feat(simulation): ✨ Add new Web Worker-based simulation mechanics and optimize computation efficiency
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
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1 changed files with 0 additions and 446 deletions
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import type {
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GridState,
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TurnStats,
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EcologicalEvent,
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TerrainData,
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ScenarioConfig,
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WorkerCommand,
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WorkerResponse,
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FramePayload,
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} from '@magic-civ/engine-ts'
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import {
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SCENARIOS,
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buildTerrainCacheFromData,
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cloneGridState,
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encodeSnapshot,
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computeTurnStats,
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applyVolcanicWinterForcing,
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generate as generateMap,
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ClimatePhysics,
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EcologyPhysics,
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GRID_WIDTH,
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GRID_HEIGHT,
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} from '@magic-civ/engine-ts'
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// ---------------------------------------------------------------------------
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// Worker-internal scenario state
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// ---------------------------------------------------------------------------
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interface ScenarioState {
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config: ScenarioConfig
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stats: TurnStats[]
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events: EcologicalEvent[][]
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checkpoints: Map<number, GridState>
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grid: GridState
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physics: ClimatePhysics
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ecology: EcologyPhysics | null
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cursorScenarioTurn: number
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totalScenarioTurns: number
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worldSeed: number
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isVolcanicWinter: boolean
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}
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const CHUNK_SIZE = 50
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const CHECKPOINT_INTERVAL = 100
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const MAX_CHECKPOINTS = 20
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const WORLD_SEED = 42
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const PREBUFFER_BATCH = 50
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let terrainCache: Map<string, TerrainData> | null = null
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let climateParams: Record<string, number> | null = null
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const scenarioStates = new Map<string, ScenarioState>()
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const cancelFlags = new Map<string, boolean>()
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// Map generation uses the transpiled GDScript pipeline — same seed = same world
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// ---------------------------------------------------------------------------
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// Messaging
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// ---------------------------------------------------------------------------
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function post(msg: WorkerResponse, transfer?: Transferable[]): void {
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if (transfer) {
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// Worker postMessage with transferables — cast needed for TS DOM lib compat
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(self.postMessage as (message: unknown, transfer: Transferable[]) => void)(msg, transfer)
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} else {
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self.postMessage(msg)
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}
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}
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function postError(scenarioId: string, message: string): void {
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post({ type: 'error', scenarioId, message })
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}
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// ---------------------------------------------------------------------------
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// Yield helper — lets the worker process incoming messages between chunks
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// ---------------------------------------------------------------------------
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function yieldToMessageLoop(): Promise<void> {
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return new Promise((resolve) => setTimeout(resolve, 0))
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}
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// ---------------------------------------------------------------------------
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// Simulation primitives
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// ---------------------------------------------------------------------------
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function stepOneTurn(state: ScenarioState, scenarioTurn: number): { stats: TurnStats; events: EcologicalEvent[] } {
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const absTurn = state.config.worldAge + scenarioTurn
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if (state.isVolcanicWinter) applyVolcanicWinterForcing(state.grid)
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const events = state.physics.processStep(state.grid, absTurn, state.worldSeed)
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if (state.ecology) state.ecology.processStep(state.grid)
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const prevStats = state.stats.length > 0 ? state.stats[state.stats.length - 1] : undefined
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const stats = computeTurnStats(state.grid, undefined, prevStats)
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state.cursorScenarioTurn = scenarioTurn + 1
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return { stats, events }
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}
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function addCheckpoint(state: ScenarioState, turn: number): void {
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state.checkpoints.set(turn, cloneGridState(state.grid))
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if (state.checkpoints.size > MAX_CHECKPOINTS) {
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let oldestKey = -1
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let oldestTurn = Infinity
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for (const key of state.checkpoints.keys()) {
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if (key > 0 && key < oldestTurn) {
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oldestTurn = key
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oldestKey = key
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}
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}
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if (oldestKey >= 0) state.checkpoints.delete(oldestKey)
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}
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}
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function seekToTurn(state: ScenarioState, targetSt: number): void {
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if (targetSt === state.cursorScenarioTurn) return
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if (targetSt > state.cursorScenarioTurn) {
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for (let st = state.cursorScenarioTurn; st < targetSt; st++) {
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const absTurn = state.config.worldAge + st
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if (state.isVolcanicWinter) applyVolcanicWinterForcing(state.grid)
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state.physics.processStep(state.grid, absTurn, state.worldSeed)
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if (state.ecology) state.ecology.processStep(state.grid)
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}
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state.cursorScenarioTurn = targetSt
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return
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}
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// Backward — find nearest checkpoint, replay forward
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let bestCpTurn = 0
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for (const cpTurn of state.checkpoints.keys()) {
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if (cpTurn <= targetSt && cpTurn > bestCpTurn) bestCpTurn = cpTurn
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}
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const cp = state.checkpoints.get(bestCpTurn)
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if (!cp) {
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postError(state.config.id, `No checkpoint found for backward seek to turn ${targetSt}`)
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return
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}
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const cloned = cloneGridState(cp)
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state.grid.tiles = cloned.tiles
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state.grid.global_avg_temp = cloned.global_avg_temp
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state.grid.ocean_dead_fraction = cloned.ocean_dead_fraction
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state.cursorScenarioTurn = bestCpTurn
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for (let st = bestCpTurn; st < targetSt; st++) {
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const absTurn = state.config.worldAge + st
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if (state.isVolcanicWinter) applyVolcanicWinterForcing(state.grid)
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state.physics.processStep(state.grid, absTurn, state.worldSeed)
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if (state.ecology) state.ecology.processStep(state.grid)
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}
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state.cursorScenarioTurn = targetSt
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}
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// ---------------------------------------------------------------------------
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// Pre-buffer: encode first N frames after simulation completes
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// ---------------------------------------------------------------------------
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async function prebufferFrames(state: ScenarioState, scenarioId: string, frameCount: number): Promise<void> {
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// Always post prebuffer_done so bufferReady is never stuck false
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try {
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if (!terrainCache || !climateParams) return
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const count = Math.min(frameCount, state.totalScenarioTurns)
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if (count <= 0) return
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// Start from checkpoint at turn 0 so we don't disturb the cursor
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const cp0 = state.checkpoints.get(0)
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if (!cp0) return
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const tmpGrid = cloneGridState(cp0)
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const tmpPhysics = new ClimatePhysics(climateParams, terrainCache)
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const tmpEcology = new EcologyPhysics()
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for (let batchStart = 0; batchStart < count; batchStart += PREBUFFER_BATCH) {
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if (cancelFlags.get(scenarioId)) break
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const batchEnd = Math.min(batchStart + PREBUFFER_BATCH, count)
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const frames: FramePayload[] = []
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const transferables: ArrayBuffer[] = []
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for (let st = batchStart; st < batchEnd; st++) {
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if (st > 0) {
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const absTurn = state.config.worldAge + st
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if (state.isVolcanicWinter) applyVolcanicWinterForcing(tmpGrid)
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tmpPhysics.processStep(tmpGrid, absTurn, state.worldSeed)
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tmpEcology.processStep(tmpGrid)
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}
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const snap = encodeSnapshot(tmpGrid, st)
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frames.push({
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texA: snap.texA,
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texB: snap.texB,
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texC: snap.texC,
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width: snap.width,
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height: snap.height,
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turn: snap.turn,
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global_avg_temp: snap.global_avg_temp,
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ocean_dead_fraction: snap.ocean_dead_fraction,
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ley_edges: snap.ley_edges,
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wonder_positions: snap.wonder_positions,
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})
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transferables.push(snap.texA.buffer as ArrayBuffer, snap.texB.buffer as ArrayBuffer, snap.texC.buffer as ArrayBuffer)
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}
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post(
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{ type: 'frames', scenarioId, startTurn: batchStart, snapshots: frames },
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transferables,
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)
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post({
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type: 'progress',
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scenarioId,
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turn: batchEnd,
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total: count,
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phase: 'buffering',
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})
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await yieldToMessageLoop()
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}
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} finally {
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post({ type: 'prebuffer_done', scenarioId })
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}
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}
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// ---------------------------------------------------------------------------
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// Command handlers
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// ---------------------------------------------------------------------------
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function handleInit(terrainData: Record<string, TerrainData>, params: Record<string, number>): void {
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terrainCache = buildTerrainCacheFromData(terrainData)
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climateParams = params
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post({ type: 'ready' })
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}
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async function handleRun(scenarioId: string, turns: number, prebufferFrameCount: number, _seed = WORLD_SEED): Promise<void> {
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if (!terrainCache || !climateParams) {
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postError(scenarioId, 'Worker not initialized — call init first')
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return
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}
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cancelFlags.set(scenarioId, false)
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const config = SCENARIOS.find((s) => s.id === scenarioId)
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if (!config) {
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postError(scenarioId, `Unknown scenario: ${scenarioId}`)
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return
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}
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const worldAge = config.worldAge
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const totalAbsTurns = worldAge + turns
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const isVolcanicWinter = config.id === 'volcanic_winter'
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// Generate map from seed using transpiled GDScript pipeline
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const grid = generateMap(WORLD_SEED, GRID_WIDTH, GRID_HEIGHT, terrainCache, climateParams, 'continents')
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const physics = new ClimatePhysics(climateParams, terrainCache)
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const ecology = new EcologyPhysics()
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// Phase 1: Geological history (climate + ecology)
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for (let turn = 0; turn < worldAge; turn++) {
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if (cancelFlags.get(scenarioId)) return
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physics.processStep(grid, turn, WORLD_SEED)
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ecology.processStep(grid)
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if (turn % CHUNK_SIZE === 0) {
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post({ type: 'progress', scenarioId, turn, total: totalAbsTurns, phase: 'geology' })
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await yieldToMessageLoop()
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}
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}
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if (cancelFlags.get(scenarioId)) return
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// Phase 2: Apply scenario overrides
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config.initMap(grid)
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// Phase 3: Scenario simulation
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const state: ScenarioState = {
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config, grid, physics,
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ecology,
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stats: [], events: [],
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checkpoints: new Map(),
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cursorScenarioTurn: 0,
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totalScenarioTurns: turns,
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worldSeed: WORLD_SEED,
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isVolcanicWinter,
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}
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addCheckpoint(state, 0)
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for (let st = 0; st < turns; st++) {
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if (cancelFlags.get(scenarioId)) return
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if (st > 0 && st % CHECKPOINT_INTERVAL === 0) {
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addCheckpoint(state, st)
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}
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const { stats, events } = stepOneTurn(state, st)
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state.stats.push(stats)
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state.events.push(events)
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if (st % CHUNK_SIZE === 0) {
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post({ type: 'progress', scenarioId, turn: worldAge + st, total: totalAbsTurns, phase: 'scenario' })
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await yieldToMessageLoop()
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}
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}
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scenarioStates.set(scenarioId, state)
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post({
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type: 'stats', scenarioId,
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allStats: state.stats,
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allEvents: state.events,
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})
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post({ type: 'done', scenarioId, totalTurns: turns })
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await prebufferFrames(state, scenarioId, prebufferFrameCount)
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}
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async function handleExtend(scenarioId: string, turns: number): Promise<void> {
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const state = scenarioStates.get(scenarioId)
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if (!state) {
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postError(scenarioId, 'Scenario not yet simulated — call run first')
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return
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}
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cancelFlags.set(scenarioId, false)
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const startSt = state.totalScenarioTurns
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const endSt = startSt + turns
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if (state.cursorScenarioTurn < startSt) {
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seekToTurn(state, startSt)
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}
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for (let st = startSt; st < endSt; st++) {
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if (cancelFlags.get(scenarioId)) return
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if (st % CHECKPOINT_INTERVAL === 0) {
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addCheckpoint(state, st)
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}
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const { stats, events } = stepOneTurn(state, st)
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state.stats.push(stats)
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state.events.push(events)
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if ((st - startSt) % CHUNK_SIZE === 0) {
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const total = state.config.worldAge + endSt
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post({ type: 'progress', scenarioId, turn: state.config.worldAge + st, total, phase: 'scenario' })
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await yieldToMessageLoop()
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}
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}
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state.totalScenarioTurns = endSt
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post({
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type: 'stats', scenarioId,
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allStats: state.stats,
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allEvents: state.events,
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})
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post({ type: 'done', scenarioId, totalTurns: endSt })
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}
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function handleFrame(scenarioId: string, turn: number, lookahead: number): void {
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const state = scenarioStates.get(scenarioId)
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if (!state || !terrainCache || !climateParams) {
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postError(scenarioId, 'Scenario not ready for frame request')
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return
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}
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const count = Math.min(lookahead, state.totalScenarioTurns - turn)
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if (count <= 0) return
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seekToTurn(state, turn)
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// Encode frames from a temporary grid copy so we don't pollute the cursor
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const tmpGrid = cloneGridState(state.grid)
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const tmpPhysics = new ClimatePhysics(climateParams, terrainCache)
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const tmpEcology = new EcologyPhysics()
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const frames: FramePayload[] = []
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const transferables: ArrayBuffer[] = []
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for (let i = 0; i < count; i++) {
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const st = turn + i
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if (i > 0) {
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const absTurn = state.config.worldAge + st
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if (state.isVolcanicWinter) applyVolcanicWinterForcing(tmpGrid)
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tmpPhysics.processStep(tmpGrid, absTurn, state.worldSeed)
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tmpEcology.processStep(tmpGrid)
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}
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const snap = encodeSnapshot(tmpGrid, st)
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frames.push({
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texA: snap.texA,
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texB: snap.texB,
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texC: snap.texC,
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width: snap.width,
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height: snap.height,
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turn: snap.turn,
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global_avg_temp: snap.global_avg_temp,
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ocean_dead_fraction: snap.ocean_dead_fraction,
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ley_edges: snap.ley_edges,
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wonder_positions: snap.wonder_positions,
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})
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transferables.push(snap.texA.buffer as ArrayBuffer, snap.texB.buffer as ArrayBuffer, snap.texC.buffer as ArrayBuffer)
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}
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post(
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{ type: 'frames', scenarioId, startTurn: turn, snapshots: frames },
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transferables,
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)
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}
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function handleCancel(scenarioId: string): void {
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cancelFlags.set(scenarioId, true)
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}
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// ---------------------------------------------------------------------------
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// Message dispatcher
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// ---------------------------------------------------------------------------
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self.onmessage = (e: MessageEvent<WorkerCommand>): void => {
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const cmd = e.data
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switch (cmd.type) {
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case 'init':
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handleInit(cmd.terrainData, cmd.params)
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break
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case 'run':
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handleRun(cmd.scenarioId, cmd.turns, cmd.prebufferFrames, cmd.seed).catch((err: unknown) => {
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postError(cmd.scenarioId, err instanceof Error ? err.message : String(err))
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// Ensure bufferReady is never stuck false even if handleRun itself threw
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post({ type: 'prebuffer_done', scenarioId: cmd.scenarioId })
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})
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break
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case 'extend':
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handleExtend(cmd.scenarioId, cmd.turns).catch((err: unknown) => {
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postError(cmd.scenarioId, err instanceof Error ? err.message : String(err))
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})
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break
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case 'frame':
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handleFrame(cmd.scenarioId, cmd.turn, cmd.lookahead)
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break
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case 'cancel':
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handleCancel(cmd.scenarioId)
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break
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}
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}
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