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14 changes: 12 additions & 2 deletions src/engine/workers/GameWorker.ts
Original file line number Diff line number Diff line change
Expand Up @@ -846,16 +846,24 @@ class WorkerGame {

// Debug: log first render state only
private hasLoggedFirstRenderState = false;
private renderStatesSent = 0;

private sendRenderState(): void {
const units = this.collectUnitRenderState();
const buildings = this.collectBuildingRenderState();
const resources = this.collectResourceRenderState();
const projectiles = this.collectProjectileRenderState();

// Debug log first render state
this.renderStatesSent++;

// Debug: log first 5 sends and every 100th send
if (this.renderStatesSent <= 5 || this.renderStatesSent % 100 === 0) {
console.log(`[GameWorker] sendRenderState #${this.renderStatesSent}: units=${units.length}, buildings=${buildings.length}, resources=${resources.length}`);
}

// Debug log first render state with entities
if (!this.hasLoggedFirstRenderState && (units.length > 0 || buildings.length > 0 || resources.length > 0)) {
console.log('[GameWorker] Sending first render state:', {
console.log('[GameWorker] Sending first render state with entities:', {
tick: this.currentTick,
units: units.length,
buildings: buildings.length,
Expand Down Expand Up @@ -1317,7 +1325,9 @@ self.onmessage = async (event: MessageEvent<MainToWorkerMessage>) => {
}

case 'start': {
console.log('[GameWorker] Received start command');
if (!game) {
console.error('[GameWorker] Game not initialized when start called');
postMessage({ type: 'error', message: 'Game not initialized' } satisfies WorkerToMainMessage);
return;
}
Expand Down
7 changes: 6 additions & 1 deletion src/engine/workers/RenderStateAdapter.ts
Original file line number Diff line number Diff line change
Expand Up @@ -590,9 +590,14 @@ export class RenderStateWorldAdapter implements IWorldProvider {
try {
this._updateCount++;

// Debug: log first 5 updates and every 100th update
if (this._updateCount <= 5 || this._updateCount % 100 === 0) {
console.log(`[RenderStateWorldAdapter] updateFromRenderState #${this._updateCount}: units=${state.units.length}, buildings=${state.buildings.length}`);
}

// Debug: log first significant update
if (!this.hasLoggedFirstUpdate && (state.units.length > 0 || state.buildings.length > 0 || state.resources.length > 0)) {
console.log('[RenderStateWorldAdapter] First update received:', {
console.log('[RenderStateWorldAdapter] First update with entities:', {
tick: state.tick,
units: state.units.length,
buildings: state.buildings.length,
Expand Down
19 changes: 18 additions & 1 deletion src/engine/workers/WorkerBridge.ts
Original file line number Diff line number Diff line change
Expand Up @@ -130,18 +130,21 @@ export class WorkerBridge {
}

private async _initialize(): Promise<void> {
console.log('[WorkerBridge] _initialize() starting');
// Create the worker
this.worker = new Worker(
new URL('./GameWorker.ts', import.meta.url),
{ type: 'module' }
);
console.log('[WorkerBridge] Worker created:', !!this.worker);

// Set up message handler
this.worker.onmessage = this.handleWorkerMessage.bind(this);
this.worker.onerror = (error) => {
console.error('[WorkerBridge] Worker error:', error);
this.onError?.(error.message);
};
console.log('[WorkerBridge] Message handlers set up');

// Initialize the worker with game config
await this.sendAndWait('init', {
Expand Down Expand Up @@ -189,8 +192,17 @@ export class WorkerBridge {
// Debug: track first render state message
private hasLoggedFirstRenderState = false;

// Debug: count all messages received
private messageCount = 0;

private handleWorkerMessage(event: MessageEvent<WorkerToMainMessage>): void {
const message = event.data;
this.messageCount++;

// Debug: log every 100th message or first 5 messages
if (this.messageCount <= 5 || this.messageCount % 100 === 0) {
console.log(`[WorkerBridge] Message #${this.messageCount}: type=${message.type}`);
}

switch (message.type) {
case 'renderState':
Expand Down Expand Up @@ -293,8 +305,13 @@ export class WorkerBridge {
// ============================================================================

public start(): void {
if (!this._initialized || this._running) return;
console.log('[WorkerBridge] start() called', { initialized: this._initialized, running: this._running, hasWorker: !!this.worker });
if (!this._initialized || this._running) {
console.log('[WorkerBridge] start() early return - already running or not initialized');
return;
}
this._running = true;
console.log('[WorkerBridge] Sending start message to worker');
this.worker?.postMessage({ type: 'start' } satisfies MainToWorkerMessage);
}

Expand Down