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src/client/graphics/layers/SpawnAd.ts(1 hunks)
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Learnt from: VariableVince
PR: openfrontio/OpenFrontIO#1110
File: src/client/Main.ts:293-295
Timestamp: 2025-06-09T02:20:43.637Z
Learning: In src/client/Main.ts, during game start in the handleJoinLobby callback, UI elements are hidden using direct DOM manipulation with classList.add("hidden") for consistency. This includes modals, buttons, and error divs. The codebase follows this pattern rather than using component APIs for hiding elements during game transitions.
src/client/graphics/layers/SpawnAd.ts (1)
Learnt from: VariableVince
PR: openfrontio/OpenFrontIO#1110
File: src/client/Main.ts:293-295
Timestamp: 2025-06-09T02:20:43.637Z
Learning: In src/client/Main.ts, during game start in the handleJoinLobby callback, UI elements are hidden using direct DOM manipulation with classList.add("hidden") for consistency. This includes modals, buttons, and error divs. The codebase follows this pattern rather than using component APIs for hiding elements during game transitions.
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- GitHub Check: Analyze (javascript-typescript)
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| console.log("not showing spawn ad"); | ||
| // this.show(); |
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Mismatch between PR objective and implementation approach.
The PR states the issue is that spawn ads are "not being destroyed on start for some users," but this change prevents ads from showing entirely rather than fixing the destruction issue. This approach might mask the underlying problem instead of solving it.
Consider these alternatives:
- Fix the destruction issue directly - Investigate why
destroyAd()isn't working for some users and fix that specific problem - Add better error handling - Enhance the
destroyAd()method with more robust cleanup - Remove the console log - This will fire repeatedly during tick cycles and create console noise
The destroyAd() method looks properly implemented with error handling, so the real issue might be in timing or external dependencies (like window.ramp availability).
🏁 Script executed:
#!/bin/bash
# Search for other spawn ad related code to understand the destruction issue
echo "=== Searching for spawn ad destruction patterns ==="
rg -A 5 -B 5 "destroyAd|destroy.*ad" --type ts
echo "=== Looking for game start/initialization patterns ==="
rg -A 5 -B 5 "handleJoinLobby|game.*start|init.*game" --type ts
echo "=== Checking for other ad-related cleanup ==="
rg -A 3 -B 3 "classList.*add.*hidden|hide.*ad" --type tsLength of output: 27558
Ensure spawn ad is destroyed at game start instead of simply disabling it.
The change in SpawnAd.ts comments out this.show() and adds a console log, which stops the ad from ever showing but does not address the underlying destruction issue. To fix this properly:
• File: src/client/graphics/layers/SpawnAd.ts
Method: tick() (around lines 58–64)
• Instead of disabling show(), call your existing hide() (or directly destroyAd()) at the start of the spawn phase. That will:
- Destroy any leftover ad units via
window.ramp.destroyUnits("all") - Clean up component state (
isVisible = false,adLoaded = false) - Align with the codebase pattern of using
hide()/classList.add("hidden")for UI transitions
• Remove the repeated console log to avoid noise.
Suggested diff:
--- a/src/client/graphics/layers/SpawnAd.ts
+++ b/src/client/graphics/layers/SpawnAd.ts
@@ -55,9 +55,9 @@ export class SpawnAd extends LitElement {
if (game.phase() === GamePhase.Spawn && this.ticks > 10 && metrics.gamesPlayed > 5) {
- console.log("not showing spawn ad");
- // this.show();
+ // ensure any existing ad is destroyed at spawn start
+ this.hide();
} else {
this.hide();
}This will destroy the ad cleanly when the spawn phase begins and avoid masking the real issue.
📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| console.log("not showing spawn ad"); | |
| // this.show(); | |
| if (game.phase() === GamePhase.Spawn && this.ticks > 10 && metrics.gamesPlayed > 5) { | |
| // ensure any existing ad is destroyed at spawn start | |
| this.hide(); | |
| } else { | |
| this.hide(); | |
| } |
🤖 Prompt for AI Agents
In src/client/graphics/layers/SpawnAd.ts around lines 58 to 59 within the tick()
method, replace the console.log and commented out this.show() with a call to the
existing hide() method (or directly call destroyAd()) at the start of the spawn
phase. This will properly destroy any leftover ad units using
window.ramp.destroyUnits("all") and reset component state like isVisible and
adLoaded, following the codebase pattern for UI cleanup. Also, remove the
console.log statement to prevent unnecessary log noise.
Description:
It is not being destroyed on start for some users.
Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
evan