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<!doctype html>
<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>