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token-gated-economy/the-matrix/js/main.js

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JavaScript

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, disposeInteraction } from './interaction.js';
import { initWebSocket, getConnectionState, getJobCount } from './websocket.js';
let running = false;
let canvas = null;
/**
* Build (or rebuild) the Three.js world.
*
* @param {boolean} firstInit
* true — first page load: also starts UI and WebSocket
* 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);
}
const ac = new AbortController();
window.addEventListener('resize', () => onWindowResize(camera, renderer), { signal: ac.signal });
let frameCount = 0;
let lastFpsTime = performance.now();
let currentFps = 0;
running = true;
function animate() {
if (!running) return;
requestAnimationFrame(animate);
const now = performance.now();
frameCount++;
if (now - lastFpsTime >= 1000) {
currentFps = Math.round(frameCount * 1000 / (now - lastFpsTime));
frameCount = 0;
lastFpsTime = now;
}
updateEffects(now);
updateAgents(now);
updateUI({
fps: currentFps,
agentCount: getAgentCount(),
jobCount: getJobCount(),
connectionState: getConnectionState(),
});
renderer.render(scene, camera);
}
animate();
return { scene, renderer, ac };
}
function teardown({ scene, renderer, ac }) {
running = false;
ac.abort();
disposeInteraction();
disposeEffects();
disposeAgents();
disposeWorld(renderer, scene);
}
function main() {
const $overlay = document.getElementById('webgl-recovery-overlay');
let handle = buildWorld(true, null);
canvas.addEventListener('webglcontextlost', event => {
event.preventDefault();
running = false;
if ($overlay) $overlay.style.display = 'flex';
});
canvas.addEventListener('webglcontextrestored', () => {
const snapshot = getAgentStates();
teardown(handle);
handle = buildWorld(false, snapshot);
if ($overlay) $overlay.style.display = 'none';
});
}
main();
if (import.meta.env.PROD && 'serviceWorker' in navigator) {
window.addEventListener('load', () => {
navigator.serviceWorker.register('/sw.js').catch(() => {});
});
}