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the-matrix/js/main.js

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import { initWorld, onWindowResize, disposeWorld } from './world.js';
import {
initAgents, updateAgents, getAgentCount,
disposeAgents, getAgentStates, applyAgentStates,
} from './agents.js';
import { initEffects, updateEffects, disposeEffects } from './effects.js';
import { initUI, updateUI } from './ui.js';
import { initInteraction, updateControls, disposeInteraction } from './interaction.js';
import { initWebSocket, getConnectionState, getJobCount } from './websocket.js';
feat: Workshop interaction layer — chat input, visitor presence, bark display (#40, #41, #42) Implements the minimum viable conversation loop for Workshop #222: visitor arrives → sends message → Timmy barks back. - js/visitor.js: Visitor presence protocol (#41) - visitor_entered on load (with device detection: ipad/desktop/mobile) - visitor_left on unload or 30s hidden (iPad tab suspend) - visitor_message dispatched from chat input - visitor_interaction export for future tap-to-interact (#44) - Session duration tracking - js/bark.js: Bark display system (#42) - showBark() renders prominent viewport toasts with typing animation - Auto-dismiss after display time + typing duration - Queue system (max 3 simultaneous, overflow queued) - Demo barks in mock mode (Workshop-themed: 222, sovereignty, chain) - Barks also logged permanently in chat panel - index.html: Chat input bar (#40) - Terminal-styled input + send button at viewport bottom - Enter to send (desktop), button tap (iPad) - Safe-area padding for notched devices - Chat panel repositioned above input bar - Bark container in upper viewport third - js/websocket.js: New message handlers - 'bark' message → showBark() dispatch - 'ambient_state' message → placeholder for #43 - Demo barks start in mock mode - js/ui.js: appendChatMessage() accepts optional CSS class - Visitor messages styled differently from agent messages Build: 18 modules, 0 errors Tested: desktop (1280x800) + mobile (390x844) via Playwright Closes #40, #41, #42 Ref: rockachopa/Timmy-time-dashboard#222, #243
2026-03-19 01:46:04 +00:00
import { initVisitor } from './visitor.js';
let running = false;
let canvas = null;
/**
* Build (or rebuild) the Three.js world.
*
* @param {boolean} firstInit
* true first page load: also starts UI, WebSocket, and visitor
* false context-restore reinit: skips UI/WS (they survive context loss)
* @param {Object.<string,string>|null} stateSnapshot
* Agent state map captured just before teardown; reapplied after initAgents.
*/
function buildWorld(firstInit, stateSnapshot) {
const { scene, camera, renderer } = initWorld(canvas);
canvas = renderer.domElement;
initEffects(scene);
initAgents(scene);
if (stateSnapshot) {
applyAgentStates(stateSnapshot);
}
initInteraction(camera, renderer);
if (firstInit) {
initUI();
initWebSocket(scene);
initVisitor();
// Dismiss loading screen
const loadingScreen = document.getElementById('loading-screen');
if (loadingScreen) loadingScreen.classList.add('hidden');
}
// Debounce resize to 1 call per frame
const ac = new AbortController();
let resizeFrame = null;
window.addEventListener('resize', () => {
if (resizeFrame) cancelAnimationFrame(resizeFrame);
resizeFrame = requestAnimationFrame(() => onWindowResize(camera, renderer));
}, { signal: ac.signal });
let frameCount = 0;
let lastFpsTime = performance.now();
let currentFps = 0;
let rafId = null;
running = true;
function animate() {
if (!running) return;
rafId = requestAnimationFrame(animate);
const now = performance.now();
frameCount++;
if (now - lastFpsTime >= 1000) {
currentFps = Math.round(frameCount * 1000 / (now - lastFpsTime));
frameCount = 0;
lastFpsTime = now;
}
updateControls();
updateEffects(now);
updateAgents(now);
updateUI({
fps: currentFps,
agentCount: getAgentCount(),
jobCount: getJobCount(),
connectionState: getConnectionState(),
});
renderer.render(scene, camera);
}
// Pause rendering when tab is backgrounded (saves battery on iPad PWA)
document.addEventListener('visibilitychange', () => {
if (document.hidden) {
if (rafId) {
cancelAnimationFrame(rafId);
rafId = null;
running = false;
}
} else {
if (!running) {
running = true;
animate();
}
}
});
animate();
return { scene, renderer, ac };
}
function teardown({ scene, renderer, ac }) {
running = false;
ac.abort();
disposeInteraction();
disposeEffects();
disposeAgents();
disposeWorld(renderer, scene);
}
function main() {
const $overlay = document.getElementById('webgl-recovery-overlay');
let handle = buildWorld(true, null);
// WebGL context loss recovery (iPad PWA, GPU driver reset, etc.)
canvas.addEventListener('webglcontextlost', event => {
event.preventDefault();
running = false;
if ($overlay) $overlay.style.display = 'flex';
});
canvas.addEventListener('webglcontextrestored', () => {
const snapshot = getAgentStates();
teardown(handle);
handle = buildWorld(false, snapshot);
if ($overlay) $overlay.style.display = 'none';
});
}
main();
// Register service worker only in production builds
if (import.meta.env.PROD && 'serviceWorker' in navigator) {
navigator.serviceWorker.register('/sw.js').catch(() => {});
}