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<html>
<head>
<meta charset="utf-8">
<title>game</title>
<style>
html, body { margin: 0; height: 100%; background: #000; color: #ccc; font: 12px monospace; overflow: hidden; }
#canvas { display: block; position: absolute; left: 0; top: 0; width: 100vw; height: 100vh; background: #000; }
/* title screen: the game's loading screen (LOADINGSCREEN_STARTUP) on its 1280x720 stage, scaled to the window; see the script below */
@font-face { font-family: 'Chalet'; src: url('/b/8b0b5899ed/title/chalet.woff') format('woff'); }
#loading { position: fixed; inset: 0; background: #000; overflow: hidden; transition: opacity .8s; z-index: 5; }
#loading.done { opacity: 0; pointer-events: none; }
#ls-stage { position: absolute; left: 0; top: 0; width: 1280px; height: 720px; transform-origin: 0 0; overflow: hidden; font: 12px Chalet, sans-serif; color: #fff; }
#ls-screens { position: absolute; inset: 0; }
.ls-screen { position: absolute; inset: 0; }
/* one camera per layer, so layers composite in display-list order like Scaleform (no depth test): 640 / tan(55 deg / 2) = 1229, Scaleform's default 3D camera
at the stage centre (moved against the screen's slide, see the script) */
.ls-cam { position: absolute; inset: 0; perspective: 1229px; perspective-origin: 640px 360px; }
.ls-layer { position: absolute; left: 0; top: 0; transform-origin: 0 0; background-size: 100% 100%; }
#ls-logo { position: absolute; left: 95px; top: 492.5px; width: 186px; height: 186px; }
#ls-bars { position: absolute; right: 96px; top: 642px; display: flex; gap: 3px; }
.ls-bar { height: 24px; padding: 0 6px; display: flex; align-items: center; background: rgba(0, 0, 0, .706); border-radius: 2.4px; white-space: nowrap; }
#modes { gap: 8px; }
#modes button { display: flex; align-items: center; height: 24px; padding: 0; border: 0; background: none; color: #fff; font: 12px Chalet, sans-serif; cursor: pointer; }
#modes button:disabled { cursor: default; }
#modes button[hidden] { display: none; }
#modes.ask button:not(:disabled) .ls-key { animation: ls-ask 1.2s ease-in-out infinite; }
@keyframes ls-ask { 50% { opacity: .35; } }
.ls-key { margin-left: 4px; min-width: 12px; height: 15px; padding: 0 4px; line-height: 16px; border-radius: 2px; background: #fff; color: #000; font-size: 10px; text-transform: uppercase; }
.ls-spin { flex: none; width: 22px; height: 22px; margin-left: 2px; background: url('/b/8b0b5899ed/title/spinner.png') center / 24px 24px no-repeat; animation: ls-spin 2s steps(60) infinite; }
@keyframes ls-spin { from { transform: rotate(0deg) scaleX(-1); } to { transform: rotate(-360deg) scaleX(-1); } }
#label { text-shadow: .85px .85px 1px rgba(0, 0, 0, .45); }
#pct { margin-left: 15px; font-variant-numeric: tabular-nums; }
/* kept for now: the port's progress bar along the bottom edge, the newest log line centred above it and the data downloaded above that */
#ls-log { position: absolute; left: 8px; right: 8px; bottom: 6px; display: flex; flex-direction: column; align-items: center; font: 10px/1.35 Consolas, monospace; color: rgba(190, 190, 190, .75); text-shadow: 0 0 2px #000, 1px 1px 1px #000; white-space: pre; pointer-events: none; }
#console { max-width: 100%; overflow: hidden; text-overflow: ellipsis; }
#data { color: #6a9; }
#bar { position: absolute; left: 0; right: 0; bottom: 0; height: 3px; background: rgba(255, 255, 255, .08); }
#fill { height: 100%; width: 0; background: #7cc576; }
#hud { position: fixed; left: 8px; bottom: 8px; max-width: 60vw; white-space: pre-wrap; opacity: .8; pointer-events: none; }
#fps { position: fixed; left: 8px; top: 6px; display: none; color: #0f0; font: bold 18px/1.2 Consolas, monospace; font-variant-numeric: tabular-nums; text-shadow: 1px 1px 2px #000, 0 0 3px #000; pointer-events: none; z-index: 10; }
</style>
</head>
<body>
<canvas id="canvas" width="800" height="600" tabindex="-1"></canvas>
<div id="hud"></div>
<div id="loading"><div id="ls-stage"><div id="ls-screens"></div><img id="ls-logo" src="/b/8b0b5899ed/title/logo.png" alt=""><div id="ls-bars"><div id="modes" class="ls-bar"><button data-act="back"></button><button data-act="map5"></button><button data-act="map6"></button><button data-act="sandbox"></button><button data-act="story"></button></div><div class="ls-bar"><span id="label">Starting...</span><span id="pct">0%</span><i class="ls-spin"></i></div></div></div><div id="ls-log"><div id="data"></div><div id="console"></div></div><div id="bar"><div id="fill"></div></div></div>
<div id="fps"></div>
<script type="module">
// Page of the browser build. The engine runs in a dedicated worker (loader.js: its "main thread", where the static constructors and
// main() run and which may block); the page only owns the canvas, which is transferred to that worker and on to the GPU worker.
// Query string: ?args=-flag1,-flag2=value (added to the engine command line), ?shot=N (screenshot of every N-th present to the dev server).
const q = new URLSearchParams(location.search);
// URL prefix of everything this page loads (loader, workers, engine, shaders, title art): empty on the dev server; on the PHP host (phase3/host/index.php) it puts the page's own
// text `/b/8b0b5899ed` through str_replace to `/b/<build id>`, so those files are cached for ever under URLs that change when the build does.
const BASE = '/b/8b0b5899ed'.charAt(0) === '_' ? '' : '/b/8b0b5899ed';
// ?log=1: the page, the engine threads and the workers send their log lines to the dev server (browser.log, browser_<ip>.log); off by default: the player's upload
// bandwidth and this thread's time. The loading screen's own log line and the browser console do not depend on it.
const remoteLog = q.get('log') === '1';
const postLog = (text) => { if (remoteLog) fetch('/log', { method: 'POST', body: text }).catch(() => {}); };
// Crash reports from the engine threads (prejs.js __crash, loader.js onAbort/onExit): shown in the bottom-left line with a hint when it looks like memory, and posted to the host's log
// only with ?log=1 (at most 3 per page, ~10 KB each; they were always posted until 2026-10-06, when 10,000 visitors a day made 5,500 posts and a log file per visitor). A normal exit does not report.
{
let posted = 0;
new BroadcastChannel('game-crash').onmessage = (ev) => {
const m = ev.data;
const memory = /memory|OOM|Aborted\(|RangeError|grow/i.test(m.text);
const dev = ' deviceMemory ' + (navigator.deviceMemory || '?') + ' GB, cores ' + navigator.hardwareConcurrency;
if (remoteLog && posted++ < 3) fetch('/log', { method: 'POST', body: '[page] CRASH (' + m.kind + ', ' + m.thread + ' thread, wasm heap ' + m.heap + ' MB,' + dev + ', ' + location.search + '): ' + m.text + '\n' + m.tail.join('\n') + '\n' }).catch(() => {});
const el = document.getElementById('hud');
if (el) { el.textContent = 'The game stopped (' + m.kind + '): ' + m.text.split('\n')[0].slice(0, 200) + (memory ? ' - this looks like a lack of memory: close other tabs and reload.' : ' - reload the page.'); el.style.color = '#f96'; }
};
}
// ---- title screen: the game's own loading screen, LOADINGSCREEN_STARTUP (scaleform_frontend.rpf), redone in HTML ----------------------------------------
// Ported from its ActionScript (com.rockstargames.gtav.loadingScreens.LOADINGSCREEN_STARTUP, decompiled with JPEXS FFDec) as it plays while the game loads
// (CTX_GAMELOAD). On the 1280x720 stage (scaled to the window, black outside 16:9): the built-in beach screen and the 17 loadingscreen<N> art screens in one of
// the movie's six random orders; each is a background panel tilted in 3D (Scaleform's camera: 55 degree field of view around the stage centre, pivot at the
// layer's top-left; Scaleform's +Z points away from the viewer, CSS's towards it, hence the negated angles) and foreground cut-outs. Every 14 s the next screen
// slides in (0.85 s, cubic in-out, from alternating sides) and the old one out; a screen's layers tween linearly to their end values over 42 s. The GTA V logo
// sits bottom left and the instructional button bar bottom right at the boot-time safe zone (7.5 %, CHudTools::GetFakeLoadingScreenSafeZone).
// Art, logo, spinner and the font ($Font2 = Chalet London 1960) are the game's (phase3/make_title.py, served at /b/8b0b5899ed/title/).
let stopTitle = () => {};
{
const stage = document.getElementById('ls-stage'), holder = document.getElementById('ls-screens');
const fit = () => {
const s = Math.min(innerWidth / 1280, innerHeight / 720);
stage.style.transform = 'translate(' + (innerWidth - 1280 * s) / 2 + 'px,' + (innerHeight - 720 * s) / 2 + 'px) scale(' + s + ')';
};
fit();
addEventListener('resize', fit);
const L = (tex, w, h, x, y, yr, to) => ({ tex, w, h, x, y, yr, to });
const BG = (n, yr, to, x = 98) => L('ls' + n + '_background', 1024, 512, x, 95, yr, to);
const FG = (n, name, w, h, x, y, toX, yr = 0) => L('ls' + n + '_' + name, w, h, x, y, yr, { x: toX });
const SCREENS = [ // the movie's loadingScreens array: setup (size, position, _yrotation) and tweenTo of every layer, bottom to top
[L('beach_bg', 1024, 512, 98, 95, 20, { yr: -6, xr: 5 }), L('beach_fg', 343, 629, 480, 95, 0, { x: 720 })],
null, // loadingscreen_builtin1 (Frisk): its symbols are not in this build's movie, and no order uses it
[BG(0, 7, { yr: -7 }), FG(0, 'foreground', 299, 599, 360, 140, 560, 7)],
[BG(1, 6, { yr: -12 }), FG(1, 'foreground', 503, 206, 300, 465, 480), FG(1, 'foreground_franklin', 368, 588, 440, 140, 745)],
[BG(2, 7, { yr: -5, xr: 5 }), FG(2, 'foreground', 311, 558, 745, 200, 450), FG(2, 'foreground_chop', 320, 512, 640, 260, 310)],
[BG(3, 12, { yr: -4 }, 110), FG(3, 'foreground', 412, 609, 440, 120, 730)], // its foreground_car is an "isInFla" layer missing from the movie: the game shows no car
[BG(4, 7, { yr: -4, xr: 5 }), FG(4, 'foreground', 251, 643, 400, 85, 250)],
[BG(5, 7, { yr: -6 }), FG(5, 'foreground', 389, 640, 450, 95, 700)],
[BG(6, 7, { yr: 0, xr: 5 }), FG(6, 'foreground', 367, 603, 410, 115, 800)],
[BG(7, 6, { yr: -6, xr: 5 }), FG(7, 'foreground', 311, 625, 860, 95, 520)],
[BG(8, 7, { yr: -5, xr: 5 }), FG(8, 'foreground', 492, 497, 400, 190, 660)],
[BG(9, 7, { yr: -3, xr: 5 }), FG(9, 'foreground', 331, 675, 220, 50, 140)],
[BG(10, 6, { yr: -5, xr: 5 }), FG(10, 'foreground', 352, 682, 545, 65, 485)],
[BG(11, 7, { yr: -3, xr: 5 }), FG(11, 'foreground', 344, 669, 309, 51, 424)],
[BG(12, 6, { yr: -4 }), FG(12, 'foreground_michael', 462, 677, 345, 42, 220)],
[BG(13, 5, { yr: -6, xr: 5 }), FG(13, 'foreground', 399, 681, 430, 39, 250)],
[BG(14, 6, { yr: -2, xr: 5 }), FG(14, 'foreground', 392, 631, 650, 95, 850)],
[BG(15, 6, { yr: -3, xr: 5 }), FG(15, 'foreground', 385, 642, 404, 78, 261)],
[BG(16, 6, { yr: -3, xr: 5 }), FG(16, 'foreground', 300, 600, 300, 150, 400)],
];
const ORDERS = [[0, 16, 18, 3, 12, 2, 17, 10, 9, 8, 15, 6, 11, 14, 4, 7, 13], [0, 4, 6, 17, 11, 16, 18, 7, 9, 15, 3, 14, 10, 13, 2, 8, 12],
[0, 7, 16, 14, 13, 3, 10, 2, 15, 18, 8, 9, 4, 17, 12, 6, 11], [0, 8, 18, 9, 13, 4, 11, 14, 7, 17, 6, 12, 3, 16, 2, 15, 10],
[0, 11, 12, 7, 18, 14, 9, 13, 4, 2, 15, 11, 8, 16, 6, 3, 17], [0, 10, 16, 2, 13, 17, 8, 9, 18, 3, 12, 6, 7, 4, 14, 15, 10]];
const order = ORDERS[Math.floor(Math.random() * ORDERS.length)];
const cubicInOut = (t) => (t < 0.5 ? 4 * t * t * t : 1 - Math.pow(2 - 2 * t, 3) / 2); // TweenStar Cubic.easeInOut
// the screen's horizontal position; its layers' cameras stay at the stage centre (Scaleform's camera does not move with the clip)
const slide = (s, x) => {
s.el.style.transform = 'translateX(' + x + 'px)';
for (const c of s.cams) c.style.perspectiveOrigin = (640 - x) + 'px 360px';
};
const place = (l, x, yr, xr) => { l.el.style.transform = 'translate3d(' + x + 'px,' + l.y + 'px,0) rotateY(' + -yr + 'deg) rotateX(' + -xr + 'deg)'; };
// a screen's images, decoded before it may show (the movie waits for its texture dictionary the same way)
const prepare = (i) => {
const layers = SCREENS[order[i]].map((d) => ({ ...d, img: Object.assign(new Image(), { src: '/b/8b0b5899ed/title/art/' + d.tex + '.webp' }) }));
return Promise.all(layers.map((l) => l.img.decode().catch(() => {}))).then(() => layers);
};
let active = null, leaving = null, index = 0, alt = -1, timer = 0, raf = 0, stopped = false;
const show = (defs) => {
const now = performance.now();
alt = alt <= 0 ? 1 : -1; // updateScreenIndex: the side alternates
const el = document.createElement('div');
el.className = 'ls-screen';
const cams = [];
const s = { el, slideFrom: alt * 1280, start: now, settled: 0, cams, layers: defs.map((d) => {
const cam = document.createElement('div'), e = document.createElement('div');
cam.className = 'ls-cam';
e.className = 'ls-layer';
e.style.width = d.w + 'px'; e.style.height = d.h + 'px';
e.style.backgroundImage = 'url(' + d.img.src + ')';
cam.appendChild(e);
el.appendChild(cam);
cams.push(cam);
return { el: e, y: d.y, x0: d.x, yr0: d.yr, xr0: 0, x1: d.to.x ?? d.x, yr1: d.to.yr ?? d.yr, xr1: d.to.xr ?? 0 };
}) };
for (const l of s.layers) place(l, l.x0, l.yr0, l.xr0);
slide(s, s.slideFrom);
holder.appendChild(el); // above the screen that leaves
if (leaving) leaving.el.remove();
leaving = active;
if (leaving) { leaving.slideFrom = 0; leaving.slideTo = -alt * 1280; leaving.start = now; }
active = s;
s.slideTo = 0;
};
const tick = (now) => {
for (const s of [leaving, active]) {
if (!s) continue;
const p = Math.min(1, (now - s.start) / 850);
if (p < 1 || !s.slid) { slide(s, s.slideFrom + (s.slideTo - s.slideFrom) * cubicInOut(p)); s.slid = p === 1; }
if (s === active && p === 1 && !s.settled) s.settled = now; // loadscreenIsSettled: the layers start their 42 s tweens
if (s.settled) {
const q = Math.min(1, (now - s.settled) / 42000);
for (const l of s.layers) place(l, l.x0 + (l.x1 - l.x0) * q, l.yr0 + (l.yr1 - l.yr0) * q, l.xr0 + (l.xr1 - l.xr0) * q);
}
if (s === leaving && p === 1) { s.el.remove(); leaving = null; }
}
if (!stopped) raf = requestAnimationFrame(tick);
};
let next = prepare(0);
const cycle = () => next.then((defs) => {
if (stopped) return;
show(defs);
index = (index + 1) % order.length;
next = prepare(index);
timer = setTimeout(cycle, 14000); // timerDuration
});
timer = setTimeout(cycle, 500);
raf = requestAnimationFrame(tick);
stopTitle = () => { stopped = true; clearTimeout(timer); cancelAnimationFrame(raf); };
}
// ---- start choice: Story Mode / Sandbox Mode, and Sandbox Mode's map, in the title screen's button bar ---------------------------------------------------------
// The game's own loading-time choice (CLoadingScreens::RefreshButtonLayout: "Loading Story Mode" with a spinner, "Online" as a button) with Sandbox Mode in the
// Online slot. Buttons are laid out like updateButtonLayout: the spinner item rightmost; on PC the icons are key caps (a click works too). Enter = Story Mode;
// Space = Sandbox Mode, which asks for the map: 5 = the GTA V map, 6 = "GTA VI Map" (the env_test level), Backspace = back. The choice goes into the engine's
// input block (WasmInputBlock.startMode, wasm/platform/input/browser_input_wasm.cpp): 1 = Story Mode (the release startup: a new game from the Prologue),
// 2 = Sandbox Mode on the GTA V map (free roam at a random spot with every weapon), 3 = Sandbox Mode on env_test. It can change until the engine takes it
// (where it reads -level, about 62 % into the load; it waits there if nothing was chosen, and the page then pulses the key caps); after that only the chosen
// item stays. ?mode=story|sandbox chooses up front (with &map=env_test for Sandbox Mode on env_test).
let startMode = q.get('mode') === 'story' ? 1 : q.get('mode') === 'sandbox' ? (q.get('map') === 'env_test' ? 3 : 2) : 0;
let startModeWord = null, startCommitted = false, pickingMap = false, waitingChoice = false; // waitingChoice: the engine waits for the choice
const ACTS = { // button: text, key cap, key codes
back: ['Back', 'Backspace', ['Backspace']],
map5: ['GTA V Map', '5', ['Digit5', 'Numpad5']],
map6: ['GTA VI Map', '6', ['Digit6', 'Numpad6']],
sandbox: ['Sandbox Mode', 'Space', ['Space']],
story: ['Story Mode', 'Enter', ['Enter', 'NumpadEnter']],
};
const LOADING = { 1: 'Loading Story Mode', 2: 'Loading Sandbox Mode: GTA V Map', 3: 'Loading Sandbox Mode: GTA VI Map' };
const modesEl = document.getElementById('modes'), modeButtons = [...modesEl.querySelectorAll('button')];
const isMode = (act) => act === 'story' || act === 'sandbox';
const showModes = () => {
for (const b of modeButtons) {
const act = b.dataset.act, loading = !pickingMap && (act === 'story' ? startMode === 1 : act === 'sandbox' && startMode >= 2);
const text = document.createElement('span'), icon = document.createElement(loading ? 'i' : 'span');
text.textContent = loading ? LOADING[startMode] : ACTS[act][0];
icon.className = loading ? 'ls-spin' : 'ls-key';
icon.textContent = loading ? '' : ACTS[act][1];
b.replaceChildren(text, icon);
b.style.order = loading ? 1 : 0;
b.disabled = startCommitted;
b.hidden = startCommitted ? !loading : pickingMap === isMode(act); // the modes, or the map choice with Back
b.classList.toggle('chosen', loading);
}
if (startMode) modesEl.classList.remove('ask');
if (waitingChoice && !startMode) document.getElementById('label').textContent = pickingMap ? 'Choose a map to continue' : 'Choose Story Mode or Sandbox Mode to continue';
};
const choose = (m) => {
pickingMap = false;
if (m !== startMode) {
startMode = m;
if (startModeWord) Atomics.store(startModeWord, 0, m);
postLog('[page] start mode: ' + ({ 1: 'story', 2: 'sandbox', 3: 'sandbox on env_test' })[m]);
}
showModes();
};
const act = (a) => {
if (startCommitted) return;
if (a === 'story') choose(1);
else if (a === 'map5') choose(2);
else if (a === 'map6') choose(3);
else { pickingMap = a === 'sandbox'; showModes(); } // Sandbox Mode (or its loading item: change the map) asks for the map; Back closes that
};
modesEl.addEventListener('click', (e) => { const b = e.target.closest('button'); if (b && !b.hidden) act(b.dataset.act); });
addEventListener('keydown', (e) => {
if (startCommitted || e.ctrlKey || e.altKey || e.metaKey || !document.getElementById('loading')) return;
const b = modeButtons.find((x) => !x.hidden && ACTS[x.dataset.act][2].includes(e.code));
if (!b) return;
act(b.dataset.act);
e.preventDefault(); e.stopImmediatePropagation();
}, { capture: true });
showModes();
// ---- loading progress: the engine (prejs.js, loader.js) and the GPU worker publish {pct, label} on a BroadcastChannel ------------------
{
const loading = document.getElementById('loading'), fill = document.getElementById('fill'), label = document.getElementById('label'), pct = document.getElementById('pct');
let target = 0, shown = 0, ready = false, dirty = false, loadingGone = false;
let dataBytes = 0, worldBase = -1;
const samples = [];
let lastLine = '';
const consoleEl = document.getElementById('console');
const bc = new BroadcastChannel('game-progress');
let lastActivity = performance.now(), stallLogged = 0, lastLabel = '';
bc.onmessage = (ev) => {
const m = ev.data;
lastActivity = performance.now();
if (m.dl) { // bytes of game data fetched by an engine thread since its last report
dataBytes += m.dl;
samples.push([performance.now(), m.dl]);
return;
}
if (m.lines) {
if (loadingGone || !m.lines.length) return; // the log line above the progress bar is gone: no DOM work for it during play
lastLine = m.lines[m.lines.length - 1];
dirty = true;
return;
}
if (m.gpuLost) { hud.textContent = 'The graphics device was lost (' + m.gpuLost + '): the screen will stay black. Reload the page.'; hud.style.color = '#f66'; return; }
if (m.error) { label.textContent = m.error; label.style.color = '#e66'; return; }
if (m.pct > target) { target = m.pct; if (m.label) { lastLabel = m.label; if (!waitingChoice) label.textContent = m.label; } if (m.pct >= 72 && worldBase < 0) worldBase = dataBytes; }
if (m.choice && !startMode) { waitingChoice = true; modesEl.classList.add('ask'); showModes(); } // the engine waits for the choice: showModes asks for it in the label
if (m.commit) { startCommitted = true; pickingMap = false; if (m.mode) startMode = m.mode; showModes(); } // the engine took the choice
if (m.compiling !== undefined && !waitingChoice) { label.textContent = lastLabel = 'Preparing shaders'; target = Math.max(target, 99); } // the world is up; the GPU worker holds it until its pipelines are compiled
if (m.world) { ready = true; hud.textContent = 'click the game to capture the mouse (Esc releases it, Shift+P switches keyboard mode, = shows FPS)'; setTimeout(() => { hud.textContent = ''; }, 15000); }
};
// Between reports the bar creeps forward (at most 6 points past the last report) so a long stage does not look frozen.
const dataEl = document.getElementById('data');
const WORLD_BYTES = 1.2e9; // game data the world needs after the scripts start (measured: about 1.2-1.4 GB the first time)
// Stall watchdog: nothing (no log line, no data, no progress) from any engine thread for 30 s while loading. A tab that ran out of memory dies ("Aw, Snap!") and cannot say so,
// but one that is thrashing or deadlocked can: show it, and leave a timestamped line in the server log for diagnosis.
setInterval(() => {
if (ready) return;
if (waitingChoice) { if (!startMode) { lastActivity = performance.now(); return; } waitingChoice = false; label.textContent = lastLabel; }
const quiet = (performance.now() - lastActivity) / 1000;
if (quiet > 30) {
label.textContent = 'No progress for ' + (quiet | 0) + ' s' + (lastLabel ? ' (last step: ' + lastLabel + ')' : '') + ': the device may be out of memory. Close other tabs, or reload.';
label.style.color = '#e96';
if (quiet - stallLogged > 30) { stallLogged = quiet; postLog('[page] STALL: no progress for ' + (quiet | 0) + ' s, last step "' + lastLabel + '", shown ' + shown.toFixed(0) + '%'); }
} else if (stallLogged) { stallLogged = 0; label.style.color = ''; }
}, 2000);
const progressTimer = setInterval(() => {
const now = performance.now();
while (samples.length && now - samples[0][0] > 3000) samples.shift();
const speed = samples.reduce((a, x) => a + x[1], 0) / 3;
if (dataBytes) dataEl.textContent = 'Game data: ' + (dataBytes / 1048576 | 0) + ' MB' + (speed > 1e4 ? ' (' + (speed / 1048576).toFixed(1) + ' MB/s)' : '');
// from the scripts stage on, progress also follows the data that arrives (72 -> 98 %)
if (worldBase >= 0 && !ready) target = Math.max(target, 72 + 26 * Math.min(1, (dataBytes - worldBase) / WORLD_BYTES));
const cap = ready ? 100 : Math.min(99, target + 6);
const goal = ready ? 100 : (shown < target ? target : cap);
shown += (goal - shown) * (goal === target || ready ? 0.12 : 0.004);
if (dirty) { // the newest line only
dirty = false;
consoleEl.textContent = lastLine;
}
fill.style.width = shown.toFixed(1) + '%';
pct.textContent = Math.round(shown) + '%';
if (ready && shown > 99.5) { loading.classList.add('done'); setTimeout(() => { loading.remove(); stopTitle(); }, 1000); loadingGone = true; clearInterval(progressTimer); } // once: the page does no loading-screen work during play
}, 50);
}
const hud = document.getElementById('hud');
// FPS counter, top left: off by default, the = key toggles it. The GPU worker counts presented frames and posts the rate twice a second on 'game-fps'. The key does not reach
// the game (capture phase on window, before the input handlers; this build has debug key bindings).
{
const el = document.getElementById('fps');
let on = false;
new BroadcastChannel('game-fps').onmessage = (ev) => { if (on) el.textContent = Math.round(ev.data.fps) + ' FPS'; };
const isToggle = (e) => e.code === 'Equal' && !e.ctrlKey && !e.altKey && !e.metaKey;
addEventListener('keydown', (e) => {
if (!isToggle(e)) return;
e.stopImmediatePropagation(); e.preventDefault();
if (e.repeat) return;
on = !on;
el.style.display = on ? 'block' : 'none';
if (on) el.textContent = '-- FPS';
}, { capture: true });
addEventListener('keyup', (e) => { if (isToggle(e)) { e.stopImmediatePropagation(); e.preventDefault(); } }, { capture: true });
}
const canvas = document.getElementById('canvas');
// With ?log=1, log lines of the engine threads and the GPU worker arrive here (prejs.js / wgpu_worker.js post them on 'game-log' without blocking) and go to the dev server
// in order, one POST at a time with whatever queued up meanwhile.
if (remoteLog) {
const queue = [];
let sending = false;
const pump = async () => {
if (sending || !queue.length) return;
sending = true;
const body = queue.splice(0).join('\n');
try { await fetch('/log', { method: 'POST', body, keepalive: body.length < 60000 }); } catch (e) { /* server gone */ }
sending = false;
pump();
};
new BroadcastChannel('game-log').onmessage = (ev) => { queue.push(ev.data); if (queue.length > 20000) queue.splice(0, queue.length - 20000); pump(); };
}
// Release the io worker's exclusive storage handles as soon as this page goes away (a quick reload would otherwise find them locked and run without the store).
addEventListener('pagehide', () => { try { new BroadcastChannel('game-io').postMessage('close'); } catch (e) {} });
// Earlier versions cached the game data with a service worker (sw.js) and the Cache API: remove both, the io worker keeps its own store (io_worker.js).
async function dropOldCache() {
try {
if ('serviceWorker' in navigator) for (const r of await navigator.serviceWorker.getRegistrations()) await r.unregister();
if (window.caches) for (const k of await caches.keys()) if (k.startsWith('gamedata')) await caches.delete(k);
} catch (e) { console.warn('could not remove the old cache: ' + e); }
}
let lowMemory = false; // set below (module scope: the ?mem readout further down also needs it)
let startSize = [1280, 720], wantSize = null; // set below (module scope: installInput uses them)
if (!crossOriginIsolated) { document.getElementById('label').textContent = 'not cross-origin isolated: open the page over https (or localhost); the server sends COOP/COEP'; document.getElementById('label').style.color = '#e66'; }
else {
const offscreen = canvas.transferControlToOffscreen();
await dropOldCache();
// Low-memory profile (?low=1 forces it, ?low=0 forbids it; default: navigator.deviceMemory <= 4, which browsers report as 4 for 4 GB and less):
// every engine thread is a Web Worker of ~20 MB and the engine sizes its thread count from the core count, so pretend to have 2 cores (54 threads
// instead of 80-116); quarter the texture memory (texture quality 0 = top mip skipped on the GPU), no network stack, and the minimum ped/vehicle
// variety, city density, LOD and quality settings: measured in a Node run at the world, GPU memory 1.16 GB -> 0.5 GB and streamed assets 1.38 GB -> 0.95 GB.
// Shadows off (-shadowQuality=-1, engine level 0 below the menu's lowest; SettingsManager.cpp, wasm): the cascade shadow pass was a third of all draws (Node, 1366x600:
// 600-900 of 1,300-2,900 per frame), and a 4-core Chromebook spent ~110 us per draw. ?shadows=1 keeps them at the lowest level.
const lowParam = q.get('low');
lowMemory = lowParam === '1' || (lowParam !== '0' && navigator.deviceMemory && navigator.deviceMemory <= 4);
const LOW_ARGS = ['-textureQuality=0', '-pedVariety=0', '-vehicleVariety=0', '-shadowQuality=' + (q.get('shadows') === '1' ? 0 : -1), '-reflectionQuality=0', '-particleQuality=0',
'-grassQuality=0', '-cityDensity=0', '-lodScale=0', '-pedLodBias=0', '-vehicleLodBias=0'];
const cores = +(q.get('cores') || 0) || (lowMemory ? 2 : navigator.hardwareConcurrency);
if (lowMemory) hud.textContent = 'Low-memory device (' + (navigator.deviceMemory || '?') + ' GB reported): close other tabs. If the tab shows "Aw, Snap!" or SIGILL it ran out of memory.';
postLog('[page env] ' + JSON.stringify({ deviceMemory: navigator.deviceMemory, cores: navigator.hardwareConcurrency, usingCores: cores, low: lowMemory, isolated: crossOriginIsolated, ua: navigator.userAgent.slice(0, 120), screen: screen.width + 'x' + screen.height + '@' + devicePixelRatio }));
// Back buffer = the browser window in device pixels (native resolution), following window resizes live (see installInput). ?scale=0.75 renders at 75 % (faster), ?fixed=1 keeps the
// start-up size whatever the window does, ?res=1920x1080 forces a size. Even numbers, at most 3840x2160 (2560x1440 in the low-memory profile: screen-sized render targets dominate GPU memory).
wantSize = () => {
const forced = /^(\d+)x(\d+)$/.exec(q.get('res') || '');
if (forced) return [+forced[1], +forced[2]];
const sc = Math.max(0.25, Math.min(2, +(q.get('scale') || 1)));
let w = innerWidth * devicePixelRatio * sc, h = innerHeight * devicePixelRatio * sc;
const cap = lowMemory ? [2560, 1440] : [3840, 2160], k = Math.min(1, cap[0] / w, cap[1] / h);
w *= k; h *= k;
return [Math.max(320, Math.round(w / 2) * 2), Math.max(240, Math.round(h / 2) * 2)];
};
startSize = wantSize();
// Script and replay channels: ~87 % of all log lines in play (the scripts print leaderboard and status lines every few frames). Below warning they are off: formatting, the
// log transport and the dev server's log file cost the main thread for nothing. ?verbose=1 keeps everything.
const LOG_ARGS = q.get('verbose') ? [] : ['-Script_all=warning', '-replay_all=warning'];
// -fastscriptcore: the script interpreter's production core (scrThread::Run static). Without it this build runs the debugging core, which looks up two breakpoint tables
// for every script instruction (scrThread::Run was ~8 % of the main thread).
const ENGINE_ARGS = ['-fastscriptcore'];
// Chrome on Windows rounds every wait with a timeout (Atomics.wait: the engine's sleeps, its 1 ms event waits, the frame limiter, the yields of its spin loops) up to the OS
// timer tick, 15.6 ms, unless the renderer process has a timer below 16 ms pending, which switches the process to a fine tick (measured: a 1 ms wait takes 15.5 ms; with
// this timer 2.1 ms, a 4 ms wait 5.0 ms). The game has no such timer, so every short sleep cost a whole tick: the limiter held a 60 fps cap to 37 fps and the visibility
// wait added 15 ms to a frame. An empty callback; nothing else on this thread runs while the game plays.
setInterval(() => {}, 1);
const worker = new Worker(BASE + '/loader.js');
worker.onmessage = (ev) => {
if (ev.data.hud) hud.textContent = ev.data.hud;
if (ev.data.input) installInput(ev.data.input.memory, ev.data.input.block);
if (ev.data.audio) { audioPending = ev.data.audio; tryStartAudio(); }
};
worker.onerror = (e) => { hud.textContent = 'worker error: ' + e.message; };
worker.postMessage({
canvas: offscreen,
base: BASE,
args: ['-rootdir=/game/', ...(q.get('nogpu') ? [] : ['-wgpu']), '-nodisplaycalibration', '-noSocialClub', '-pc:nosocialclub', ...(q.get('newgame') === '1' ? ['-noautoload'] : []), '-nonetwork', '-output', '-width=' + startSize[0], '-height=' + startSize[1], '-forceResolution', ...LOG_ARGS, ...ENGINE_ARGS, '-frameLimit=' + (q.get('fps') === '30' ? 2 : q.get('fps') === '0' ? 0 : 1), // the game's own limiter: VSync 2 (its default) = 30 fps; 1 = 60 fps; ?fps=0 uncapped (diagnostics). Story Mode continues from the newest savegame (the engine skips that for Sandbox Mode); ?newgame=1 (-noautoload) starts it from the Prologue instead
...(cores <= 2 ? ['-numCores=' + cores] : []), ...(lowMemory ? LOW_ARGS : []), ...(q.get('args') || '').split(',').filter(Boolean)],
shotEvery: +(q.get('shot') || 0),
shotRt: q.get('shotrt') === '1', // ?shotrt=1 (with ?shot=N): every render target of one frame after the world is shown to the dev server's shots/ (wgpu_worker.js)
noHints: q.get('nohints') === '1', // ?nohints=1: do not fetch the streamer's queued reads ahead (io_worker.js drainHints; diagnostics)
noPack: q.get('nopack') === '1', // ?nopack=1: fetch shaders one by one, not from the shader packs (wgpu_worker.js; diagnostics)
gpuLimits: q.get('limits') || '', // ?limits=maxSampledTexturesPerShaderStage:16,... : request a smaller GPU device than the adapter offers (reproduces a weaker device's limits; wgpu_worker.js)
keepThreads: (q.get('keep') || '').split(',').reduce((m, g) => m | ({ replay: 1, net: 2, bink: 4, idle: 8 }[g] || 0), 0), // ?keep=replay,net,bink,idle: start those thread groups (diagnostics)
cores,
noStore: !!(q.get('nocache') || q.get('nosw')),
fullConsole: !!q.get('console'),
remoteLog, // ?log=1 (above): loader.js passes it on to the engine threads and the GPU and io workers
trace: !!q.get('trace'), // ?trace=1: log every engine file request (io_worker.js)
slots: +(q.get('slots') || 0), // ?slots=N: frames in flight of the GPU worker (diagnostics)
syncPipelines: !!q.get('syncpipelines'), // ?syncpipelines=1: the GPU worker compiles pipelines synchronously (no draws skipped while one compiles)
record: !!q.get('record'), // ?record=1: log the boot read set (io_worker.js), for record_bootset.py
lowMemory,
}, [offscreen]);
}
// ?mem=1 (diagnostics, needs ?log=1): performance.measureUserAgentSpecificMemory() every 15 s (needs cross-origin isolation), posted to the dev server's log.
if (remoteLog && (q.get('mem') || lowMemory) && performance.measureUserAgentSpecificMemory) { // with ?log=1 on by default in the low-memory profile: the last reading before a crash/stall is in the log
const report = async () => {
try {
const r = await performance.measureUserAgentSpecificMemory();
const rows = r.breakdown.filter((b) => b.bytes > 1e6).map((b) => (b.bytes / 1048576 | 0) + ' MB ' + (b.types || []).join('+') + ' ' + (b.attribution || []).map((a) => (a.url || '').split('/').pop() + '/' + (a.scope || '')).join(','));
postLog('[page mem] total ' + (r.bytes / 1048576 | 0) + ' MB; ' + rows.join(' | '));
} catch (e) { postLog('[page mem] failed: ' + e); }
setTimeout(report, 15000);
};
setTimeout(report, 15000);
}
// ---- audio: the engine mixer writes into a ring in shared memory (platform/audio/browser_audio_wasm.cpp); an AudioWorklet plays it -------------------
// Browsers only allow audio after a user gesture: the context is created on the first click/key press.
let audioPending = null, audioGesture = false, audioStarted = false;
function tryStartAudio() {
if (!audioPending || !audioGesture || audioStarted) return;
audioStarted = true;
(async () => {
try {
const ctx = new AudioContext({ sampleRate: 48000, latencyHint: 'interactive' });
await ctx.audioWorklet.addModule(BASE + '/audio-worklet.js');
const node = new AudioWorkletNode(ctx, 'game-audio', { numberOfInputs: 0, numberOfOutputs: 1, outputChannelCount: [2], processorOptions: audioPending });
node.connect(ctx.destination);
await ctx.resume();
addEventListener('pointerdown', () => ctx.resume());
addEventListener('keydown', () => ctx.resume());
if (q.get('mem')) { // diagnostics: ring state every 5 s
const hdr = new Int32Array(audioPending.memory.buffer, audioPending.ring, 8);
setInterval(() => postLog('[page audio] state ' + ctx.state + ', frames written ' + (hdr[0] >>> 0) + ', read ' + (hdr[1] >>> 0) + ', fill ' + (((hdr[0] - hdr[1]) >>> 0)) + ', worklet calls ' + (hdr[3] >>> 0) + ', peak ' + (Atomics.exchange(hdr, 4, 0) / 1e6).toFixed(3)), 5000);
}
postLog('[page] audio started: ' + ctx.sampleRate + ' Hz, base latency ' + ctx.baseLatency);
} catch (e) { audioStarted = false; postLog('[page] audio failed: ' + e); }
})();
}
for (const type of ['pointerdown', 'keydown']) addEventListener(type, () => { audioGesture = true; tryStartAudio(); }, { capture: true });
// ---- input: DOM events -> the engine's input block in shared memory (platform/input/browser_input_wasm.cpp) ------------------------
// Layout of WasmInputBlock: 256 key bytes, then int32 words: mouseX, mouseY, dX, dY, dZ, buttons, focus, locked, textHead, textTail, text[64] (uint16).
const VK = {
Backspace: 0x08, Tab: 0x09, Enter: 0x0D, NumpadEnter: 0xFD, Pause: 0x13, CapsLock: 0x14, Escape: 0x1B, Space: 0x20, PageUp: 0x21, PageDown: 0x22,
End: 0x23, Home: 0x24, ArrowLeft: 0x25, ArrowUp: 0x26, ArrowRight: 0x27, ArrowDown: 0x28, PrintScreen: 0x2C, Insert: 0x2D, Delete: 0x2E,
MetaLeft: 0x5B, MetaRight: 0x5C, ContextMenu: 0x5D, NumpadMultiply: 0x6A, NumpadAdd: 0x6B, NumpadSubtract: 0x6D, NumpadDecimal: 0x6E, NumpadDivide: 0x6F,
NumLock: 0x90, ScrollLock: 0x91, ShiftLeft: 0xA0, ShiftRight: 0xA1, ControlLeft: 0xA2, ControlRight: 0xA3, AltLeft: 0xA4, AltRight: 0xA5,
Semicolon: 0xBA, Equal: 0xBB, Comma: 0xBC, Minus: 0xBD, Period: 0xBE, Slash: 0xBF, Backquote: 0xC0, BracketLeft: 0xDB, Backslash: 0xDC, BracketRight: 0xDD,
Quote: 0xDE, IntlBackslash: 0xE2,
};
for (let i = 0; i < 10; i++) { VK['Digit' + i] = 0x30 + i; VK['Numpad' + i] = 0x60 + i; }
for (let i = 0; i < 26; i++) VK['Key' + String.fromCharCode(65 + i)] = 0x41 + i;
for (let i = 1; i <= 24; i++) VK['F' + i] = 0x6F + i;
// ?dbg=1: draw isolation for hunting rendering artifacts. The GPU worker runs only the first N draws of each frame (N in the input block, -1 = all) and
// reports the pipeline of the last one it ran. Find the smallest N at which the artifact appears: that draw paints it. F1/F2: N -1/+1, F3/F4: N -25/+25,
// F5: back to all draws, F6: write the current draw to the server log (the log is what to send).
function installDebugPanel(memory, block) {
const dbg = new Int32Array(memory.buffer, block + 424, 2);
const panel = document.createElement('div');
panel.style.cssText = 'position:fixed;left:0;top:0;right:0;background:#000c;color:#8f8;font:12px monospace;padding:4px 8px;z-index:9;white-space:pre-wrap;pointer-events:none';
document.body.appendChild(panel);
let last = '', total = 0;
new BroadcastChannel('game-debug').onmessage = (ev) => { last = ev.data.last; total = ev.data.total; render(); };
const render = () => { const n = Atomics.load(dbg, 0); panel.textContent = 'DRAW ISOLATION limit ' + (n < 0 ? 'off (all)' : n) + ' of ' + total + ' draws/frame [F1 -1 F2 +1 F3 -25 F4 +25 F5 all F6 log]\nlast draw run: ' + (last || '-'); };
addEventListener('keydown', (e) => {
const step = { F1: -1, F2: 1, F3: -25, F4: 25 }[e.code];
if (step !== undefined) {
const n = Atomics.load(dbg, 0);
Atomics.store(dbg, 0, Math.max(0, Math.min(total, (n < 0 ? total : n) + step)));
e.preventDefault(); render();
} else if (e.code === 'F5' && !e.ctrlKey) { Atomics.store(dbg, 0, -1); e.preventDefault(); render(); }
else if (e.code === 'F6') { postLog('[debug draw] limit ' + Atomics.load(dbg, 0) + ' of ' + total + ' | ' + last); e.preventDefault(); }
}, { capture: true });
render();
}
function installInput(memory, block) {
if (q.get('dbg')) installDebugPanel(memory, block);
const keys = new Uint8Array(memory.buffer, block, 256);
const w = new Int32Array(memory.buffer, block + 256, 10);
const U16 = new Uint16Array(memory.buffer, block + 256 + 40, 64);
const MX = 0, MY = 1, DX = 2, DY = 3, DZ = 4, BTN = 5, FOCUS = 6, LOCKED = 7, HEAD = 8, TAIL = 9;
let W = startSize[0], H = startSize[1]; // back buffer size in device pixels (mouse clamping); updated when the window is resized
const ext = new Int32Array(memory.buffer, block + 424, 4); // dbgDrawLimit, dbgFrameDraws, winW, winH
startModeWord = new Int32Array(memory.buffer, block + 440, 1); // startMode (the start menu above)
if (startMode) Atomics.store(startModeWord, 0, startMode);
Atomics.store(ext, 2, W); Atomics.store(ext, 3, H);
if (!q.get('fixed')) {
let timer = 0;
addEventListener('resize', () => {
clearTimeout(timer);
timer = setTimeout(() => {
const [w, h] = wantSize();
if (w === W && h === H) return;
W = w; H = h;
Atomics.store(ext, 2, w); Atomics.store(ext, 3, h);
trace('window resized: back buffer ' + w + 'x' + h);
}, 150);
});
}
Atomics.store(w, FOCUS, document.hasFocus() ? 1 : 0);
Atomics.store(w, MX, W >> 1);
Atomics.store(w, MY, H >> 1);
// Input tracing: the first events the page sees and where they go (POST /log), so a session that loses its keyboard says at which stage
let traced = 0;
const trace = (msg) => { if (traced < 80) { traced++; postLog('[page input] ' + msg); } };
const passThrough = (e) => e.code === 'F12' || e.code === 'F11' || (e.ctrlKey && e.shiftKey && (e.code === 'KeyI' || e.code === 'KeyJ')) || e.code === 'F5';
// Aircraft and submarine pitch and roll are on the numpad in the game (8/2/4/6, target select 7/9), which many keyboards lack. The numpad keys are bound to nothing else, so I/K (pitch), J/L (roll)
// and U/O (target left/right) press the same keys for the engine; the real numpad keeps working.
const FLY_ALIAS = { KeyI: 'Numpad8', KeyK: 'Numpad2', KeyJ: 'Numpad4', KeyL: 'Numpad6', KeyU: 'Numpad7', KeyO: 'Numpad9' };
const held = new Set();
const syncFlyAlias = () => { for (const [src, target] of Object.entries(FLY_ALIAS)) Atomics.store(keys, VK[target], held.has(src) || held.has(target) ? 0x80 : 0); };
addEventListener('keydown', (e) => {
if (passThrough(e)) return;
e.preventDefault();
const vk = VK[e.code];
if (!e.repeat) trace('keydown ' + e.code + ' vk=' + (vk || 'UNMAPPED') + ' hasFocus=' + document.hasFocus() + ' engineFocus=' + Atomics.load(w, FOCUS));
if (vk) Atomics.store(keys, vk, 0x80);
held.add(e.code); syncFlyAlias();
if (e.key.length === 1 && !e.ctrlKey && !e.metaKey) {
const head = Atomics.load(w, HEAD);
if (((head - Atomics.load(w, TAIL)) >>> 0) < 64) { U16[head & 63] = e.key.charCodeAt(0); Atomics.store(w, HEAD, (head + 1) | 0); }
} else if (e.code === 'Backspace' || e.code === 'Enter') {
const head = Atomics.load(w, HEAD);
if (((head - Atomics.load(w, TAIL)) >>> 0) < 64) { U16[head & 63] = e.code === 'Enter' ? 13 : 8; Atomics.store(w, HEAD, (head + 1) | 0); }
}
});
addEventListener('keyup', (e) => {
if (passThrough(e)) return;
e.preventDefault();
const vk = VK[e.code];
if (vk) Atomics.store(keys, vk, 0);
held.delete(e.code); syncFlyAlias();
});
const releaseAll = () => { held.clear(); for (let i = 0; i < 256; i++) Atomics.store(keys, i, 0); Atomics.store(w, BTN, 0); };
addEventListener('focus', () => { trace('window focus'); Atomics.store(w, FOCUS, 1); });
addEventListener('blur', () => { trace('window blur (all keys released)'); Atomics.store(w, FOCUS, 0); releaseAll(); });
const locked = () => document.pointerLockElement === canvas;
canvas.addEventListener('mousedown', (e) => {
if (!locked()) { canvas.requestPointerLock({ unadjustedMovement: true }).catch(() => canvas.requestPointerLock()); }
Atomics.or(w, BTN, 1 << [0, 2, 1, 3, 4][e.button]);
e.preventDefault();
});
addEventListener('mouseup', (e) => { Atomics.and(w, BTN, ~(1 << [0, 2, 1, 3, 4][e.button])); });
addEventListener('contextmenu', (e) => e.preventDefault());
document.addEventListener('pointerlockchange', () => { trace('pointer lock ' + (locked() ? 'on' : 'off')); Atomics.store(w, LOCKED, locked() ? 1 : 0); });
addEventListener('mousemove', (e) => {
const r = canvas.getBoundingClientRect();
if (locked()) {
Atomics.add(w, DX, e.movementX);
Atomics.add(w, DY, e.movementY);
const x = Math.max(0, Math.min(W - 1, Atomics.load(w, MX) + e.movementX));
const y = Math.max(0, Math.min(H - 1, Atomics.load(w, MY) + e.movementY));
Atomics.store(w, MX, x);
Atomics.store(w, MY, y);
} else {
const x = Math.max(0, Math.min(W - 1, Math.round((e.clientX - r.left) * W / r.width)));
const y = Math.max(0, Math.min(H - 1, Math.round((e.clientY - r.top) * H / r.height)));
Atomics.add(w, DX, x - Atomics.load(w, MX));
Atomics.add(w, DY, y - Atomics.load(w, MY));
Atomics.store(w, MX, x);
Atomics.store(w, MY, y);
}
});
// Notches from the real scroll distance: Chrome reports ~100 px per notch on Windows (pixel mode), 3 lines in line mode; fractions (trackpads, smooth
// scrolling) accumulate. The engine consumes one notch per frame (browser_input_wasm.cpp), so a long scroll keeps scrolling for a few frames.
let wheelAccum = 0;
addEventListener('wheel', (e) => {
e.preventDefault();
wheelAccum += -e.deltaY / (e.deltaMode === 0 ? 100 : e.deltaMode === 1 ? 3 : 1);
const n = Math.trunc(wheelAccum);
if (n) { wheelAccum -= n; Atomics.add(w, DZ, n); }
}, { passive: false });
}
</script>
</body>
</html>
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