Files
minesweeper/web/MinesweeperPanel.tsx
T
pastilhasandClaude Opus 5 48cbb24c4c cap the scale at 2x
The quarter steps did not actually shrink it. In a panel around 1500x950
device pixels the fit is 2.56, and floor(2.56 x 4) / 4 is still 2.5 — the finer
steps changed where the next size would land, not this one.

So a ceiling instead of another nudge: 2x, whatever room the panel has. That is
a taste decision rather than a limit of the method — past 2x this stops reading
as a window on a desktop — and the panel header has a zoom control, so it is a
default, not a verdict. Raise MAX_SCALE and the quarter steps take over again.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
2026-08-23 22:36:51 +00:00

338 lines
16 KiB
TypeScript

import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
import { Bomb, Loader2, Play, RefreshCw } from 'lucide-react';
import { useClient } from 'hooks/useClient';
import type { RfbError } from './rfb';
import { RfbClient, keysymFor } from './rfb';
type SessionStatus = {
installed: boolean;
running: boolean;
};
// The whole framebuffer is the picture, and the sidecar keeps the game centred in it. So there is no
// crop here, no board geometry to fetch, and nothing that has to be re-read when the difficulty changes
// — the canvas is whatever size the server said at handshake and stays that size for the session.
//
// It used to crop to the window's rectangle at the origin, which needed the geometry polled every four
// seconds and was wrong twice over: the panel resized under the player mid-game, and wine puts the
// window at 3,29 rather than 0,0, so a crop from the origin showed a black strip on top and cut a row
// of cells off the bottom. That was the "expert gets cut off at the bottom" report.
//
// Only a placeholder until `onReady`, which sizes the canvas from the real framebuffer. Drift with the
// sidecar's stage costs one frame of the wrong aspect ratio and nothing else.
const PLACEHOLDER = { width: 512, height: 352 };
const BUTTON_MASK: Record<number, number> = { 0: 1, 1: 2, 2: 4 };
/** Breathing room around the stage, in device pixels. Small — it is a frame, not a margin. */
const MARGIN_DEVICE_PX = 24;
/**
* The ceiling on how large the game is drawn, whatever room the panel has.
*
* A taste decision, not a limit of the method: fitting the panel is not the same as looking right, and
* past 2x this stops reading as a window on a desktop and starts reading as a wall. Raise it and the
* quarter steps below take over again.
*
* The panel header has a zoom control, so this is a default rather than a verdict.
*/
const MAX_SCALE = 2;
// Plugin panels have no localisation mechanism yet — `officerdev`'s `useTranslation`/`panelCatalogs`
// (merged by `I18nBridge`) is platform-internal and not exported from the barrel, and
// `scripts/i18n/scan-hardcoded.ts` explicitly does not scan `plugins/`. So these stay plain English
// sentences rather than catalog keys, same as every other plugin's user-facing strings.
const describeRfbError = (error: RfbError): string => {
switch (error.code) {
case 'connectionFailed':
return 'The connection to the Minesweeper session failed.';
case 'refused':
return 'The VNC server refused the connection.';
case 'authUnsupported':
return 'The VNC server wants authentication, which this client does not implement.';
case 'handshakeRejected':
return 'The VNC server rejected the handshake.';
case 'unknownMessage':
return `The VNC server sent an unknown message type (${error.type}).`;
case 'unknownEncoding':
return `The VNC server used encoding ${error.encoding}, which this client did not ask for.`;
}
};
export const MinesweeperPanel = () => {
// useClient() rebuilds its verbs on EVERY render, so putting one in a dependency list gives that
// list a new identity every render. Held in a ref instead — the same fix the Jellyfin player needed
// after its playback reports silently stopped for days. Getting this wrong here meant `refresh` was
// unstable, its mount effect re-ran every render, and each run set state and caused another render:
// an endless fetch loop that starved the socket and left the panel saying "connecting…" forever.
const client = useClient();
const clientRef = useRef(client);
clientRef.current = client;
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const rfbRef = useRef<RfbClient | null>(null);
const buttonsRef = useRef(0);
const boxRef = useRef<HTMLDivElement | null>(null);
const [frame, setFrame] = useState<{ width: number; height: number } | null>(null);
const [box, setBox] = useState<{ width: number; height: number; dpr: number } | null>(null);
const [status, setStatus] = useState<SessionStatus | null>(null);
const [error, setError] = useState<string | null>(null);
const [connected, setConnected] = useState(false);
const [busy, setBusy] = useState(false);
// Measured rather than assumed, because the scale below has to be exact and a panel is resizable.
// Re-attached when the session starts: until then this branch of the tree is not rendered and the ref
// is null, so a mount-only observer would watch nothing for the rest of the session.
useEffect(() => {
const node = boxRef.current;
if (!node) return;
const observer = new ResizeObserver(() => {
// `offsetWidth` is in the element's OWN pixels; `getBoundingClientRect` is in visual ones, so their
// ratio is the panel's CSS `zoom`. That matters because the panel header has a zoom control and
// `devicePixelRatio` knows nothing about it — at 75% the scale below would be off by a quarter and
// put the cell grid back on fractional boundaries, which is the exact thing it exists to prevent.
const rect = node.getBoundingClientRect();
const zoom = node.offsetWidth > 0 ? rect.width / node.offsetWidth : 1;
setBox({
width: node.offsetWidth,
height: node.offsetHeight,
dpr: (window.devicePixelRatio || 1) * zoom,
});
});
observer.observe(node);
return () => observer.disconnect();
}, [status?.running]);
/**
* How big to draw the stage. Computed in DEVICE pixels, so a 2x display gets twice the detail rather
* than the same picture twice the size — and allowed to scale UP past the framebuffer's own size,
* without which a wide panel leaves the canvas sitting at a fraction of the pixels available to it.
*
* ── Why the scale is snapped, and to what ──
*
* This is a 16px-per-cell bitmap from 1995. At an arbitrary scale a cell is 26.4 screen pixels, so the
* grid lines themselves land unevenly and the digits wobble: sharp everywhere and wrong overall, which
* is what "not quite right" looks like on pixel art. `image-rendering: pixelated` does not save you —
* it removes the blur, not the unevenness. A fractional devicePixelRatio produces this at what looks
* like 1:1, which is the case that is easiest to miss.
*
* QUARTER steps are allowed from 2x up, and that is not a compromise on the above. The unit that has
* to stay regular is the CELL, not the pixel: the board is a 16px grid, so at 2.25x a cell is exactly
* 36 screen pixels — as even as at 2x or 3x — and only sub-cell pixels alternate. Below 2x that
* alternation is too large a share of the pixel, so it stays whole-number there.
*
* Quarters rather than halves because the steps are what make the size QUANTISED, and coarse steps
* overshoot: with halves this went 2x to 2.5x, from too small to too large with nothing in between.
* Finer steps let the picture track the panel rather than lurch between two sizes.
*/
const stage = useMemo(() => {
if (!frame || !box || box.width <= 0 || box.height <= 0) return null;
// Air around the stage. Filling the panel edge to edge is most of what "too large" looks like, and it
// leaves the game with no frame at all.
const usableW = Math.max(1, box.width * box.dpr - MARGIN_DEVICE_PX * 2);
const usableH = Math.max(1, box.height * box.dpr - MARGIN_DEVICE_PX * 2);
const fit = Math.min(usableW / frame.width, usableH / frame.height);
// Below 1 there is nothing to floor to, so take a unit fraction: the rows that survive are then
// evenly spaced instead of dropped in clumps.
const snapped = fit < 1 ? 1 / Math.ceil(1 / fit) : fit < 2 ? 1 : Math.floor(fit * 4) / 4;
const scale = Math.min(snapped, MAX_SCALE);
return { width: (frame.width * scale) / box.dpr, height: (frame.height * scale) / box.dpr };
}, [frame, box]);
const refresh = useCallback(async () => {
try {
setStatus(await clientRef.current.get<SessionStatus>('/minesweeper/status'));
} catch {
setError('Could not reach the server.');
}
}, []);
useEffect(() => {
void refresh();
}, [refresh]);
const start = async () => {
setBusy(true);
setError(null);
try {
setStatus(await clientRef.current.post<SessionStatus>('/minesweeper/start', {}));
} catch {
setError('The session would not start. Is wine-minesweeper installed on the server?');
} finally {
setBusy(false);
}
};
useEffect(() => {
if (!status?.running) return;
const scheme = window.location.protocol === 'https:' ? 'wss' : 'ws';
// 'BEARER_TOKEN' is the key the rest of the app uses (Terminal.tsx, useAudioRecording). Reading
// 'token' here sent an empty string, and upgradeWs answered 401 before any RFB byte was exchanged.
const token = localStorage.getItem('BEARER_TOKEN') ?? sessionStorage.getItem('BEARER_TOKEN') ?? '';
// Plugin relay, not a platform websocket provider: `/api/plugin-ws/minesweeper` rather than the old
// `/api/minesweeper/ws`. Same byte relay onto x11vnc, mounted by the plugin instead of the shell.
const url = `${scheme}://${window.location.host}/api/plugin-ws/minesweeper?token=${encodeURIComponent(token)}`;
const rfb = new RfbClient(url, {
// No offscreen buffer: with the crop gone the visible canvas IS the framebuffer, so a second
// canvas would only add a full blit per frame to arrive at the same pixels.
onReady: (width, height) => {
const canvas = canvasRef.current;
if (canvas) {
canvas.width = width;
canvas.height = height;
}
setFrame({ width, height });
setConnected(true);
setError(null);
},
onFrame: (image, x, y) => {
canvasRef.current?.getContext('2d')?.putImageData(image, x, y);
},
onCopyRect: (from, to) => {
// Same canvas as source and destination, which is what CopyRect is: the 2D context takes a
// snapshot of the bitmap first, so an overlapping copy is well defined rather than smeared.
const canvas = canvasRef.current;
const context = canvas?.getContext('2d');
if (!canvas || !context) return;
context.drawImage(canvas, from.x, from.y, to.w, to.h, to.x, to.y, to.w, to.h);
},
onResize: (width, height) => {
const canvas = canvasRef.current;
if (canvas) {
canvas.width = width;
canvas.height = height;
}
setFrame({ width, height });
rfb.requestUpdate(false);
},
onError: (rfbError) => setError(describeRfbError(rfbError)),
onClose: () => setConnected(false),
});
rfbRef.current = rfb;
return () => {
rfb.close();
rfbRef.current = null;
setConnected(false);
};
}, [status?.running]);
const toFramebuffer = (ev: React.MouseEvent<HTMLCanvasElement>) => {
const rect = ev.currentTarget.getBoundingClientRect();
const scaleX = ev.currentTarget.width / rect.width;
const scaleY = ev.currentTarget.height / rect.height;
return { x: (ev.clientX - rect.left) * scaleX, y: (ev.clientY - rect.top) * scaleY };
};
/**
* Keys, forwarded only while the canvas has focus.
*
* The canvas is focusable and takes focus on mousedown, which is the gesture you use to play anyway.
* Scoping it to focus is what keeps the panel from eating keys meant for the rest of the app — this is
* one panel among several on a dashboard, and a window-level listener would be a global keyboard trap.
*
* A key with a modifier is left alone: cmd-W and ctrl-R belong to the browser and the game wants none
* of them. So is anything `keysymFor` has no mapping for, which keeps Tab moving focus rather than
* disappearing into a game of Minesweeper. `preventDefault` happens only for keys actually sent.
*/
const onKey = (ev: React.KeyboardEvent<HTMLCanvasElement>, down: boolean) => {
const rfb = rfbRef.current;
if (!rfb || ev.metaKey || ev.ctrlKey || ev.altKey) return;
const keysym = keysymFor(ev.key);
if (keysym === null) return;
ev.preventDefault();
rfb.key(keysym, down);
};
const onPointer = (ev: React.MouseEvent<HTMLCanvasElement>, kind: 'down' | 'up' | 'move') => {
const rfb = rfbRef.current;
if (!rfb) return;
ev.preventDefault();
if (kind === 'down') ev.currentTarget.focus();
if (kind !== 'move') {
const bit = BUTTON_MASK[ev.button] ?? 0;
buttonsRef.current = kind === 'down' ? buttonsRef.current | bit : buttonsRef.current & ~bit;
}
const { x, y } = toFramebuffer(ev);
rfb.pointer(x, y, buttonsRef.current);
};
if (status && !status.installed) {
return (
<Centred>
<Bomb className="size-8 text-muted-foreground" />
<p className="text-sm text-muted-foreground">Minesweeper is not installed on this server.</p>
{/* The package name sits at the end so the sentence is one key rather than two around an
inline element — see docs/localization.md on the fragmentation that produces. */}
<p className="max-w-sm text-center text-xs text-muted-foreground">
It needs wine, a 32-bit prefix, and this package beside the platform: <code>wine-minesweeper</code>
</p>
</Centred>
);
}
if (status && !status.running) {
return (
<Centred>
<Bomb className="size-8 text-muted-foreground" />
<p className="text-sm text-muted-foreground">The Minesweeper session is not running.</p>
{error ? <p className="text-xs text-destructive">{error}</p> : null}
<button
type="button"
onClick={start}
disabled={busy}
className="flex items-center gap-2 rounded-md bg-primary px-3 py-1.5 text-sm text-primary-foreground disabled:opacity-60"
>
{busy ? <Loader2 className="size-4 animate-spin" /> : <Play className="size-4" />}
{busy ? 'Starting' : 'Start it'}
</button>
</Centred>
);
}
return (
<div className="flex size-full flex-col items-center justify-center gap-3 bg-muted/30 p-4">
{/* min-h-0 on the row, so the canvas gives way to the status line rather than overflowing it. */}
<div ref={boxRef} className="flex min-h-0 w-full flex-1 items-center justify-center">
<canvas
ref={canvasRef}
width={PLACEHOLDER.width}
height={PLACEHOLDER.height}
tabIndex={0}
onMouseDown={(ev) => onPointer(ev, 'down')}
onMouseUp={(ev) => onPointer(ev, 'up')}
onMouseMove={(ev) => onPointer(ev, 'move')}
onKeyDown={(ev) => onKey(ev, true)}
onKeyUp={(ev) => onKey(ev, false)}
onContextMenu={(ev) => ev.preventDefault()}
// Nearest-neighbour: smoothing a 1995 bitmap looks like a photograph of a screen rather than
// the screen. It is half of what keeps this sharp; `stage` above is the other half.
//
// The max-* pair is only the fallback for the frame before `stage` is known — once it is, the
// explicit size governs and cannot exceed the box, so capping one axis would only squash the
// other.
className={`rounded-sm shadow-lg outline-none ring-primary/50 [image-rendering:pixelated] focus:ring-2 ${stage ? '' : 'max-h-full max-w-full'}`}
style={{ ...(stage ?? {}), cursor: connected ? 'default' : 'progress' }}
/>
</div>
<div className="flex items-center gap-3 text-xs text-muted-foreground">
<span>{connected ? 'connected' : 'connecting…'}</span>
{/* Focus decides where keys go, and a canvas gives no hint that it can hold any. */}
<span>click the board to send it keys</span>
<button type="button" onClick={() => void refresh()} className="flex items-center gap-1 hover:text-foreground">
<RefreshCw className="size-3" /> refresh
</button>
</div>
{error ? <p className="text-xs text-destructive">{error}</p> : null}
</div>
);
};
const Centred = ({ children }: { children: React.ReactNode }) => (
<div className="flex size-full flex-col items-center justify-center gap-3 p-6">{children}</div>
);