您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Easily 10X your FPS on Sigmally.com + many bug fixes + great for multiboxing + supports SigMod
当前为
// ==UserScript== // @name Sigmally Fixes V2 // @version 2.5.6 // @description Easily 10X your FPS on Sigmally.com + many bug fixes + great for multiboxing + supports SigMod // @author 8y8x // @match https://*.sigmally.com/* // @license MIT // @grant none // @namespace https://8y8x.dev/sigmally-fixes // @icon https://raw.githubusercontent.com/8y8x/sigmally-fixes/refs/heads/main/icon.png // @compatible chrome Recommended for all users, works perfectly out of the box // @compatible opera Works fine, multiboxers may need to change some browser keybinds // @compatible edge Works fine, multiboxers may need to change some browser keybinds // ==/UserScript== // @ts-check /* eslint camelcase: 'error', comma-dangle: ['error', 'always-multiline'], indent: ['error', 'tab', { SwitchCase: 1 }], max-len: ['error', { code: 120 }], no-console: ['error', { allow: ['warn', 'error'] }], no-trailing-spaces: 'error', quotes: ['error', 'single'], semi: 'error', */ // a light eslint configuration that doesn't compromise code quality 'use strict'; (async () => { const sfVersion = '2.5.6'; const undefined = void 0; // yes, this actually makes a significant difference //////////////////////////////// // Define Auxiliary Functions // //////////////////////////////// const aux = (() => { const aux = {}; /** @type {Map<string, string>} */ aux.clans = new Map(); function fetchClans() { fetch('https://sigmally.com/api/clans').then(r => r.json()).then(r => { if (r.status !== 'success') { setTimeout(() => fetchClans(), 10_000); return; } aux.clans.clear(); r.data.forEach(clan => { if (typeof clan._id !== 'string' || typeof clan.name !== 'string') return; aux.clans.set(clan._id, clan.name); }); // does not need to be updated often, but just enough so people who leave their tab open don't miss out setTimeout(() => fetchClans(), 600_000); }).catch(err => { console.warn('Error while fetching clans:', err); setTimeout(() => fetchClans(), 10_000); }); } fetchClans(); /** * @template T * @param {T} x * @param {string} err should be readable and easily translatable * @returns {T extends (null | undefined | false | 0) ? never : T} */ aux.require = (x, err) => { if (!x) { err = '[Sigmally Fixes]: ' + err; prompt(err, err); // use prompt, so people can paste the error message into google translate throw err; } return /** @type {any} */ (x); }; /** * consistent exponential easing relative to 60fps. * for example, with a factor of 2, o=0, n=1: * - at 60fps, 0.5 is returned. * - at 30fps (after 2 frames), 0.75 is returned. * - at 15fps (after 4 frames), 0.875 is returned. * - at 120fps, 0.292893 is returned. if you called this again with o=0.292893, n=1, you would get 0.5. * * @param {number} o * @param {number} n * @param {number} factor * @param {number} dt in seconds */ aux.exponentialEase = (o, n, factor, dt) => { return o + (n - o) * (1 - (1 - 1 / factor) ** (60 * dt)); }; /** * @param {string} hex * @returns {[number, number, number, number]} */ aux.hex2rgba = hex => { switch (hex.length) { case 4: // #rgb case 5: // #rgba return [ (parseInt(hex[1], 16) || 0) / 15, (parseInt(hex[2], 16) || 0) / 15, (parseInt(hex[3], 16) || 0) / 15, hex.length === 5 ? (parseInt(hex[4], 16) || 0) / 15 : 1, ]; case 7: // #rrggbb case 9: // #rrggbbaa return [ (parseInt(hex.slice(1, 3), 16) || 0) / 255, (parseInt(hex.slice(3, 5), 16) || 0) / 255, (parseInt(hex.slice(5, 7), 16) || 0) / 255, hex.length === 9 ? (parseInt(hex.slice(7, 9), 16) || 0) / 255 : 1, ]; default: return [1, 1, 1, 1]; } }; /** * @param {number} r * @param {number} g * @param {number} b * @param {number} a */ aux.rgba2hex = (r, g, b, a) => { return [ '#', Math.floor(r * 255).toString(16).padStart(2, '0'), Math.floor(g * 255).toString(16).padStart(2, '0'), Math.floor(b * 255).toString(16).padStart(2, '0'), Math.floor(a * 255).toString(16).padStart(2, '0'), ].join(''); }; // i don't feel like making an awkward adjustment to aux.rgba2hex /** * @param {number} r * @param {number} g * @param {number} b * @param {any} _a */ aux.rgba2hex6 = (r, g, b, _a) => { return [ '#', Math.floor(r * 255).toString(16).padStart(2, '0'), Math.floor(g * 255).toString(16).padStart(2, '0'), Math.floor(b * 255).toString(16).padStart(2, '0'), ].join(''); }; /** @param {string} name */ aux.parseName = name => name.match(/^\{.*?\}(.*)$/)?.[1] ?? name; /** @param {string} skin */ aux.parseSkin = skin => { if (!skin) return skin; skin = skin.replace('1%', '').replace('2%', '').replace('3%', ''); return '/static/skins/' + skin + '.png'; }; /** * @param {DataView} dat * @param {number} o * @returns {[string, number]} */ aux.readZTString = (dat, o) => { if (dat.getUint8(o) === 0) return ['', o + 1]; // quick return for empty strings (there are a lot) const startOff = o; for (; o < dat.byteLength; ++o) { if (dat.getUint8(o) === 0) break; } return [aux.textDecoder.decode(new DataView(dat.buffer, startOff, o - startOff)), o + 1]; }; /** * @param {string} selector * @param {boolean} value */ aux.setting = (selector, value) => { /** @type {HTMLInputElement | null} */ const el = document.querySelector(selector); return el ? el.checked : value; }; /** @param {boolean} accessSigmod */ const settings = accessSigmod => { try { // current skin is saved in localStorage aux.settings = JSON.parse(localStorage.getItem('settings') ?? ''); } catch (_) { aux.settings = /** @type {any} */ ({}); } // sigmod doesn't have a checkbox for dark theme, so we infer it from the custom map color const { mapColor } = accessSigmod ? sigmod.settings : {}; if (mapColor) { aux.settings.darkTheme = mapColor ? (mapColor[0] < 0.6 && mapColor[1] < 0.6 && mapColor[2] < 0.6) : true; } else { aux.settings.darkTheme = aux.setting('input#darkTheme', true); } aux.settings.jellyPhysics = aux.setting('input#jellyPhysics', false); aux.settings.showBorder = aux.setting('input#showBorder', true); aux.settings.showClanmates = aux.setting('input#showClanmates', true); aux.settings.showGrid = aux.setting('input#showGrid', true); aux.settings.showMass = aux.setting('input#showMass', false); aux.settings.showMinimap = aux.setting('input#showMinimap', true); aux.settings.showSkins = aux.setting('input#showSkins', true); aux.settings.zoomout = aux.setting('input#moreZoom', true); return aux.settings; }; /** @type {{ darkTheme: boolean, jellyPhysics: boolean, showBorder: boolean, showClanmates: boolean, showGrid: boolean, showMass: boolean, showMinimap: boolean, showSkins: boolean, zoomout: boolean, gamemode: any, skin: any }} */ aux.settings = settings(false); setInterval(() => settings(true), 250); // apply saved gamemode because sigmally fixes connects before the main game even loads if (aux.settings?.gamemode) { /** @type {HTMLSelectElement | null} */ const gamemode = document.querySelector('select#gamemode'); if (gamemode) gamemode.value = aux.settings.gamemode; } let caught = false; const tabScan = new BroadcastChannel('sigfix-tabscan'); tabScan.addEventListener('message', () => { if (caught || world.score(world.selected) <= 50) return; caught = true; const str = 'hi! sigmally fixes v2.5.0 is now truly one-tab, so you don\'t need multiple tabs anymore. ' + 'set a keybind under the "One-tab multibox key" setting and enjoy!'; prompt(str, str); }); setInterval(() => { if (world.score(world.selected) > 50 && !caught) tabScan.postMessage(undefined); }, 5000); aux.textEncoder = new TextEncoder(); aux.textDecoder = new TextDecoder(); const trimCtx = aux.require( document.createElement('canvas').getContext('2d'), 'Unable to get 2D context for text utilities. This is probably your browser being dumb, maybe reload ' + 'the page?', ); trimCtx.font = '20px Ubuntu'; /** * trims text to a max of 250px at 20px font, same as vanilla sigmally * @param {string} text */ aux.trim = text => { while (trimCtx.measureText(text).width > 250) text = text.slice(0, -1); return text; }; /** @type {{ token: string, updated: number } | undefined} */ aux.token = undefined; /** @type {object | undefined} */ aux.userData = undefined; aux.oldFetch = fetch.bind(window); let lastUserData = -Infinity; // this is the best method i've found to get the userData object, since game.js uses strict mode Object.defineProperty(window, 'fetch', { value: new Proxy(fetch, { apply: (target, thisArg, args) => { let url = args[0]; const data = args[1]; if (typeof url === 'string') { if (url.includes('/server/recaptcha/v3')) return new Promise(() => {}); // block game.js from attempting to go through captcha flow // game.js doesn't think we're connected to a server, we default to eu0 because that's the // default everywhere else if (url.includes('/userdata/')) { // when holding down the respawn key, you can easily make 30+ requests a second, // bombing you into ratelimit hell const now = performance.now(); if (now - lastUserData < 500) return new Promise(() => {}); url = url.replace('///', '//eu0.sigmally.com/server/'); lastUserData = now; } // patch the current token in the url and body of the request if (aux.token) { // 128 hex characters surrounded by non-hex characters (lookahead and lookbehind) const tokenTest = /(?<![0-9a-fA-F])[0-9a-fA-F]{128}(?![0-9a-fA-F])/g; url = url.replaceAll(tokenTest, aux.token.token); if (typeof data?.body === 'string') data.body = data.body.replaceAll(tokenTest, aux.token.token); } args[0] = url; args[1] = data; } return target.apply(thisArg, args).then(res => new Proxy(res, { get: (target, prop, _receiver) => { if (prop !== 'json') { const val = target[prop]; if (typeof val === 'function') return val.bind(target); else return val; } return () => target.json().then(obj => { if (obj?.body?.user) { aux.userData = obj.body.user; // NaN if invalid / undefined let updated = Number(new Date(aux.userData.updateTime)); if (Number.isNaN(updated)) updated = Date.now(); if (!aux.token || updated >= aux.token.updated) { aux.token = { token: aux.userData.token, updated }; } } return obj; }); }, })); }, }), }); return aux; })(); //////////////////////// // Destroy Old Client // //////////////////////// const destructor = (() => { const destructor = {}; const vanillaStack = () => { try { throw new Error(); } catch (err) { // prevent drawing the game, but do NOT prevent saving settings (which is called on RQA) return err.stack.includes('/game.js') && !err.stack.includes('HTML'); } }; // #1 : kill the rendering process const oldRQA = requestAnimationFrame; window.requestAnimationFrame = function(fn) { return vanillaStack() ? -1 : oldRQA(fn); }; // #2 : kill access to using a WebSocket destructor.realWebSocket = WebSocket; Object.defineProperty(window, 'WebSocket', { value: new Proxy(WebSocket, { construct(_target, argArray, _newTarget) { if (argArray[0].includes('sigmally.com') && vanillaStack()) { throw new Error('sigfix: Preventing new WebSocket() for unknown Sigmally connection'); } // @ts-expect-error return new destructor.realWebSocket(...argArray); }, }), }); const cmdRepresentation = new TextEncoder().encode('/leaveworld').toString(); destructor.realWsSend = WebSocket.prototype.send; WebSocket.prototype.send = function (x) { if (vanillaStack() && this.url.includes('sigmally.com')) { this.onclose = null; this.close(); throw new Error('sigfix: Preventing .send on unknown Sigmally connection'); } if (settings.blockNearbyRespawns) { let buf; if (x instanceof ArrayBuffer) buf = x; else if (x instanceof DataView) buf = x.buffer; else if (x instanceof Uint8Array) buf = x.buffer; if (buf && buf.byteLength === '/leaveworld'.length + 3 && new Uint8Array(buf).toString().includes(cmdRepresentation)) { const now = performance.now(); let con, view, vision; // cba to put explicit types here for (const [otherView, otherCon] of net.connections) { world.camera(otherView, now); // ensure all tabs update their cameras if (otherCon.ws !== this) continue; con = otherCon; view = otherView; vision = world.views.get(otherView); } if (con && view !== undefined && vision) { // block respawns if we haven't actually respawned yet // (with a 500ms max in case something fails) if (performance.now() - (con.respawnBlock?.started ?? -Infinity) < 500) return; con.respawnBlock = undefined; // trying to respawn; see if we are nearby an alive multi-tab if (world.score(view) > 0 && vision.border) { const { border } = vision; // use a smaller respawn radius on EU servers const radius = Math.min(border.r - border.l, border.b - border.t) / 5; for (const [otherView, otherVision] of world.views) { if (vision === otherVision) continue; if (world.score(otherView) <= 0) continue; const dx = vision.camera.tx - otherVision.camera.tx; const dy = vision.camera.ty - otherVision.camera.ty; if (Math.hypot(dx, dy) <= radius) return; } } // we are allowing a respawn, take note con.respawnBlock = { status: 'pending', started: performance.now() }; } } } return destructor.realWsSend.apply(this, arguments); }; // #3 : prevent keys from being registered by the game setInterval(() => onkeydown = onkeyup = null, 200); return destructor; })(); ////////////////////////////////// // Apply Complex SigMod Patches // ////////////////////////////////// const sigmod = (() => { const sigmod = {}; /** @type {{ * cellColor?: [number, number, number, number], * foodColor?: [number, number, number, number], * mapColor?: [number, number, number, number], * outlineColor?: [number, number, number, number], * nameColor1?: [number, number, number, number], * nameColor2?: [number, number, number, number], * hidePellets?: boolean, * rapidFeedKey?: string, * removeOutlines?: boolean, * showNames?: boolean, * skinReplacement?: { original: string | null, replacement?: string | null, replaceImg?: string | null }, * tripleKey?: string, * virusImage?: string, * }} */ sigmod.settings = {}; setInterval(() => { // @ts-expect-error const real = window.sigmod?.settings; if (!real) return; /** * @param {'cellColor' | 'foodColor' | 'mapColor' | 'outlineColor' | 'nameColor1' | 'nameColor2'} prop * @param {any[]} lookups */ const applyColor = (prop, lookups) => { for (const lookup of lookups) { if (lookup) { sigmod.settings[prop] = aux.hex2rgba(lookup); return; } } }; applyColor('cellColor', [real.game?.cellColor]); applyColor('foodColor', [real.game?.foodColor]); applyColor('mapColor', [real.game?.map?.color, real.mapColor]); // sigmod treats the map border as cell borders for some reason if (!['#00f', '#00f0', '#0000ff', '#000000ffff'].includes(real.game?.borderColor)) applyColor('outlineColor', [real.game?.borderColor]); // note: singular nameColor takes priority applyColor('nameColor1', [ real.game?.name?.color, real.game?.name?.gradient?.enabled && real.game.name.gradient.left, ]); applyColor('nameColor2', [ real.game?.name?.color, real.game?.name?.gradient?.enabled && real.game.name.gradient.right, ]); // v10 does not have a 'hide food' setting; check food's transparency sigmod.settings.hidePellets = real.settings.foodColor?.[3] === 0; sigmod.settings.removeOutlines = real.game?.removeOutlines; sigmod.settings.skinReplacement = real.game?.skins; sigmod.settings.virusImage = real.game?.virusImage; sigmod.settings.rapidFeedKey = real.macros?.keys?.rapidFeed; // sigmod's showNames setting is always "true" interally (i think??) sigmod.settings.showNames = aux.setting('input#showNames', true); sigmod.settings.tripleKey = real.macros?.keys?.splits?.triple || undefined; // blank keys are '' }, 200); // patch sigmod when it's ready; typically sigmod loads first, but i can't guarantee that sigmod.proxy = {}; let patchInterval; patchInterval = setInterval(() => { const real = /** @type {any} */ (window).sigmod; if (!real) return; clearInterval(patchInterval); // anchor chat and minimap to the screen, so scrolling to zoom doesn't move them // it's possible that cursed will change something at any time so i'm being safe here const minimapContainer = /** @type {HTMLElement | null} */ (document.querySelector('.minimapContainer')); if (minimapContainer) minimapContainer.style.position = 'fixed'; const modChat = /** @type {HTMLElement | null} */ (document.querySelector('.modChat')); if (modChat) modChat.style.position = 'fixed'; // sigmod keeps track of the # of displayed messages with a counter, but it doesn't reset on clear // therefore, if the chat gets cleared with 200 (the maximum) messages in it, it will stay permanently* // blank const modMessages = /** @type {HTMLElement | null} */ (document.querySelector('#mod-messages')); if (modMessages) { const old = modMessages.removeChild; modMessages.removeChild = node => { if (modMessages.children.length > 200) return old.call(modMessages, node); else return node; }; } // create a fake sigmally proxy for sigmod, which properly relays some packets (because SigMod does not // support one-tab technology). it should also fix chat bugs due to disconnects and stuff // we do this by hooking into the SigWsHandler object { /** @type {object | undefined} */ let handler; const old = Function.prototype.bind; Function.prototype.bind = function(obj) { if (obj.constructor?.name === 'SigWsHandler') handler = obj; return old.call(this, obj); }; new WebSocket('wss://255.255.255.255/sigmally.com?sigfix'); Function.prototype.bind = old; // handler is expected to be a "SigWsHandler", but it might be something totally different if (handler && 'sendPacket' in handler && 'handleMessage' in handler) { // first, set up the handshake (opcode not-really-a-shuffle) // handshake is reset to false on close (which may or may not happen immediately) Object.defineProperty(handler, 'handshake', { get: () => true, set: () => {} }); handler.R = handler.C = new Uint8Array(256); // R and C are linked for (let i = 0; i < 256; ++i) handler.C[i] = i; // expose some functions here, don't directly access the handler anywhere else sigmod.proxy = { /** @param {DataView} dat */ handleMessage: dat => handler.handleMessage({ data: dat.buffer }), isPlaying: () => /** @type {any} */ (window).gameSettings.isPlaying = true, }; // override sendPacket to properly handle what sigmod expects /** @param {object} buf */ handler.sendPacket = buf => { if ('build' in buf) buf = buf.build(); // convert sigmod/sigmally Writer class to a buffer if ('buffer' in buf) buf = buf.buffer; const dat = new DataView(/** @type {ArrayBuffer} */ (buf)); switch (dat.getUint8(0)) { // case 0x00, sendPlay, isn't really used outside of secret tournaments case 0x10: { // used for linesplits and such net.move(world.selected, dat.getInt32(1, true), dat.getInt32(5, true)); break; } // case 0x63, sendChat, already goes directly to sigfix.net.chat // case 0xdc, sendFakeCaptcha, is not used outside of secret tournaments } }; } } }, 500); return sigmod; })(); ///////////////////// // Prepare Game UI // ///////////////////// const ui = (() => { const ui = {}; (() => { const title = document.querySelector('#title'); if (!title) return; const watermark = document.createElement('span'); watermark.innerHTML = `<a href="https://greasyfork.org/scripts/483587/versions" \ target="_blank">Sigmally Fixes ${sfVersion}</a> by yx`; if (sfVersion.includes('BETA')) { watermark.innerHTML += ' <br><a \ href="https://raw.githubusercontent.com/8y8x/sigmally-fixes/refs/heads/main/sigmally-fixes.user.js"\ target="_blank">[Update beta here]</a>'; } title.insertAdjacentElement('afterend', watermark); // check if this version is problematic, don't do anything if this version is too new to be in versions.json // take care to ensure users can't be logged fetch('https://raw.githubusercontent.com/8y8x/sigmally-fixes/main/versions.json') .then(res => res.json()) .then(res => { if (sfVersion in res && !res[sfVersion].ok && res[sfVersion].alert) { const color = res[sfVersion].color || '#f00'; const box = document.createElement('div'); box.style.cssText = `background: ${color}3; border: 1px solid ${color}; width: 100%; \ height: fit-content; font-size: 1em; padding: 5px; margin: 5px 0; border-radius: 3px; \ color: ${color}`; box.innerHTML = String(res[sfVersion].alert) .replace(/\<|\>/g, '') // never allow html tag injection .replace(/\{link\}/g, '<a href="https://greasyfork.org/scripts/483587">[click here]</a>') .replace(/\{autolink\}/g, '<a href="\ https://update.greasyfork.org/scripts/483587/Sigmally%20Fixes%20V2.user.js">\ [click here]</a>'); watermark.insertAdjacentElement('afterend', box); } }) .catch(err => console.warn('Failed to check Sigmally Fixes version:', err)); })(); ui.game = (() => { const game = {}; /** @type {HTMLCanvasElement | null} */ const oldCanvas = document.querySelector('canvas#canvas'); if (!oldCanvas) { throw 'exiting script - no canvas found'; } const newCanvas = document.createElement('canvas'); newCanvas.id = 'sf-canvas'; newCanvas.style.cssText = `background: #003; width: 100vw; height: 100vh; position: fixed; top: 0; left: 0; z-index: 1;`; game.canvas = newCanvas; (document.querySelector('body div') ?? document.body).appendChild(newCanvas); // leave the old canvas so the old client can actually run oldCanvas.style.display = 'none'; // forward macro inputs from the canvas to the old one - this is for sigmod mouse button controls newCanvas.addEventListener('mousedown', e => oldCanvas.dispatchEvent(new MouseEvent('mousedown', e))); newCanvas.addEventListener('mouseup', e => oldCanvas.dispatchEvent(new MouseEvent('mouseup', e))); // forward mouse movements from the old canvas to the window - this is for sigmod keybinds that move // the mouse oldCanvas.addEventListener('mousemove', e => dispatchEvent(new MouseEvent('mousemove', e))); const gl = aux.require( newCanvas.getContext('webgl2', { alpha: false, depth: false }), 'Couldn\'t get WebGL2 context. Possible causes:\r\n' + '- Maybe GPU/Hardware acceleration needs to be enabled in your browser settings; \r\n' + '- Maybe your browser is just acting weird and it might fix itself after a restart; \r\n' + '- Maybe your GPU drivers are exceptionally old.', ); game.gl = gl; // indicate that we will restore the context newCanvas.addEventListener('webglcontextlost', e => { e.preventDefault(); // signal that we want to restore the context // cleanup old caches (after render), as we can't do this within initWebGL() render.resetTextCache(); render.resetTextureCache(); }); newCanvas.addEventListener('webglcontextrestored', () => glconf.init()); function resize() { // devicePixelRatio does not have very high precision; it could be 0.800000011920929 for example newCanvas.width = Math.ceil(innerWidth * (devicePixelRatio - 0.0001)); newCanvas.height = Math.ceil(innerHeight * (devicePixelRatio - 0.0001)); game.gl.viewport(0, 0, newCanvas.width, newCanvas.height); } addEventListener('resize', resize); resize(); return game; })(); ui.stats = (() => { const container = document.createElement('div'); container.style.cssText = 'position: fixed; top: 10px; left: 10px; width: 400px; height: fit-content; \ user-select: none; z-index: 2; transform-origin: top left;'; document.body.appendChild(container); const score = document.createElement('div'); score.style.cssText = 'font-family: Ubuntu; font-size: 30px; color: #fff; line-height: 1.0;'; container.appendChild(score); const measures = document.createElement('div'); measures.style.cssText = 'font-family: Ubuntu; font-size: 20px; color: #fff; line-height: 1.1;'; container.appendChild(measures); const misc = document.createElement('div'); // white-space: pre; allows using \r\n to insert line breaks misc.style.cssText = 'font-family: Ubuntu; font-size: 14px; color: #fff; white-space: pre; \ line-height: 1.1; opacity: 0.5;'; container.appendChild(misc); /** @param {number} view */ const update = view => { const color = aux.settings.darkTheme ? '#fff' : '#000'; score.style.color = color; measures.style.color = color; misc.style.color = color; score.style.fontWeight = measures.style.fontWeight = settings.boldUi ? 'bold' : 'normal'; measures.style.opacity = settings.showStats ? '1' : '0.5'; misc.style.opacity = settings.showStats ? '0.5' : '0'; const scoreVal = world.score(world.selected); const multiplier = (typeof aux.userData?.boost === 'number' && aux.userData.boost > Date.now()) ? 2 : 1; if (scoreVal * multiplier > world.stats.highestScore) world.stats.highestScore = scoreVal * multiplier; let scoreHtml; if (scoreVal <= 0) scoreHtml = ''; else if (settings.separateBoost) { scoreHtml = `Score: ${Math.floor(scoreVal)}`; if (multiplier > 1) scoreHtml += ` <span style="color: #fc6;">(X${multiplier})</span>`; } else { scoreHtml = 'Score: ' + Math.floor(scoreVal * multiplier); } score.innerHTML = scoreHtml; const con = net.connections.get(view); let measuresText = `${Math.floor(render.fps)} FPS`; if (con?.latency !== undefined) { const spectateCon = net.connections.get(world.viewId.spectate); if (settings.spectatorLatency && spectateCon?.latency !== undefined) { measuresText += ` ${Math.floor(con.latency)}ms (${Math.floor(spectateCon.latency)}ms) ping`; } else { measuresText += ` ${Math.floor(con.latency)}ms ping`; } } measures.textContent = measuresText; }; /** @param {object | undefined} stats */ const updateStats = (stats) => { if (!stats) { misc.textContent = ''; return; } let uptime; if (stats.uptime < 60) { uptime = Math.floor(stats.uptime) + 's'; } else { uptime = Math.floor(stats.uptime / 60 % 60) + 'min'; if (stats.uptime >= 60 * 60) uptime = Math.floor(stats.uptime / 60 / 60 % 24) + 'hr ' + uptime; if (stats.uptime >= 24 * 60 * 60) uptime = Math.floor(stats.uptime / 24 / 60 / 60 % 60) + 'd ' + uptime; } misc.textContent = [ `${stats.name} (${stats.mode})`, `${stats.playersTotal} / ${stats.playersLimit} players`, `${stats.playersAlive} playing`, `${stats.playersSpect} spectating`, `${(stats.update * 2.5).toFixed(1)}% load @ ${uptime}`, ].join('\r\n'); }; /** @type {object | undefined} */ let lastStats; setInterval(() => { // update as frequently as possible const currentStats = world.views.get(world.selected)?.stats; if (currentStats !== lastStats) updateStats(lastStats = currentStats); }); return { update }; })(); ui.leaderboard = (() => { const container = document.createElement('div'); container.style.cssText = 'position: fixed; top: 10px; right: 10px; width: 200px; height: fit-content; \ user-select: none; z-index: 2; background: #0006; padding: 15px 5px; transform-origin: top right; \ display: none;'; document.body.appendChild(container); const title = document.createElement('div'); title.style.cssText = 'font-family: Ubuntu; font-size: 30px; color: #fff; text-align: center; width: 100%;'; title.textContent = 'Leaderboard'; container.appendChild(title); const linesContainer = document.createElement('div'); linesContainer.style.cssText = 'font-family: Ubuntu; font-size: 20px; line-height: 1.2; width: 100%; \ height: fit-content; text-align: center; white-space: pre; overflow: hidden;'; container.appendChild(linesContainer); /** @type {HTMLDivElement[]} */ const lines = []; /** @param {{ me: boolean, name: string, sub: boolean, place: number | undefined }[]} lb */ function update(lb) { const friends = /** @type {any} */ (window).sigmod?.friend_names; const friendSettings = /** @type {any} */ (window).sigmod?.friends_settings; lb.forEach((entry, i) => { let line = lines[i]; if (!line) { line = document.createElement('div'); line.style.display = 'none'; linesContainer.appendChild(line); lines.push(line); } line.style.display = 'block'; line.textContent = `${entry.place ?? i + 1}. ${entry.name || 'An unnamed cell'}`; if (entry.me) line.style.color = '#faa'; else if (friends instanceof Set && friends.has(entry.name) && friendSettings?.highlight_friends) line.style.color = friendSettings.highlight_color; else if (entry.sub) line.style.color = '#ffc826'; else line.style.color = '#fff'; }); for (let i = lb.length; i < lines.length; ++i) lines[i].style.display = 'none'; container.style.display = lb.length > 0 ? '' : 'none'; container.style.fontWeight = settings.boldUi ? 'bold' : 'normal'; } /** @type {object | undefined} */ let lastLb; setInterval(() => { // update leaderboard frequently const currentLb = world.views.get(world.selected)?.leaderboard; if (currentLb !== lastLb) update((lastLb = currentLb) ?? []); }); })(); /** @type {HTMLElement} */ const mainMenu = aux.require( document.querySelector('#__line1')?.parentElement, 'Can\'t find the main menu UI. Try reloading the page?', ); /** @type {HTMLElement} */ const statsContainer = aux.require( document.querySelector('#__line2'), 'Can\'t find the death screen UI. Try reloading the page?', ); /** @type {HTMLElement} */ const continueButton = aux.require( document.querySelector('#continue_button'), 'Can\'t find the continue button (on death). Try reloading the page?', ); /** @type {HTMLElement | null} */ const menuLinks = document.querySelector('#menu-links'); /** @type {HTMLElement | null} */ const overlay = document.querySelector('#overlays'); // sigmod uses this to detect if the menu is closed or not, otherwise this is unnecessary /** @type {HTMLElement | null} */ const menuWrapper = document.querySelector('#menu-wrapper'); let escOverlayVisible = true; /** * @param {boolean} [show] */ ui.toggleEscOverlay = show => { escOverlayVisible = show ?? !escOverlayVisible; if (escOverlayVisible) { mainMenu.style.display = ''; if (overlay) overlay.style.display = ''; if (menuLinks) menuLinks.style.display = ''; if (menuWrapper) menuWrapper.style.display = ''; ui.deathScreen.hide(); } else { mainMenu.style.display = 'none'; if (overlay) overlay.style.display = 'none'; if (menuLinks) menuLinks.style.display = 'none'; if (menuWrapper) menuWrapper.style.display = 'none'; } }; ui.escOverlayVisible = () => escOverlayVisible; ui.deathScreen = (() => { const deathScreen = {}; continueButton.addEventListener('click', () => { ui.toggleEscOverlay(true); }); // TODO: figure out how this thing works /** @type {HTMLElement | null} */ const bonus = document.querySelector('#menu__bonus'); if (bonus) bonus.style.display = 'none'; deathScreen.check = () => { if (world.stats.spawnedAt === undefined) return; if (world.alive()) return; deathScreen.show(); }; deathScreen.show = () => { const foodEatenElement = document.querySelector('#food_eaten'); if (foodEatenElement) foodEatenElement.textContent = world.stats.foodEaten.toString(); const highestMassElement = document.querySelector('#highest_mass'); if (highestMassElement) highestMassElement.textContent = Math.round(world.stats.highestScore).toString(); const highestPositionElement = document.querySelector('#top_leaderboard_position'); if (highestPositionElement) highestPositionElement.textContent = world.stats.highestPosition.toString(); const timeAliveElement = document.querySelector('#time_alive'); if (timeAliveElement) { const time = (performance.now() - (world.stats.spawnedAt ?? 0)) / 1000; const hours = Math.floor(time / 60 / 60); const mins = Math.floor(time / 60 % 60); const seconds = Math.floor(time % 60); timeAliveElement.textContent = `${hours ? hours + ' h' : ''} ${mins ? mins + ' m' : ''} ` + `${seconds ? seconds + ' s' : ''}`; } statsContainer.classList.remove('line--hidden'); ui.toggleEscOverlay(false); if (overlay) overlay.style.display = ''; world.stats = { foodEaten: 0, highestPosition: 200, highestScore: 0, spawnedAt: undefined }; }; deathScreen.hide = () => { statsContainer?.classList.add('line--hidden'); // ads are managed by the game client }; return deathScreen; })(); ui.minimap = (() => { const canvas = document.createElement('canvas'); canvas.style.cssText = 'position: fixed; bottom: 0; right: 0; background: #0006; width: 200px; \ height: 200px; z-index: 2; user-select: none;'; canvas.width = canvas.height = 200; document.body.appendChild(canvas); const ctx = aux.require( canvas.getContext('2d', { willReadFrequently: false }), 'Unable to get 2D context for the minimap. This is probably your browser being dumb, maybe reload ' + 'the page?', ); return { canvas, ctx }; })(); ui.chat = (() => { const chat = {}; const block = aux.require( document.querySelector('#chat_block'), 'Can\'t find the chat UI. Try reloading the page?', ); /** * @param {ParentNode} root * @param {string} selector */ function clone(root, selector) { /** @type {HTMLElement} */ const old = aux.require( root.querySelector(selector), `Can't find this chat element: ${selector}. Try reloading the page?`, ); const el = /** @type {HTMLElement} */ (old.cloneNode(true)); el.id = ''; old.style.display = 'none'; old.insertAdjacentElement('afterend', el); return el; } // can't just replace the chat box - otherwise sigmod can't hide it - so we make its children invisible // elements grabbed with clone() are only styled by their class, not id const toggle = clone(document, '#chat_vsbltyBtn'); const scrollbar = clone(document, '#chat_scrollbar'); const thumb = clone(scrollbar, '#chat_thumb'); const input = chat.input = /** @type {HTMLInputElement} */ (aux.require( document.querySelector('#chat_textbox'), 'Can\'t find the chat textbox. Try reloading the page?', )); // allow zooming in/out on trackpad without moving the UI input.style.position = 'fixed'; toggle.style.position = 'fixed'; scrollbar.style.position = 'fixed'; const list = document.createElement('div'); list.style.cssText = 'width: 400px; height: 182px; position: fixed; bottom: 54px; left: 46px; \ overflow: hidden; user-select: none; z-index: 301;'; block.appendChild(list); let toggled = true; toggle.style.borderBottomLeftRadius = '10px'; // a bug fix :p toggle.addEventListener('click', () => { toggled = !toggled; input.style.display = toggled ? '' : 'none'; scrollbar.style.display = toggled ? 'block' : 'none'; list.style.display = toggled ? '' : 'none'; if (toggled) { toggle.style.borderTopRightRadius = toggle.style.borderBottomRightRadius = ''; toggle.style.opacity = ''; } else { toggle.style.borderTopRightRadius = toggle.style.borderBottomRightRadius = '10px'; toggle.style.opacity = '0.25'; } }); scrollbar.style.display = 'block'; let scrollTop = 0; // keep a float here, because list.scrollTop is always casted to an int let thumbHeight = 1; let lastY; thumb.style.height = '182px'; function updateThumb() { thumb.style.bottom = (1 - list.scrollTop / (list.scrollHeight - 182)) * (182 - thumbHeight) + 'px'; } function scroll() { if (scrollTop >= list.scrollHeight - 182 - 40) { // close to bottom, snap downwards list.scrollTop = scrollTop = list.scrollHeight - 182; } thumbHeight = Math.min(Math.max(182 / list.scrollHeight, 0.1), 1) * 182; thumb.style.height = thumbHeight + 'px'; updateThumb(); } let scrolling = false; thumb.addEventListener('mousedown', () => void (scrolling = true)); addEventListener('mouseup', () => void (scrolling = false)); addEventListener('mousemove', e => { const deltaY = e.clientY - lastY; lastY = e.clientY; if (!scrolling) return; e.preventDefault(); if (lastY === undefined) { lastY = e.clientY; return; } list.scrollTop = scrollTop = Math.min(Math.max( scrollTop + deltaY * list.scrollHeight / 182, 0), list.scrollHeight - 182); updateThumb(); }); let lastWasBarrier = true; // init to true, so we don't print a barrier as the first ever message (ugly) /** * @param {string} authorName * @param {[number, number, number, number]} rgb * @param {string} text * @param {boolean} server */ chat.add = (authorName, rgb, text, server) => { lastWasBarrier = false; const container = document.createElement('div'); const author = document.createElement('span'); author.style.cssText = `color: ${aux.rgba2hex(...rgb)}; padding-right: 0.75em;`; author.textContent = aux.trim(authorName); container.appendChild(author); const msg = document.createElement('span'); if (server) msg.style.cssText = `color: ${aux.rgba2hex(...rgb)}`; msg.textContent = server ? text : aux.trim(text); // /help text can get cut off container.appendChild(msg); while (list.children.length > 100) list.firstChild?.remove(); list.appendChild(container); scroll(); }; chat.barrier = () => { if (lastWasBarrier) return; lastWasBarrier = true; const barrier = document.createElement('div'); barrier.style.cssText = 'width: calc(100% - 20px); height: 1px; background: #8888; margin: 10px;'; list.appendChild(barrier); scroll(); }; chat.matchTheme = () => { list.style.color = aux.settings.darkTheme ? '#fffc' : '#000c'; // make author names darker in light theme list.style.filter = aux.settings.darkTheme ? '' : 'brightness(75%)'; }; return chat; })(); /** @param {string} msg */ ui.error = msg => { const modal = /** @type {HTMLElement | null} */ (document.querySelector('#errormodal')); const desc = document.querySelector('#errormodal p'); if (desc) desc.innerHTML = msg; if (modal) modal.style.display = 'block'; }; // sigmod quick fix // TODO does this work? (() => { // the play timer is inserted below the top-left stats, but because we offset them, we need to offset this // too const style = document.createElement('style'); style.textContent = '.playTimer { transform: translate(5px, 10px); }'; document.head.appendChild(style); })(); return ui; })(); ///////////////////////// // Create Options Menu // ///////////////////////// const settings = (() => { const settings = { /** @type {'auto' | 'never'} */ autoZoom: 'auto', background: '', blockBrowserKeybinds: false, blockNearbyRespawns: false, boldUi: false, cellGlow: false, cellOpacity: 1, cellOutlines: true, clans: false, clanScaleFactor: 1, colorUnderSkin: true, drawDelay: 120, jellySkinLag: true, massBold: false, massOpacity: 1, massScaleFactor: 1, /** @type {'flawless' | 'alpha'} */ mergeStrategy: 'flawless', multibox: '', /** @type {'natural' | 'delta' | 'weighted' | 'none'} */ multiCamera: 'natural', nameBold: false, nameScaleFactor: 1, outlineMulti: 0.2, // delta's default colors, #ff00aa and #ffffff outlineMultiColor: /** @type {[number, number, number, number]} */ ([1, 0, 2/3, 1]), outlineMultiInactiveColor: /** @type {[number, number, number, number]} */ ([1, 1, 1, 1]), pelletGlow: false, rainbowBorder: false, scrollFactor: 1, selfSkin: '', selfSkinMulti: '', separateBoost: false, showStats: true, spectator: false, spectatorLatency: false, textOutlinesFactor: 1, tracer: false, unsplittableColor: /** @type {[number, number, number, number]} */ ([1, 1, 1, 1]), }; try { Object.assign(settings, JSON.parse(localStorage.getItem('sigfix') ?? '')); } catch (_) { } // convert old settings if (/** @type {any} */ (settings.multibox) === true) settings.multibox = 'Tab'; else if (/** @type {any} */ (settings.multibox) === false) settings.multibox = ''; else if (/** @type {any} */ (settings).unsplittableOpacity !== undefined) { settings.unsplittableColor = [1, 1, 1, /** @type {any} */ (settings).unsplittableOpacity]; delete settings.unsplittableOpacity; } /** @type {Set<() => void>} */ const onSaves = new Set(); const channel = new BroadcastChannel('sigfix-settings'); channel.addEventListener('message', msg => { Object.assign(settings, msg.data); onSaves.forEach(fn => fn()); }); // #1 : define helper functions /** * @param {string} html * @returns {HTMLElement} */ function fromHTML(html) { const div = document.createElement('div'); div.innerHTML = html; return /** @type {HTMLElement} */ (div.firstElementChild); } function save() { localStorage.setItem('sigfix', JSON.stringify(settings)); channel.postMessage(settings); } /** * @template O, T * @typedef {{ [K in keyof O]: O[K] extends T ? K : never }[keyof O]} PropertyOfType */ /** @type {HTMLElement | null} */ const vanillaModal = document.querySelector('#cm_modal__settings .ctrl-modal__modal'); if (vanillaModal) vanillaModal.style.width = '440px'; // make modal wider to fit everything properly const vanillaMenu = document.querySelector('#cm_modal__settings .ctrl-modal__content'); vanillaMenu?.appendChild(fromHTML(` <div class="menu__item"> <div style="width: 100%; height: 1px; background: #bfbfbf;"></div> </div> `)); const vanillaContainer = document.createElement('div'); vanillaContainer.className = 'menu__item'; vanillaMenu?.appendChild(vanillaContainer); const sigmodContainer = document.createElement('div'); sigmodContainer.className = 'mod_tab scroll'; sigmodContainer.style.display = 'none'; /** * @param {PropertyOfType<typeof settings, number>} property * @param {string} title * @param {number | undefined} initial * @param {number} min * @param {number} max * @param {number} step * @param {number} decimals * @param {string} help */ function slider(property, title, initial, min, max, step, decimals, help) { /** * @param {HTMLInputElement} slider * @param {HTMLInputElement} display */ const listen = (slider, display) => { slider.value = settings[property].toString(); display.value = settings[property].toFixed(decimals); slider.addEventListener('input', () => { settings[property] = Number(slider.value); display.value = settings[property].toFixed(decimals); save(); }); display.addEventListener('change', () => { const value = Number(display.value); if (!Number.isNaN(value)) settings[property] = value; display.value = slider.value = settings[property].toFixed(decimals); save(); }); onSaves.add(() => { slider.value = settings[property].toString(); display.value = settings[property].toFixed(decimals); }); }; const datalist = `<datalist id="sf-${property}-markers"> <option value="${initial}"></option> </datalist>`; const vanilla = fromHTML(` <div style="height: 25px; position: relative;" title="${help}"> <div style="height: 25px; line-height: 25px; position: absolute; top: 0; left: 0;">${title}</div> <div style="height: 25px; margin-left: 5px; position: absolute; right: 0; bottom: 0;"> <input id="sf-${property}" style="display: block; float: left; height: 25px; line-height: 25px;\ margin-left: 5px;" min="${min}" max="${max}" step="${step}" value="${initial}" list="sf-${property}-markers" type="range" /> ${initial !== undefined ? datalist : ''} <input id="sf-${property}-display" style="display: block; float: left; height: 25px; \ line-height: 25px; width: 50px; text-align: right;" /> </div> </div> `); listen( /** @type {HTMLInputElement} */(vanilla.querySelector(`input#sf-${property}`)), /** @type {HTMLInputElement} */(vanilla.querySelector(`input#sf-${property}-display`))); vanillaContainer.appendChild(vanilla); const datalistSm = `<datalist id="sfsm-${property}-markers"> <option value="${initial}"></option> </datalist>`; const sigmod = fromHTML(` <div class="modRowItems justify-sb" style="padding: 5px 10px;" title="${help}"> <span>${title}</span> <span class="justify-sb"> <input id="sfsm-${property}" style="width: 200px;" type="range" min="${min}" max="${max}" step="${step}" value="${initial}" list="sfsm-${property}-markers" /> ${initial !== undefined ? datalistSm : ''} <input id="sfsm-${property}-display" class="text-center form-control" style="border: none; \ width: 50px; margin: 0 15px;" /> </span> </div> `); listen( /** @type {HTMLInputElement} */(sigmod.querySelector(`input#sfsm-${property}`)), /** @type {HTMLInputElement} */(sigmod.querySelector(`input#sfsm-${property}-display`))); sigmodContainer.appendChild(sigmod); } /** * @param {PropertyOfType<typeof settings, string>} property * @param {string} title * @param {string} placeholder * @param {string} help */ function input(property, title, placeholder, help) { /** * @param {HTMLInputElement} input */ const listen = input => { input.value = /** @type {never} */ (settings[property]); input.addEventListener('input', () => { settings[property] = /** @type {never} */ (input.value); save(); }); onSaves.add(() => input.value = settings[property]); }; const vanilla = fromHTML(` <div style="height: 25px; position: relative;" title="${help}"> <div style="height: 25px; line-height: 25px; position: absolute; top: 0; left: 0;">${title}</div> <div style="height: 25px; margin-left: 5px; position: absolute; right: 0; bottom: 0;"> <input id="sf-${property}" placeholder="${placeholder}" type="text" /> </div> </div> `); listen(/** @type {HTMLInputElement} */(vanilla.querySelector(`input#sf-${property}`))); vanillaContainer.appendChild(vanilla); const sigmod = fromHTML(` <div class="modRowItems justify-sb" style="padding: 5px 10px;" title="${help}"> <span>${title}</span> <input class="modInput" id="sfsm-${property}" placeholder="${placeholder}" \ style="width: 250px;" type="text" /> </div> `); listen(/** @type {HTMLInputElement} */(sigmod.querySelector(`input#sfsm-${property}`))); sigmodContainer.appendChild(sigmod); } /** * @param {PropertyOfType<typeof settings, boolean>} property * @param {string} title * @param {string} help */ function checkbox(property, title, help) { /** * @param {HTMLInputElement} input */ const listen = input => { input.checked = settings[property]; input.addEventListener('input', () => { settings[property] = input.checked; save(); }); onSaves.add(() => input.checked = settings[property]); }; const vanilla = fromHTML(` <div style="height: 25px; position: relative;" title="${help}"> <div style="height: 25px; line-height: 25px; position: absolute; top: 0; left: 0;">${title}</div> <div style="height: 25px; margin-left: 5px; position: absolute; right: 0; bottom: 0;"> <input id="sf-${property}" type="checkbox" /> </div> </div> `); listen(/** @type {HTMLInputElement} */(vanilla.querySelector(`input#sf-${property}`))); vanillaContainer.appendChild(vanilla); const sigmod = fromHTML(` <div class="modRowItems justify-sb" style="padding: 5px 10px;" title="${help}"> <span>${title}</span> <div style="width: 75px; text-align: center;"> <div class="modCheckbox" style="display: inline-block;"> <input id="sfsm-${property}" type="checkbox" /> <label class="cbx" for="sfsm-${property}"></label> </div> </div> </div> `); listen(/** @type {HTMLInputElement} */(sigmod.querySelector(`input#sfsm-${property}`))); sigmodContainer.appendChild(sigmod); } /** * @param {PropertyOfType<typeof settings, [number, number, number, number]>} property * @param {string} title * @param {string} help */ function color(property, title, help) { /** * @param {HTMLInputElement} input * @param {HTMLInputElement} visible */ const listen = (input, visible) => { input.value = aux.rgba2hex6(...settings[property]); visible.value = String(settings[property][3]); const changed = () => { settings[property] = aux.hex2rgba(input.value); settings[property][3] = Number(visible.value); save(); }; input.addEventListener('input', changed); visible.addEventListener('input', changed); onSaves.add(() => { input.value = aux.rgba2hex6(...settings[property]); visible.value = String(settings[property][3]); }); }; const vanilla = fromHTML(` <div style="height: 25px; position: relative;" title="${help}"> <div style="height: 25px; line-height: 25px; position: absolute; top: 0; left: 0;">${title}</div> <div style="height: 25px; margin-left: 5px; position: absolute; right: 0; bottom: 0;"> <input id="sf-${property}-visible" type="range" min="0" max="1" step="0.01" \ style="width: 100px" /> <input id="sf-${property}" type="color" /> </div> </div> `); listen(/** @type {HTMLInputElement} */(vanilla.querySelector(`input#sf-${property}`)), /** @type {HTMLInputElement} */(vanilla.querySelector(`input#sf-${property}-visible`))); vanillaContainer.appendChild(vanilla); const sigmod = fromHTML(` <div class="modRowItems justify-sb" style="padding: 5px 10px;" title="${help}"> <span>${title}</span> <div style="width: 175px; text-align: center;"> <input id="sfsm-${property}-visible" type="range" min="0" max="1" step="0.01" \ style="width: 100px" /> <input id="sfsm-${property}" type="color" /> </div> </div> `); listen(/** @type {HTMLInputElement} */(sigmod.querySelector(`input#sfsm-${property}`)), /** @type {HTMLInputElement} */(sigmod.querySelector(`input#sfsm-${property}-visible`))); sigmodContainer.appendChild(sigmod); } /** * @param {PropertyOfType<typeof settings, string>} property * @param {string} title * @param {[string, string][]} options * @param {string} help */ function dropdown(property, title, options, help) { /** * @param {HTMLSelectElement} input */ const listen = input => { input.value = settings[property]; input.addEventListener('input', () => { settings[property] = /** @type {never} */ (input.value); save(); }); onSaves.add(() => { input.value = settings[property]; }); }; const vanilla = fromHTML(` <div style="height: 25px; position: relative;" title="${help}"> <div style="height: 25px; line-height: 25px; position: absolute; top: 0; left: 0;">${title}</div> <div style="height: 25px; margin-left: 5px; position: absolute; right: 0; bottom: 0;"> <select id="sf-${property}"> ${options.map(([value, name]) => `<option value="${value}">${name}</option>`).join('\n')} </select> </div> </div> `); listen(/** @type {HTMLSelectElement} */(vanilla.querySelector(`select#sf-${property}`))); vanillaContainer.appendChild(vanilla); const sigmod = fromHTML(` <div class="modRowItems justify-sb" style="padding: 5px 10px;" title="${help}"> <span>${title}</span> <select class="form-control" id="sfsm-${property}" style="width: 250px;"> ${options.map(([value, name]) => `<option value="${value}">${name}</option>`).join('\n')} </select> </div> `); listen(/** @type {HTMLSelectElement} */(sigmod.querySelector(`select#sfsm-${property}`))); sigmodContainer.appendChild(sigmod); } /** * @param {PropertyOfType<typeof settings, string>} property * @param {string} title * @param {string} help */ function keybind(property, title, help) { /** * @param {HTMLSelectElement} input */ const listen = input => { input.value = settings[property]; input.addEventListener('keydown', e => { if (e.code === 'Escape' || e.code === 'Backspace') { settings[property] = /** @type {never} */ (input.value = ''); } else { settings[property] = /** @type {never} */ (input.value = e.key); } e.preventDefault(); // prevent the actual key from being input save(); }); onSaves.add(() => { input.value = settings[property]; }); }; const vanilla = fromHTML(` <div style="height: 25px; position: relative;" title="${help}"> <div style="height: 25px; line-height: 25px; position: absolute; top: 0; left: 0;">${title}</div> <div style="height: 25px; margin-left: 5px; position: absolute; right: 0; bottom: 0;"> <input id="sf-${property}" placeholder="..." type="text" style="width: 40px;" /> </div> </div> `); listen(/** @type {HTMLSelectElement} */(vanilla.querySelector(`input#sf-${property}`))); vanillaContainer.appendChild(vanilla); const sigmod = fromHTML(` <div class="modRowItems justify-sb" style="padding: 5px 10px;" title="${help}"> <span>${title}</span> <input class="keybinding" id="sfsm-${property}" placeholder="..." \ style="width: 50px;" type="text" /> </div> `); listen(/** @type {HTMLSelectElement} */(sigmod.querySelector(`input#sfsm-${property}`))); sigmodContainer.appendChild(sigmod); } function separator(text = '•') { vanillaContainer.appendChild(fromHTML(`<div style="text-align: center; width: 100%;">${text}</div>`)); sigmodContainer.appendChild(fromHTML(`<span class="text-center">${text}</span>`)); } // #2 : generate ui for settings separator('Hover over a setting for more info'); slider('drawDelay', 'Draw delay', 120, 40, 300, 1, 0, 'How long (in ms) cells will lag behind for. Lower values mean cells will very quickly catch up to where ' + 'they actually are.'); checkbox('cellOutlines', 'Cell outlines', 'Whether the subtle dark outlines around cells (including skins) ' + 'should draw.'); slider('cellOpacity', 'Cell opacity', undefined, 0.5, 1, 0.005, 3, 'How opaque cells should be. 1 = fully visible, 0 = invisible. It can be helpful to see the size of a ' + 'smaller cell under a big cell.'); input('selfSkin', 'Self skin URL', 'https://i.imgur.com/...', 'Direct URL to a custom skin for yourself. Not visible to others.'); input('selfSkinMulti', 'Secondary skin URL', 'https://i.imgur.com/...', 'Direct URL to a custom skin for your secondary multibox tab. Not visible to others.'); input('background', 'Map background image', 'https://i.imgur.com/...', 'A square background image to use within the entire map border. Images under 1024x1024 will be treated ' + 'as a repeating pattern, where 50 pixels = 1 grid square.'); checkbox('tracer', 'Lines between cells and mouse', 'If enabled, draws a line between all of the cells you ' + 'control and your mouse. Useful as a hint to your subconscious about which tab you\'re currently on.'); separator('• multibox •'); keybind('multibox', 'One-tab multibox key', 'Pressing this key will switch between two game connections in ' + 'this browser tab. When this key is set, a weighted camera will be used. You can unbind the key by ' + 'setting it to Escape or Backspace. If you\'re used to Ctrl+Tab, consider enabling "Block all ' + 'browser keybinds".'); dropdown('multiCamera', 'Camera style', [['natural', 'Merge weighted (natural)'], ['delta', 'Merge Delta-style'], ['weighted', 'No merge, weighted'], ['none', 'No merge, not weighted']], 'How the camera should move when multiboxing.\n' + '- "Merge weighted (natural)" is the default. Your camera will be put at the center of your ' + 'total mass. Use this if you\'re not sure.\n' + '- "Merge Delta-style" places the camera in between each tab\'s center of mass. This is ' + 'how Delta positions its camera.\n' + '- "No merge, weighted" puts the camera at the center of mass of your current tab.\n' + '- "No merge, not weighted" uses the default non-multiboxing camera. Use this if you\'re used ' + 'two-tab multiboxing.'); dropdown('mergeStrategy', 'Vision merging strategy', [['flawless', 'Flawless (best)'], ['alpha', 'Stable (use if laggy)']], 'Which algorithm to use when combining visible cells between tabs.\n' + '- "Flawless" synchronizes all connections and prevents warping. If any tab starts lagging, ' + 'Stable will be used instead. Default for Sigmally Fixes. Highly recommended.\n' + '- "Stable" uses the primary tab\'s cells if possible, though the most ' + 'opaque cell will be chosen. Cells may warp around, but will stay usable if your internet is unstable. ' + 'Similar to Delta.'); slider('outlineMulti', 'Current tab cell outline thickness', 0.2, 0, 1, 0.01, 2, 'Draws an inverse outline on your cells, the thickness being a % of your cell radius. This only shows ' + 'when \'merge camera between tabs\' is enabled and when you\'re near one of your tabs.'); color('outlineMultiColor', 'Current tab outline color', 'The outline color of your current multibox tab.'); color('outlineMultiInactiveColor', 'Other tab outline color', 'The outline color for the cells of your other unfocused multibox tabs. Turn off the checkbox to disable.'); separator('• inputs •'); slider('scrollFactor', 'Zoom speed', 1, 0.05, 1, 0.05, 2, 'A smaller zoom speed lets you fine-tune your zoom.'); dropdown('autoZoom', 'Auto-zoom', [['auto', 'When not multiboxing'], ['never', 'Never']], 'When enabled, automatically zooms in/out for you based on how big you are. '); checkbox('blockBrowserKeybinds', 'Block all browser keybinds', 'When enabled, only F11 is allowed to be pressed when in fullscreen. Most other browser and system ' + 'keybinds will be disabled.'); checkbox('blockNearbyRespawns', 'Block respawns near other tabs', 'Disables the respawn keybind (SigMod-only) when near one of your bigger tabs.'); separator('• text •'); slider('nameScaleFactor', 'Name scale factor', 1, 0.5, 2, 0.01, 2, 'The size multiplier of names.'); slider('massScaleFactor', 'Mass scale factor', 1, 0.5, 4, 0.01, 2, 'The size multiplier of mass (which is half the size of names)'); slider('massOpacity', 'Mass opacity', 1, 0, 1, 0.01, 2, 'The opacity of the mass text. You might find it visually appealing to have mass be a little dimmer than ' + 'names.'); checkbox('nameBold', 'Bold name text', 'Uses the bold Ubuntu font for names (like Agar.io).'); checkbox('massBold', 'Bold mass text', 'Uses a bold font for mass.'); checkbox('clans', 'Show clans', 'When enabled, shows the name of the clan a player is in above their name. ' + 'If you turn off names (using SigMod), then player names will be replaced with their clan\'s.'); slider('clanScaleFactor', 'Clan scale factor', 1, 0.5, 4, 0.01, 2, 'The size multiplier of a player\'s clan displayed above their name (only when \'Show clans\' is ' + 'enabled). When names are off, names will be replaced with clans and use the name scale factor instead.'); slider('textOutlinesFactor', 'Text outline thickness factor', 1, 0, 2, 0.01, 2, 'The multiplier of the thickness of the black stroke around names, mass, and clans on cells. You can set ' + 'this to 0 to disable outlines AND text shadows.'); separator('• other •'); color('unsplittableColor', 'Unsplittable cell outline', 'How visible the white outline around cells that can\'t split should be. 0 = not visible, 1 = fully ' + 'visible.'); checkbox('jellySkinLag', 'Jelly physics cell size lag', 'Jelly physics causes cells to grow and shrink slower than text and skins, making the game more ' + 'satisfying. If you have a skin that looks weird only with jelly physics, try turning this off.'); checkbox('cellGlow', 'Cell glow', 'When enabled, makes cells have a slight glow. This could slightly ' + 'affect performance.'); checkbox('pelletGlow', 'Pellet glow', 'When enabled, gives pellets a slight glow. This should not affect ' + 'performance.'); checkbox('rainbowBorder', 'Rainbow border', 'Rainbow border'); checkbox('boldUi', 'Top UI uses bold text', 'When enabled, the top-left score and stats UI and the ' + 'leaderboard will use the bold Ubuntu font.'); checkbox('showStats', 'Show server stats', 'When disabled, hides the top-left server stats including the ' + 'player count and server uptime.'); checkbox('spectator', 'Connect spectating tab', 'Automatically connects an extra tab and sets it to spectate ' + '#1.'); checkbox('spectatorLatency', 'Spectator tab latency', 'When enabled, shows another ping measurement for your ' + 'spectator tab.'); checkbox('separateBoost', 'Separate XP boost from score', 'If you have an XP boost, your score will be ' + 'doubled. If you don\'t want that, you can separate the XP boost from your score.'); checkbox('colorUnderSkin', 'Color under skin', 'When disabled, transparent skins will be see-through and not ' + 'show your cell color.'); // #3 : create options for sigmod let sigmodInjection; sigmodInjection = setInterval(() => { const nav = document.querySelector('.mod_menu_navbar'); const content = document.querySelector('.mod_menu_content'); if (!nav || !content) return; clearInterval(sigmodInjection); content.appendChild(sigmodContainer); const navButton = fromHTML('<button class="mod_nav_btn">🔥 Sig Fixes</button>'); nav.appendChild(navButton); navButton.addEventListener('click', () => { // basically openModTab() from sigmod (/** @type {NodeListOf<HTMLElement>} */ (document.querySelectorAll('.mod_tab'))).forEach(tab => { tab.style.opacity = '0'; setTimeout(() => tab.style.display = 'none', 200); }); (/** @type {NodeListOf<HTMLElement>} */ (document.querySelectorAll('.mod_nav_btn'))).forEach(tab => { tab.classList.remove('mod_selected'); }); navButton.classList.add('mod_selected'); setTimeout(() => { sigmodContainer.style.display = 'flex'; setTimeout(() => sigmodContainer.style.opacity = '1', 10); }, 200); }); }, 100); return settings; })(); /////////////////////////// // Setup World Variables // /////////////////////////// /** @typedef {{ * id: number, * ox: number, nx: number, * oy: number, ny: number, * or: number, nr: number, jr: number, * Rgb: number, rGb: number, rgB: number, * updated: number, born: number, deadTo: number, deadAt: number | undefined, * jagged: boolean, pellet: boolean, * name: string, skin: string, sub: boolean, clan: string, * }} Cell */ const world = (() => { const world = {}; // #1 : define cell variables and functions let nextViewId = 0; /** @type {Map<number, { merged: Cell | undefined, model: Cell | undefined, views: Map<number, Cell> }>} */ world.cells = new Map(); /** @type {Map<number, { merged: Cell | undefined, model: Cell | undefined, views: Map<number, Cell> }>} */ world.pellets = new Map(); world.viewId = { // decoupling views like this should make it easier to do n-boxing in the future primary: nextViewId++, secondary: nextViewId++, spectate: nextViewId++, }; world.selected = world.viewId.primary; /** @type {Map<number, { * border: { l: number, r: number, t: number, b: number } | undefined, * camera: { * x: number, tx: number, * y: number, ty: number, * scale: number, tscale: number, * merging: number[], * updated: number, * }, * leaderboard: { name: string, me: boolean, sub: boolean, place: number | undefined }[], * owned: number[], * stats: object | undefined, * used: number, * }>} */ world.views = new Map(); // sigmod compatibility; place a fake cell whose radius yields the current score. this is for respawn // blocking and respawn compatibility /** @type {[symbol]} */ world.mine = [Symbol()]; const fakeEntry = { deadAt: undefined, // make sure sigmod doesn't skip this cell merged: undefined, model: undefined, views: new Map([ [/** @type {any} */ (Symbol()), { id: NaN, ox: NaN, nx: NaN, oy: NaN, ny: NaN, or: NaN, nr: NaN, jr: NaN, Rgb: 0, rGb: 0, rgB: 0, born: Infinity, updated: NaN, deadAt: undefined, deadTo: -1, name: '', skin: '', clan: '', sub: false, jagged: false, pellet: false, }]]), }; Object.defineProperty(fakeEntry, 'nr', { get: () => { // only let sigmod block respawns if we're in a main server if (['ca0.sigmally.com', 'ca1.sigmally.com', 'eu0.sigmally.com'].some(url => net.url().includes(url))) return Math.sqrt(world.score(world.selected) * 100); else return 0; }, set: () => {}, }); world.cells.set(/** @type {any} */ (world.mine[0]), fakeEntry); world.alive = () => { for (const vision of world.views.values()) { for (const id of vision.owned) { const cell = world.cells.get(id)?.merged; // if a cell does not exist yet, we treat it as alive if (!cell || cell.deadAt === undefined) return true; } } return false; }; /** * @param {number} view * @param {number} weightExponent * @param {number} now * @returns {{ scale: number, sumX: number, sumY: number, weight: number }} */ world.singleCamera = (view, weightExponent, now) => { let r = 0; let sumX = 0; let sumY = 0; let weight = 0; for (const id of (world.views.get(view)?.owned ?? [])) { const cell = world.cells.get(id)?.merged; if (!cell || cell.deadAt !== undefined) continue; const xyr = world.xyr(cell, undefined, now); r += cell.nr; sumX += xyr.x * (cell.nr ** weightExponent); sumY += xyr.y * (cell.nr ** weightExponent); weight += (cell.nr ** weightExponent); } const scale = Math.min(64 / r, 1) ** 0.4; return { scale, sumX, sumY, weight }; }; /** * @param {number} view * @param {number} now */ world.camera = (view, now) => { // temporary default camera for now const vision = world.views.get(view); if (!vision) return; const dt = (now - vision.camera.updated) / 1000; vision.camera.updated = now; const weighted = settings.multibox && settings.multiCamera !== 'none'; /** @type {number[]} */ const merging = []; /** @type {{ scale: number, sumX: number, sumY: number, weight: number }[]} */ const mergingCameras = []; const desc = world.singleCamera(view, weighted ? 2 : 0, now); let xyFactor; if (desc.weight > 0) { const mainX = desc.sumX / desc.weight; const mainY = desc.sumY / desc.weight; if (settings.multibox) { const mainWeight = desc.weight; const mainWidth = 1920 / 2 / desc.scale; const mainHeight = 1080 / 2 / desc.scale; for (const [otherView, otherVision] of world.views) { if (otherView === view) continue; if (now - otherVision.used > 20_000) continue; // don't merge with inactive tabs const otherDesc = world.singleCamera(otherView, 2, now); if (otherDesc.weight <= 0) continue; const otherX = otherDesc.sumX / otherDesc.weight; const otherY = otherDesc.sumY / otherDesc.weight; const otherWidth = 1920 / 2 / otherDesc.scale; const otherHeight = 1080 / 2 / otherDesc.scale; // only merge with tabs if their vision regions are close. expand threshold depending on // how much mass each tab has (if both tabs are large, allow them to go pretty far) const threshold = 1000 + Math.min(mainWeight / 100 / 25, otherDesc.weight / 100 / 25); if (Math.abs(otherX - mainX) < mainWidth + otherWidth + threshold && Math.abs(otherY - mainY) < mainHeight + otherHeight + threshold) { merging.push(otherView); mergingCameras.push(otherDesc); } } } let targetX, targetY, zoom; if (!settings.multibox || settings.multiCamera === 'none') { // default camera, autozoom targetX = desc.sumX / desc.weight; targetY = desc.sumY / desc.weight; zoom = settings.autoZoom === 'auto' ? desc.scale : 0.25; } else if (settings.multiCamera === 'weighted') { // weighted two-tab camera, no autozoom targetX = desc.sumX / desc.weight; targetY = desc.sumY / desc.weight; zoom = 0.25; } else if (settings.multiCamera === 'delta') { targetX = mainX; targetY = mainY; for (const camera of mergingCameras) { targetX += camera.sumX / camera.weight; targetY += camera.sumY / camera.weight; } targetX /= mergingCameras.length + 1; targetY /= mergingCameras.length + 1; zoom = 0.25; } else { // settings.multiCamera === 'natural' targetX = desc.sumX; targetY = desc.sumY; let totalWeight = desc.weight; for (const camera of mergingCameras) { targetX += camera.sumX; targetY += camera.sumY; totalWeight += camera.weight; } targetX /= totalWeight; targetY /= totalWeight; zoom = 0.25; } vision.camera.tx = targetX; vision.camera.ty = targetY; vision.camera.tscale = zoom; xyFactor = 2; } else { xyFactor = 20; } vision.camera.x = aux.exponentialEase(vision.camera.x, vision.camera.tx, xyFactor, dt); vision.camera.y = aux.exponentialEase(vision.camera.y, vision.camera.ty, xyFactor, dt); vision.camera.scale = aux.exponentialEase(vision.camera.scale, input.zoom * vision.camera.tscale, 9, dt); vision.camera.merging = merging; }; /** @param {number} view */ world.create = view => { const old = world.views.get(view); if (old) return old; const vision = { border: undefined, camera: { x: 0, tx: 0, y: 0, ty: 0, scale: 0, tscale: 0, merging: [], updated: performance.now() - 1, }, leaderboard: [], owned: [], stats: undefined, used: -Infinity, }; world.views.set(view, vision); return vision; }; /** @type {number | undefined} */ let disagreementStart = undefined; let dirtyMerged = false; world.merge = (stable = false) => { const now = performance.now(); if (world.views.size === 1 && world.views.has(world.viewId.primary)) { // no-merge strategy for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const resolution of world[key].values()) { resolution.merged = resolution.views.get(world.viewId.primary); } } dirtyMerged = true; } else if (settings.mergeStrategy === 'alpha' || stable) { // maximize alpha, prefer primary tab for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const resolution of world[key].values()) { let alpha = 0; /** @type {Cell | undefined} */ let best; for (const [view, cell] of resolution.views) { let thisAlpha = now - cell.born; if (cell.deadAt !== undefined) thisAlpha = Math.min(thisAlpha, 100 - (now - cell.deadAt)); thisAlpha = Math.min(thisAlpha, 100); if (!best || thisAlpha > alpha || (thisAlpha === alpha && view === world.viewId.primary)) { alpha = thisAlpha; best = cell; } } resolution.merged = best; } } dirtyMerged = true; } else { // settings.mergeStrategy === 'flawless' // for camera merging to look extremely smooth, we need to merge packets and apply them *ONLY* when all // tabs are synchronized. // if you simply fall back to what the other tabs see, you will get lots of flickering and warping (what // delta suffers from). // threfore, we make sure that all tabs that share visible cells see them in the same spots, to make // sure they are all on the same tick. // it's also not sufficient to simply count how many update (0x10) packets we get, as /leaveworld (part // of respawn functionality) stops those packets from coming in. // if the view areas are disjoint, then there's nothing we can do but this should never happen when // splitrunning for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const resolution of world[key].values()) { /** @type {Cell | undefined} */ let model; for (const cell of resolution.views.values()) { if (!model) { model = cell; continue; } const modelDisappeared = model.deadAt !== undefined && model.deadTo === -1; const cellDisappeared = cell.deadAt !== undefined && cell.deadTo === -1; if (!modelDisappeared && !cellDisappeared) { // both cells are visible; are they at the same place? if (model.nx !== cell.nx || model.ny !== cell.ny || model.nr !== cell.nr) { // disagreement! if we haven't agreed for more than 200ms, skip flawless merging // for now, until that pesky tab comes back disagreementStart ??= now; if (now - disagreementStart > 200) world.merge(true); return; } } else if (modelDisappeared && !cellDisappeared) { // model went out of view; prefer the visible cell model = cell; } else if (!modelDisappeared && cellDisappeared) { // cell went out of view; prefer the model } else { // modelDisappeared && cellDisappeared // both cells disappeared; prefer the one that disappeared last if (/** @type {number} */ (cell.deadAt) > /** @type {number} */ (model.deadAt)) { model = cell; } } } // we don't want to maintain a separate map for models because indexes are very expensive resolution.model = model; } } // all views are synced; merge according to the models disagreementStart = undefined; if (dirtyMerged) { // if `merged` uses references from other tabs, then that can cause very bad bugginess when those // cells die! for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const resolution of world[key].values()) { resolution.merged = undefined; } } dirtyMerged = false; } for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const resolution of world[key].values()) { const { merged, model } = resolution; if (!model) { resolution.merged = undefined; continue; } if (!merged) { // merged cell doesn't exist; only make it if the cell didn't immediately die // otherwise, it would just stay transparent if (model.deadAt === undefined) { resolution.merged = { id: model.id, ox: model.nx, nx: model.nx, oy: model.ny, ny: model.ny, or: model.nr, nr: model.nr, jr: model.nr, Rgb: model.Rgb, rGb: model.rGb, rgB: model.rgB, jagged: model.jagged, pellet: model.pellet, name: model.name, skin: model.skin, sub: model.sub, clan: model.clan, born: model.born, updated: now, deadAt: undefined, deadTo: -1, }; } } else { // merged cell *does* exist, move it if the cell is not currently dead if (model.deadAt === undefined) { if (merged.deadAt === undefined) { const { x, y, r, jr } = world.xyr(merged, undefined, now); merged.ox = x; merged.oy = y; merged.or = r; merged.jr = jr; } else { // came back to life (probably back into view) merged.ox = model.nx; merged.oy = model.ny; merged.or = model.nr; merged.jr = model.jr; merged.deadAt = undefined; merged.deadTo = -1; merged.born = now; } merged.nx = model.nx; merged.ny = model.ny; merged.nr = model.nr; merged.updated = now; } else { // model died; only kill/update the merged cell once if (merged.deadAt === undefined) { merged.deadAt = now; merged.deadTo = model.deadTo; merged.updated = now; } } } } } } }; /** @param {number} view */ world.score = view => { let score = 0; for (const id of (world.views.get(view)?.owned ?? [])) { const cell = world.cells.get(id)?.merged; if (!cell || cell.deadAt !== undefined) continue; score += cell.nr * cell.nr / 100; // use exact score as given by the server, no interpolation } return score; }; /** * @param {Cell} cell * @param {Cell | undefined} killer * @param {number} now * @returns {{ x: number, y: number, r: number, jr: number }} */ world.xyr = (cell, killer, now) => { let a = (now - cell.updated) / settings.drawDelay; a = a < 0 ? 0 : a > 1 ? 1 : a; let nx = cell.nx; let ny = cell.ny; if (killer && cell.deadAt !== undefined && (killer.deadAt === undefined || cell.deadAt <= killer.deadAt)) { // do not animate death towards a cell that died already (went offscreen) nx = killer.nx; ny = killer.ny; } const x = cell.ox + (nx - cell.ox) * a; const y = cell.oy + (ny - cell.oy) * a; const r = cell.or + (cell.nr - cell.or) * a; const dt = (now - cell.updated) / 1000; return { x, y, r, jr: aux.exponentialEase(cell.jr, r, 5, dt), // vanilla uses a factor of 10, but it's basically unusable }; }; // clean up dead, invisible cells ONLY before uploading pellets let lastClean = performance.now(); world.clean = () => { const now = performance.now(); if (now - lastClean < 200) return; for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const [id, resolution] of world[key]) { for (const [view, cell] of resolution.views) { if (cell.deadAt !== undefined && now - cell.deadAt >= 200) resolution.views.delete(view); } if (resolution.views.size === 0) world[key].delete(id); } } }; // #2 : define stats world.stats = { foodEaten: 0, highestPosition: 200, highestScore: 0, /** @type {number | undefined} */ spawnedAt: undefined, }; return world; })(); ////////////////////////// // Setup All Networking // ////////////////////////// const net = (() => { const net = {}; // #1 : define state /** @type {Map<number, { * handshake: { shuffle: Uint8Array, unshuffle: Uint8Array } | undefined, * latency: number | undefined, * opened: boolean, * pinged: number | undefined, * rejected: boolean, * respawnBlock: { status: 'left' | 'pending', started: number } | undefined, * ws: WebSocket | undefined, * }>} */ net.connections = new Map(); /** @param {number} view */ net.create = view => { if (net.connections.has(view)) return; net.connections.set(view, { handshake: undefined, latency: undefined, opened: false, pinged: undefined, rejected: false, respawnBlock: undefined, ws: connect(view), }); }; /** * @param {number} view * @returns {WebSocket | undefined} */ const connect = view => { if (net.connections.get(view)?.ws) return; // already being handled by another process // do not allow sigmod's args[0].includes('sigmally.com') check to pass const realUrl = net.url(); const fakeUrl = /** @type {any} */ ({ includes: () => false, toString: () => realUrl }); let ws; try { ws = new WebSocket(fakeUrl); } catch (err) { console.error('can\'t make WebSocket:', err); aux.require(null, `The server address "${realUrl}" is invalid. Try changing the server, reloading ` + 'the page, and clearing your browser cache.'); return; // ts-check is dumb } ws.binaryType = 'arraybuffer'; ws.addEventListener('close', () => { const connection = net.connections.get(view); const vision = world.views.get(view); if (!connection || !vision) return; // if the entry no longer exists, don't reconnect connection.handshake = undefined; connection.latency = undefined; connection.pinged = undefined; connection.respawnBlock = undefined; if (!connection.opened) connection.rejected = true; connection.opened = false; vision.border = undefined; // don't reset vision.camera vision.owned = []; vision.leaderboard = []; for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const [id, resolution] of world[key]) { resolution.views.delete(view); if (resolution.views.size === 0) world[key].delete(id); } } connection.ws = undefined; setTimeout(() => connection.ws = connect(view), connection.rejected ? 1500 : 0); }); ws.addEventListener('error', err => console.error('WebSocket error:', err)); ws.addEventListener('message', e => { const connection = net.connections.get(view); const vision = world.views.get(view); if (!connection || !vision) return ws.close(); const dat = new DataView(e.data); if (!connection.handshake) { // skip version "SIG 0.0.1\0" let o = 10; const shuffle = new Uint8Array(256); const unshuffle = new Uint8Array(256); for (let i = 0; i < 256; ++i) { const shuffled = dat.getUint8(o + i); shuffle[i] = shuffled; unshuffle[shuffled] = i; } connection.handshake = { shuffle, unshuffle }; return; } // do this so the packet can easily be sent to sigmod afterwards dat.setUint8(0, connection.handshake.unshuffle[dat.getUint8(0)]); const now = performance.now(); let o = 1; switch (dat.getUint8(0)) { case 0x10: { // world update if (connection.respawnBlock?.status === 'left') connection.respawnBlock = undefined; // (a) : kills / consumes const killCount = dat.getUint16(o, true); o += 2; for (let i = 0; i < killCount; ++i) { const killerId = dat.getUint32(o, true); const killedId = dat.getUint32(o + 4, true); o += 8; const killed = (world.pellets.get(killedId) ?? world.cells.get(killedId))?.views.get(view); if (killed) { killed.deadAt = killed.updated = now; killed.deadTo = killerId; if (killed.pellet && vision.owned.includes(killerId)) ++world.stats.foodEaten; } } // (b) : updates do { const id = dat.getUint32(o, true); o += 4; if (id === 0) break; const x = dat.getInt16(o, true); const y = dat.getInt16(o + 2, true); const r = dat.getUint16(o + 4, true); const flags = dat.getUint8(o + 6); // (void 1 byte, "isUpdate") // (void 1 byte, "isPlayer") const sub = !!dat.getUint8(o + 9); o += 10; let clan; [clan, o] = aux.readZTString(dat, o); /** @type {number | undefined} */ let Rgb, rGb, rgB; if (flags & 0x02) { // update color Rgb = dat.getUint8(o++) / 255; rGb = dat.getUint8(o++) / 255; rgB = dat.getUint8(o++) / 255; } let skin = ''; if (flags & 0x04) { // update skin [skin, o] = aux.readZTString(dat, o); skin = aux.parseSkin(skin); } let name = ''; if (flags & 0x08) { // update name [name, o] = aux.readZTString(dat, o); name = aux.parseName(name); if (name) render.textFromCache(name, sub); // make sure the texture is ready on render } const jagged = !!(flags & 0x11); // spiked or agitated const eject = !!(flags & 0x20); const pellet = r <= 40 && !eject; // tourney servers have bigger pellets (r=40) const cell = (pellet ? world.pellets : world.cells).get(id)?.views.get(view); if (cell && cell.deadAt === undefined) { const { x: ix, y: iy, r: ir, jr } = world.xyr(cell, undefined, now); cell.ox = ix; cell.oy = iy; cell.or = ir; cell.jr = jr; cell.nx = x; cell.ny = y; cell.nr = r; cell.jagged = jagged; cell.updated = now; cell.clan = clan; if (Rgb !== undefined) { cell.Rgb = Rgb; cell.rGb = /** @type {number} */ (rGb); cell.rgB = /** @type {number} */ (rgB); } if (skin) cell.skin = skin; if (name) cell.name = name; cell.sub = sub; } else { if (cell?.deadAt !== undefined) { // when respawning, OgarII does not send the description of cells if you spawn in // the same area, despite those cells being deleted from your view area if (Rgb === undefined) ({ Rgb, rGb, rgB} = cell); name ||= cell.name; // note the || and not ?? skin ||= cell.skin; } /** @type {Cell} */ const ncell = { id, ox: x, nx: x, oy: y, ny: y, or: r, nr: r, jr: r, Rgb: Rgb ?? 1, rGb: rGb ?? 1, rgB: rgB ?? 1, jagged, pellet, updated: now, born: now, deadAt: undefined, deadTo: -1, name, skin, sub, clan, }; let resolution = world[pellet ? 'pellets' : 'cells'].get(id); if (!resolution) { resolution = { merged: undefined, model: undefined, views: new Map() }; world[pellet ? 'pellets' : 'cells'].set(id, resolution); } resolution.views.set(view, ncell); } } while (true); // (c) : deletes const deleteCount = dat.getUint16(o, true); o += 2; for (let i = 0; i < deleteCount; ++i) { const deletedId = dat.getUint32(o, true); o += 4; const deleted = (world.pellets.get(deletedId) ?? world.cells.get(deletedId))?.views.get(view); if (deleted && deleted.deadAt === undefined) { deleted.deadAt = now; deleted.deadTo = -1; } } // (d) : finalize, upload data world.merge(); world.clean(); render.upload('pellets'); // (e) : clear own cells that don't exist anymore (NOT on world.clean!) for (let i = 0; i < vision.owned.length; ++i) { if (world.cells.has(vision.owned[i])) continue; vision.owned.splice(i--, 1); } ui.deathScreen.check(); break; } case 0x11: { // update camera pos vision.camera.tx = dat.getFloat32(o, true); vision.camera.ty = dat.getFloat32(o + 4, true); vision.camera.tscale = dat.getFloat32(o + 8, true); break; } case 0x12: { // delete all cells // happens every time you respawn if (connection.respawnBlock?.status === 'pending') connection.respawnBlock.status = 'left'; // DO NOT just clear the maps! when respawning, OgarII will not resend cell data if we spawn // nearby. for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const resolution of world[key].values()) { const cell = resolution.views.get(view); if (cell && cell.deadAt === undefined) cell.deadAt = now; } } world.merge(); render.upload('pellets'); // passthrough } case 0x14: { // delete my cells vision.owned = []; // only reset spawn time if no other tab is alive. // this could be cheated (if you alternate respawning your tabs, for example) but i don't think // multiboxers ever see the stats menu anyway if (!world.alive()) world.stats.spawnedAt = undefined; ui.deathScreen.check(); // don't trigger death screen on respawn break; } case 0x20: { // new owned cell // check if this is the first owned cell let first = true; for (const [otherView, otherVision] of world.views) { for (const id of otherVision.owned) { const cell = world.cells.get(id)?.views.get(otherView); if (!cell || cell.deadAt !== undefined) continue; first = false; break; } if (!first) break; } if (first) world.stats.spawnedAt = now; vision.owned.push(dat.getUint32(o, true)); break; } // case 0x30 is a text list (not a numbered list), leave unsupported case 0x31: { // ffa leaderboard list const lb = []; const count = dat.getUint32(o, true); o += 4; /** @type {number | undefined} */ let myPosition; for (let i = 0; i < count; ++i) { const me = !!dat.getUint32(o, true); o += 4; let name; [name, o] = aux.readZTString(dat, o); name = aux.parseName(name); // why this is copied into every leaderboard entry is beyond my understanding myPosition = dat.getUint32(o, true); const sub = !!dat.getUint32(o + 4, true); o += 8; lb.push({ name, sub, me, place: undefined }); } if (myPosition) { // myPosition could be zero if (myPosition - 1 >= lb.length) { /** @type {HTMLInputElement | null} */ const inputName = document.querySelector('input#nick'); lb.push({ me: true, name: aux.parseName(inputName?.value ?? ''), place: myPosition, sub: false, // doesn't matter }); } world.stats.highestPosition = Math.min(world.stats.highestPosition, myPosition); } vision.leaderboard = lb; break; } case 0x40: { // border update vision.border = { l: dat.getFloat64(o, true), t: dat.getFloat64(o + 8, true), r: dat.getFloat64(o + 16, true), b: dat.getFloat64(o + 24, true), }; break; } case 0x63: { // chat message // only handle chat messages on the primary tab, to prevent duplicate messages // this means that command responses won't be shown on the secondary tab but who actually cares if (view !== world.viewId.primary) return; const flags = dat.getUint8(o++); const rgb = /** @type {[number, number, number, number]} */ ([dat.getUint8(o++) / 255, dat.getUint8(o++) / 255, dat.getUint8(o++) / 255, 1]); let name; [name, o] = aux.readZTString(dat, o); let msg; [msg, o] = aux.readZTString(dat, o); ui.chat.add(name, rgb, msg, !!(flags & 0x80)); break; } case 0xb4: { // incorrect password alert ui.error('Password is incorrect'); break; } case 0xdd: { net.howarewelosingmoney(view); break; } case 0xfe: { // server stats (in response to a ping) let statString; [statString, o] = aux.readZTString(dat, o); vision.stats = JSON.parse(statString); if (connection.pinged === -1) connection.latency = -1; else if (connection.pinged !== undefined) connection.latency = now - connection.pinged; connection.pinged = undefined; break; } } sigmod.proxy.handleMessage?.(dat); }); ws.addEventListener('open', e => { const connection = net.connections.get(view); const vision = world.views.get(view); if (!connection || !vision) return ws.close(); connection.rejected = false; connection.opened = true; vision.camera.x = vision.camera.tx = 0; vision.camera.y = vision.camera.ty = 0; vision.camera.scale = input.zoom; vision.camera.tscale = 1; ws.send(aux.textEncoder.encode('SIG 0.0.1\x00')); }); return ws; }; // ping loop setInterval(() => { for (const connection of net.connections.values()) { if (!connection.handshake || connection.ws?.readyState !== WebSocket.OPEN) continue; connection.pinged = performance.now(); connection.ws.send(connection.handshake.shuffle.slice(0xfe, 0xfe + 1)); } }, 2000); // #2 : define helper functions /** @type {HTMLSelectElement | null} */ const gamemode = document.querySelector('#gamemode'); /** @type {HTMLOptionElement | null} */ const firstGamemode = document.querySelector('#gamemode option'); net.url = () => { if (location.search.startsWith('?ip=')) return location.search.slice('?ip='.length); else return 'wss://' + (gamemode?.value || firstGamemode?.value || 'ca0.sigmally.com/ws/'); }; // disconnect if a different gamemode is selected // an interval is preferred because the game can apply its gamemode setting *after* connecting without // triggering any events setInterval(() => { for (const connection of net.connections.values()) { if (!connection.ws) continue; if (connection.ws.readyState !== WebSocket.CONNECTING && connection.ws.readyState !== WebSocket.OPEN) continue; if (connection.ws.url === net.url()) continue; connection.ws.close(); } }, 200); /** * @param {number} view * @param {number} opcode * @param {object} data */ const sendJson = (view, opcode, data) => { // must check readyState as a weboscket might be in the 'CLOSING' state (so annoying!) const connection = net.connections.get(view); if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return; const dataBuf = aux.textEncoder.encode(JSON.stringify(data)); const dat = new DataView(new ArrayBuffer(dataBuf.byteLength + 2)); dat.setUint8(0, connection.handshake.shuffle[opcode]); for (let i = 0; i < dataBuf.byteLength; ++i) { dat.setUint8(1 + i, dataBuf[i]); } connection.ws.send(dat); }; // #5 : export input functions /** * @param {number} view * @param {number} x * @param {number} y */ net.move = (view, x, y) => { const connection = net.connections.get(view); if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return; const dat = new DataView(new ArrayBuffer(13)); dat.setUint8(0, connection.handshake.shuffle[0x10]); dat.setInt32(1, x, true); dat.setInt32(5, y, true); connection.ws.send(dat); sigmod.proxy.isPlaying?.(); // without this, the respawn key will build up timeouts and make the game laggy }; /** @param {number} opcode */ const bindOpcode = opcode => /** @param {number} view */ view => { const connection = net.connections.get(view); if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return; connection.ws.send(connection.handshake.shuffle.slice(opcode, opcode + 1)); }; net.w = bindOpcode(21); net.qdown = bindOpcode(18); net.qup = bindOpcode(19); net.split = bindOpcode(17); // reversed argument order for sigmod compatibility /** * @param {string} msg * @param {number=} view */ net.chat = (msg, view = world.selected) => { const connection = net.connections.get(view); if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return; const msgBuf = aux.textEncoder.encode(msg); const dat = new DataView(new ArrayBuffer(msgBuf.byteLength + 3)); dat.setUint8(0, connection.handshake.shuffle[0x63]); // skip flags for (let i = 0; i < msgBuf.byteLength; ++i) { dat.setUint8(2 + i, msgBuf[i]); } connection.ws.send(dat); }; /** * @param {number} view * @param {{ name: string, skin: string, [x: string]: any }} data */ net.play = (view, data) => { sendJson(view, 0x00, data); }; /** @param {number} view */ net.howarewelosingmoney = view => { // this is a new thing added with the rest of the recent source code obfuscation (2024/02/18) // which collects and links to your sigmally account, seemingly just for light data analysis but probably // just for the fun of it: // - your IP and country // - whether you are under a proxy // - whether you are using sigmod (because it also blocks ads) // - whether you are using a traditional adblocker // // so, no thank you // TODO: this has been updated. check case 221 (which is 0xdd). sendJson(view, 0xd0, { ip: '', country: '', proxy: false, user: null, blocker: 'sigmally fixes @8y8x' }); }; // create initial connection world.create(world.viewId.primary); net.create(world.viewId.primary); let lastChangedSpectate = -Infinity; setInterval(() => { if (!settings.multibox) world.selected = world.viewId.primary; if (settings.spectator) { const vision = world.create(world.viewId.spectate); net.create(world.viewId.spectate); net.play(world.viewId.spectate, { name: '', skin: '', clan: aux.userData?.clan, state: 2 }); // only press Q to toggle once in a while, in case ping is above 200 const now = performance.now(); if (now - lastChangedSpectate > 1000) { if (vision.camera.tscale > 0.39) { // when roaming, the spectate scale is set to ~0.4 net.qdown(world.viewId.spectate); } } else { net.qup(world.viewId.spectate); // doubly serves as anti-afk } } else { const con = net.connections.get(world.viewId.spectate); if (con?.ws && con?.ws.readyState !== WebSocket.CLOSED && con?.ws.readyState !== WebSocket.CLOSING) { con?.ws.close(); } net.connections.delete(world.viewId.spectate); world.views.delete(world.viewId.spectate); input.views.delete(world.viewId.spectate); for (const key of /** @type {const} */ (['cells', 'pellets'])) { for (const [id, resolution] of world[key]) { resolution.views.delete(world.viewId.spectate); if (resolution.views.size === 0) world[key].delete(id); } } } }, 200); return net; })(); ////////////////////////// // Setup Input Handlers // ////////////////////////// const input = (() => { const input = {}; // #1 : general inputs // between -1 and 1 /** @type {[number, number]} */ input.current = [0, 0]; /** @type {Map<number, { * forceW: boolean, * lock: { mouse: [number, number], world: [number, number], until: number } | undefined, * mouse: [number, number], // between -1 and 1 * w: boolean, * world: [number, number], // world position; only updates when tab is selected * }>} */ input.views = new Map(); input.zoom = 1; /** @param {number} view */ const create = view => { const old = input.views.get(view); if (old) return old; /** @type {typeof input.views extends Map<number, infer T> ? T : never} */ const inputs = { forceW: false, lock: undefined, mouse: [0, 0], w: false, world: [0, 0] }; input.views.set(view, inputs); return inputs; }; /** * @param {number} view * @param {[number, number]} x, y * @returns {[number, number]} */ input.toWorld = (view, [x, y]) => { const camera = world.views.get(view)?.camera; if (!camera) return [0, 0]; return [ camera.x + x * (innerWidth / innerHeight) * 540 / camera.scale, camera.y + y * 540 / camera.scale, ]; }; // sigmod freezes the player by overlaying an invisible div, so we just listen for canvas movements instead addEventListener('mousemove', e => { if (ui.escOverlayVisible()) return; // sigmod freezes the player by overlaying an invisible div, so we respect it if (e.target instanceof HTMLDivElement && /** @type {CSSUnitValue | undefined} */ (e.target.attributeStyleMap.get('z-index'))?.value === 99) return; input.current = [(e.clientX / innerWidth * 2) - 1, (e.clientY / innerHeight * 2) - 1]; }); const unfocused = () => ui.escOverlayVisible() || document.activeElement?.tagName === 'INPUT'; /** * @param {number} view * @param {boolean} forceUpdate */ input.move = (view, forceUpdate) => { const now = performance.now(); const inputs = input.views.get(view) ?? create(view); if (inputs.lock && now <= inputs.lock.until) { const d = Math.hypot(input.current[0] - inputs.lock.mouse[0], input.current[1] - inputs.lock.mouse[1]); // only lock the mouse as long as the mouse has not moved further than 25% (of 2) of the screen away if (d < 0.5) { net.move(view, ...inputs.lock.world); return; } } inputs.lock = undefined; if (world.selected === view || forceUpdate) { inputs.world = input.toWorld(view, inputs.mouse = input.current); } net.move(view, ...inputs.world); }; setInterval(() => { create(world.selected); for (const [view, inputs] of input.views) { input.move(view, false); // if tapping W very fast, make sure at least one W is ejected if (inputs.forceW || inputs.w) net.w(view); inputs.forceW = false; } }, 40); addEventListener('wheel', e => { if (unfocused()) return; // support for the very obscure "scroll by page" setting in windows // i don't think browsers support DOM_DELTA_LINE, so assume DOM_DELTA_PIXEL otherwise const deltaY = e.deltaMode === e.DOM_DELTA_PAGE ? e.deltaY : e.deltaY / 100; input.zoom *= 0.8 ** (deltaY * settings.scrollFactor); const minZoom = (!settings.multibox && !aux.settings.zoomout) ? 1 : 0.8 ** 15; input.zoom = Math.min(Math.max(input.zoom, minZoom), 0.8 ** -21); }); /** * @param {string} name * @param {boolean} spectating */ const playData = (name, spectating) => { /** @type {HTMLInputElement | null} */ const password = document.querySelector('input#password'); return { state: spectating ? 2 : undefined, name, skin: aux.settings.skin, token: aux.token?.token, sub: (aux.userData?.subscription ?? 0) > Date.now(), clan: aux.userData?.clan, showClanmates: aux.settings.showClanmates, password: password?.value, }; }; /** @type {HTMLInputElement} */ const nickElement = aux.require(document.querySelector('input#nick'), 'Can\'t find the nickname element. Try reloading the page?'); const secondaryNickElement = /** @type {HTMLInputElement} */ (nickElement?.cloneNode(true)); secondaryNickElement.style.display = settings.multibox ? '' : 'none'; setInterval(() => secondaryNickElement.style.display = settings.multibox ? '' : 'none', 200); // this apparently just works perfectly in vanilla and sigmod nickElement.parentElement?.appendChild(secondaryNickElement); // sigmod probably won't apply this to the second nick element, so we do it ourselves too nickElement.maxLength = secondaryNickElement.maxLength = 50; addEventListener('keydown', e => { const view = world.selected; const inputs = input.views.get(view) ?? create(view); if (settings.multibox && e.key.toLowerCase() === settings.multibox.toLowerCase()) { e.preventDefault(); // prevent selecting anything on the page if (settings.multibox) { inputs.w = false; // stop current tab from feeding; don't change forceW // update mouse immediately (after setTimeout, when mouse events happen) setTimeout(() => inputs.world = input.toWorld(view, inputs.mouse = input.current)); // swap tabs if (world.selected === world.viewId.primary) world.selected = world.viewId.secondary; else world.selected = world.viewId.primary; world.create(world.selected); net.create(world.selected); } // also, press play on the current tab ONLY if any tab is alive if (world.alive()) { const name = world.selected === world.viewId.primary ? nickElement.value : secondaryNickElement.value; net.play(world.selected, playData(name, false)); } return; } if (e.code === 'Escape') { if (document.activeElement === ui.chat.input) ui.chat.input.blur(); else ui.toggleEscOverlay(); return; } if (unfocused()) { if (e.code === 'Enter' && document.activeElement === ui.chat.input && ui.chat.input.value.length > 0) { net.chat(ui.chat.input.value.slice(0, 15), world.selected); ui.chat.input.value = ''; ui.chat.input.blur(); } return; } if (settings.blockBrowserKeybinds) { if (e.code === 'F11') { // force true fullscreen to make sure Ctrl+W and other binds are caught. // not well supported on safari if (!document.fullscreenElement) { document.body.requestFullscreen?.()?.catch(() => {}); /** @type {any} */ (navigator).keyboard?.lock()?.catch(() => {}); } else { document.exitFullscreen?.()?.catch(() => {}); /** @type {any} */ (navigator).keyboard?.unlock()?.catch(() => {}); } } if (e.code !== 'Tab') e.preventDefault(); // allow ctrl+tab and alt+tab } else if (e.ctrlKey && e.code === 'KeyW') { e.preventDefault(); // doesn't seem to work for me, but works for others } // if fast feed is rebound, only allow the spoofed W's from sigmod let fastFeeding = e.code === 'KeyW'; if (sigmod.settings.rapidFeedKey && sigmod.settings.rapidFeedKey !== 'w') { fastFeeding &&= !e.isTrusted; } if (fastFeeding) inputs.forceW = inputs.w = true; switch (e.code) { case 'KeyQ': if (!e.repeat) net.qdown(world.selected); break; case 'Space': { if (!e.repeat) { // send mouse position immediately, so the split will go in the correct direction. // setTimeout is used to ensure that our mouse position is actually updated (it comes after // keydown events) setTimeout(() => { input.move(view, true); net.split(view); }); } break; } case 'Enter': { ui.chat.input.focus(); break; } } if (e.isTrusted && e.key.toLowerCase() === sigmod.settings.tripleKey?.toLowerCase()) { inputs.lock ||= { mouse: inputs.mouse, world: input.toWorld(world.selected, inputs.mouse), until: performance.now() + 650, }; } }); addEventListener('keyup', e => { // allow inputs if unfocused if (e.code === 'KeyQ') net.qup(world.selected); else if (e.code === 'KeyW') { const inputs = input.views.get(world.selected) ?? create(world.selected); inputs.w = false; // don't change forceW } }); // prompt before closing window addEventListener('beforeunload', e => e.preventDefault()); // prevent right clicking on the game ui.game.canvas.addEventListener('contextmenu', e => e.preventDefault()); // prevent dragging when some things are selected - i have a habit of unconsciously clicking all the time, // making me regularly drag text, disabling my mouse inputs for a bit addEventListener('dragstart', e => e.preventDefault()); // #2 : play and spectate buttons, and captcha /** @type {HTMLButtonElement} */ const play = aux.require(document.querySelector('button#play-btn'), 'Can\'t find the play button. Try reloading the page?'); /** @type {HTMLButtonElement} */ const spectate = aux.require(document.querySelector('button#spectate-btn'), 'Can\'t find the spectate button. Try reloading the page?'); play.disabled = spectate.disabled = true; const playText = play.textContent; (async () => { const mount = document.createElement('div'); mount.id = 'sf-captcha-mount'; mount.style.display = 'none'; play.parentNode?.insertBefore(mount, play); /** @type {Set<() => void> | undefined} */ let onGrecaptchaReady = new Set(); /** @type {Set<() => void> | undefined} */ let onTurnstileReady = new Set(); let grecaptcha, turnstile, CAPTCHA2, CAPTCHA3, TURNSTILE; let readyCheck; readyCheck = setInterval(() => { // it's possible that recaptcha or turnstile may be removed in the future, so we be redundant to stay // safe if (onGrecaptchaReady) { ({ grecaptcha, CAPTCHA2, CAPTCHA3 } = /** @type {any} */ (window)); if (grecaptcha?.ready && CAPTCHA2 && CAPTCHA3) { const handlers = onGrecaptchaReady; onGrecaptchaReady = undefined; grecaptcha.ready(() => { handlers.forEach(cb => cb()); // prevent game.js from using grecaptcha and messing things up ({ grecaptcha } = /** @type {any} */ (window)); /** @type {any} */ (window).grecaptcha = { execute: () => { }, ready: () => { }, render: () => { }, reset: () => { }, }; }); } } if (onTurnstileReady) { ({ turnstile, TURNSTILE } = /** @type {any} */ (window)); if (turnstile?.ready && TURNSTILE) { const handlers = onTurnstileReady; onTurnstileReady = undefined; handlers.forEach(cb => cb()); // prevent game.js from using turnstile and messing things up /** @type {any} */ (window).turnstile = { execute: () => { }, ready: () => { }, render: () => { }, reset: () => { }, }; } } if (!onGrecaptchaReady && !onTurnstileReady) clearInterval(readyCheck); }, 50); /** * @param {string} url * @returns {Promise<string>} */ const tokenVariant = async url => { const host = new URL(url).host; if (host.includes('sigmally.com')) return aux.oldFetch(`https://${host}/server/recaptcha/v3`) .then(res => res.json()) .then(res => res.version ?? 'none'); else return Promise.resolve('none'); }; /** @type {unique symbol} */ const used = Symbol(); /** @type {unique symbol} */ const waiting = Symbol(); let nextTryAt = 0; /** @type {undefined | typeof waiting | typeof used * | { variant: string, token: string | undefined }} */ let token = undefined; /** @type {string | undefined} */ let turnstileHandle; /** @type {number | undefined} */ let v2Handle; input.captchaAcceptedAt = undefined; /** * @param {string} url * @param {string} variant * @param {string | undefined} captchaToken */ const publishToken = (url, variant, captchaToken) => { const url2 = net.url(); play.textContent = `${playText} (validating)`; if (url === url2) { const host = new URL(url).host; aux.oldFetch(`https://${host}/server/recaptcha/v3`, { method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify({ token: captchaToken }), }) .then(res => res.json()) .then(res => { token = used; play.textContent = playText; if (res.status === 'complete') { play.disabled = spectate.disabled = false; input.captchaAcceptedAt = performance.now(); for (const con of net.connections.values()) { con.rejected = false; // wait until we try connecting again } } }) .catch(err => { play.textContent = `${playText} (network error)`; token = undefined; nextTryAt = performance.now() + 400; throw err; }); } else { token = { variant, token: captchaToken }; } }; setInterval(() => { const con = net.connections.get(world.selected); if (!con) return; const canPlay = !net.rejected && con?.ws?.readyState === WebSocket.OPEN; if (play.disabled !== !canPlay) { play.disabled = spectate.disabled = !canPlay; play.textContent = playText; } if (token === waiting) return; if (!con.rejected) return; const url = net.url(); if (typeof token !== 'object') { // get a new token if first time, or if we're on a new connection now if (performance.now() < nextTryAt) return; token = waiting; play.disabled = spectate.disabled = true; play.textContent = `${playText} (getting captcha)`; tokenVariant(url) .then(async variant => { const url2 = net.url(); if (url !== url2) { // server changed and may want a different variant; restart token = undefined; return; } if (variant === 'v2') { mount.style.display = 'block'; play.style.display = spectate.style.display = 'none'; play.textContent = playText; if (v2Handle !== undefined) { grecaptcha.reset(v2Handle); } else { const cb = () => void (v2Handle = grecaptcha.render('sf-captcha-mount', { sitekey: CAPTCHA2, callback: v2 => { mount.style.display = 'none'; play.style.display = spectate.style.display = ''; publishToken(url, variant, v2); }, })); if (onGrecaptchaReady) onGrecaptchaReady.add(cb); else grecaptcha.ready(cb); } } else if (variant === 'v3') { play.textContent = `${playText} (solving)`; const cb = () => grecaptcha.execute(CAPTCHA3) .then(v3 => publishToken(url, variant, v3)); if (onGrecaptchaReady) onGrecaptchaReady.add(cb); else grecaptcha.ready(cb); } else if (variant === 'turnstile') { mount.style.display = 'block'; play.style.display = spectate.style.display = 'none'; play.textContent = playText; if (turnstileHandle !== undefined) { turnstile.reset(turnstileHandle); } else { const cb = () => void (turnstileHandle = turnstile.render('#sf-captcha-mount', { sitekey: TURNSTILE, callback: turnstileToken => { mount.style.display = 'none'; play.style.display = spectate.style.display = ''; publishToken(url, variant, turnstileToken); }, })); if (onTurnstileReady) onTurnstileReady.add(cb); else cb(); } } else { // server wants "none" or unknown token variant; don't show a captcha publishToken(url, variant, undefined); play.disabled = spectate.disabled = false; play.textContent = playText; } }).catch(err => { token = undefined; nextTryAt = performance.now() + 400; console.warn('Error while getting token variant:', err); }); } else { // token is ready to be used, check variant const got = token; token = waiting; play.disabled = spectate.disabled = true; play.textContent = `${playText} (getting type)`; tokenVariant(url) .then(variant2 => { if (got.variant !== variant2) { // server wants a different token variant token = undefined; } else publishToken(url, got.variant, got.token); }).catch(err => { token = got; nextTryAt = performance.now() + 400; console.warn('Error while getting token variant:', err); }); } }, 100); /** @param {MouseEvent} e */ async function clickHandler(e) { const name = world.selected === world.viewId.primary ? nickElement.value : secondaryNickElement.value; const con = net.connections.get(world.selected); if (!con || con.rejected) return; ui.toggleEscOverlay(false); if (e.currentTarget === spectate) { // you should be able to escape sigmod auto-respawn and spectate as long as you don't have mass const score = world.score(world.selected); if (0 < score && score < 5500) { world.stats.spawnedAt = undefined; // prevent death screen from appearing net.chat('/leaveworld', world.selected); // instant respawn net.play(world.selected, playData(name, true)); // required, idk why // spectating doesn't automatically put you back into the world net.chat('/joinworld 1', world.selected); } } net.play(world.selected, playData(name, e.currentTarget === spectate)); } play.addEventListener('click', clickHandler); spectate.addEventListener('click', clickHandler); })(); return input; })(); ////////////////////////// // Configure WebGL Data // ////////////////////////// const glconf = (() => { // note: WebGL functions only really return null if the context is lost - in which case, data will be replaced // anyway after it's restored. so, we cast everything to a non-null type. const glconf = {}; const programs = glconf.programs = {}; const uniforms = glconf.uniforms = {}; /** @type {WebGLBuffer} */ glconf.pelletAlphaBuffer = /** @type {never} */ (undefined); /** @type {WebGLBuffer} */ glconf.pelletBuffer = /** @type {never} */ (undefined); /** @type {{ * vao: WebGLVertexArrayObject, * circleBuffer: WebGLBuffer, * alphaBuffer: WebGLBuffer, * alphaBufferSize: number }[]} */ glconf.vao = []; const gl = ui.game.gl; /** @type {Map<string, number>} */ const uboBindings = new Map(); /** * @param {string} name * @param {number} type * @param {string} source */ function shader(name, type, source) { const s = /** @type {WebGLShader} */ (gl.createShader(type)); gl.shaderSource(s, source); gl.compileShader(s); // note: compilation errors should not happen in production aux.require( gl.getShaderParameter(s, gl.COMPILE_STATUS) || gl.isContextLost(), `Can\'t compile WebGL2 shader "${name}". You might be on a weird browser.\n\nFull error log:\n` + gl.getShaderInfoLog(s), ); return s; } /** * @param {string} name * @param {string} vSource * @param {string} fSource * @param {string[]} ubos * @param {string[]} textures */ function program(name, vSource, fSource, ubos, textures) { const vShader = shader(`${name}.vShader`, gl.VERTEX_SHADER, vSource.trim()); const fShader = shader(`${name}.fShader`, gl.FRAGMENT_SHADER, fSource.trim()); const p = /** @type {WebGLProgram} */ (gl.createProgram()); gl.attachShader(p, vShader); gl.attachShader(p, fShader); gl.linkProgram(p); // note: linking errors should not happen in production aux.require( gl.getProgramParameter(p, gl.LINK_STATUS) || gl.isContextLost(), `Can\'t link WebGL2 program "${name}". You might be on a weird browser.\n\nFull error log:\n` + gl.getProgramInfoLog(p), ); for (const tag of ubos) { const index = gl.getUniformBlockIndex(p, tag); // returns 4294967295 if invalid... just don't make typos let binding = uboBindings.get(tag); if (binding === undefined) uboBindings.set(tag, binding = uboBindings.size); gl.uniformBlockBinding(p, index, binding); const size = gl.getActiveUniformBlockParameter(p, index, gl.UNIFORM_BLOCK_DATA_SIZE); const ubo = uniforms[tag] = gl.createBuffer(); gl.bindBuffer(gl.UNIFORM_BUFFER, ubo); gl.bufferData(gl.UNIFORM_BUFFER, size, gl.DYNAMIC_DRAW); gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, ubo); } // bind texture uniforms to TEXTURE0, TEXTURE1, etc. gl.useProgram(p); for (let i = 0; i < textures.length; ++i) { const loc = gl.getUniformLocation(p, textures[i]); gl.uniform1i(loc, i); } gl.useProgram(null); return p; } const parts = { boilerplate: '#version 300 es\nprecision highp float; precision highp int;', borderUbo: `layout(std140) uniform Border { // size = 0x28 vec4 u_border_color; // @ 0x00, i = 0 vec4 u_border_xyzw_lrtb; // @ 0x10, i = 4 int u_border_flags; // @ 0x20, i = 8 float u_background_width; // @ 0x24, i = 9 float u_background_height; // @ 0x28, i = 10 float u_border_time; // @ 0x2c, i = 11 };`, cameraUbo: `layout(std140) uniform Camera { // size = 0x10 float u_camera_ratio; // @ 0x00 float u_camera_scale; // @ 0x04 vec2 u_camera_pos; // @ 0x08 };`, cellUbo: `layout(std140) uniform Cell { // size = 0x28 float u_cell_radius; // @ 0x00, i = 0 float u_cell_radius_skin; // @ 0x04, i = 1 vec2 u_cell_pos; // @ 0x08, i = 2 vec4 u_cell_color; // @ 0x10, i = 4 float u_cell_alpha; // @ 0x20, i = 8 int u_cell_flags; // @ 0x24, i = 9 };`, cellSettingsUbo: `layout(std140) uniform CellSettings { // size = 0x40 vec4 u_cell_active_outline; // @ 0x00 vec4 u_cell_inactive_outline; // @ 0x10 vec4 u_cell_unsplittable_outline; // @ 0x20 vec4 u_cell_subtle_outline_override; // @ 0x30 float u_cell_active_outline_thickness; // @ 0x40 };`, circleUbo: `layout(std140) uniform Circle { // size = 0x08 float u_circle_alpha; // @ 0x00 float u_circle_scale; // @ 0x04 };`, textUbo: `layout(std140) uniform Text { // size = 0x38 vec4 u_text_color1; // @ 0x00, i = 0 vec4 u_text_color2; // @ 0x10, i = 4 float u_text_alpha; // @ 0x20, i = 8 float u_text_aspect_ratio; // @ 0x24, i = 9 float u_text_scale; // @ 0x28, i = 10 int u_text_silhouette_enabled; // @ 0x2c, i = 11 vec2 u_text_offset; // @ 0x30, i = 12 };`, tracerUbo: `layout(std140) uniform Tracer { // size = 0x10 vec2 u_tracer_pos1; // @ 0x00, i = 0 vec2 u_tracer_pos2; // @ 0x08, i = 2 };`, }; glconf.init = () => { gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); // create programs and uniforms programs.bg = program('bg', ` ${parts.boilerplate} layout(location = 0) in vec2 a_vertex; ${parts.borderUbo} ${parts.cameraUbo} flat out float f_blur; flat out float f_thickness; out vec2 v_uv; out vec2 v_world_pos; void main() { f_blur = 1.0 * (540.0 * u_camera_scale); f_thickness = max(3.0 / f_blur, 25.0); // force border to always be visible, otherwise it flickers v_world_pos = a_vertex * vec2(u_camera_ratio, 1.0) / u_camera_scale; v_world_pos += u_camera_pos * vec2(1.0, -1.0); if ((u_border_flags & 0x04) != 0) { // background repeating v_uv = v_world_pos * 0.02 * (50.0 / u_background_width); v_uv /= vec2(1.0, u_background_height / u_background_width); } else { v_uv = (v_world_pos - vec2(u_border_xyzw_lrtb.x, u_border_xyzw_lrtb.z)) / vec2(u_border_xyzw_lrtb.y - u_border_xyzw_lrtb.x, u_border_xyzw_lrtb.w - u_border_xyzw_lrtb.z); v_uv = vec2(v_uv.x, 1.0 - v_uv.y); // flip vertically } gl_Position = vec4(a_vertex, 0, 1); // span the whole screen } `, ` ${parts.boilerplate} flat in float f_blur; flat in float f_thickness; in vec2 v_uv; in vec2 v_world_pos; ${parts.borderUbo} ${parts.cameraUbo} uniform sampler2D u_texture; out vec4 out_color; void main() { if ((u_border_flags & 0x01) != 0) { // background enabled if ((u_border_flags & 0x04) != 0 // repeating || (0.0 <= min(v_uv.x, v_uv.y) && max(v_uv.x, v_uv.y) <= 1.0)) { // within border out_color = texture(u_texture, v_uv); } } // make a larger inner rectangle and a normal inverted outer rectangle float inner_alpha = min( min((v_world_pos.x + f_thickness) - u_border_xyzw_lrtb.x, u_border_xyzw_lrtb.y - (v_world_pos.x - f_thickness)), min((v_world_pos.y + f_thickness) - u_border_xyzw_lrtb.z, u_border_xyzw_lrtb.w - (v_world_pos.y - f_thickness)) ); float outer_alpha = max( max(u_border_xyzw_lrtb.x - v_world_pos.x, v_world_pos.x - u_border_xyzw_lrtb.y), max(u_border_xyzw_lrtb.z - v_world_pos.y, v_world_pos.y - u_border_xyzw_lrtb.w) ); float alpha = clamp(f_blur * min(inner_alpha, outer_alpha), 0.0, 1.0); if (u_border_color.a == 0.0) alpha = 0.0; vec4 border_color; if ((u_border_flags & 0x08) != 0) { // rainbow border float angle = atan(v_world_pos.y, v_world_pos.x) + u_border_time; float red = (2.0/3.0) * cos(6.0 * angle) + 1.0/3.0; float green = (2.0/3.0) * cos(6.0 * angle - 2.0 * 3.1415926535 / 3.0) + 1.0/3.0; float blue = (2.0/3.0) * cos(6.0 * angle - 4.0 * 3.1415926535 / 3.0) + 1.0/3.0; border_color = vec4(red, green, blue, 1.0); } else { border_color = u_border_color; } out_color = out_color * (1.0 - alpha) + border_color * alpha; } `, ['Border', 'Camera'], ['u_texture']); programs.cell = program('cell', ` ${parts.boilerplate} layout(location = 0) in vec2 a_vertex; ${parts.cameraUbo} ${parts.cellUbo} ${parts.cellSettingsUbo} flat out vec4 f_active_outline; flat out float f_active_radius; flat out float f_blur; flat out int f_color_under_skin; flat out int f_show_skin; flat out vec4 f_subtle_outline; flat out float f_subtle_radius; flat out vec4 f_unsplittable_outline; flat out float f_unsplittable_radius; out vec2 v_vertex; out vec2 v_uv; void main() { f_blur = 0.5 * u_cell_radius * (540.0 * u_camera_scale); f_color_under_skin = u_cell_flags & 0x20; f_show_skin = u_cell_flags & 0x01; // subtle outlines (at least 1px wide) float subtle_thickness = max(max(u_cell_radius * 0.02, 2.0 / (540.0 * u_camera_scale)), 10.0); f_subtle_radius = 1.0 - (subtle_thickness / u_cell_radius); if ((u_cell_flags & 0x02) != 0) { f_subtle_outline = u_cell_color * 0.9; // darker outline by default f_subtle_outline.rgb += (u_cell_subtle_outline_override.rgb - f_subtle_outline.rgb) * u_cell_subtle_outline_override.a; } else { f_subtle_outline = vec4(0, 0, 0, 0); } // active multibox outlines (thick, a % of the visible cell radius) f_active_radius = 1.0 - u_cell_active_outline_thickness; if ((u_cell_flags & 0x0c) != 0) { f_active_outline = (u_cell_flags & 0x04) != 0 ? u_cell_active_outline : u_cell_inactive_outline; } else { f_active_outline = vec4(0, 0, 0, 0); } // unsplittable cell outline, 2x the subtle thickness // (except at small sizes, it shouldn't look overly thick) float unsplittable_thickness = max(max(u_cell_radius * 0.04, 4.0 / (540.0 * u_camera_scale)), 10.0); f_unsplittable_radius = 1.0 - (unsplittable_thickness / u_cell_radius); if ((u_cell_flags & 0x10) != 0) { f_unsplittable_outline = u_cell_unsplittable_outline; } else { f_unsplittable_outline = vec4(0, 0, 0, 0); } v_vertex = a_vertex; v_uv = a_vertex * (u_cell_radius / u_cell_radius_skin) * 0.5 + 0.5; vec2 clip_pos = -u_camera_pos + u_cell_pos + v_vertex * u_cell_radius; clip_pos *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0); gl_Position = vec4(clip_pos, 0, 1); } `, ` ${parts.boilerplate} flat in vec4 f_active_outline; flat in float f_active_radius; flat in float f_blur; flat in int f_color_under_skin; flat in int f_show_skin; flat in vec4 f_subtle_outline; flat in float f_subtle_radius; flat in vec4 f_unsplittable_outline; flat in float f_unsplittable_radius; in vec2 v_vertex; in vec2 v_uv; ${parts.cameraUbo} ${parts.cellUbo} ${parts.cellSettingsUbo} uniform sampler2D u_skin; out vec4 out_color; void main() { float d = length(v_vertex.xy); if (f_show_skin == 0 || f_color_under_skin != 0) { out_color = u_cell_color; } // skin; square clipping, outskirts should use the cell color if (f_show_skin != 0 && 0.0 <= min(v_uv.x, v_uv.y) && max(v_uv.x, v_uv.y) <= 1.0) { vec4 tex = texture(u_skin, v_uv); out_color = out_color * (1.0 - tex.a) + tex; } // subtle outline float a = clamp(f_blur * (d - f_subtle_radius), 0.0, 1.0) * f_subtle_outline.a; out_color.rgb += (f_subtle_outline.rgb - out_color.rgb) * a; // active multibox outline a = clamp(f_blur * (d - f_active_radius), 0.0, 1.0) * f_active_outline.a; out_color.rgb += (f_active_outline.rgb - out_color.rgb) * a; // unsplittable cell outline a = clamp(f_blur * (d - f_unsplittable_radius), 0.0, 1.0) * f_unsplittable_outline.a; out_color.rgb += (f_unsplittable_outline.rgb - out_color.rgb) * a; // final circle mask a = clamp(-f_blur * (d - 1.0), 0.0, 1.0); out_color.a *= a * u_cell_alpha; } `, ['Camera', 'Cell', 'CellSettings'], ['u_skin']); // also used to draw glow programs.circle = program('circle', ` ${parts.boilerplate} layout(location = 0) in vec2 a_vertex; layout(location = 1) in vec2 a_cell_pos; layout(location = 2) in float a_cell_radius; layout(location = 3) in vec4 a_cell_color; layout(location = 4) in float a_cell_alpha; ${parts.cameraUbo} ${parts.circleUbo} out vec2 v_vertex; flat out float f_blur; flat out vec4 f_cell_color; void main() { float radius = a_cell_radius; f_cell_color = a_cell_color * vec4(1, 1, 1, a_cell_alpha * u_circle_alpha); if (u_circle_scale > 0.0) { f_blur = 1.0; radius *= u_circle_scale; } else { f_blur = 0.5 * a_cell_radius * (540.0 * u_camera_scale); } v_vertex = a_vertex; vec2 clip_pos = -u_camera_pos + a_cell_pos + v_vertex * radius; clip_pos *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0); gl_Position = vec4(clip_pos, 0, 1); } `, ` ${parts.boilerplate} in vec2 v_vertex; flat in float f_blur; flat in vec4 f_cell_color; out vec4 out_color; void main() { // use squared distance for more natural glow; shouldn't matter for pellets float d = length(v_vertex.xy); out_color = f_cell_color; out_color.a *= clamp(f_blur * (1.0 - d), 0.0, 1.0); } `, ['Camera', 'Circle'], []); programs.text = program('text', ` ${parts.boilerplate} layout(location = 0) in vec2 a_vertex; ${parts.cameraUbo} ${parts.cellUbo} ${parts.textUbo} out vec4 v_color; out vec2 v_uv; out vec2 v_vertex; void main() { v_uv = a_vertex * 0.5 + 0.5; float c2_alpha = (v_uv.x + v_uv.y) / 2.0; v_color = u_text_color1 * (1.0 - c2_alpha) + u_text_color2 * c2_alpha; v_vertex = a_vertex; vec2 clip_space = v_vertex * u_text_scale + u_text_offset; clip_space *= u_cell_radius_skin * 0.45 * vec2(u_text_aspect_ratio, 1.0); clip_space += -u_camera_pos + u_cell_pos; clip_space *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0); gl_Position = vec4(clip_space, 0, 1); } `, ` ${parts.boilerplate} in vec4 v_color; in vec2 v_uv; in vec2 v_vertex; ${parts.cameraUbo} ${parts.cellUbo} ${parts.textUbo} uniform sampler2D u_texture; uniform sampler2D u_silhouette; out vec4 out_color; void main() { vec4 normal = texture(u_texture, v_uv); if (u_text_silhouette_enabled != 0) { vec4 silhouette = texture(u_silhouette, v_uv); // #fff - #000 => color (text) // #fff - #fff => #fff (respect emoji) // #888 - #888 => #888 (respect emoji) // #fff - #888 => #888 + color/2 (blur/antialias) out_color = silhouette + (normal - silhouette) * v_color; } else { out_color = normal * v_color; } out_color.a *= u_text_alpha; } `, ['Camera', 'Cell', 'Text'], ['u_texture', 'u_silhouette']); programs.tracer = program('tracer', ` ${parts.boilerplate} layout(location = 0) in vec2 a_vertex; ${parts.cameraUbo} ${parts.tracerUbo} out vec2 v_vertex; void main() { v_vertex = a_vertex; float alpha = (a_vertex.x + 1.0) / 2.0; float d = length(u_tracer_pos2 - u_tracer_pos1); float thickness = 0.002 / u_camera_scale; // black magic vec2 world_pos = u_tracer_pos1 + (u_tracer_pos2 - u_tracer_pos1) * mat2(alpha, a_vertex.y / d * thickness, a_vertex.y / d * -thickness, alpha); vec2 clip_pos = -u_camera_pos + world_pos; clip_pos *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0); gl_Position = vec4(clip_pos, 0, 1); } `, ` ${parts.boilerplate} in vec2 v_pos; out vec4 out_color; void main() { out_color = vec4(0.5, 0.5, 0.5, 0.25); } `, ['Camera', 'Tracer'], []); // initialize two VAOs; one for pellets, one for cell glow only glconf.vao = []; for (let i = 0; i < 2; ++i) { const vao = /** @type {WebGLVertexArrayObject} */ (gl.createVertexArray()); gl.bindVertexArray(vao); // square (location = 0), used for all instances gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1, -1, 1, -1, -1, 1, 1, 1 ]), gl.STATIC_DRAW); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); // pellet/circle buffer (each instance is 6 floats or 24 bytes) const circleBuffer = /** @type {WebGLBuffer} */ (gl.createBuffer()); gl.bindBuffer(gl.ARRAY_BUFFER, circleBuffer); // a_cell_pos, vec2 (location = 1) gl.enableVertexAttribArray(1); gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 4 * 7, 0); gl.vertexAttribDivisor(1, 1); // a_cell_radius, float (location = 2) gl.enableVertexAttribArray(2); gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 4 * 7, 4 * 2); gl.vertexAttribDivisor(2, 1); // a_cell_color, vec3 (location = 3) gl.enableVertexAttribArray(3); gl.vertexAttribPointer(3, 4, gl.FLOAT, false, 4 * 7, 4 * 3); gl.vertexAttribDivisor(3, 1); // pellet/circle alpha buffer, updated every frame const alphaBuffer = /** @type {WebGLBuffer} */ (gl.createBuffer()); gl.bindBuffer(gl.ARRAY_BUFFER, alphaBuffer); // a_cell_alpha, float (location = 4) gl.enableVertexAttribArray(4); gl.vertexAttribPointer(4, 1, gl.FLOAT, false, 0, 0); gl.vertexAttribDivisor(4, 1); glconf.vao.push({ vao, alphaBuffer, circleBuffer, alphaBufferSize: 0 }); } gl.bindVertexArray(glconf.vao[0].vao); }; glconf.init(); return glconf; })(); /////////////////////////////// // Define Rendering Routines // /////////////////////////////// const render = (() => { const render = {}; const { gl } = ui.game; // #1 : define small misc objects // no point in breaking this across multiple lines // eslint-disable-next-line max-len const darkGridSrc = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyCAYAAAAeP4ixAAAACXBIWXMAAA7DAAAOwwHHb6hkAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAAGBJREFUaIHtz4EJwCAAwDA39oT/H+qeEAzSXNA+a61xgfmeLtilEU0jmkY0jWga0TSiaUTTiKYRTSOaRjSNaBrRNKJpRNOIphFNI5pGNI1oGtE0omlEc83IN8aYpyN2+AH6nwOVa0odrQAAAABJRU5ErkJggg=='; // eslint-disable-next-line max-len const lightGridSrc = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyCAYAAAAeP4ixAAAACXBIWXMAAA7DAAAOwwHHb6hkAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAAGFJREFUaIHtzwENgDAQwMA9LvAvdJgg2UF6CtrZe6+vm5n7Oh3xlkY0jWga0TSiaUTTiKYRTSOaRjSNaBrRNKJpRNOIphFNI5pGNI1oGtE0omlE04imEc1vRmatdZ+OeMMDa8cDlf3ZAHkAAAAASUVORK5CYII='; let lastMinimapDraw = performance.now(); /** @type {{ bg: ImageData, darkTheme: boolean } | undefined} */ let minimapCache; document.fonts.ready.then(() => void (minimapCache = undefined)); // make sure minimap is drawn with Ubuntu font // #2 : define helper functions const { resetTextureCache, textureFromCache } = (() => { /** @type {Map<string, { texture: WebGLTexture, width: number, height: number } | null>} */ const cache = new Map(); render.textureCache = cache; return { resetTextureCache: () => cache.clear(), /** * @param {string} src * @returns {{ texture: WebGLTexture, width: number, height: number } | undefined} */ textureFromCache: src => { const cached = cache.get(src); if (cached !== undefined) return cached ?? undefined; cache.set(src, null); const image = new Image(); image.crossOrigin = 'anonymous'; image.addEventListener('load', () => { const texture = /** @type {WebGLTexture} */ (gl.createTexture()); if (!texture) return; gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); gl.generateMipmap(gl.TEXTURE_2D); cache.set(src, { texture, width: image.width, height: image.height }); }); image.src = src; return undefined; }, }; })(); render.resetTextureCache = resetTextureCache; const { refreshTextCache, massTextFromCache, resetTextCache, textFromCache } = (() => { /** * @template {boolean} T * @typedef {{ * aspectRatio: number, * text: WebGLTexture | null, * silhouette: WebGLTexture | null | undefined, * accessed: number * }} CacheEntry */ /** @type {Map<string, CacheEntry<boolean>>} */ const cache = new Map(); render.textCache = cache; setInterval(() => { // remove text after not being used for 1 minute const now = performance.now(); cache.forEach((entry, text) => { if (now - entry.accessed > 60_000) { // immediately delete text instead of waiting for GC if (entry.text !== undefined) gl.deleteTexture(entry.text); if (entry.silhouette !== undefined) gl.deleteTexture(entry.silhouette); cache.delete(text); } }); }, 60_000); const canvas = document.createElement('canvas'); const ctx = aux.require( canvas.getContext('2d', { willReadFrequently: true }), 'Unable to get 2D context for text drawing. This is probably your browser being weird, maybe reload ' + 'the page?', ); // sigmod forces a *really* ugly shadow on ctx.fillText so we have to lock the property beforehand const realProps = Object.getOwnPropertyDescriptors(Object.getPrototypeOf(ctx)); const realShadowBlurSet = aux.require(realProps.shadowBlur.set, 'did CanvasRenderingContext2D spec change?').bind(ctx); const realShadowColorSet = aux.require(realProps.shadowColor.set, 'did CanvasRenderingContext2D spec change?').bind(ctx); Object.defineProperties(ctx, { shadowBlur: { get: () => 0, set: x => { if (x === 0) realShadowBlurSet(0); else realShadowBlurSet(8); }, }, shadowColor: { get: () => 'transparent', set: x => { if (x === 'transparent') realShadowColorSet('transparent'); else realShadowColorSet('#0003'); }, }, }); /** * @param {string} text * @param {boolean} silhouette * @param {boolean} mass * @returns {WebGLTexture | null} */ const texture = (text, silhouette, mass) => { const texture = gl.createTexture(); if (!texture) return texture; const baseTextSize = 96; const textSize = baseTextSize * (mass ? 0.5 * settings.massScaleFactor : settings.nameScaleFactor); const lineWidth = Math.ceil(textSize / 10) * settings.textOutlinesFactor; let font = ''; if (mass ? settings.massBold : settings.nameBold) font = 'bold'; font += ' ' + textSize + 'px Ubuntu'; ctx.font = font; // if rendering an empty string (somehow) then width can be 0 with no outlines canvas.width = (ctx.measureText(text).width + lineWidth * 2) || 1; canvas.height = textSize * 3; ctx.clearRect(0, 0, canvas.width, canvas.height); // setting canvas.width resets the canvas state ctx.font = font; ctx.lineJoin = 'round'; ctx.lineWidth = lineWidth; ctx.fillStyle = silhouette ? '#000' : '#fff'; ctx.strokeStyle = '#000'; ctx.textBaseline = 'middle'; ctx.shadowBlur = lineWidth; ctx.shadowColor = lineWidth > 0 ? '#0002' : 'transparent'; // add a space, which is to prevent sigmod from detecting the name if (lineWidth > 0) ctx.strokeText(text + ' ', lineWidth, textSize * 1.5); ctx.shadowColor = 'transparent'; ctx.fillText(text + ' ', lineWidth, textSize * 1.5); const data = ctx.getImageData(0, 0, canvas.width, canvas.height); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR); gl.generateMipmap(gl.TEXTURE_2D); return texture; }; let massAspectRatio = 1; // assumption: all mass digits are the same aspect ratio - true in the Ubuntu font /** @type {(WebGLTexture | undefined)[]} */ const massTextCache = []; /** * @param {string} digit * @returns {{ aspectRatio: number, texture: WebGLTexture | null }} */ const massTextFromCache = digit => { let cached = massTextCache[digit]; if (!cached) { cached = massTextCache[digit] = texture(digit, false, true); massAspectRatio = canvas.width / canvas.height; } return { aspectRatio: massAspectRatio, texture: cached }; }; const resetTextCache = () => { cache.clear(); while (massTextCache.pop()); }; let drawnMassBold = false; let drawnMassScaleFactor = -1; let drawnNamesBold = false; let drawnNamesScaleFactor = -1; let drawnOutlinesFactor = 1; const refreshTextCache = () => { if (drawnMassBold !== settings.massBold || drawnMassScaleFactor !== settings.massScaleFactor || drawnNamesScaleFactor !== settings.nameScaleFactor || drawnNamesBold !== settings.nameBold || drawnOutlinesFactor !== settings.textOutlinesFactor ) { resetTextCache(); drawnMassBold = settings.massBold; drawnMassScaleFactor = settings.massScaleFactor; drawnNamesBold = settings.nameBold; drawnNamesScaleFactor = settings.nameScaleFactor; drawnOutlinesFactor = settings.textOutlinesFactor; } }; /** * @template {boolean} T * @param {string} text * @param {T} silhouette * @returns {CacheEntry<T>} */ const textFromCache = (text, silhouette) => { let entry = cache.get(text); if (!entry) { const shortened = aux.trim(text); /** @type {CacheEntry<T>} */ entry = { text: texture(shortened, false, false), aspectRatio: canvas.width / canvas.height, // mind the execution order silhouette: silhouette ? texture(shortened, true, false) : undefined, accessed: performance.now(), }; cache.set(text, entry); } else { entry.accessed = performance.now(); } if (silhouette && entry.silhouette === undefined) { setTimeout(() => { entry.silhouette = texture(aux.trim(text), true, false); }); } return entry; }; // reload text once Ubuntu has loaded, prevents some serif fonts from being locked in document.fonts.ready.then(() => resetTextCache()); return { refreshTextCache, massTextFromCache, resetTextCache, textFromCache }; })(); render.resetTextCache = resetTextCache; render.textFromCache = textFromCache; let cellAlpha = new Float32Array(0); let cellBuffer = new Float32Array(0); let pelletAlpha = new Float32Array(0); let pelletBuffer = new Float32Array(0); let uploadedPellets = 0; /** * @param {'cells' | 'pellets'} key * @param {number=} now */ render.upload = (key, now) => { if ((key === 'pellets' && sigmod.settings.hidePellets) || performance.now() - render.lastFrame > 45_000) { // do not render pellets on inactive windows (very laggy!) uploadedPellets = 0; return; } now ??= performance.now(); // the result will never actually be used, just for type checking const vao = glconf.vao[key === 'pellets' ? 0 : 1]; // find expected # of pellets (exclude any that are being *animated*) let expected = 0; if (key === 'pellets') { for (const resolution of world.pellets.values()) { if (resolution.merged?.deadTo === -1) ++expected; } } else { for (const resolution of world.cells.values()) { if (resolution.merged) ++expected; } } // grow the pellet buffer by 2x multiples if necessary let alphaBuffer = key === 'cells' ? cellAlpha : pelletAlpha; let objBuffer = key === 'cells' ? cellBuffer : pelletBuffer; let instances = alphaBuffer.length || 1; while (instances < expected) { instances *= 2; } // when the webgl context is lost, the buffer sizes get reset to zero const resizing = instances * 4 !== vao.alphaBufferSize; if (resizing) { if (key === 'pellets') { alphaBuffer = pelletAlpha = new Float32Array(instances); objBuffer = pelletBuffer = new Float32Array(instances * 7); } else { alphaBuffer = cellAlpha = new Float32Array(instances); objBuffer = cellBuffer = new Float32Array(instances * 7); } } const color = key === 'pellets' ? sigmod.settings.foodColor : sigmod.settings.cellColor; const foodBlank = key === 'pellets' && color?.[0] === 0 && color?.[1] === 0 && color?.[2] === 0; let i = 0; /** @param {Cell} cell */ const iterate = cell => { /** @type {number} */ let nx, ny, nr; if (key !== 'cells') { if (cell.deadTo !== -1) return; nx = cell.nx; ny = cell.ny; nr = cell.nr; } else { let jr; ({ x: nx, y: ny, r: nr, jr } = world.xyr(cell, undefined, now)); if (aux.settings.jellyPhysics) nr = jr; } objBuffer[i * 7] = nx; objBuffer[i * 7 + 1] = ny; objBuffer[i * 7 + 2] = nr; if (color && !foodBlank) { objBuffer[i * 7 + 3] = color[0]; objBuffer[i * 7 + 4] = color[1]; objBuffer[i * 7 + 5] = color[2]; objBuffer[i * 7 + 6] = color[3]; } else { objBuffer[i * 7 + 3] = cell.Rgb; objBuffer[i * 7 + 4] = cell.rGb; objBuffer[i * 7 + 5] = cell.rgB; objBuffer[i * 7 + 6] = foodBlank ? color[3] : 1; } ++i; }; for (const cell of world[key].values()) { if (cell.merged) iterate(cell.merged); } // now, upload data if (resizing) { gl.bindBuffer(gl.ARRAY_BUFFER, vao.alphaBuffer); gl.bufferData(gl.ARRAY_BUFFER, alphaBuffer.byteLength, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, vao.circleBuffer); gl.bufferData(gl.ARRAY_BUFFER, objBuffer, gl.STATIC_DRAW); vao.alphaBufferSize = alphaBuffer.byteLength; } else { gl.bindBuffer(gl.ARRAY_BUFFER, vao.circleBuffer); gl.bufferSubData(gl.ARRAY_BUFFER, 0, objBuffer); } gl.bindBuffer(gl.ARRAY_BUFFER, null); if (key === 'pellets') uploadedPellets = expected; }; // #3 : define ubo views // firefox adds some padding to uniform buffer sizes, so best to check its size gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Border); const borderUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE)); // must reference an arraybuffer for the memory to be shared between these views const borderUboFloats = new Float32Array(borderUboBuffer); const borderUboInts = new Int32Array(borderUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Cell); const cellUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE)); const cellUboFloats = new Float32Array(cellUboBuffer); const cellUboInts = new Int32Array(cellUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text); const textUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE)); const textUboFloats = new Float32Array(textUboBuffer); const textUboInts = new Int32Array(textUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Tracer); const tracerUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE)); const tracerUboFloats = new Float32Array(tracerUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, null); // leaving uniform buffer bound = scary! // #4 : define the render function const start = performance.now(); render.fps = 0; render.lastFrame = performance.now(); function renderGame() { const now = performance.now(); const dt = Math.max(now - render.lastFrame, 0.1) / 1000; // there's a chance (now - lastFrame) can be 0 render.fps += (1 / dt - render.fps) / 10; render.lastFrame = now; if (gl.isContextLost()) { requestAnimationFrame(renderGame); return; } // get settings const defaultVirusSrc = '/assets/images/viruses/2.png'; const virusSrc = sigmod.settings.virusImage || defaultVirusSrc; const showNames = sigmod.settings.showNames ?? true; const { cellColor, foodColor, outlineColor, skinReplacement } = sigmod.settings; /** @type {HTMLInputElement | null} */ const nickElement = document.querySelector('input#nick'); const nick = nickElement?.value ?? '?'; refreshTextCache(); const vision = aux.require(world.views.get(world.selected), 'no selected vision (BAD BUG)'); vision.used = performance.now(); for (const view of world.views.keys()) { world.camera(view, now); } // note: most routines are named, for benchmarking purposes (function setGlobalUniforms() { // note that binding the same buffer to gl.UNIFORM_BUFFER twice in a row causes it to not update. // why that happens is completely beyond me but oh well. // for consistency, we always bind gl.UNIFORM_BUFFER to null directly after updating it. gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Camera); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, new Float32Array([ ui.game.canvas.width / ui.game.canvas.height, vision.camera.scale / 540, vision.camera.x, vision.camera.y, ])); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.CellSettings); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, new Float32Array([ ...settings.outlineMultiColor, // cell_active_outline ...settings.outlineMultiInactiveColor, // cell_inactive_outline ...settings.unsplittableColor, // cell_unsplittable_outline ...(outlineColor ?? [0, 0, 0, 0]), // cell_subtle_outline_override settings.outlineMulti, ])); gl.bindBuffer(gl.UNIFORM_BUFFER, null); })(); (function background() { if (sigmod.settings.mapColor) { gl.clearColor(...sigmod.settings.mapColor); } else if (aux.settings.darkTheme) { gl.clearColor(0x11 / 255, 0x11 / 255, 0x11 / 255, 1); // #111 } else { gl.clearColor(0xf2 / 255, 0xfb / 255, 0xff / 255, 1); // #f2fbff } gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(glconf.programs.bg); let texture; if (settings.background) { texture = textureFromCache(settings.background); } else if (aux.settings.showGrid) { texture = textureFromCache(aux.settings.darkTheme ? darkGridSrc : lightGridSrc); } gl.bindTexture(gl.TEXTURE_2D, texture?.texture ?? null); const repeating = texture && texture.width <= 1024 && texture.height <= 1024; let borderColor; let borderLrtb; if (aux.settings.showBorder && vision.border) { borderColor = [0, 0, 1, 1]; // #00ff borderLrtb = vision.border; } else { borderColor = [0, 0, 0, 0]; // transparent borderLrtb = { l: 0, r: 0, t: 0, b: 0 }; } // u_border_color borderUboFloats[0] = borderColor[0]; borderUboFloats[1] = borderColor[1]; borderUboFloats[2] = borderColor[2]; borderUboFloats[3] = borderColor[3]; // u_border_xyzw_lrtb borderUboFloats[4] = borderLrtb.l; borderUboFloats[5] = borderLrtb.r; borderUboFloats[6] = borderLrtb.t; borderUboFloats[7] = borderLrtb.b; // flags borderUboInts[8] = (texture ? 0x01 : 0) | (aux.settings.darkTheme ? 0x02 : 0) | (repeating ? 0x04 : 0) | (settings.rainbowBorder ? 0x08 : 0); // u_background_width and u_background_height borderUboFloats[9] = texture?.width ?? 1; borderUboFloats[10] = texture?.height ?? 1; borderUboFloats[11] = (now - start) / 1000 * 0.2 % (Math.PI * 2); gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Border); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, borderUboFloats); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); })(); (function cells() { // for white cell outlines let nextCellIdx = 0; const ownedToMerged = vision.owned.map(id => world.cells.get(id)?.merged); for (const cell of ownedToMerged) { if (cell && cell.deadAt === undefined) ++nextCellIdx; } const canSplit = ownedToMerged.map(cell => { if (!cell || cell.nr < 128) return false; return nextCellIdx++ < 16; }); /** * @param {Cell} cell * @returns {number} */ const calcAlpha = cell => { let alpha = (now - cell.born) / 100; if (cell.deadAt !== undefined) { const alpha2 = 1 - (now - cell.deadAt) / 100; if (alpha2 < alpha) alpha = alpha2; } return alpha > 1 ? 1 : alpha < 0 ? 0 : alpha; }; /** * @param {Cell} cell */ function draw(cell) { // #1 : draw cell gl.useProgram(glconf.programs.cell); const alpha = calcAlpha(cell); cellUboFloats[8] = alpha * settings.cellOpacity; /** @type {Cell | undefined} */ let killer; if (cell.deadTo !== -1) { killer = world.cells.get(cell.deadTo)?.merged; } const { x, y, r, jr } = world.xyr(cell, killer, now); // without jelly physics, the radius of cells is adjusted such that its subtle outline doesn't go // past its original radius. // jelly physics does not do this, so colliding cells need to look kinda 'joined' together, // so we multiply the radius by 1.02 (approximately the size increase from the stroke thickness) cellUboFloats[2] = x; cellUboFloats[3] = y; if (aux.settings.jellyPhysics && !cell.jagged && !cell.pellet) { const strokeThickness = Math.max(jr * 0.01, 10); cellUboFloats[0] = jr + strokeThickness; cellUboFloats[1] = (settings.jellySkinLag ? r : jr) + strokeThickness; } else { cellUboFloats[0] = cellUboFloats[1] = r; } if (cell.jagged) { const virusTexture = textureFromCache(virusSrc); if (virusTexture) { gl.bindTexture(gl.TEXTURE_2D, virusTexture.texture); cellUboInts[9] = 0x01; // skin and nothing else // draw a fully transparent cell cellUboFloats[4] = cellUboFloats[5] = cellUboFloats[6] = cellUboFloats[7] = 0; } else { cellUboInts[9] = 0; cellUboFloats[4] = 1; cellUboFloats[5] = 0; cellUboFloats[6] = 0; cellUboFloats[7] = 0.5; } gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Cell); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, cellUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // draw default viruses twice for better contrast against light theme if (!aux.settings.darkTheme && virusSrc === defaultVirusSrc) gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); return; } cellUboInts[9] = 0; const color = (cell.pellet ? foodColor : cellColor) ?? [cell.Rgb, cell.rGb, cell.rgB, 1]; cellUboFloats[4] = color[0]; cellUboFloats[5] = color[1]; cellUboFloats[6] = color[2]; cellUboFloats[7] = color[3]; cellUboInts[9] |= settings.cellOutlines ? 0x02 : 0; cellUboInts[9] |= settings.colorUnderSkin ? 0x20 : 0; if (!cell.pellet) { const myIndex = vision.owned.indexOf(cell.id); if (myIndex !== -1) { if (vision.camera.merging.length > 0) cellUboInts[9] |= 0x04; // active multi outline if (!canSplit[myIndex]) cellUboInts[9] |= 0x10; } let ownedByOther = false; for (const otherVision of world.views.values()) { if (otherVision === vision) continue; if (!otherVision.owned.includes(cell.id)) continue; ownedByOther = true; // inactive multi outline if (otherVision.camera.merging.includes(world.selected)) cellUboInts[9] |= 0x08; break; } let skin = ''; if (myIndex !== -1) { skin = (world.selected === world.viewId.primary) ? settings.selfSkin : settings.selfSkinMulti; } else if (ownedByOther) { skin = (world.selected === world.viewId.secondary) ? settings.selfSkin : settings.selfSkinMulti; } if (!skin && aux.settings.showSkins && cell.skin) { if (skinReplacement && cell.skin.includes(skinReplacement.original + '.png')) skin = skinReplacement.replacement ?? skinReplacement.replaceImg ?? ''; else skin = cell.skin; } if (skin) { const texture = textureFromCache(skin); if (texture) { cellUboInts[9] |= 0x01; // skin gl.bindTexture(gl.TEXTURE_2D, texture.texture); } } } gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Cell); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, cellUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // #2 : draw text if (cell.pellet) return; const name = cell.name || 'An unnamed cell'; const showThisName = showNames && cell.nr > 75; const showThisMass = aux.settings.showMass && cell.nr > 75; const clan = (settings.clans && aux.clans.get(cell.clan)) || ''; if (!showThisName && !showThisMass && !clan) return; gl.useProgram(glconf.programs.text); textUboFloats[8] = alpha; // text_alpha let useSilhouette = false; if (cell.sub) { // text_color1 = #eb9500 textUboFloats[0] = 0xeb / 255; textUboFloats[1] = 0x95 / 255; textUboFloats[2] = 0x00 / 255; textUboFloats[3] = 1; // text_color2 = #e4b110 textUboFloats[4] = 0xe4 / 255; textUboFloats[5] = 0xb1 / 255; textUboFloats[6] = 0x10 / 255; textUboFloats[7]; useSilhouette = true; } else { // text_color1 = text_color2 = #fff textUboFloats[0] = textUboFloats[1] = textUboFloats[2] = textUboFloats[3] = 1; textUboFloats[4] = textUboFloats[5] = textUboFloats[6] = textUboFloats[7] = 1; } if (name === nick) { const { nameColor1, nameColor2 } = sigmod.settings; if (nameColor1) { textUboFloats[0] = nameColor1[0]; textUboFloats[1] = nameColor1[1]; textUboFloats[2] = nameColor1[2]; textUboFloats[3] = nameColor1[3]; useSilhouette = true; } if (nameColor2) { textUboFloats[4] = nameColor2[0]; textUboFloats[5] = nameColor2[1]; textUboFloats[6] = nameColor2[2]; textUboFloats[7] = nameColor2[3]; useSilhouette = true; } } if (clan) { const { aspectRatio, text, silhouette } = textFromCache(clan, useSilhouette); if (text) { textUboFloats[9] = aspectRatio; // text_aspect_ratio textUboFloats[10] = showThisName ? settings.clanScaleFactor * 0.5 : settings.nameScaleFactor; textUboInts[11] = Number(useSilhouette); // text_silhouette_enabled textUboFloats[12] = 0; // text_offset.x textUboFloats[13] = showThisName ? -settings.nameScaleFactor/3 - settings.clanScaleFactor/6 : 0; // text_offset.y gl.bindTexture(gl.TEXTURE_2D, text); if (silhouette) { gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, silhouette); gl.activeTexture(gl.TEXTURE0); } gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, textUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } } if (showThisName) { const { aspectRatio, text, silhouette } = textFromCache(name, useSilhouette); if (text) { textUboFloats[9] = aspectRatio; // text_aspect_ratio textUboFloats[10] = settings.nameScaleFactor; // text_scale textUboInts[11] = Number(silhouette); // text_silhouette_enabled textUboFloats[12] = textUboFloats[13] = 0; // text_offset = (0, 0) gl.bindTexture(gl.TEXTURE_2D, text); if (silhouette) { gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, silhouette); gl.activeTexture(gl.TEXTURE0); } gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, textUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } } if (showThisMass) { textUboFloats[8] = alpha * settings.massOpacity; // text_alpha textUboFloats[10] = 0.5 * settings.massScaleFactor; // text_scale textUboInts[11] = 0; // text_silhouette_enabled let yOffset; if (showThisName) yOffset = (settings.nameScaleFactor + 0.5 * settings.massScaleFactor) / 3; else if (clan) yOffset = (1 + 0.5 * settings.massScaleFactor) / 3; else yOffset = 0; // draw each digit separately, as Ubuntu makes them all the same width. // significantly reduces the size of the text cache const mass = Math.floor(cell.nr * cell.nr / 100).toString(); for (let i = 0; i < mass.length; ++i) { const { aspectRatio, texture } = massTextFromCache(mass[i]); textUboFloats[9] = aspectRatio; // text_aspect_ratio // text_offset.x // thickness 0 => 1.00 multiplier // thickness 1 => 0.75 // probably a reciprocal function textUboFloats[12] = (i - (mass.length - 1) / 2) * (1 - 0.25 * Math.sqrt(settings.textOutlinesFactor)) * settings.massScaleFactor; textUboFloats[13] = yOffset; gl.bindTexture(gl.TEXTURE_2D, texture); gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, textUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } } } // draw static pellets first let i = 0; for (const resolution of world.pellets.values()) { // deadTo property should never change in between upload('pellets') calls if (resolution.merged?.deadTo !== -1) continue; pelletAlpha[i++] = calcAlpha(resolution.merged); } gl.bindBuffer(gl.ARRAY_BUFFER, glconf.vao[0].alphaBuffer); gl.bufferSubData(gl.ARRAY_BUFFER, 0, pelletAlpha); gl.bindBuffer(gl.ARRAY_BUFFER, null); // TODO: necessary unbinding? // setup no-glow for static pellets if (settings.pelletGlow && aux.settings.darkTheme) { gl.blendFunc(gl.SRC_ALPHA, gl.ONE); // make sure pellets (and glow) are visible in light theme } gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Circle); gl.bufferData(gl.UNIFORM_BUFFER, new Float32Array([ 1, 0 ]), gl.STATIC_DRAW); gl.bindBuffer(gl.UNIFORM_BUFFER, null); // draw static pellets gl.useProgram(glconf.programs.circle); gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, uploadedPellets); if (settings.pelletGlow) { // setup glow for static pellets gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Circle); gl.bufferData(gl.UNIFORM_BUFFER, new Float32Array([ 0.25, 2 ]), gl.STATIC_DRAW); gl.bindBuffer(gl.UNIFORM_BUFFER, null); // draw glow for static pellets gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, uploadedPellets); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); } // then draw *animated* pellets for (const resolution of world.pellets.values()) { // animated pellets shouldn't glow if (resolution.merged && resolution.merged.deadTo !== -1) draw(resolution.merged); } /** @type {[Cell, number][]} */ const sorted = []; for (const resolution of world.cells.values()) { const cell = resolution.merged; if (!cell) continue; const rAlpha = Math.min(Math.max((now - cell.updated) / settings.drawDelay, 0), 1); const computedR = cell.or + (cell.nr - cell.or) * rAlpha; sorted.push([cell, computedR]); } // sort by smallest to biggest sorted.sort(([_a, ar], [_b, br]) => ar - br); for (const [cell] of sorted) draw(cell); if (settings.cellGlow) { render.upload('cells', now); let i = 0; for (const resolution of world.cells.values()) { const cell = resolution.merged; if (!cell) continue; if (cell.jagged) cellAlpha[i++] = 0; else { let alpha = calcAlpha(cell); // it looks kinda weird when cells get sucked in when being eaten if (cell.deadTo !== -1) alpha *= 0.25; cellAlpha[i++] = alpha; } } gl.bindBuffer(gl.ARRAY_BUFFER, glconf.vao[1].alphaBuffer); gl.bufferSubData(gl.ARRAY_BUFFER, 0, cellAlpha); gl.bindBuffer(gl.ARRAY_BUFFER, null); // use a separate vao for cells, so pellet data doesn't have to be copied as often gl.useProgram(glconf.programs.circle); gl.bindVertexArray(glconf.vao[1].vao); gl.blendFunc(gl.SRC_ALPHA, gl.ONE); gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Circle); gl.bufferData(gl.UNIFORM_BUFFER, new Float32Array([ 0.25, 1.5 ]), gl.STATIC_DRAW); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, i); gl.bindVertexArray(glconf.vao[0].vao); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); } // draw tracers if (settings.tracer) { gl.useProgram(glconf.programs.tracer); const inputs = input.views.get(world.selected); if (inputs) { let mouse; if (inputs.lock && now <= inputs.lock.until) mouse = inputs.lock.world; else mouse = input.toWorld(world.selected, input.current); [tracerUboFloats[2], tracerUboFloats[3]] = mouse; // tracer_pos2.xy } ownedToMerged.forEach(cell => { if (!cell || cell.deadAt !== undefined) return; let { x, y } = world.xyr(cell, undefined, now); tracerUboFloats[0] = x; // tracer_pos1.x tracerUboFloats[1] = y; // tracer_pos1.y gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Tracer); gl.bufferSubData(gl.UNIFORM_BUFFER, 0, tracerUboBuffer); gl.bindBuffer(gl.UNIFORM_BUFFER, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); }); } })(); ui.stats.update(world.selected); (function minimap() { if (now - lastMinimapDraw < 40) return; // should be good enough when multiboxing, may change later lastMinimapDraw = now; if (!aux.settings.showMinimap) { ui.minimap.canvas.style.display = 'none'; return; } else { ui.minimap.canvas.style.display = ''; } const { canvas, ctx } = ui.minimap; // clears the canvas const canvasLength = canvas.width = canvas.height = Math.ceil(200 * (devicePixelRatio - 0.0001)); const sectorSize = canvas.width / 5; // cache the background if necessary (25 texts = bad) if (minimapCache && minimapCache.bg.width === canvasLength && minimapCache.darkTheme === aux.settings.darkTheme) { ctx.putImageData(minimapCache.bg, 0, 0); } else { // draw section names ctx.font = `${Math.floor(sectorSize / 3)}px Ubuntu`; ctx.fillStyle = '#fff'; ctx.globalAlpha = aux.settings.darkTheme ? 0.3 : 0.7; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; const cols = ['1', '2', '3', '4', '5']; const rows = ['A', 'B', 'C', 'D', 'E']; cols.forEach((col, y) => { rows.forEach((row, x) => { ctx.fillText(row + col, (x + 0.5) * sectorSize, (y + 0.5) * sectorSize); }); }); minimapCache = { bg: ctx.getImageData(0, 0, canvas.width, canvas.height), darkTheme: aux.settings.darkTheme, }; } const { border } = vision; if (!border) return; // sigmod overlay resizes itself differently, so we correct it whenever we need to /** @type {HTMLCanvasElement | null} */ const sigmodMinimap = document.querySelector('canvas.minimap'); if (sigmodMinimap) { // we need to check before updating the canvas, otherwise we will clear it if (sigmodMinimap.style.width !== '200px' || sigmodMinimap.style.height !== '200px') sigmodMinimap.style.width = sigmodMinimap.style.height = '200px'; if (sigmodMinimap.width !== canvas.width || sigmodMinimap.height !== canvas.height) sigmodMinimap.width = sigmodMinimap.height = canvas.width; } const gameWidth = (border.r - border.l); const gameHeight = (border.b - border.t); // highlight current section ctx.fillStyle = '#ff0'; ctx.globalAlpha = 0.3; const sectionX = Math.floor((vision.camera.x - border.l) / gameWidth * 5); const sectionY = Math.floor((vision.camera.y - border.t) / gameHeight * 5); ctx.fillRect(sectionX * sectorSize, sectionY * sectorSize, sectorSize, sectorSize); // draw section names ctx.font = `${Math.floor(sectorSize / 3)}px Ubuntu`; ctx.fillStyle = aux.settings.darkTheme ? '#fff' : '#000'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; ctx.globalAlpha = 1; // draw cells /** @param {{ nx: number, ny: number, nr: number, Rgb: number, rGb: number, rgB: number }} cell */ const drawCell = function drawCell(cell) { const x = (cell.nx - border.l) / gameWidth * canvas.width; const y = (cell.ny - border.t) / gameHeight * canvas.height; const r = Math.max(cell.nr / gameWidth * canvas.width, 2); ctx.scale(0.01, 0.01); // prevent sigmod from treating minimap cells as pellets ctx.fillStyle = aux.rgba2hex(cell.Rgb, cell.rGb, cell.rgB, 1); ctx.beginPath(); ctx.moveTo((x + r) * 100, y * 100); ctx.arc(x * 100, y * 100, r * 100, 0, 2 * Math.PI); ctx.fill(); ctx.resetTransform(); }; /** * @param {number} x * @param {number} y * @param {string} name */ const drawName = function drawName(x, y, name) { x = (x - border.l) / gameWidth * canvas.width; y = (y - border.t) / gameHeight * canvas.height; ctx.fillStyle = '#fff'; // add a space to prevent sigmod from detecting names ctx.fillText(name + ' ', x, y - 7 * devicePixelRatio - sectorSize / 6); }; // draw clanmates first, below yourself // we sort clanmates by color AND name, to ensure clanmates stay separate /** @type {Map<string, { name: string, n: number, x: number, y: number }>} */ const avgPos = new Map(); for (const resolution of world.cells.values()) { const cell = resolution.merged; if (!cell) continue; let owned = false; for (const vision of world.views.values()) owned ||= vision.owned.includes(cell.id); if (!owned && (!cell.clan || cell.clan !== aux.userData?.clan)) continue; drawCell(cell); const name = cell.name || 'An unnamed cell'; const id = ((name + cell.Rgb) + cell.rGb) + cell.rgB; const entry = avgPos.get(id); if (entry) { ++entry.n; entry.x += cell.nx; entry.y += cell.ny; } else { avgPos.set(id, { name, n: 1, x: cell.nx, y: cell.ny }); } } avgPos.forEach(entry => { drawName(entry.x / entry.n, entry.y / entry.n, entry.name); }); // draw my cells above everyone else let myName = ''; let ownN = 0; let ownX = 0; let ownY = 0; vision.owned.forEach(id => { const cell = world.cells.get(id)?.merged; if (!cell) return; drawCell(cell); myName = cell.name || 'An unnamed cell'; ++ownN; ownX += cell.nx; ownY += cell.ny; }); if (ownN <= 0) { // if no cells were drawn, draw our spectate pos instead drawCell({ nx: vision.camera.x, ny: vision.camera.y, nr: gameWidth / canvas.width * 5, Rgb: 1, rGb: 0.6, rgB: 0.6, }); } else { ownX /= ownN; ownY /= ownN; // draw name above player's cells drawName(ownX, ownY, myName); // send a hint to sigmod ctx.globalAlpha = 0; ctx.fillText(`X: ${ownX}, Y: ${ownY}`, 0, -1000); } })(); ui.chat.matchTheme(); requestAnimationFrame(renderGame); } requestAnimationFrame(renderGame); return render; })(); // @ts-expect-error for debugging purposes and other scripts. dm me on discord @ 8y8x to guarantee stability window.sigfix = { destructor, aux, sigmod, ui, settings, world, net, input, glconf, render, }; })();