Merge pull request 'Stop rebuilding the hand log after every fold, call and raise' (#48) from feature/casino-holdem-render-perf into master
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Build and Deploy / build-deploy (push) Successful in 1m27s
This commit was merged in pull request #48.
This commit is contained in:
@@ -16,6 +16,10 @@ const Render = {
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this.state = state;
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this.hooks = hooks;
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this.selectedSeatIndex = null;
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// A reset hands over a different table entirely, so nothing cached about the
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// last one still applies.
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this.lastHistorySignature = null;
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this.handTimeCache.clear();
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this.renderAll();
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},
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@@ -703,24 +707,57 @@ const Render = {
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// ---- Hand counter + history ----
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// toLocaleTimeString is the single most expensive call in the history panel, and a
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// logged hand's timestamp never changes, so the answer is worth keeping.
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handTimeCache: new Map(),
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formatHandTime(timestamp) {
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if (this.handTimeCache.has(timestamp)) return this.handTimeCache.get(timestamp);
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let formatted = "";
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try {
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return new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
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formatted = new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
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} catch {
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return "";
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formatted = "";
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}
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this.handTimeCache.set(timestamp, formatted);
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return formatted;
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},
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renderHandHistory() {
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// Cheap stand-in for "has the log changed". Entries are immutable once written and
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// only ever added at the front, so the length, the counter and the newest row
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// between them catch a recorded hand, a cleared history and an undo.
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historySignature() {
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const history = this.state.handHistory || [];
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const newest = history[0];
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return [
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history.length,
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this.state.handNumber || 1,
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newest ? newest.handNumber : "",
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newest ? newest.timestamp : "",
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newest ? newest.pot : "",
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].join("|");
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},
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// Rebuilding this panel measured 25.7ms of the 30ms a full re-render costs — and a
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// full re-render runs after every fold, call and raise. The log only changes when a
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// hand is settled or the history is cleared, perhaps once every thirty taps, so it
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// is skipped unless it actually did change. Everything else on the table reflects
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// the current hand and still redraws every time.
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renderHandHistory(force = false) {
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const signature = this.historySignature();
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if (!force && signature === this.lastHistorySignature) return;
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this.lastHistorySignature = signature;
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document.getElementById("handCounterBadge").textContent = `Hand #${this.state.handNumber || 1}`;
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const list = document.getElementById("handHistoryList");
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const emptyHint = document.getElementById("handHistoryEmptyHint");
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const history = this.state.handHistory || [];
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list.innerHTML = "";
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emptyHint.hidden = history.length > 0;
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document.getElementById("exportHistoryBtn").disabled = history.length === 0;
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// Built off-document so the panel is laid out once instead of once per row.
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const fragment = document.createDocumentFragment();
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const template = document.getElementById("handHistoryRowTemplate");
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history.forEach(entry => {
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const row = template.content.firstElementChild.cloneNode(true);
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@@ -731,8 +768,10 @@ const Render = {
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const payoutsEl = row.querySelector(".handHistoryPayouts");
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payoutsEl.textContent = entry.payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
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list.appendChild(row);
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fragment.appendChild(row);
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});
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list.innerHTML = "";
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list.appendChild(fragment);
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},
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};
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@@ -0,0 +1,118 @@
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// The hand-history panel is only rebuilt when its signature changes, which takes a
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// full re-render from ~30ms to ~3ms. The whole saving depends on that signature
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// noticing every way the log can actually change — a stale panel would have the
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// dealer reading last hand's payouts while settling this one.
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const { test, describe } = require("node:test");
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const assert = require("node:assert/strict");
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const { Render, HoldemState, makeTable } = require("./load");
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// historySignature() reads Render.state, so point it at a table for each case.
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const signatureOf = state => {
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Render.state = state;
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return Render.historySignature();
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};
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const tableWithHands = (count) => {
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const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
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for (let i = 0; i < count; i++) {
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state.seats[0].amountOverride = 2;
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state.seats[1].amountOverride = 2;
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HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
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}
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return state;
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};
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describe("the history panel knows when to redraw", () => {
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test("nothing changes while a hand is being played", () => {
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const state = tableWithHands(3);
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const before = signatureOf(state);
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// A whole street of betting touches no part of the log.
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state.seats[0].committed = 5;
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state.seats[1].folded = true;
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state.actingSeatIndex = 2;
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state.street = "flop";
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assert.equal(signatureOf(state), before, "betting must not force a rebuild");
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});
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test("settling a hand changes it", () => {
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const state = tableWithHands(3);
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const before = signatureOf(state);
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HoldemState.recordHand(state, [{ id: state.seats[1].id, label: "Ben", amount: 12 }]);
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assert.notEqual(signatureOf(state), before);
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});
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test("clearing the history changes it", () => {
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const state = tableWithHands(5);
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const before = signatureOf(state);
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HoldemState.clearHistory(state);
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assert.notEqual(signatureOf(state), before);
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});
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test("undoing back to a shorter log changes it", () => {
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const state = tableWithHands(2);
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const snapshot = JSON.parse(JSON.stringify(state));
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HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 30 }]);
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const afterRecord = signatureOf(state);
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// The undo path swaps the state's contents in place.
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Object.keys(state).forEach(k => delete state[k]);
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Object.assign(state, snapshot);
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assert.notEqual(signatureOf(state), afterRecord, "an undone hand must disappear from the panel");
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});
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test("two hands that differ only in payout are told apart", () => {
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const a = tableWithHands(1);
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const b = tableWithHands(1);
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// Same count and hand number; different pot.
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b.handHistory[0].pot = a.handHistory[0].pot + 25;
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assert.notEqual(signatureOf(a), signatureOf(b));
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});
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test("the hand counter moving on changes it", () => {
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// The counter badge is drawn by the same function, so a new hand number has
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// to invalidate even when the log itself is untouched.
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const state = tableWithHands(2);
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const before = signatureOf(state);
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state.handNumber += 1;
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assert.notEqual(signatureOf(state), before);
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});
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test("an empty log has a stable signature of its own", () => {
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const state = makeTable({ seatCount: 4, seated: [0, 1] });
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const first = signatureOf(state);
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assert.equal(signatureOf(state), first);
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HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
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assert.notEqual(signatureOf(state), first, "the first hand ever must draw the panel");
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});
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});
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describe("the hand-time cache", () => {
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test("the same timestamp is only formatted once, and formats the same", () => {
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Render.handTimeCache.clear();
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const stamp = Date.UTC(2026, 8, 1, 15, 4);
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const first = Render.formatHandTime(stamp);
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assert.equal(Render.handTimeCache.size, 1);
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const second = Render.formatHandTime(stamp);
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assert.equal(second, first);
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assert.equal(Render.handTimeCache.size, 1, "not re-formatted");
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});
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test("different timestamps still format differently", () => {
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Render.handTimeCache.clear();
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const a = Render.formatHandTime(Date.UTC(2026, 8, 1, 15, 4));
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const b = Render.formatHandTime(Date.UTC(2026, 8, 1, 18, 47));
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assert.notEqual(a, b);
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assert.equal(Render.handTimeCache.size, 2);
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});
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test("a nonsense timestamp doesn't throw", () => {
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Render.handTimeCache.clear();
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assert.doesNotThrow(() => Render.formatHandTime(undefined));
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assert.doesNotThrow(() => Render.formatHandTime("not a date"));
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});
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});
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@@ -20,6 +20,10 @@ const SplitCalculator = load("splitCalculator");
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const Betting = load("betting");
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const HandHistoryExport = load("handHistoryExport");
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// render.js exports { Render } rather than the namespace directly.
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const Render = require(path.join(SRC, "render.js")).Render;
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globalThis.Render = Render;
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// state.js exports `HoldemState`, which doesn't match its filename.
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const HoldemState = require(path.join(SRC, "state.js"));
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globalThis.HoldemState = HoldemState;
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@@ -69,6 +73,7 @@ function contributions(state) {
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module.exports = {
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Money,
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Render,
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HandHistoryExport,
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PotCalculator,
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SplitCalculator,
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