
// Show replay selection screen
const selectionScreen = new ReplaySelectionScreen(
async (recordingId: string) => {
// Play callback - start replay
debugLog(`[Main] Starting replay for recording: ${recordingId}`);
selectionScreen.dispose();
// Create replay manager if not exists
let replayManager = context.getReplayManager();
if (!replayManager) {
replayManager = new ReplayManager(
context.getEngine() as Engine,
() => {
// On exit callback - return to main menu
debugLog('[Main] Exiting replay, returning to menu');
if (levelSelect) {
levelSelect.style.display = 'block';
}
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (appHeader) {
appHeader.style.display = 'block';
}
}
);
context.setReplayManager(replayManager);
}
// Start replay
await replayManager.startReplay(recordingId);
},
() => {
// Cancel callback - return to main menu
debugLog('[Main] Replay selection cancelled');
selectionScreen.dispose();
if (levelSelect) {
levelSelect.style.display = 'block';
}
const appHeader = document.querySelector('#appHeader') as HTMLElement;
if (appHeader) {
appHeader.style.display = 'block';
}
}
);
await selectionScreen.initialize();
};
}

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@ -15,7 +15,6 @@ import {LevelConfig} from "./config/levelConfig";
import {LevelDeserializer} from "./config/levelDeserializer"; import {LevelDeserializer} from "./config/levelDeserializer";
import {BackgroundStars} from "../environment/background/backgroundStars"; import {BackgroundStars} from "../environment/background/backgroundStars";
import debugLog from '../core/debug'; import debugLog from '../core/debug';
import {PhysicsRecorder} from "../replay/recording/physicsRecorder";
import {getAnalytics} from "../analytics"; import {getAnalytics} from "../analytics";
import {MissionBrief} from "../ui/hud/missionBrief"; import {MissionBrief} from "../ui/hud/missionBrief";
import {LevelRegistry} from "./storage/levelRegistry"; import {LevelRegistry} from "./storage/levelRegistry";
@ -34,7 +33,6 @@ export class Level1 implements Level {
private _audioEngine: AudioEngineV2; private _audioEngine: AudioEngineV2;
private _deserializer: LevelDeserializer; private _deserializer: LevelDeserializer;
private _backgroundStars: BackgroundStars; private _backgroundStars: BackgroundStars;
private _physicsRecorder: PhysicsRecorder | null = null;
private _isReplayMode: boolean; private _isReplayMode: boolean;
private _backgroundMusic: StaticSound; private _backgroundMusic: StaticSound;
private _missionBrief: MissionBrief; private _missionBrief: MissionBrief;
@ -252,12 +250,6 @@ export class Level1 implements Level {
// Start game timer // Start game timer
this._ship.gameStats.startTimer(); this._ship.gameStats.startTimer();
debugLog('Game timer started'); debugLog('Game timer started');
// Start physics recording
if (this._physicsRecorder) {
this._physicsRecorder.startRingBuffer();
debugLog('Physics recorder started');
}
} }
public async play() { public async play() {
@ -337,9 +329,6 @@ export class Level1 implements Level {
if (this._backgroundStars) { if (this._backgroundStars) {
this._backgroundStars.dispose(); this._backgroundStars.dispose();
} }
if (this._physicsRecorder) {
this._physicsRecorder.dispose();
}
if (this._missionBrief) { if (this._missionBrief) {
this._missionBrief.dispose(); this._missionBrief.dispose();
} }
@ -488,11 +477,4 @@ export class Level1 implements Level {
return difficultyMap[difficulty.toLowerCase()] || 120; // Default to 2 minutes return difficultyMap[difficulty.toLowerCase()] || 120; // Default to 2 minutes
} }
/**
* Get the physics recorder instance
*/
public get physicsRecorder(): PhysicsRecorder {
return this._physicsRecorder;
}
} }

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@ -1,232 +0,0 @@
import { DefaultScene } from "../core/defaultScene";
import {
Color3,
DirectionalLight,
MeshBuilder,
Observable,
StandardMaterial,
Vector3
} from "@babylonjs/core";
import type { AudioEngineV2 } from "@babylonjs/core";
import Level from "./level";
import debugLog from '../core/debug';
/**
* Minimal test level with just a box and a light for debugging
*/
export class TestLevel implements Level {
private _onReadyObservable: Observable<Level> = new Observable<Level>();
private _initialized: boolean = false;
private _audioEngine: AudioEngineV2;
private _boxCreationInterval: number | null = null;
private _totalBoxesCreated: number = 0;
private _boxesPerIteration: number = 1;
constructor(audioEngine: AudioEngineV2) {
this._audioEngine = audioEngine;
debugLog('[TestLevel] Constructor called');
// Don't call initialize here - let Main call it after registering the observable
}
getReadyObservable(): Observable<Level> {
return this._onReadyObservable;
}
public async play() {
debugLog('[TestLevel] play() called - entering XR');
debugLog('[TestLevel] XR available:', !!DefaultScene.XR);
debugLog('[TestLevel] XR baseExperience:', !!DefaultScene.XR?.baseExperience);
try {
// Enter XR mode
const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
debugLog('[TestLevel] XR mode entered successfully');
debugLog('[TestLevel] XR session:', xr);
debugLog('[TestLevel] Camera position:', DefaultScene.XR.baseExperience.camera.position.toString());
this.startBoxCreation();
} catch (error) {
console.error('[TestLevel] ERROR entering XR:', error);
}
}
public dispose() {
debugLog('[TestLevel] dispose() called');
// Stop box creation timer
if (this._boxCreationInterval) {
clearInterval(this._boxCreationInterval);
this._boxCreationInterval = null;
debugLog('[TestLevel] Box creation timer stopped');
}
}
/**
* Create a box at the specified position with the specified color
*/
private createBox(position: Vector3, color: Color3, name?: string): void {
const box = MeshBuilder.CreateBox(
name || `box_${this._totalBoxesCreated}`,
{ size: 0.5 },
DefaultScene.MainScene
);
box.position = position;
const material = new StandardMaterial(`material_${this._totalBoxesCreated}`, DefaultScene.MainScene);
material.diffuseColor = color;
material.specularColor = new Color3(0.5, 0.5, 0.5);
box.material = material;
this._totalBoxesCreated++;
}
/**
* Start the box creation timer that doubles the number of boxes each iteration
*/
private startBoxCreation(): void {
debugLog('[TestLevel] Starting box creation timer...');
const createBatch = () => {
const boxesToCreate = Math.min(
this._boxesPerIteration,
1000 - this._totalBoxesCreated
);
debugLog(`[TestLevel] Creating ${boxesToCreate} boxes (total will be: ${this._totalBoxesCreated + boxesToCreate}/1000)`);
for (let i = 0; i < boxesToCreate; i++) {
// Random position in a 20x20x20 cube around origin
const position = new Vector3(
Math.random() * 20 - 10,
Math.random() * 20,
Math.random() * 20 - 10
);
// Random color
const color = new Color3(
Math.random(),
Math.random(),
Math.random()
);
this.createBox(position, color);
}
debugLog(`[TestLevel] Created ${boxesToCreate} boxes. Total: ${this._totalBoxesCreated}/1000`);
// Log performance metrics
const fps = DefaultScene.MainScene.getEngine().getFps();
// Directly compute triangle count from all meshes
const totalIndices = DefaultScene.MainScene.meshes.reduce((sum, mesh) => {
if (mesh.isEnabled() && mesh.isVisible) {
return sum + mesh.getTotalIndices();
}
return sum;
}, 0);
const triangleCount = Math.floor(totalIndices / 3);
debugLog(`[TestLevel] Performance Metrics:`, {
fps: fps.toFixed(2),
triangleCount: triangleCount,
totalIndices: totalIndices,
totalMeshes: DefaultScene.MainScene.meshes.length,
activeMeshes: DefaultScene.MainScene.meshes.filter(m => m.isEnabled() && m.isVisible).length,
totalBoxes: this._totalBoxesCreated
});
// Check if we've reached 1000 boxes
if (this._totalBoxesCreated >= 1000) {
debugLog('[TestLevel] Reached 1000 boxes, stopping timer');
if (this._boxCreationInterval) {
clearInterval(this._boxCreationInterval);
this._boxCreationInterval = null;
}
return;
}
// Double the number for next iteration
this._boxesPerIteration *= 2;
};
// Create first batch immediately
createBatch();
// Set up interval for subsequent batches
this._boxCreationInterval = setInterval(createBatch, 5000);
}
public async initialize() {
debugLog('[TestLevel] initialize() called');
debugLog('[TestLevel] Scene info:', {
meshCount: DefaultScene.MainScene.meshes.length,
lightCount: DefaultScene.MainScene.lights.length
});
if (this._initialized) {
debugLog('[TestLevel] Already initialized, skipping');
return;
}
// Create a simple directional light
const light = new DirectionalLight(
"testLight",
new Vector3(-1, -2, 1),
DefaultScene.MainScene
);
light.intensity = 1.0;
debugLog('[TestLevel] Created directional light:', {
name: light.name,
direction: light.direction.toString(),
intensity: light.intensity
});
// Create a simple colored box
const box = MeshBuilder.CreateBox(
"testBox",
{ size: 2 },
DefaultScene.MainScene
);
box.position = new Vector3(0, 1, 5); // In front of camera
// Create a simple material
const material = new StandardMaterial("testMaterial", DefaultScene.MainScene);
material.diffuseColor = new Color3(1, 0, 0); // Red
material.specularColor = new Color3(0.5, 0.5, 0.5);
box.material = material;
debugLog('[TestLevel] Created test box:', {
name: box.name,
position: box.position.toString(),
size: 2,
color: 'red'
});
// Create a ground plane for reference
const ground = MeshBuilder.CreateGround(
"testGround",
{ width: 10, height: 10 },
DefaultScene.MainScene
);
ground.position.y = 0;
const groundMaterial = new StandardMaterial("groundMaterial", DefaultScene.MainScene);
groundMaterial.diffuseColor = new Color3(0.3, 0.3, 0.3); // Grey
ground.material = groundMaterial;
debugLog('[TestLevel] Created ground plane:', {
name: ground.name,
dimensions: '10x10',
position: ground.position.toString()
});
debugLog('[TestLevel] Final scene state:', {
totalMeshes: DefaultScene.MainScene.meshes.length,
totalLights: DefaultScene.MainScene.lights.length,
meshNames: DefaultScene.MainScene.meshes.map(m => m.name)
});
this._initialized = true;
debugLog('[TestLevel] Initialization complete - scene ready for XR');
// Notify that initialization is complete
this._onReadyObservable.notifyObservers(this);
}
}

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@ -15,14 +15,11 @@ import HavokPhysics from "@babylonjs/havok";
import { DefaultScene } from "./core/defaultScene"; import { DefaultScene } from "./core/defaultScene";
import Level from "./levels/level"; import Level from "./levels/level";
import { RockFactory } from "./environment/asteroids/rockFactory"; import { RockFactory } from "./environment/asteroids/rockFactory";
import { DiscordWidget } from "./ui/widgets/discordWidget";
import debugLog from './core/debug'; import debugLog from './core/debug';
import { ReplayManager } from "./replay/ReplayManager";
import { InputControlManager } from './ship/input/inputControlManager'; import { InputControlManager } from './ship/input/inputControlManager';
import { initializeAnalytics } from './analytics/initAnalytics'; import { initializeAnalytics } from './analytics/initAnalytics';
import { createLevelSelectedHandler, LevelSelectedContext } from './core/handlers/levelSelectedHandler'; import { createLevelSelectedHandler, LevelSelectedContext } from './core/handlers/levelSelectedHandler';
import { createViewReplaysHandler, ViewReplaysContext } from './core/handlers/viewReplaysHandler';
import { initializeApp, setupErrorHandler } from './core/appInitializer'; import { initializeApp, setupErrorHandler } from './core/appInitializer';
// Initialize analytics // Initialize analytics
@ -38,12 +35,11 @@ enum GameState {
DEMO DEMO
} }
export class Main implements LevelSelectedContext, ViewReplaysContext { export class Main implements LevelSelectedContext {
private _currentLevel: Level | null = null; private _currentLevel: Level | null = null;
private _gameState: GameState = GameState.DEMO; private _gameState: GameState = GameState.DEMO;
private _engine: Engine; private _engine: Engine;
private _audioEngine: AudioEngineV2; private _audioEngine: AudioEngineV2;
private _replayManager: ReplayManager | null = null;
private _initialized: boolean = false; private _initialized: boolean = false;
private _assetsLoaded: boolean = false; private _assetsLoaded: boolean = false;
private _started: boolean = false; private _started: boolean = false;
@ -58,11 +54,6 @@ export class Main implements LevelSelectedContext, ViewReplaysContext {
window.addEventListener('DOMContentLoaded', () => { window.addEventListener('DOMContentLoaded', () => {
const levelSelect = document.querySelector('#levelSelect'); const levelSelect = document.querySelector('#levelSelect');
if (levelSelect) levelSelect.classList.add('ready'); if (levelSelect) levelSelect.classList.add('ready');
const viewReplaysBtn = document.querySelector('#viewReplaysBtn');
if (viewReplaysBtn) {
viewReplaysBtn.addEventListener('click', createViewReplaysHandler(this));
}
}); });
} }
@ -79,10 +70,6 @@ export class Main implements LevelSelectedContext, ViewReplaysContext {
this._progressCallback = callback; this._progressCallback = callback;
} }
// ViewReplaysContext interface implementation
getReplayManager(): ReplayManager | null { return this._replayManager; }
setReplayManager(manager: ReplayManager): void { this._replayManager = manager; }
public async initializeEngine(): Promise<void> { public async initializeEngine(): Promise<void> {
if (this._initialized) return; if (this._initialized) return;
debugLog('[Main] Starting engine initialization'); debugLog('[Main] Starting engine initialization');
@ -125,9 +112,6 @@ export class Main implements LevelSelectedContext, ViewReplaysContext {
const gl = canvas?.getContext('webgl2') || canvas?.getContext('webgl'); const gl = canvas?.getContext('webgl2') || canvas?.getContext('webgl');
if (gl) { gl.clearColor(0,0,0,1); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } if (gl) { gl.clearColor(0,0,0,1); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); }
const discord = (window as any).__discordWidget as DiscordWidget;
if (discord) discord.show();
} catch (error) { } catch (error) {
console.error('[Main] Cleanup failed:', error); console.error('[Main] Cleanup failed:', error);
window.location.reload(); window.location.reload();
@ -155,9 +139,6 @@ export class Main implements LevelSelectedContext, ViewReplaysContext {
if (state === 2) { if (state === 2) {
const pointerFeature = DefaultScene.XR!.baseExperience.featuresManager.getEnabledFeature("xr-controller-pointer-selection"); const pointerFeature = DefaultScene.XR!.baseExperience.featuresManager.getEnabledFeature("xr-controller-pointer-selection");
if (pointerFeature) InputControlManager.getInstance().registerPointerFeature(pointerFeature); if (pointerFeature) InputControlManager.getInstance().registerPointerFeature(pointerFeature);
((window as any).__discordWidget as DiscordWidget)?.hide();
} else if (state === 0) {
((window as any).__discordWidget as DiscordWidget)?.show();
} }
}); });
this.reportProgress(40, 'VR support enabled'); this.reportProgress(40, 'VR support enabled');

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@ -1,187 +0,0 @@
import {
AbstractMesh,
ArcRotateCamera,
Scene,
Vector3
} from "@babylonjs/core";
import debugLog from "../core/debug";
/**
* Camera modes for replay viewing
*/
export enum CameraMode {
FREE = "free",
FOLLOW_SHIP = "follow_ship"
}
/**
* Manages camera for replay viewing with free and follow modes
*/
export class ReplayCamera {
private _camera: ArcRotateCamera;
private _scene: Scene;
private _mode: CameraMode = CameraMode.FREE;
private _followTarget: AbstractMesh | null = null;
constructor(scene: Scene) {
this._scene = scene;
// Create orbiting camera
this._camera = new ArcRotateCamera(
"replayCamera",
Math.PI / 2, // alpha (horizontal rotation)
Math.PI / 3, // beta (vertical rotation)
50, // radius (distance from target)
Vector3.Zero(),
scene
);
// Attach controls for user interaction
const canvas = scene.getEngine().getRenderingCanvas();
if (canvas) {
this._camera.attachControl(canvas, true);
}
// Set camera limits
this._camera.lowerRadiusLimit = 10;
this._camera.upperRadiusLimit = 500;
this._camera.lowerBetaLimit = 0.1;
this._camera.upperBetaLimit = Math.PI / 2;
// Set clipping planes for visibility
this._camera.minZ = 0.1; // Very close near plane
this._camera.maxZ = 5000; // Far plane for distant objects
// Mouse wheel zoom speed
this._camera.wheelPrecision = 20;
// Panning speed
this._camera.panningSensibility = 50;
scene.activeCamera = this._camera;
debugLog("ReplayCamera: Created with clipping planes minZ=0.1, maxZ=5000");
}
/**
* Get the camera instance
*/
public getCamera(): ArcRotateCamera {
return this._camera;
}
/**
* Set camera mode
*/
public setMode(mode: CameraMode): void {
this._mode = mode;
debugLog(`ReplayCamera: Mode set to ${mode}`);
}
/**
* Get current mode
*/
public getMode(): CameraMode {
return this._mode;
}
/**
* Toggle between free and follow modes
*/
public toggleMode(): void {
if (this._mode === CameraMode.FREE) {
this.setMode(CameraMode.FOLLOW_SHIP);
} else {
this.setMode(CameraMode.FREE);
}
}
/**
* Set target to follow (usually the ship)
*/
public setFollowTarget(mesh: AbstractMesh | null): void {
this._followTarget = mesh;
if (mesh) {
this._camera.setTarget(mesh.position);
debugLog("ReplayCamera: Follow target set");
}
}
/**
* Calculate optimal viewpoint to frame all objects
*/
public frameAllObjects(objects: AbstractMesh[]): void {
if (objects.length === 0) {
return;
}
// Calculate bounding box of all objects
let minX = Infinity, minY = Infinity, minZ = Infinity;
let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
objects.forEach(obj => {
const pos = obj.position;
debugLog(`ReplayCamera: Framing object ${obj.name} at position ${pos.toString()}`);
minX = Math.min(minX, pos.x);
minY = Math.min(minY, pos.y);
minZ = Math.min(minZ, pos.z);
maxX = Math.max(maxX, pos.x);
maxY = Math.max(maxY, pos.y);
maxZ = Math.max(maxZ, pos.z);
});
// Calculate center
const center = new Vector3(
(minX + maxX) / 2,
(minY + maxY) / 2,
(minZ + maxZ) / 2
);
// Calculate size
const size = Math.max(
maxX - minX,
maxY - minY,
maxZ - minZ
);
// Position camera to frame everything
this._camera.setTarget(center);
this._camera.radius = Math.max(50, size * 1.5); // At least 50 units away
debugLog(`ReplayCamera: Framed ${objects.length} objects (radius: ${this._camera.radius.toFixed(1)})`);
}
/**
* Update camera (call every frame)
*/
public update(): void {
if (this._mode === CameraMode.FOLLOW_SHIP && this._followTarget) {
// Smooth camera following with lerp
Vector3.LerpToRef(
this._camera.target,
this._followTarget.position,
0.1, // Smoothing factor (0 = no follow, 1 = instant)
this._camera.target
);
}
}
/**
* Reset camera to default position
*/
public reset(): void {
this._camera.alpha = Math.PI / 2;
this._camera.beta = Math.PI / 3;
this._camera.radius = 50;
this._camera.setTarget(Vector3.Zero());
debugLog("ReplayCamera: Reset to default");
}
/**
* Dispose of camera
*/
public dispose(): void {
this._camera.dispose();
debugLog("ReplayCamera: Disposed");
}
}

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@ -1,390 +0,0 @@
import {
AdvancedDynamicTexture,
Button,
Control,
Rectangle,
Slider,
StackPanel,
TextBlock
} from "@babylonjs/gui";
import { ReplayPlayer } from "./ReplayPlayer";
import { CameraMode, ReplayCamera } from "./ReplayCamera";
import debugLog from "../core/debug";
/**
* UI controls for replay playback
* Bottom control bar with play/pause, speed, scrubbing, etc.
*/
export class ReplayControls {
private _texture: AdvancedDynamicTexture;
private _player: ReplayPlayer;
private _camera: ReplayCamera;
// UI Elements
private _controlBar: Rectangle;
private _playPauseButton: Button;
private _progressSlider: Slider;
private _timeText: TextBlock;
private _speedText: TextBlock;
private _cameraButton: Button;
private _onExitCallback: () => void;
constructor(player: ReplayPlayer, camera: ReplayCamera, onExit: () => void) {
this._player = player;
this._camera = camera;
this._onExitCallback = onExit;
}
/**
* Initialize UI elements
*/
public initialize(): void {
this._texture = AdvancedDynamicTexture.CreateFullscreenUI("replayControls");
// Create control bar at bottom
this.createControlBar();
// Create buttons and controls
this.createPlayPauseButton();
this.createStepButtons();
this.createSpeedButtons();
this.createProgressSlider();
this.createTimeDisplay();
this.createCameraButton();
this.createExitButton();
debugLog("ReplayControls: UI initialized");
}
/**
* Create bottom control bar container
*/
private createControlBar(): void {
this._controlBar = new Rectangle("controlBar");
this._controlBar.width = "100%";
this._controlBar.height = "140px";
this._controlBar.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;
this._controlBar.background = "rgba(26, 26, 46, 0.95)";
this._controlBar.thickness = 0;
this._texture.addControl(this._controlBar);
// Inner container for spacing
const innerPanel = new StackPanel("innerPanel");
innerPanel.isVertical = true;
innerPanel.paddingTop = "10px";
innerPanel.paddingBottom = "10px";
innerPanel.paddingLeft = "20px";
innerPanel.paddingRight = "20px";
this._controlBar.addControl(innerPanel);
}
/**
* Create play/pause button
*/
private createPlayPauseButton(): void {
this._playPauseButton = Button.CreateSimpleButton("playPause", "▶ Play");
this._playPauseButton.width = "120px";
this._playPauseButton.height = "50px";
this._playPauseButton.color = "white";
this._playPauseButton.background = "#00ff88";
this._playPauseButton.cornerRadius = 10;
this._playPauseButton.thickness = 0;
this._playPauseButton.fontSize = "20px";
this._playPauseButton.fontWeight = "bold";
this._playPauseButton.left = "20px";
this._playPauseButton.top = "20px";
this._playPauseButton.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
this._playPauseButton.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._playPauseButton.onPointerClickObservable.add(() => {
this._player.togglePlayPause();
});
// Update button text based on play state
this._player.onPlayStateChanged.add((isPlaying) => {
this._playPauseButton.textBlock!.text = isPlaying ? "⏸ Pause" : "▶ Play";
});
this._controlBar.addControl(this._playPauseButton);
}
/**
* Create frame step buttons
*/
private createStepButtons(): void {
// Step backward button
const stepBackBtn = Button.CreateSimpleButton("stepBack", "◀◀");
stepBackBtn.width = "60px";
stepBackBtn.height = "50px";
stepBackBtn.color = "white";
stepBackBtn.background = "#555";
stepBackBtn.cornerRadius = 10;
stepBackBtn.thickness = 0;
stepBackBtn.fontSize = "18px";
stepBackBtn.left = "150px";
stepBackBtn.top = "20px";
stepBackBtn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
stepBackBtn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
stepBackBtn.onPointerClickObservable.add(() => {
this._player.stepBackward();
});
this._controlBar.addControl(stepBackBtn);
// Step forward button
const stepFwdBtn = Button.CreateSimpleButton("stepFwd", "▶▶");
stepFwdBtn.width = "60px";
stepFwdBtn.height = "50px";
stepFwdBtn.color = "white";
stepFwdBtn.background = "#555";
stepFwdBtn.cornerRadius = 10;
stepFwdBtn.thickness = 0;
stepFwdBtn.fontSize = "18px";
stepFwdBtn.left = "220px";
stepFwdBtn.top = "20px";
stepFwdBtn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
stepFwdBtn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
stepFwdBtn.onPointerClickObservable.add(() => {
this._player.stepForward();
});
this._controlBar.addControl(stepFwdBtn);
}
/**
* Create speed control buttons
*/
private createSpeedButtons(): void {
// Speed label
this._speedText = new TextBlock("speedLabel", "Speed: 1.0x");
this._speedText.width = "120px";
this._speedText.height = "30px";
this._speedText.color = "white";
this._speedText.fontSize = "16px";
this._speedText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
this._speedText.left = "-320px";
this._speedText.top = "10px";
this._speedText.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
this._speedText.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._controlBar.addControl(this._speedText);
// 0.5x button
const speed05Btn = Button.CreateSimpleButton("speed05", "0.5x");
speed05Btn.width = "60px";
speed05Btn.height = "40px";
speed05Btn.color = "white";
speed05Btn.background = "#444";
speed05Btn.cornerRadius = 5;
speed05Btn.thickness = 0;
speed05Btn.fontSize = "14px";
speed05Btn.left = "-250px";
speed05Btn.top = "20px";
speed05Btn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
speed05Btn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
speed05Btn.onPointerClickObservable.add(() => {
this._player.setPlaybackSpeed(0.5);
this._speedText.text = "Speed: 0.5x";
});
this._controlBar.addControl(speed05Btn);
// 1x button
const speed1Btn = Button.CreateSimpleButton("speed1", "1.0x");
speed1Btn.width = "60px";
speed1Btn.height = "40px";
speed1Btn.color = "white";
speed1Btn.background = "#444";
speed1Btn.cornerRadius = 5;
speed1Btn.thickness = 0;
speed1Btn.fontSize = "14px";
speed1Btn.left = "-180px";
speed1Btn.top = "20px";
speed1Btn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
speed1Btn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
speed1Btn.onPointerClickObservable.add(() => {
this._player.setPlaybackSpeed(1.0);
this._speedText.text = "Speed: 1.0x";
});
this._controlBar.addControl(speed1Btn);
// 2x button
const speed2Btn = Button.CreateSimpleButton("speed2", "2.0x");
speed2Btn.width = "60px";
speed2Btn.height = "40px";
speed2Btn.color = "white";
speed2Btn.background = "#444";
speed2Btn.cornerRadius = 5;
speed2Btn.thickness = 0;
speed2Btn.fontSize = "14px";
speed2Btn.left = "-110px";
speed2Btn.top = "20px";
speed2Btn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
speed2Btn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
speed2Btn.onPointerClickObservable.add(() => {
this._player.setPlaybackSpeed(2.0);
this._speedText.text = "Speed: 2.0x";
});
this._controlBar.addControl(speed2Btn);
}
/**
* Create progress slider for scrubbing
*/
private createProgressSlider(): void {
this._progressSlider = new Slider("progress");
this._progressSlider.minimum = 0;
this._progressSlider.maximum = this._player.getTotalFrames() - 1;
this._progressSlider.value = 0;
this._progressSlider.width = "60%";
this._progressSlider.height = "30px";
this._progressSlider.color = "#00ff88";
this._progressSlider.background = "#333";
this._progressSlider.borderColor = "#555";
this._progressSlider.thumbColor = "#00ff88";
this._progressSlider.thumbWidth = "20px";
this._progressSlider.top = "80px";
this._progressSlider.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
this._progressSlider.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
let isDragging = false;
this._progressSlider.onPointerDownObservable.add(() => {
isDragging = true;
this._player.pause(); // Pause while scrubbing
});
this._progressSlider.onPointerUpObservable.add(() => {
isDragging = false;
});
this._progressSlider.onValueChangedObservable.add((value) => {
if (isDragging) {
this._player.scrubTo(Math.floor(value));
}
});
this._controlBar.addControl(this._progressSlider);
}
/**
* Create time display
*/
private createTimeDisplay(): void {
this._timeText = new TextBlock("time", "00:00 / 00:00");
this._timeText.width = "150px";
this._timeText.height = "30px";
this._timeText.color = "white";
this._timeText.fontSize = "18px";
this._timeText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
this._timeText.top = "80px";
this._timeText.left = "-20px";
this._timeText.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
this._timeText.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._controlBar.addControl(this._timeText);
}
/**
* Create camera mode toggle button
*/
private createCameraButton(): void {
this._cameraButton = Button.CreateSimpleButton("cameraMode", "📷 Free Camera");
this._cameraButton.width = "180px";
this._cameraButton.height = "40px";
this._cameraButton.color = "white";
this._cameraButton.background = "#3a3a4e";
this._cameraButton.cornerRadius = 5;
this._cameraButton.thickness = 0;
this._cameraButton.fontSize = "16px";
this._cameraButton.top = "20px";
this._cameraButton.left = "-20px";
this._cameraButton.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
this._cameraButton.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;
this._cameraButton.onPointerClickObservable.add(() => {
this._camera.toggleMode();
const mode = this._camera.getMode();
this._cameraButton.textBlock!.text = mode === CameraMode.FREE ? "📷 Free Camera" : "🎯 Following Ship";
});
this._texture.addControl(this._cameraButton);
}
/**
* Create exit button
*/
private createExitButton(): void {
const exitBtn = Button.CreateSimpleButton("exit", "✕ Exit Replay");
exitBtn.width = "150px";
exitBtn.height = "40px";
exitBtn.color = "white";
exitBtn.background = "#cc3333";
exitBtn.cornerRadius = 5;
exitBtn.thickness = 0;
exitBtn.fontSize = "16px";
exitBtn.fontWeight = "bold";
exitBtn.top = "20px";
exitBtn.left = "20px";
exitBtn.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
exitBtn.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
exitBtn.onPointerClickObservable.add(() => {
this._onExitCallback();
});
this._texture.addControl(exitBtn);
}
/**
* Update UI (call every frame)
*/
public update(): void {
// Update progress slider (only if not being dragged by user)
const currentFrame = this._player.getCurrentFrame();
if (Math.abs(this._progressSlider.value - currentFrame) > 1) {
this._progressSlider.value = currentFrame;
}
// Update time display
const currentTime = this._player.getCurrentTime();
const totalTime = this._player.getTotalDuration();
this._timeText.text = `${this.formatTime(currentTime)} / ${this.formatTime(totalTime)}`;
}
/**
* Format time in MM:SS
*/
private formatTime(seconds: number): string {
const mins = Math.floor(seconds / 60);
const secs = Math.floor(seconds % 60);
return `${mins.toString().padStart(2, '0')}:${secs.toString().padStart(2, '0')}`;
}
/**
* Dispose of UI
*/
public dispose(): void {
this._texture.dispose();
debugLog("ReplayControls: Disposed");
}
}

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import {
Engine,
HavokPlugin,
PhysicsMotionType,
PhysicsViewer,
Scene,
Vector3
} from "@babylonjs/core";
import "@babylonjs/inspector";
import HavokPhysics from "@babylonjs/havok";
import { PhysicsStorage } from "./recording/physicsStorage";
import { ReplayPlayer } from "./ReplayPlayer";
import { CameraMode, ReplayCamera } from "./ReplayCamera";
import { ReplayControls } from "./ReplayControls";
import debugLog from "../core/debug";
import { DefaultScene } from "../core/defaultScene";
import { Level1 } from "../levels/level1";
/**
* Manages the replay scene, loading recordings, and coordinating replay components
*/
export class ReplayManager {
private _engine: Engine;
private _originalScene: Scene;
private _replayScene: Scene | null = null;
private _replayHavokPlugin: HavokPlugin | null = null;
private _physicsViewer: PhysicsViewer | null = null;
// Replay components
private _level: Level1 | null = null;
private _player: ReplayPlayer | null = null;
private _camera: ReplayCamera | null = null;
private _controls: ReplayControls | null = null;
private _onExitCallback: () => void;
private _keyboardHandler: ((ev: KeyboardEvent) => void) | null = null;
constructor(engine: Engine, onExit: () => void) {
this._engine = engine;
this._originalScene = DefaultScene.MainScene;
this._onExitCallback = onExit;
}
/**
* Start replay for a specific recording
*/
public async startReplay(recordingId: string): Promise<void> {
debugLog(`ReplayManager: Starting replay for ${recordingId}`);
// Stop any existing render loop immediately
this._engine.stopRenderLoop();
try {
// 1. Load recording from IndexedDB
const storage = new PhysicsStorage();
await storage.initialize();
const recording = await storage.loadRecording(recordingId);
storage.close();
if (!recording || !recording.metadata.levelConfig) {
debugLog("ReplayManager: Recording not found or missing LevelConfig");
return;
}
debugLog(`ReplayManager: Loaded recording with ${recording.snapshots.length} frames`);
// 2. Create replay scene
await this.createReplayScene();
// 3. Use Level1 to populate the scene (reuse game logic!)
debugLog('ReplayManager: Initializing Level1 in replay mode');
this._level = new Level1(recording.metadata.levelConfig, null, true); // isReplayMode = true
await this._level.initialize();
debugLog('ReplayManager: Level1 initialized successfully');
// 4. Convert all physics bodies to ANIMATED (replay-controlled)
let physicsCount = 0;
for (const mesh of this._replayScene!.meshes) {
if (mesh.physicsBody) {
mesh.physicsBody.setMotionType(PhysicsMotionType.ANIMATED);
// Disable collisions for replay objects
const shape = mesh.physicsBody.shape;
if (shape) {
shape.filterMembershipMask = 0;
shape.filterCollideMask = 0;
}
physicsCount++;
}
}
debugLog(`ReplayManager: Set ${physicsCount} objects to ANIMATED motion type`);
// 5. Create player for physics playback
this._player = new ReplayPlayer(this._replayScene!, recording);
await this._player.initialize();
// Enable physics debug for all replay objects
if (this._physicsViewer) {
const replayObjects = this._player.getReplayObjects();
debugLog(`ReplayManager: Enabling physics debug for ${replayObjects.size} objects`);
replayObjects.forEach((mesh) => {
if (mesh.physicsBody) {
this._physicsViewer!.showBody(mesh.physicsBody);
}
});
}
// 6. Setup camera
this._camera = new ReplayCamera(this._replayScene!);
// Frame all objects initially in FREE mode
const objects = Array.from(this._player.getReplayObjects().values());
debugLog(`ReplayManager: Framing ${objects.length} objects for camera`);
if (objects.length > 0) {
this._camera.frameAllObjects(objects);
this._camera.setMode(CameraMode.FREE);
debugLog(`ReplayManager: Camera set to FREE mode`);
} else {
debugLog(`ReplayManager: WARNING - No objects to frame!`);
// Set default camera position if no objects
this._camera.getCamera().position.set(0, 50, -100);
this._camera.getCamera().setTarget(Vector3.Zero());
}
// Set ship as follow target for later toggling
const ship = this._player.getShipMesh();
if (ship) {
this._camera.setFollowTarget(ship);
debugLog(`ReplayManager: Ship set as follow target`);
}
// 6. Create controls UI
this._controls = new ReplayControls(this._player, this._camera, () => {
this.exitReplay();
});
this._controls.initialize();
// 7. Setup keyboard handler for inspector
this._keyboardHandler = (ev: KeyboardEvent) => {
// Toggle inspector with 'i' key
if (ev.key === 'i' || ev.key === 'I') {
if (this._replayScene) {
if (this._replayScene.debugLayer.isVisible()) {
this._replayScene.debugLayer.hide();
debugLog("ReplayManager: Inspector hidden");
} else {
this._replayScene.debugLayer.show();
debugLog("ReplayManager: Inspector shown");
}
}
}
};
window.addEventListener('keydown', this._keyboardHandler);
debugLog("ReplayManager: Keyboard handler registered (press 'i' for inspector)");
// 8. Start render loop
debugLog(`ReplayManager: Starting render loop for replay scene`);
debugLog(`ReplayManager: Replay scene has ${this._replayScene!.meshes.length} meshes, camera: ${this._replayScene!.activeCamera?.name}`);
this._engine.runRenderLoop(() => {
if (this._replayScene && this._replayScene.activeCamera) {
this._replayScene.render();
// Update camera and controls
if (this._camera) {
this._camera.update();
}
if (this._controls) {
this._controls.update();
}
}
});
// 9. Auto-start playback
this._player.play();
debugLog("ReplayManager: Replay started successfully");
} catch (error) {
debugLog("ReplayManager: Error starting replay", error);
await this.exitReplay();
}
}
/**
* Create a new scene for replay
*/
private async createReplayScene(): Promise<void> {
// Dispose old replay scene if exists
if (this._replayScene) {
await this.disposeReplayScene();
}
// Create new scene
this._replayScene = new Scene(this._engine);
// Create new Havok physics instance for this scene
debugLog("ReplayManager: Creating Havok physics instance for replay scene");
const havok = await HavokPhysics();
this._replayHavokPlugin = new HavokPlugin(true, havok);
// Enable physics
this._replayScene.enablePhysics(Vector3.Zero(), this._replayHavokPlugin);
// Enable physics debug rendering
this._physicsViewer = new PhysicsViewer(this._replayScene);
debugLog("ReplayManager: Physics debug viewer created");
// Update DefaultScene singleton (Level1.initialize will use this scene)
DefaultScene.MainScene = this._replayScene;
debugLog("ReplayManager: Replay scene created");
}
/**
* Exit replay and return to original scene
*/
public async exitReplay(): Promise<void> {
debugLog("ReplayManager: Exiting replay");
// Remove keyboard handler
if (this._keyboardHandler) {
window.removeEventListener('keydown', this._keyboardHandler);
this._keyboardHandler = null;
debugLog("ReplayManager: Keyboard handler removed");
}
// Stop render loop
this._engine.stopRenderLoop();
// Dispose replay components
await this.disposeReplayScene();
// Restore original scene
DefaultScene.MainScene = this._originalScene;
// Restore original render loop
this._engine.runRenderLoop(() => {
this._originalScene.render();
});
// Call exit callback
this._onExitCallback();
debugLog("ReplayManager: Exited replay");
}
/**
* Dispose of replay scene and all components
*/
private async disposeReplayScene(): Promise<void> {
if (!this._replayScene) {
return;
}
debugLog("ReplayManager: Disposing replay scene");
// 1. Dispose UI
if (this._controls) {
this._controls.dispose();
this._controls = null;
}
// 2. Dispose player (stops playback, removes observables)
if (this._player) {
this._player.dispose();
this._player = null;
}
// 3. Dispose camera
if (this._camera) {
this._camera.dispose();
this._camera = null;
}
// 4. Dispose level (if exists)
if (this._level) {
// Level disposal would happen here if needed
this._level = null;
}
// 6. Dispose all meshes with physics
this._replayScene.meshes.forEach(mesh => {
if (mesh.physicsBody) {
mesh.physicsBody.dispose();
}
if (mesh.skeleton) {
mesh.skeleton.dispose();
}
mesh.dispose();
});
// 7. Dispose materials and textures
this._replayScene.materials.forEach(mat => mat.dispose());
this._replayScene.textures.forEach(tex => tex.dispose());
// 8. Dispose scene
this._replayScene.dispose();
this._replayScene = null;
// 9. Clean up physics viewer
if (this._physicsViewer) {
this._physicsViewer.dispose();
this._physicsViewer = null;
}
// 10. Clean up Havok plugin
if (this._replayHavokPlugin) {
this._replayHavokPlugin = null;
}
debugLog("ReplayManager: Replay scene disposed");
}
/**
* Get current replay scene
*/
public getReplayScene(): Scene | null {
return this._replayScene;
}
}

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import {
AbstractMesh,
Observable,
Quaternion,
Scene,
Vector3
} from "@babylonjs/core";
import { PhysicsRecording, PhysicsSnapshot } from "./recording/physicsRecorder";
import debugLog from "../core/debug";
/**
* Handles frame-by-frame playback of physics recordings
* with interpolation for smooth visuals
*/
export class ReplayPlayer {
private _scene: Scene;
private _recording: PhysicsRecording;
private _replayObjects: Map<string, AbstractMesh> = new Map();
// Playback state
private _currentFrameIndex: number = 0;
private _isPlaying: boolean = false;
private _playbackSpeed: number = 1.0;
// Timing (timestamp-based, not Hz-based)
private _playbackStartTime: number = 0; // Real-world time when playback started
private _recordingStartTimestamp: number = 0; // First snapshot's timestamp
private _lastUpdateTime: number = 0;
// Observables
public onPlayStateChanged: Observable<boolean> = new Observable<boolean>();
public onFrameChanged: Observable<number> = new Observable<number>();
constructor(scene: Scene, recording: PhysicsRecording) {
this._scene = scene;
this._recording = recording;
// Store first snapshot's timestamp as our recording start reference
if (recording.snapshots.length > 0) {
this._recordingStartTimestamp = recording.snapshots[0].timestamp;
}
}
/**
* Initialize replay by finding existing meshes in the scene
* (Level1.initialize() has already created all objects)
*/
public async initialize(): Promise<void> {
if (this._recording.snapshots.length === 0) {
debugLog("ReplayPlayer: No snapshots in recording");
return;
}
const firstSnapshot = this._recording.snapshots[0];
debugLog(`ReplayPlayer: Initializing replay for ${firstSnapshot.objects.length} objects`);
debugLog(`ReplayPlayer: Object IDs in snapshot: ${firstSnapshot.objects.map(o => o.id).join(', ')}`);
// Find all existing meshes in the scene (already created by Level1.initialize())
for (const objState of firstSnapshot.objects) {
const mesh = this._scene.getMeshByName(objState.id) as AbstractMesh;
if (mesh) {
this._replayObjects.set(objState.id, mesh);
debugLog(`ReplayPlayer: Found ${objState.id} in scene (physics: ${!!mesh.physicsBody})`);
} else {
debugLog(`ReplayPlayer: WARNING - Object ${objState.id} not found in scene`);
}
}
// Apply first frame state
this.applySnapshot(firstSnapshot);
debugLog(`ReplayPlayer: Initialized with ${this._replayObjects.size} objects`);
}
/**
* Start playback
*/
public play(): void {
if (this._isPlaying) {
return;
}
this._isPlaying = true;
this._playbackStartTime = performance.now();
this._lastUpdateTime = this._playbackStartTime;
this.onPlayStateChanged.notifyObservers(true);
// Use scene.onBeforeRenderObservable for smooth updates
this._scene.onBeforeRenderObservable.add(this.updateCallback);
debugLog("ReplayPlayer: Playback started (timestamp-based)");
}
/**
* Pause playback
*/
public pause(): void {
if (!this._isPlaying) {
return;
}
this._isPlaying = false;
this._scene.onBeforeRenderObservable.removeCallback(this.updateCallback);
this.onPlayStateChanged.notifyObservers(false);
debugLog("ReplayPlayer: Playback paused");
}
/**
* Toggle play/pause
*/
public togglePlayPause(): void {
if (this._isPlaying) {
this.pause();
} else {
this.play();
}
}
/**
* Update callback for render loop (timestamp-based)
*/
private updateCallback = (): void => {
if (!this._isPlaying || this._recording.snapshots.length === 0) {
return;
}
const now = performance.now();
// Calculate elapsed playback time (with speed multiplier)
const elapsedPlaybackTime = (now - this._playbackStartTime) * this._playbackSpeed;
// Calculate target recording timestamp
const targetTimestamp = this._recordingStartTimestamp + elapsedPlaybackTime;
// Find the correct frame for this timestamp
let targetFrameIndex = this._currentFrameIndex;
// Advance to the frame that matches our target timestamp
while (targetFrameIndex < this._recording.snapshots.length - 1 &&
this._recording.snapshots[targetFrameIndex + 1].timestamp <= targetTimestamp) {
targetFrameIndex++;
}
// If we advanced frames, update and notify
if (targetFrameIndex !== this._currentFrameIndex) {
this._currentFrameIndex = targetFrameIndex;
// Debug: Log frame advancement every 10 frames
if (this._currentFrameIndex % 10 === 0) {
const snapshot = this._recording.snapshots[this._currentFrameIndex];
debugLog(`ReplayPlayer: Frame ${this._currentFrameIndex}/${this._recording.snapshots.length}, timestamp: ${snapshot.timestamp.toFixed(1)}ms, objects: ${snapshot.objects.length}`);
}
this.applySnapshot(this._recording.snapshots[this._currentFrameIndex]);
this.onFrameChanged.notifyObservers(this._currentFrameIndex);
}
// Check if we reached the end
if (this._currentFrameIndex >= this._recording.snapshots.length - 1 &&
targetTimestamp >= this._recording.snapshots[this._recording.snapshots.length - 1].timestamp) {
this.pause();
debugLog("ReplayPlayer: Reached end of recording");
return;
}
// Interpolate between current and next frame for smooth visuals
if (this._currentFrameIndex < this._recording.snapshots.length - 1) {
const currentSnapshot = this._recording.snapshots[this._currentFrameIndex];
const nextSnapshot = this._recording.snapshots[this._currentFrameIndex + 1];
const frameDuration = nextSnapshot.timestamp - currentSnapshot.timestamp;
const frameElapsed = targetTimestamp - currentSnapshot.timestamp;
const alpha = frameDuration > 0 ? Math.min(frameElapsed / frameDuration, 1.0) : 0;
this.interpolateFrame(alpha);
}
};
/**
* Apply a snapshot's state to all objects
*/
private applySnapshot(snapshot: PhysicsSnapshot): void {
for (const objState of snapshot.objects) {
const mesh = this._replayObjects.get(objState.id);
if (!mesh) {
continue;
}
const newPosition = new Vector3(
objState.position[0],
objState.position[1],
objState.position[2]
);
const newRotation = new Quaternion(
objState.rotation[0],
objState.rotation[1],
objState.rotation[2],
objState.rotation[3]
);
// Update mesh transform directly
mesh.position.copyFrom(newPosition);
if (!mesh.rotationQuaternion) {
mesh.rotationQuaternion = new Quaternion();
}
mesh.rotationQuaternion.copyFrom(newRotation);
// For ANIMATED bodies, sync physics from mesh
// (ANIMATED bodies should follow their transform node)
if (mesh.physicsBody) {
mesh.physicsBody.disablePreStep = false;
}
}
}
/**
* Interpolate between current and next frame for smooth visuals
*/
private interpolateFrame(alpha: number): void {
if (this._currentFrameIndex + 1 >= this._recording.snapshots.length) {
return; // No next frame
}
const currentSnapshot = this._recording.snapshots[this._currentFrameIndex];
const nextSnapshot = this._recording.snapshots[this._currentFrameIndex + 1];
for (const objState of currentSnapshot.objects) {
const mesh = this._replayObjects.get(objState.id);
if (!mesh) {
continue;
}
const nextState = nextSnapshot.objects.find(o => o.id === objState.id);
if (!nextState) {
continue;
}
// Create temporary vectors for interpolation
const interpPosition = new Vector3();
const interpRotation = new Quaternion();
// Lerp position
Vector3.LerpToRef(
new Vector3(...objState.position),
new Vector3(...nextState.position),
alpha,
interpPosition
);
// Slerp rotation
Quaternion.SlerpToRef(
new Quaternion(...objState.rotation),
new Quaternion(...nextState.rotation),
alpha,
interpRotation
);
// Apply interpolated transform to mesh
mesh.position.copyFrom(interpPosition);
if (!mesh.rotationQuaternion) {
mesh.rotationQuaternion = new Quaternion();
}
mesh.rotationQuaternion.copyFrom(interpRotation);
// Physics body will sync from mesh if ANIMATED
if (mesh.physicsBody) {
mesh.physicsBody.disablePreStep = false;
}
}
}
/**
* Scrub to specific frame
*/
public scrubTo(frameIndex: number): void {
this._currentFrameIndex = Math.max(0, Math.min(frameIndex, this._recording.snapshots.length - 1));
const snapshot = this._recording.snapshots[this._currentFrameIndex];
this.applySnapshot(snapshot);
// Reset playback timing to match the new frame's timestamp
if (this._isPlaying) {
const targetTimestamp = snapshot.timestamp;
const elapsedRecordingTime = targetTimestamp - this._recordingStartTimestamp;
this._playbackStartTime = performance.now() - (elapsedRecordingTime / this._playbackSpeed);
}
this.onFrameChanged.notifyObservers(this._currentFrameIndex);
}
/**
* Step forward one frame
*/
public stepForward(): void {
if (this._currentFrameIndex < this._recording.snapshots.length - 1) {
this.scrubTo(this._currentFrameIndex + 1);
}
}
/**
* Step backward one frame
*/
public stepBackward(): void {
if (this._currentFrameIndex > 0) {
this.scrubTo(this._currentFrameIndex - 1);
}
}
/**
* Set playback speed multiplier
*/
public setPlaybackSpeed(speed: number): void {
this._playbackSpeed = Math.max(0.1, Math.min(speed, 4.0));
debugLog(`ReplayPlayer: Playback speed set to ${this._playbackSpeed}x`);
}
/**
* Get current frame index
*/
public getCurrentFrame(): number {
return this._currentFrameIndex;
}
/**
* Get total number of frames
*/
public getTotalFrames(): number {
return this._recording.snapshots.length;
}
/**
* Get current playback time in seconds
*/
public getCurrentTime(): number {
if (this._recording.snapshots.length === 0) {
return 0;
}
return this._recording.snapshots[this._currentFrameIndex].timestamp / 1000;
}
/**
* Get total duration in seconds
*/
public getTotalDuration(): number {
return this._recording.metadata.recordingDuration / 1000;
}
/**
* Check if playing
*/
public isPlaying(): boolean {
return this._isPlaying;
}
/**
* Get replay objects map
*/
public getReplayObjects(): Map<string, AbstractMesh> {
return this._replayObjects;
}
/**
* Get ship mesh if it exists
*/
public getShipMesh(): AbstractMesh | null {
for (const [id, mesh] of this._replayObjects.entries()) {
if (id === "ship" || id.startsWith("shipBase")) {
return mesh;
}
}
return null;
}
/**
* Dispose of replay player
*/
public dispose(): void {
this.pause();
this._scene.onBeforeRenderObservable.removeCallback(this.updateCallback);
this.onPlayStateChanged.clear();
this.onFrameChanged.clear();
// Dispose all replay objects
this._replayObjects.forEach((mesh) => {
if (mesh.physicsBody) {
mesh.physicsBody.dispose();
}
mesh.dispose();
});
this._replayObjects.clear();
debugLog("ReplayPlayer: Disposed");
}
}

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@ -1,371 +0,0 @@
import {
AdvancedDynamicTexture,
Button,
Control,
Rectangle,
ScrollViewer,
StackPanel,
TextBlock
} from "@babylonjs/gui";
import { PhysicsStorage } from "./recording/physicsStorage";
import debugLog from "../core/debug";
/**
* Recording info for display
*/
interface RecordingInfo {
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}
/**
* Fullscreen UI for selecting a recording to replay
*/
export class ReplaySelectionScreen {
private _texture: AdvancedDynamicTexture;
private _scrollViewer: ScrollViewer;
private _recordingsList: StackPanel;
private _selectedRecording: string | null = null;
private _playButton: Button;
private _deleteButton: Button;
private _onPlayCallback: (recordingId: string) => void;
private _onCancelCallback: () => void;
private _selectedContainer: Rectangle | null = null;
constructor(onPlay: (recordingId: string) => void, onCancel: () => void) {
this._onPlayCallback = onPlay;
this._onCancelCallback = onCancel;
}
/**
* Initialize and show the selection screen
*/
public async initialize(): Promise<void> {
this._texture = AdvancedDynamicTexture.CreateFullscreenUI("replaySelection");
// Semi-transparent background
const background = new Rectangle("background");
background.width = "100%";
background.height = "100%";
background.background = "rgba(10, 10, 20, 0.95)";
background.thickness = 0;
this._texture.addControl(background);
// Main panel
const mainPanel = new Rectangle("mainPanel");
mainPanel.width = "900px";
mainPanel.height = "700px";
mainPanel.thickness = 2;
mainPanel.color = "#00ff88";
mainPanel.background = "#1a1a2e";
mainPanel.cornerRadius = 10;
mainPanel.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
mainPanel.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;
this._texture.addControl(mainPanel);
// Title
const title = new TextBlock("title", "RECORDED SESSIONS");
title.width = "100%";
title.height = "80px";
title.color = "#00ff88";
title.fontSize = "40px";
title.fontWeight = "bold";
title.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
title.textVerticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
title.top = "20px";
mainPanel.addControl(title);
// ScrollViewer for recordings list
this._scrollViewer = new ScrollViewer("scrollViewer");
this._scrollViewer.width = "840px";
this._scrollViewer.height = "480px";
this._scrollViewer.thickness = 1;
this._scrollViewer.color = "#444";
this._scrollViewer.background = "#0a0a1e";
this._scrollViewer.top = "110px";
this._scrollViewer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;
mainPanel.addControl(this._scrollViewer);
// StackPanel inside ScrollViewer
this._recordingsList = new StackPanel("recordingsList");
this._recordingsList.width = "100%";
this._recordingsList.isVertical = true;
this._recordingsList.spacing = 10;
this._recordingsList.paddingTop = "10px";
this._recordingsList.paddingBottom = "10px";
this._scrollViewer.addControl(this._recordingsList);
// Bottom button bar
this.createButtonBar(mainPanel);
// Load recordings
await this.loadRecordings();
debugLog("ReplaySelectionScreen: Initialized");
}
/**
* Create button bar at bottom
*/
private createButtonBar(parent: Rectangle): void {
const buttonBar = new StackPanel("buttonBar");
buttonBar.isVertical = false;
buttonBar.width = "100%";
buttonBar.height = "80px";
buttonBar.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
buttonBar.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;
buttonBar.spacing = 20;
buttonBar.paddingBottom = "20px";
parent.addControl(buttonBar);
// Play button
this._playButton = Button.CreateSimpleButton("play", "▶ Play Selected");
this._playButton.width = "200px";
this._playButton.height = "50px";
this._playButton.color = "white";
this._playButton.background = "#00ff88";
this._playButton.cornerRadius = 10;
this._playButton.thickness = 0;
this._playButton.fontSize = "20px";
this._playButton.fontWeight = "bold";
this._playButton.isEnabled = false; // Disabled until selection
this._playButton.onPointerClickObservable.add(() => {
if (this._selectedRecording) {
this._onPlayCallback(this._selectedRecording);
}
});
buttonBar.addControl(this._playButton);
// Delete button
this._deleteButton = Button.CreateSimpleButton("delete", "🗑 Delete");
this._deleteButton.width = "150px";
this._deleteButton.height = "50px";
this._deleteButton.color = "white";
this._deleteButton.background = "#cc3333";
this._deleteButton.cornerRadius = 10;
this._deleteButton.thickness = 0;
this._deleteButton.fontSize = "18px";
this._deleteButton.fontWeight = "bold";
this._deleteButton.isEnabled = false; // Disabled until selection
this._deleteButton.onPointerClickObservable.add(async () => {
if (this._selectedRecording) {
await this.deleteRecording(this._selectedRecording);
}
});
buttonBar.addControl(this._deleteButton);
// Cancel button
const cancelButton = Button.CreateSimpleButton("cancel", "✕ Cancel");
cancelButton.width = "150px";
cancelButton.height = "50px";
cancelButton.color = "white";
cancelButton.background = "#555";
cancelButton.cornerRadius = 10;
cancelButton.thickness = 0;
cancelButton.fontSize = "18px";
cancelButton.fontWeight = "bold";
cancelButton.onPointerClickObservable.add(() => {
this._onCancelCallback();
});
buttonBar.addControl(cancelButton);
}
/**
* Load recordings from IndexedDB
*/
private async loadRecordings(): Promise<void> {
const storage = new PhysicsStorage();
await storage.initialize();
const recordings = await storage.listRecordings();
storage.close();
if (recordings.length === 0) {
this.showNoRecordingsMessage();
return;
}
// Sort by timestamp (newest first)
recordings.sort((a, b) => b.timestamp - a.timestamp);
recordings.forEach(rec => {
const item = this.createRecordingItem(rec);
this._recordingsList.addControl(item);
});
debugLog(`ReplaySelectionScreen: Loaded ${recordings.length} recordings`);
}
/**
* Show message when no recordings are available
*/
private showNoRecordingsMessage(): void {
const message = new TextBlock("noRecordings", "No recordings available yet.\n\nPlay the game to create recordings!");
message.width = "100%";
message.height = "200px";
message.color = "#888";
message.fontSize = "24px";
message.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
message.textVerticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;
message.textWrapping = true;
this._recordingsList.addControl(message);
}
/**
* Create a selectable recording item
*/
private createRecordingItem(recording: RecordingInfo): Rectangle {
const itemContainer = new Rectangle();
itemContainer.width = "800px";
itemContainer.height = "90px";
itemContainer.thickness = 1;
itemContainer.color = "#555";
itemContainer.background = "#2a2a3e";
itemContainer.cornerRadius = 5;
itemContainer.isPointerBlocker = true;
itemContainer.hoverCursor = "pointer";
// Hover effect
itemContainer.onPointerEnterObservable.add(() => {
if (this._selectedRecording !== recording.id) {
itemContainer.background = "#3a3a4e";
}
});
itemContainer.onPointerOutObservable.add(() => {
if (this._selectedRecording !== recording.id) {
itemContainer.background = "#2a2a3e";
}
});
// Click to select
itemContainer.onPointerClickObservable.add(() => {
this.selectRecording(recording.id, itemContainer);
});
// Content panel
const contentPanel = new StackPanel();
contentPanel.isVertical = true;
contentPanel.width = "100%";
contentPanel.paddingLeft = "20px";
contentPanel.paddingRight = "20px";
contentPanel.paddingTop = "10px";
itemContainer.addControl(contentPanel);
// Session name (first line) - Format session ID nicely
const sessionName = this.formatSessionName(recording.name);
const nameText = new TextBlock("name", sessionName);
nameText.height = "30px";
nameText.color = "#00ff88";
nameText.fontSize = "20px";
nameText.fontWeight = "bold";
nameText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
contentPanel.addControl(nameText);
// Details (second line)
const date = new Date(recording.timestamp);
const dateStr = date.toLocaleString();
const durationStr = this.formatDuration(recording.duration);
const detailsText = new TextBlock(
"details",
`📅 ${dateStr} | ⏱ ${durationStr} | 📊 ${recording.frameCount} frames`
);
detailsText.height = "25px";
detailsText.color = "#aaa";
detailsText.fontSize = "16px";
detailsText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;
contentPanel.addControl(detailsText);
return itemContainer;
}
/**
* Select a recording
*/
private selectRecording(recordingId: string, container: Rectangle): void {
// Deselect previous
if (this._selectedContainer) {
this._selectedContainer.background = "#2a2a3e";
this._selectedContainer.color = "#555";
}
// Select new
this._selectedRecording = recordingId;
this._selectedContainer = container;
container.background = "#00ff88";
container.color = "#00ff88";
// Enable buttons
this._playButton.isEnabled = true;
this._deleteButton.isEnabled = true;
debugLog(`ReplaySelectionScreen: Selected recording ${recordingId}`);
}
/**
* Delete a recording
*/
private async deleteRecording(recordingId: string): Promise<void> {
const storage = new PhysicsStorage();
await storage.initialize();
await storage.deleteRecording(recordingId);
storage.close();
debugLog(`ReplaySelectionScreen: Deleted recording ${recordingId}`);
// Refresh list
this._recordingsList.clearControls();
this._selectedRecording = null;
this._selectedContainer = null;
this._playButton.isEnabled = false;
this._deleteButton.isEnabled = false;
await this.loadRecordings();
}
/**
* Format session name for display
*/
private formatSessionName(sessionId: string): string {
// Convert "session-1762606365166" to "Session 2024-11-08 07:06"
if (sessionId.startsWith('session-')) {
const timestamp = parseInt(sessionId.replace('session-', ''));
const date = new Date(timestamp);
const dateStr = date.toLocaleDateString();
const timeStr = date.toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' });
return `Session ${dateStr} ${timeStr}`;
}
return sessionId;
}
/**
* Format duration for display
*/
private formatDuration(seconds: number): string {
const mins = Math.floor(seconds / 60);
const secs = Math.floor(seconds % 60);
if (mins > 0) {
return `${mins}m ${secs}s`;
} else {
return `${secs}s`;
}
}
/**
* Dispose of UI
*/
public dispose(): void {
this._texture.dispose();
debugLog("ReplaySelectionScreen: Disposed");
}
}

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@ -1,617 +0,0 @@
import { Scene, Quaternion } from "@babylonjs/core";
import debugLog from "../../core/debug";
import { PhysicsStorage } from "./physicsStorage";
import { LevelConfig } from "../../levels/config/levelConfig";
/**
* Represents the physics state of a single object at a point in time
*/
interface PhysicsObjectState {
id: string;
position: [number, number, number];
rotation: [number, number, number, number]; // Quaternion (x, y, z, w)
linearVelocity: [number, number, number];
angularVelocity: [number, number, number];
mass: number;
restitution: number;
}
/**
* Snapshot of all physics objects at a specific time
*/
export interface PhysicsSnapshot {
timestamp: number; // Physics time in milliseconds
frameNumber: number; // Sequential frame counter
objects: PhysicsObjectState[];
}
/**
* Recording metadata
*/
interface RecordingMetadata {
startTime: number;
endTime: number;
frameCount: number;
recordingDuration: number; // milliseconds
physicsUpdateRate: number; // Hz
levelConfig?: LevelConfig; // Full scene state at recording time
}
/**
* Complete recording with metadata and snapshots
*/
export interface PhysicsRecording {
metadata: RecordingMetadata;
snapshots: PhysicsSnapshot[];
}
/**
* Physics state recorder that continuously captures physics state
* - Ring buffer mode: Always captures last N seconds (low memory, quick export)
* - Long recording mode: Saves to IndexedDB for 2-10 minute recordings
*/
export class PhysicsRecorder {
private _scene: Scene;
private _isEnabled: boolean = false;
private _isLongRecording: boolean = false;
// Ring buffer for continuous recording
private _ringBuffer: PhysicsSnapshot[] = [];
private _maxRingBufferFrames: number = 216; // 30 seconds at 7.2 Hz
private _ringBufferIndex: number = 0;
// Long recording storage
private _longRecording: PhysicsSnapshot[] = [];
private _longRecordingStartTime: number = 0;
// Frame tracking
private _frameNumber: number = 0;
private _startTime: number = 0;
private _physicsUpdateRate: number = 7.2; // Hz (estimated)
// Performance tracking
private _captureTimeAccumulator: number = 0;
private _captureCount: number = 0;
// IndexedDB storage
private _storage: PhysicsStorage | null = null;
// Auto-save to IndexedDB
private _autoSaveEnabled: boolean = true;
private _autoSaveBuffer: PhysicsSnapshot[] = [];
private _autoSaveInterval: number = 10000; // Save every 10 seconds
private _lastAutoSaveTime: number = 0;
private _currentSessionId: string = "";
private _levelConfig: LevelConfig | null = null;
constructor(scene: Scene, levelConfig?: LevelConfig) {
this._scene = scene;
this._levelConfig = levelConfig || null;
// Initialize IndexedDB storage
this._storage = new PhysicsStorage();
this._storage.initialize().catch(error => {
debugLog("PhysicsRecorder: Failed to initialize storage", error);
});
}
/**
* Start the ring buffer recorder (always capturing last 30 seconds)
* Also starts auto-save to IndexedDB
*/
public startRingBuffer(): void {
if (this._isEnabled) {
debugLog("PhysicsRecorder: Ring buffer already running");
return;
}
this._isEnabled = true;
this._startTime = performance.now();
this._lastAutoSaveTime = performance.now();
this._frameNumber = 0;
// Create unique session ID for this recording
this._currentSessionId = `session-${Date.now()}`;
// Hook into physics update observable
this._scene.onAfterPhysicsObservable.add(() => {
if (this._isEnabled) {
this.captureFrame();
this.checkAutoSave();
}
});
debugLog("PhysicsRecorder: Recording started (ring buffer + auto-save to IndexedDB)");
debugLog(`PhysicsRecorder: Session ID: ${this._currentSessionId}`);
}
/**
* Stop the ring buffer recorder
*/
public stopRingBuffer(): void {
this._isEnabled = false;
debugLog("PhysicsRecorder: Ring buffer stopped");
}
/**
* Start a long-term recording (saves all frames to memory)
*/
public startLongRecording(): void {
if (this._isLongRecording) {
debugLog("PhysicsRecorder: Long recording already in progress");
return;
}
this._isLongRecording = true;
this._longRecording = [];
this._longRecordingStartTime = performance.now();
debugLog("PhysicsRecorder: Long recording started");
}
/**
* Stop long-term recording
*/
public stopLongRecording(): void {
if (!this._isLongRecording) {
debugLog("PhysicsRecorder: No long recording in progress");
return;
}
this._isLongRecording = false;
const duration = ((performance.now() - this._longRecordingStartTime) / 1000).toFixed(1);
debugLog(`PhysicsRecorder: Long recording stopped (${duration}s, ${this._longRecording.length} frames)`);
}
/**
* Capture current physics state of all objects
*/
private captureFrame(): void {
const captureStart = performance.now();
const timestamp = performance.now() - this._startTime;
const objects: PhysicsObjectState[] = [];
// Get all physics-enabled meshes AND transform nodes
const physicsMeshes = this._scene.meshes.filter(mesh => mesh.physicsBody !== null && mesh.physicsBody !== undefined);
const physicsTransformNodes = this._scene.transformNodes.filter(node => node.physicsBody !== null && node.physicsBody !== undefined);
const allPhysicsObjects = [...physicsMeshes, ...physicsTransformNodes];
for (const mesh of allPhysicsObjects) {
const body = mesh.physicsBody;
// Double-check body still exists and has transformNode (can be disposed between filter and here)
if (!body || !body.transformNode) {
continue;
}
try {
// Get position
const pos = body.transformNode.position;
// Get rotation as quaternion
let quat = body.transformNode.rotationQuaternion;
if (!quat) {
// Convert Euler to Quaternion if needed
const rot = body.transformNode.rotation;
quat = Quaternion.FromEulerAngles(rot.x, rot.y, rot.z);
}
// Get velocities
const linVel = body.getLinearVelocity();
const angVel = body.getAngularVelocity();
// Get mass
const mass = body.getMassProperties().mass;
// Get restitution (from shape material if available)
let restitution = 0;
if (body.shape && (body.shape as any).material) {
restitution = (body.shape as any).material.restitution || 0;
}
objects.push({
id: mesh.id,
position: [
parseFloat(pos.x.toFixed(3)),
parseFloat(pos.y.toFixed(3)),
parseFloat(pos.z.toFixed(3))
],
rotation: [
parseFloat(quat.x.toFixed(4)),
parseFloat(quat.y.toFixed(4)),
parseFloat(quat.z.toFixed(4)),
parseFloat(quat.w.toFixed(4))
],
linearVelocity: [
parseFloat(linVel.x.toFixed(3)),
parseFloat(linVel.y.toFixed(3)),
parseFloat(linVel.z.toFixed(3))
],
angularVelocity: [
parseFloat(angVel.x.toFixed(3)),
parseFloat(angVel.y.toFixed(3)),
parseFloat(angVel.z.toFixed(3))
],
mass: parseFloat(mass.toFixed(2)),
restitution: parseFloat(restitution.toFixed(2))
});
} catch (_error) {
// Physics body was disposed during capture, skip this object
continue;
}
}
const snapshot: PhysicsSnapshot = {
timestamp: parseFloat(timestamp.toFixed(1)),
frameNumber: this._frameNumber,
objects
};
// Add to ring buffer (circular overwrite)
this._ringBuffer[this._ringBufferIndex] = snapshot;
this._ringBufferIndex = (this._ringBufferIndex + 1) % this._maxRingBufferFrames;
// Add to long recording if active
if (this._isLongRecording) {
this._longRecording.push(snapshot);
}
// Add to auto-save buffer if enabled
if (this._autoSaveEnabled) {
this._autoSaveBuffer.push(snapshot);
}
this._frameNumber++;
// Track performance
const captureTime = performance.now() - captureStart;
this._captureTimeAccumulator += captureTime;
this._captureCount++;
// Log average capture time every 100 frames
if (this._captureCount % 100 === 0) {
const avgTime = (this._captureTimeAccumulator / this._captureCount).toFixed(3);
debugLog(`PhysicsRecorder: Average capture time: ${avgTime}ms (${objects.length} objects)`);
}
}
/**
* Check if it's time to auto-save to IndexedDB
*/
private checkAutoSave(): void {
if (!this._autoSaveEnabled || !this._storage) {
return;
}
const now = performance.now();
const timeSinceLastSave = now - this._lastAutoSaveTime;
// Save every 10 seconds
if (timeSinceLastSave >= this._autoSaveInterval && this._autoSaveBuffer.length > 0) {
this.performAutoSave();
this._lastAutoSaveTime = now;
}
}
/**
* Save buffered snapshots to IndexedDB
*/
private async performAutoSave(): Promise<void> {
if (!this._storage || this._autoSaveBuffer.length === 0) {
return;
}
// Copy buffer and clear it immediately to avoid blocking next frame
const snapshotsToSave = [...this._autoSaveBuffer];
this._autoSaveBuffer = [];
// Use the LevelConfig passed to constructor
const levelConfig = this._levelConfig || undefined;
// Create a recording from the buffered snapshots
const metadata: RecordingMetadata = {
startTime: snapshotsToSave[0].timestamp,
endTime: snapshotsToSave[snapshotsToSave.length - 1].timestamp,
frameCount: snapshotsToSave.length,
recordingDuration: snapshotsToSave[snapshotsToSave.length - 1].timestamp - snapshotsToSave[0].timestamp,
physicsUpdateRate: this._physicsUpdateRate,
levelConfig // Include complete scene state
};
const recording: PhysicsRecording = {
metadata,
snapshots: snapshotsToSave
};
try {
// Save to IndexedDB with session ID as name
await this._storage.saveRecording(this._currentSessionId, recording);
const duration = (metadata.recordingDuration / 1000).toFixed(1);
const configSize = levelConfig ? `with scene state (${JSON.stringify(levelConfig).length} bytes)` : 'without scene state';
debugLog(`PhysicsRecorder: Auto-saved ${snapshotsToSave.length} frames (${duration}s) ${configSize} to IndexedDB`);
} catch (error) {
debugLog("PhysicsRecorder: Error during auto-save", error);
}
}
/**
* Export last N seconds from ring buffer
*/
public exportRingBuffer(seconds: number = 30): PhysicsRecording {
const maxFrames = Math.min(
Math.floor(seconds * this._physicsUpdateRate),
this._maxRingBufferFrames
);
// Extract frames from ring buffer (handling circular nature)
const snapshots: PhysicsSnapshot[] = [];
const startIndex = (this._ringBufferIndex - maxFrames + this._maxRingBufferFrames) % this._maxRingBufferFrames;
for (let i = 0; i < maxFrames; i++) {
const index = (startIndex + i) % this._maxRingBufferFrames;
const snapshot = this._ringBuffer[index];
if (snapshot) {
snapshots.push(snapshot);
}
}
// Sort by frame number to ensure correct order
snapshots.sort((a, b) => a.frameNumber - b.frameNumber);
const metadata: RecordingMetadata = {
startTime: snapshots[0]?.timestamp || 0,
endTime: snapshots[snapshots.length - 1]?.timestamp || 0,
frameCount: snapshots.length,
recordingDuration: (snapshots[snapshots.length - 1]?.timestamp || 0) - (snapshots[0]?.timestamp || 0),
physicsUpdateRate: this._physicsUpdateRate
};
return {
metadata,
snapshots
};
}
/**
* Export long recording
*/
public exportLongRecording(): PhysicsRecording {
if (this._longRecording.length === 0) {
debugLog("PhysicsRecorder: No long recording data to export");
return {
metadata: {
startTime: 0,
endTime: 0,
frameCount: 0,
recordingDuration: 0,
physicsUpdateRate: this._physicsUpdateRate
},
snapshots: []
};
}
const metadata: RecordingMetadata = {
startTime: this._longRecording[0].timestamp,
endTime: this._longRecording[this._longRecording.length - 1].timestamp,
frameCount: this._longRecording.length,
recordingDuration: this._longRecording[this._longRecording.length - 1].timestamp - this._longRecording[0].timestamp,
physicsUpdateRate: this._physicsUpdateRate
};
return {
metadata,
snapshots: this._longRecording
};
}
/**
* Download recording as JSON file
*/
public downloadRecording(recording: PhysicsRecording, filename: string = "physics-recording"): void {
const json = JSON.stringify(recording, null, 2);
const blob = new Blob([json], { type: "application/json" });
const url = URL.createObjectURL(blob);
const link = document.createElement("a");
link.href = url;
link.download = `${filename}-${Date.now()}.json`;
link.click();
URL.revokeObjectURL(url);
const sizeMB = (blob.size / 1024 / 1024).toFixed(2);
const duration = (recording.metadata.recordingDuration / 1000).toFixed(1);
debugLog(`PhysicsRecorder: Downloaded ${filename} (${sizeMB} MB, ${duration}s, ${recording.metadata.frameCount} frames)`);
}
/**
* Get recording statistics
*/
public getStats(): {
isRecording: boolean;
isLongRecording: boolean;
ringBufferFrames: number;
ringBufferDuration: number;
longRecordingFrames: number;
longRecordingDuration: number;
averageCaptureTime: number;
} {
const ringBufferDuration = this._ringBuffer.length > 0
? (this._ringBuffer[this._ringBuffer.length - 1]?.timestamp || 0) - (this._ringBuffer[0]?.timestamp || 0)
: 0;
const longRecordingDuration = this._longRecording.length > 0
? this._longRecording[this._longRecording.length - 1].timestamp - this._longRecording[0].timestamp
: 0;
return {
isRecording: this._isEnabled,
isLongRecording: this._isLongRecording,
ringBufferFrames: this._ringBuffer.filter(s => s !== undefined).length,
ringBufferDuration: ringBufferDuration / 1000, // Convert to seconds
longRecordingFrames: this._longRecording.length,
longRecordingDuration: longRecordingDuration / 1000, // Convert to seconds
averageCaptureTime: this._captureCount > 0 ? this._captureTimeAccumulator / this._captureCount : 0
};
}
/**
* Clear long recording data
*/
public clearLongRecording(): void {
this._longRecording = [];
this._isLongRecording = false;
debugLog("PhysicsRecorder: Long recording data cleared");
}
/**
* Save current long recording to IndexedDB
*/
public async saveLongRecordingToStorage(name: string): Promise<string | null> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return null;
}
const recording = this.exportLongRecording();
if (recording.snapshots.length === 0) {
debugLog("PhysicsRecorder: No recording data to save");
return null;
}
try {
const recordingId = await this._storage.saveRecording(name, recording);
debugLog(`PhysicsRecorder: Saved to IndexedDB with ID: ${recordingId}`);
return recordingId;
} catch (error) {
debugLog("PhysicsRecorder: Error saving to IndexedDB", error);
return null;
}
}
/**
* Save ring buffer to IndexedDB
*/
public async saveRingBufferToStorage(name: string, seconds: number = 30): Promise<string | null> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return null;
}
const recording = this.exportRingBuffer(seconds);
if (recording.snapshots.length === 0) {
debugLog("PhysicsRecorder: No ring buffer data to save");
return null;
}
try {
const recordingId = await this._storage.saveRecording(name, recording);
debugLog(`PhysicsRecorder: Saved ring buffer to IndexedDB with ID: ${recordingId}`);
return recordingId;
} catch (error) {
debugLog("PhysicsRecorder: Error saving ring buffer to IndexedDB", error);
return null;
}
}
/**
* Load a recording from IndexedDB
*/
public async loadRecordingFromStorage(recordingId: string): Promise<PhysicsRecording | null> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return null;
}
try {
return await this._storage.loadRecording(recordingId);
} catch (error) {
debugLog("PhysicsRecorder: Error loading from IndexedDB", error);
return null;
}
}
/**
* List all recordings in IndexedDB
*/
public async listStoredRecordings(): Promise<Array<{
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}>> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return [];
}
try {
return await this._storage.listRecordings();
} catch (error) {
debugLog("PhysicsRecorder: Error listing recordings", error);
return [];
}
}
/**
* Delete a recording from IndexedDB
*/
public async deleteStoredRecording(recordingId: string): Promise<boolean> {
if (!this._storage) {
debugLog("PhysicsRecorder: Storage not initialized");
return false;
}
try {
await this._storage.deleteRecording(recordingId);
return true;
} catch (error) {
debugLog("PhysicsRecorder: Error deleting recording", error);
return false;
}
}
/**
* Get storage statistics
*/
public async getStorageStats(): Promise<{
recordingCount: number;
totalSegments: number;
estimatedSizeMB: number;
} | null> {
if (!this._storage) {
return null;
}
try {
return await this._storage.getStats();
} catch (error) {
debugLog("PhysicsRecorder: Error getting storage stats", error);
return null;
}
}
/**
* Dispose of recorder resources
*/
public async dispose(): Promise<void> {
// Save any remaining buffered data before disposing
if (this._autoSaveBuffer.length > 0) {
debugLog(`PhysicsRecorder: Saving ${this._autoSaveBuffer.length} remaining frames before disposal`);
await this.performAutoSave();
}
this.stopRingBuffer();
this.stopLongRecording();
this._ringBuffer = [];
this._longRecording = [];
this._autoSaveBuffer = [];
if (this._storage) {
this._storage.close();
}
}
}

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@ -1,404 +0,0 @@
import { PhysicsRecording, PhysicsSnapshot } from "./physicsRecorder";
import debugLog from "../../core/debug";
/**
* IndexedDB storage for physics recordings
* Stores recordings in 1-second segments for efficient retrieval and seeking
*/
export class PhysicsStorage {
private static readonly DB_NAME = "PhysicsRecordings";
private static readonly DB_VERSION = 1;
private static readonly STORE_NAME = "recordings";
private _db: IDBDatabase | null = null;
/**
* Initialize the IndexedDB database
*/
public async initialize(): Promise<void> {
return new Promise((resolve, reject) => {
const request = indexedDB.open(PhysicsStorage.DB_NAME, PhysicsStorage.DB_VERSION);
request.onerror = () => {
debugLog("PhysicsStorage: Failed to open IndexedDB", request.error);
reject(request.error);
};
request.onsuccess = () => {
this._db = request.result;
debugLog("PhysicsStorage: IndexedDB opened successfully");
resolve();
};
request.onupgradeneeded = (event) => {
const db = (event.target as IDBOpenDBRequest).result;
// Create object store if it doesn't exist
if (!db.objectStoreNames.contains(PhysicsStorage.STORE_NAME)) {
const objectStore = db.createObjectStore(PhysicsStorage.STORE_NAME, {
keyPath: "id",
autoIncrement: true
});
// Create indexes for efficient querying
objectStore.createIndex("recordingId", "recordingId", { unique: false });
objectStore.createIndex("timestamp", "timestamp", { unique: false });
objectStore.createIndex("name", "name", { unique: false });
debugLog("PhysicsStorage: Object store created");
}
};
});
}
/**
* Save a recording to IndexedDB
*/
public async saveRecording(name: string, recording: PhysicsRecording): Promise<string> {
if (!this._db) {
throw new Error("Database not initialized");
}
// Use the provided name as recordingId (for session-based grouping)
const recordingId = name;
const segmentSize = 1000; // 1 second at ~7 Hz = ~7 snapshots per segment
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readwrite");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
// Split recording into 1-second segments
const segments: PhysicsSnapshot[][] = [];
for (let i = 0; i < recording.snapshots.length; i += segmentSize) {
segments.push(recording.snapshots.slice(i, i + segmentSize));
}
let savedCount = 0;
// Save each segment
segments.forEach((segment, index) => {
const segmentData = {
recordingId,
name,
segmentIndex: index,
timestamp: segment[0].timestamp,
snapshots: segment,
metadata: index === 0 ? recording.metadata : null // Only store metadata in first segment
};
const request = objectStore.add(segmentData);
request.onsuccess = () => {
savedCount++;
if (savedCount === segments.length) {
const sizeMB = (JSON.stringify(recording).length / 1024 / 1024).toFixed(2);
debugLog(`PhysicsStorage: Saved recording "${name}" (${segments.length} segments, ${sizeMB} MB)`);
resolve(recordingId);
}
};
request.onerror = () => {
debugLog("PhysicsStorage: Error saving segment", request.error);
reject(request.error);
};
});
transaction.onerror = () => {
debugLog("PhysicsStorage: Transaction error", transaction.error);
reject(transaction.error);
};
});
}
/**
* Load a recording from IndexedDB
*/
public async loadRecording(recordingId: string): Promise<PhysicsRecording | null> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readonly");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const index = objectStore.index("recordingId");
const request = index.getAll(recordingId);
request.onsuccess = () => {
const segments = request.result;
if (segments.length === 0) {
resolve(null);
return;
}
// Sort segments by index
segments.sort((a, b) => a.segmentIndex - b.segmentIndex);
// Combine all snapshots
const allSnapshots: PhysicsSnapshot[] = [];
let metadata = null;
segments.forEach(segment => {
allSnapshots.push(...segment.snapshots);
if (segment.metadata) {
metadata = segment.metadata;
}
});
if (!metadata) {
debugLog("PhysicsStorage: Warning - no metadata found in recording");
resolve(null);
return;
}
const recording: PhysicsRecording = {
metadata,
snapshots: allSnapshots
};
debugLog(`PhysicsStorage: Loaded recording "${recordingId}" (${allSnapshots.length} frames)`);
resolve(recording);
};
request.onerror = () => {
debugLog("PhysicsStorage: Error loading recording", request.error);
reject(request.error);
};
});
}
/**
* List all available recordings
*/
public async listRecordings(): Promise<Array<{
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}>> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readonly");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const request = objectStore.getAll();
request.onsuccess = () => {
const allSegments = request.result;
// Group by recordingId and aggregate all segments
const sessionMap = new Map<string, {
segments: any[];
metadata: any;
}>();
// Group segments by session
allSegments.forEach(segment => {
if (!sessionMap.has(segment.recordingId)) {
sessionMap.set(segment.recordingId, {
segments: [],
metadata: null
});
}
const session = sessionMap.get(segment.recordingId)!;
session.segments.push(segment);
if (segment.metadata) {
session.metadata = segment.metadata; // Keep first metadata for LevelConfig
}
});
// Build recording list with aggregated data
const recordings: Array<{
id: string;
name: string;
timestamp: number;
duration: number;
frameCount: number;
}> = [];
sessionMap.forEach((session, recordingId) => {
// Sort segments to get first and last
session.segments.sort((a, b) => a.segmentIndex - b.segmentIndex);
const firstSegment = session.segments[0];
const _lastSegment = session.segments[session.segments.length - 1];
// Calculate total frame count across all segments
const totalFrames = session.segments.reduce((sum, seg) => sum + seg.snapshots.length, 0);
// Calculate total duration from first to last snapshot across ALL segments
let firstTimestamp = Number.MAX_VALUE;
let lastTimestamp = 0;
session.segments.forEach(seg => {
if (seg.snapshots.length > 0) {
const segFirstTimestamp = seg.snapshots[0].timestamp;
const segLastTimestamp = seg.snapshots[seg.snapshots.length - 1].timestamp;
if (segFirstTimestamp < firstTimestamp) {
firstTimestamp = segFirstTimestamp;
}
if (segLastTimestamp > lastTimestamp) {
lastTimestamp = segLastTimestamp;
}
}
});
const totalDuration = (lastTimestamp - firstTimestamp) / 1000; // Convert to seconds
recordings.push({
id: recordingId,
name: recordingId, // Use session ID as name
timestamp: firstSegment.timestamp,
duration: totalDuration,
frameCount: totalFrames
});
});
debugLog(`PhysicsStorage: Found ${recordings.length} sessions (${allSegments.length} total segments)`);
resolve(recordings);
};
request.onerror = () => {
debugLog("PhysicsStorage: Error listing recordings", request.error);
reject(request.error);
};
});
}
/**
* Delete a recording from IndexedDB
*/
public async deleteRecording(recordingId: string): Promise<void> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readwrite");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const index = objectStore.index("recordingId");
// Get all segments with this recordingId
const getAllRequest = index.getAll(recordingId);
getAllRequest.onsuccess = () => {
const segments = getAllRequest.result;
let deletedCount = 0;
if (segments.length === 0) {
resolve();
return;
}
// Delete each segment
segments.forEach(segment => {
const deleteRequest = objectStore.delete(segment.id);
deleteRequest.onsuccess = () => {
deletedCount++;
if (deletedCount === segments.length) {
debugLog(`PhysicsStorage: Deleted recording "${recordingId}" (${segments.length} segments)`);
resolve();
}
};
deleteRequest.onerror = () => {
debugLog("PhysicsStorage: Error deleting segment", deleteRequest.error);
reject(deleteRequest.error);
};
});
};
getAllRequest.onerror = () => {
debugLog("PhysicsStorage: Error getting segments for deletion", getAllRequest.error);
reject(getAllRequest.error);
};
});
}
/**
* Clear all recordings from IndexedDB
*/
public async clearAll(): Promise<void> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readwrite");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const request = objectStore.clear();
request.onsuccess = () => {
debugLog("PhysicsStorage: All recordings cleared");
resolve();
};
request.onerror = () => {
debugLog("PhysicsStorage: Error clearing recordings", request.error);
reject(request.error);
};
});
}
/**
* Get database statistics
*/
public async getStats(): Promise<{
recordingCount: number;
totalSegments: number;
estimatedSizeMB: number;
}> {
if (!this._db) {
throw new Error("Database not initialized");
}
return new Promise((resolve, reject) => {
const transaction = this._db!.transaction([PhysicsStorage.STORE_NAME], "readonly");
const objectStore = transaction.objectStore(PhysicsStorage.STORE_NAME);
const request = objectStore.getAll();
request.onsuccess = () => {
const allSegments = request.result;
// Count unique recordings
const uniqueRecordings = new Set(allSegments.map(s => s.recordingId));
// Estimate size (rough approximation)
const estimatedSizeMB = allSegments.length > 0
? (JSON.stringify(allSegments).length / 1024 / 1024)
: 0;
resolve({
recordingCount: uniqueRecordings.size,
totalSegments: allSegments.length,
estimatedSizeMB: parseFloat(estimatedSizeMB.toFixed(2))
});
};
request.onerror = () => {
debugLog("PhysicsStorage: Error getting stats", request.error);
reject(request.error);
};
});
}
/**
* Close the database connection
*/
public close(): void {
if (this._db) {
this._db.close();
this._db = null;
debugLog("PhysicsStorage: Database closed");
}
}
}

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@ -1,48 +0,0 @@
import { AuthService } from '../../services/authService';
/**
* Updates the user profile display in the header
* Shows username and logout button when authenticated, or login button when not
* @param username - The username to display, or null to show login button
*/
export function updateUserProfile(username: string | null): void {
const profileContainer = document.getElementById('userProfile');
if (!profileContainer) return;
if (username) {
// User is authenticated - show profile and logout
profileContainer.className = 'user-profile';
profileContainer.innerHTML = `
<span class="user-profile-name">
Welcome, ${username}
</span>
<button id="logoutBtn" class="user-profile-button">
Log Out
</button>
`;
const logoutBtn = document.getElementById('logoutBtn');
if (logoutBtn) {
logoutBtn.addEventListener('click', async () => {
const authService = AuthService.getInstance();
await authService.logout();
});
}
} else {
// User not authenticated - show login/signup button
profileContainer.className = '';
profileContainer.innerHTML = `
<button id="loginBtn" class="user-profile-button">
Sign Up / Log In
</button>
`;
const loginBtn = document.getElementById('loginBtn');
if (loginBtn) {
loginBtn.addEventListener('click', async () => {
const authService = AuthService.getInstance();
await authService.login();
});
}
}
}

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@ -1,262 +0,0 @@
/**
* Discord Widget Integration using Widgetbot Crate
* Dynamically loads the widget script to avoid npm bundling issues
*/
interface DiscordWidgetOptions {
server: string;
channel: string;
location?: string[];
color?: string;
glyph?: string[];
notifications?: boolean;
indicator?: boolean;
allChannelNotifications?: boolean;
}
export class DiscordWidget {
private crate: any = null;
private scriptLoaded = false;
private isVisible = false;
/**
* Initialize the Discord widget
* @param options - Widget configuration
*/
async initialize(options: DiscordWidgetOptions): Promise<void> {
try {
// Suppress WidgetBot console errors (CSP and CORS issues from their side)
this.suppressWidgetBotErrors();
// Load the Crate script if not already loaded
if (!this.scriptLoaded) {
console.log('[DiscordWidget] Loading Crate script...');
await this.loadCrateScript();
this.scriptLoaded = true;
console.log('[DiscordWidget] Crate script loaded');
}
// Wait for Crate to be available on window
console.log('[DiscordWidget] Waiting for Crate constructor...');
await this.waitForCrate();
console.log('[DiscordWidget] Crate constructor available');
// Initialize the Crate widget
const defaultOptions: DiscordWidgetOptions = {
location: ['bottom', 'right'],
color: '#7289DA',
glyph: ['💬', '✖️'],
notifications: true,
indicator: true,
...options
};
console.log('[DiscordWidget] Initializing Crate with options:', defaultOptions);
// @ts-ignore - Crate is loaded from CDN
this.crate = new window.Crate(defaultOptions);
console.log('[DiscordWidget] Crate instance created, setting up event listeners...');
this.setupEventListeners();
console.log('[DiscordWidget] Successfully initialized');
} catch (error) {
console.error('[DiscordWidget] Initialization failed:', error);
console.error('[DiscordWidget] Error details:', {
name: error?.constructor?.name,
message: error?.message,
stack: error?.stack
});
throw error; // Re-throw to be caught by caller
}
}
/**
* Dynamically load the Crate script from CDN
*/
private loadCrateScript(): Promise<void> {
return new Promise((resolve, reject) => {
// Check if script already exists
const existingScript = document.querySelector('script[src*="widgetbot"]');
if (existingScript) {
resolve();
return;
}
const script = document.createElement('script');
script.src = 'https://cdn.jsdelivr.net/npm/@widgetbot/crate@3';
script.async = true;
script.defer = true;
script.crossOrigin = 'anonymous';
script.onload = () => {
console.log('[DiscordWidget] Script loaded successfully');
resolve();
};
script.onerror = () => {
console.error('[DiscordWidget] Failed to load script');
reject(new Error('Failed to load Widgetbot Crate script'));
};
document.head.appendChild(script);
});
}
/**
* Wait for Crate constructor to be available on window
*/
private waitForCrate(): Promise<void> {
return new Promise((resolve) => {
const checkCrate = () => {
// @ts-ignore
if (window.Crate) {
resolve();
} else {
setTimeout(checkCrate, 50);
}
};
checkCrate();
});
}
/**
* Suppress WidgetBot console errors (CSP/CORS issues from their infrastructure)
*/
private suppressWidgetBotErrors(): void {
// Filter console.error to suppress known WidgetBot issues
const originalError = console.error;
console.error = (...args: any[]) => {
const message = args.join(' ');
// Skip known WidgetBot infrastructure errors
if (
message.includes('widgetbot') ||
message.includes('stonks.widgetbot.io') ||
message.includes('e.widgetbot.io') ||
message.includes('Content Security Policy') ||
message.includes('[embed-api]') ||
message.includes('[mobx]') ||
message.includes('GraphQL') && message.includes('widgetbot')
) {
return; // Suppress these errors
}
// Pass through all other errors
originalError.apply(console, args);
};
// Filter console.log for WidgetBot verbose logging
const originalLog = console.log;
console.log = (...args: any[]) => {
const message = args.join(' ');
// Skip WidgetBot internal logging
if (message.includes('[embed-api]')) {
return; // Suppress verbose embed-api logs
}
originalLog.apply(console, args);
};
}
/**
* Setup event listeners for widget events
*/
private setupEventListeners(): void {
if (!this.crate) return;
// Listen for when user signs in
this.crate.on('signIn', (user: any) => {
console.log('[DiscordWidget] User signed in:', user.username);
});
// Listen for widget visibility changes
this.crate.on('toggleChat', (visible: boolean) => {
this.isVisible = visible;
console.log('[DiscordWidget] Chat visibility:', visible);
});
// Suppress widget internal errors - they're from WidgetBot's infrastructure
this.crate.on('error', () => {
// Silently ignore - these are CSP/CORS issues on WidgetBot's side
});
}
/**
* Toggle the Discord chat widget
*/
toggle(): void {
if (this.crate) {
this.crate.toggle();
}
}
/**
* Show a notification on the widget button
* @param message - Notification message
*/
notify(message: string): void {
if (this.crate) {
this.crate.notify(message);
}
}
/**
* Show the widget
*/
show(): void {
if (this.crate && !this.isVisible) {
this.crate.show();
this.isVisible = true;
}
}
/**
* Hide the widget
*/
hide(): void {
if (this.crate && this.isVisible) {
this.crate.hide();
this.isVisible = false;
}
}
/**
* Check if widget is currently visible
*/
getIsVisible(): boolean {
return this.isVisible;
}
/**
* Emit a custom event to the widget
* @param event - Event name
* @param data - Event data
*/
emit(event: string, data?: any): void {
if (this.crate) {
this.crate.emit(event, data);
}
}
/**
* Listen for widget events
* @param event - Event name
* @param callback - Event callback
*/
on(event: string, callback: (data: any) => void): void {
if (this.crate) {
this.crate.on(event, callback);
}
}
/**
* Send a message to the Discord channel (if user is signed in)
* @param message - Message text
*/
sendMessage(message: string): void {
if (this.crate) {
this.emit('sendMessage', message);
}
}
}

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@ -1,161 +0,0 @@
import {
Engine,
Scene,
MeshBuilder,
Color3,
WebXRDefaultExperience
} from "@babylonjs/core";
import debugLog from '../core/debug';
/**
* Minimal standalone class to debug WebXR controller detection
* Usage: import and instantiate in main.ts instead of normal flow
*/
export class ControllerDebug {
private engine: Engine;
private scene: Scene;
constructor() {
debugLog('🔍 ControllerDebug: Starting minimal test...');
this.init();
}
private async init() {
// Get canvas
const canvas = document.querySelector('#gameCanvas') as HTMLCanvasElement;
// Create engine (no antialiasing for Quest compatibility)
debugLog('🔍 Creating engine...');
this.engine = new Engine(canvas, false);
// Create scene
debugLog('🔍 Creating scene...');
this.scene = new Scene(this.engine);
this.scene.clearColor = new Color3(0.1, 0.1, 0.2).toColor4();
// Add light
//const light = new HemisphericLight("light", new Vector3(0, 1, 0), this.scene);
// Add ground for reference
const _ground = MeshBuilder.CreateGround("ground", { width: 10, height: 10 }, this.scene);
// Create WebXR
//consol e.log('🔍 Creating WebXR...');
//await navigator.xr.offerSession("immersive-vr");
const xr = await this.scene.createDefaultXRExperienceAsync( {
disablePointerSelection: true,
disableTeleportation: true,
inputOptions: {
disableOnlineControllerRepository: true
},
disableDefaultUI: false, // Enable UI for this test
disableHandTracking: true
});
debugLog('🔍 WebXR created successfully');
debugLog('🔍 XR input exists:', !!xr.input);
debugLog('🔍 XR input controllers:', xr.input.controllers.length);
// Set up controller observable
debugLog('🔍 Setting up onControllerAddedObservable...');
xr.input.onControllerAddedObservable.add((controller) => {
debugLog('✅ CONTROLLER ADDED! Handedness:', controller.inputSource.handedness);
debugLog(' - Input source:', controller.inputSource);
debugLog(' - Has motion controller:', !!controller.motionController);
// Wait for motion controller
controller.onMotionControllerInitObservable.add((motionController) => {
debugLog('✅ MOTION CONTROLLER INITIALIZED:', motionController.handness);
debugLog(' - Profile:', motionController.profileId);
debugLog(' - Components:', Object.keys(motionController.components));
// Log when any component changes
Object.keys(motionController.components).forEach(componentId => {
const component = motionController.components[componentId];
if (component.onAxisValueChangedObservable) {
component.onAxisValueChangedObservable.add((axes) => {
debugLog(`📍 ${motionController.handness} ${componentId} axes:`, axes);
});
}
if (component.onButtonStateChangedObservable) {
component.onButtonStateChangedObservable.add((state) => {
debugLog(`🔘 ${motionController.handness} ${componentId} button:`, {
pressed: state.pressed,
touched: state.touched,
value: state.value
});
});
}
});
});
});
debugLog('🔍 Observable registered. Waiting for controllers...');
// Render loop
this.engine.runRenderLoop(() => {
this.scene.render();
});
// Create button to enter VR (requires user gesture)
this.createEnterVRButton(xr);
}
private createEnterVRButton(xr: WebXRDefaultExperience) {
const button = document.createElement('button');
button.textContent = 'Enter VR (Controller Debug)';
button.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
padding: 20px 40px;
font-size: 24px;
background: #4CAF50;
color: white;
border: none;
border-radius: 8px;
cursor: pointer;
z-index: 9999;
`;
button.onclick = async () => {
debugLog('🔍 Button clicked - Entering VR mode...');
button.remove();
try {
await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor', undefined, {
requiredFeatures: ['local-floor'],
});
debugLog(xr.baseExperience.featuresManager.getEnabledFeatures());
//await xr.baseExperience.exitXRAsync();
//await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
debugLog('🔍 ✅ Entered VR mode successfully');
debugLog('🔍 Controllers after entering VR:', xr.input.controllers.length);
// Check again after delays
setTimeout(() => {
debugLog('🔍 [+1s after VR] Controller count:', xr.input.controllers.length);
}, 1000);
setTimeout(() => {
debugLog('🔍 [+3s after VR] Controller count:', xr.input.controllers.length);
}, 3000);
setTimeout(() => {
debugLog('🔍 [+5s after VR] Controller count:', xr.input.controllers.length);
}, 5000);
} catch (error) {
console.error('🔍 ❌ Failed to enter VR:', error);
}
};
document.body.appendChild(button);
debugLog('🔍 Click the button to enter VR mode');
}
}