Add ROM upload, local table library, engine bump, and UX/responsiveness fixes

- Bump @valknar/vpinball-wasm to 0.3.2 (PinMAME ROM support, MsgBox fix)
- Add optional PinMAME ROM .zip upload alongside .vpx tables
- Persist uploaded tables/ROMs in IndexedDB so users don't have to
  re-upload on later visits, with a library list on the landing page
- Fix Insert Coin key mismatch with the engine's real coin-door gating
  (now bound to 4, matching the shared table scripts) and surface it
  in the controls legend and "Tap to Start" hint
- Make the landing page, staging panel, and in-game HUD responsive for
  portrait phone widths; drop the landscape hint since portrait plays fine
- Replace the separate STATS HUD toggle with an FPS row in the info panel

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N9JmzRBZenapVkFWjw9jmG
This commit is contained in:
2026-08-23 20:15:41 +02:00
co-authored by Claude Sonnet 5
parent 5b30442c4a
commit 35fb68c916
21 changed files with 472 additions and 99 deletions
+16 -3
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@@ -8,6 +8,11 @@ a WebAssembly build of the real [Visual Pinball](https://github.com/vpinball/vpi
## Features
- **Play any self-contained `.vpx` table** — drag a file onto the landing page, or click to browse.
- **ROM support for real-hardware ("SS") tables** — attach the table's PinMAME ROM `.zip` alongside
the `.vpx` upload; most tables don't need this.
- **A local table library** — uploads are saved in the browser (IndexedDB) so you don't have to
re-upload the same table (and its ROM) on your next visit. Nothing leaves your browser; there's
no server-side storage.
- **Demo mode** — a bundled table plays instantly with no upload required.
- **Fullscreen**, a live **FPS/stats** readout, and a **game info** panel (table name, size, load
time) in an in-game HUD styled after a pinball cabinet's coin door.
@@ -88,10 +93,11 @@ pnpm run sw:bump
| Key | Action |
| -------------- | ------------- |
| 4 | Insert coin |
| 1 | Start game |
| Enter | Launch ball |
| Left Shift | Left flipper |
| Right Shift | Right flipper |
| Enter | Plunger |
| 1 | Start game |
On touch devices, an on-screen control overlay appears automatically once a table is running.
@@ -101,12 +107,19 @@ Inherited from the underlying engine:
- Only self-contained `.vpx` tables are supported — tables that reference an external `.vbs`
script override or a `Music/` folder won't load correctly.
- No PinMAME, DOF, or FlexDMD plugin support.
- PinMAME (`VPinMAME.Controller`) ROM-driven emulation runs, but on-screen DMD/backglass output
and hands-on switch/solenoid/scoring behavior aren't yet confirmed end-to-end — see the engine's
own README for the current state. No DOF, FlexDMD, or backglass (`.directb2s`) plugin support.
ROM files are copyrighted; only supply ones you're legally entitled to use.
- The ROM `gameName` PinMAME needs is derived from the uploaded zip's filename (e.g.
`hvymetal.zip``hvymetal`) — rename the zip to match if a table doesn't recognize its ROM.
- Single-threaded (no `SharedArrayBuffer`) — performance depends on your device's single-core
WebGL2 throughput.
- Initial engine download is ~34 MB (cached after the first visit).
- Gamepad input and DMD rendering are implemented but not yet confirmed on real hardware/tables.
- Raw cabinet hardware input (real nudge/plunger boards) has no browser equivalent.
- The table library lives in the browser's IndexedDB storage — clearing site data removes it, and
it doesn't sync across browsers/devices.
## License
+1 -1
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@@ -9,7 +9,7 @@
--color-arc: #4ce0d2; /* fluorescent-tube cyan — focus rings, secondary */
--color-paper: #f3efe6; /* aged-backglass cream — high-contrast body text */
--font-display: var(--font-big-shoulders), "Arial Narrow", sans-serif;
--font-display: var(--font-display-face), "Arial Narrow", sans-serif;
--font-body: var(--font-space-grotesk), system-ui, sans-serif;
--font-mono: var(--font-plex-mono), "IBM Plex Mono", ui-monospace, monospace;
}
+4 -9
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@@ -1,17 +1,12 @@
import type { Metadata, Viewport } from "next";
import { Big_Shoulders, Space_Grotesk, IBM_Plex_Mono } from "next/font/google";
import { Barlow_Condensed, Space_Grotesk, IBM_Plex_Mono } from "next/font/google";
import RegisterServiceWorker from "@/components/RegisterServiceWorker";
import "./globals.css";
const bigShoulders = Big_Shoulders({
variable: "--font-big-shoulders",
const displayFont = Barlow_Condensed({
variable: "--font-display-face",
weight: ["700", "900"],
subsets: ["latin"],
// Next's fallback-metrics table has no entry for this (newer, merged
// variable-font) family name, so the automatic CLS-reducing fallback
// override it would otherwise generate always fails with a build
// warning — opt out instead of leaving that warning unresolved.
adjustFontFallback: false,
});
const spaceGrotesk = Space_Grotesk({
@@ -39,7 +34,7 @@ export default function RootLayout({ children }: LayoutProps<"/">) {
return (
<html
lang="en"
className={`${bigShoulders.variable} ${spaceGrotesk.variable} ${plexMono.variable} h-full antialiased`}
className={`${displayFont.variable} ${spaceGrotesk.variable} ${plexMono.variable} h-full antialiased`}
>
<body className="min-h-full flex flex-col bg-ink text-paper font-body">
{children}
+2 -3
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@@ -1,12 +1,11 @@
import AttractHero from "@/components/landing/AttractHero";
import TableLibrary from "@/components/landing/TableLibrary";
export default function Home() {
return (
<main className="flex flex-1 flex-col items-center justify-center gap-8 px-4 py-16">
<AttractHero />
<p className="max-w-lg text-center font-mono text-xs text-chrome sm:hidden">
Pinball plays best in landscape or fullscreen rotate your device once a table loads.
</p>
<TableLibrary />
<footer className="font-mono text-xs text-chrome/70">
Powered by{" "}
<a
+37 -1
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@@ -1,3 +1,6 @@
"use client";
import { useEffect, useState } from "react";
import { formatBytes, formatDuration } from "@/lib/format";
import { KEY_BINDINGS } from "@/lib/pinball/keyBindings";
import type { TableInfo } from "@/lib/pinball/types";
@@ -7,20 +10,53 @@ export interface GameInfoPanelProps {
loadTimeMs: number | null;
}
/** Self-contained rAF-based FPS counter — the engine exposes no perf API of its own. */
function useFps(): number | null {
const [fps, setFps] = useState<number | null>(null);
useEffect(() => {
let frameCount = 0;
let windowStart = performance.now();
let raf = 0;
const tick = (now: number) => {
frameCount += 1;
const elapsed = now - windowStart;
if (elapsed >= 500) {
setFps(Math.round((frameCount * 1000) / elapsed));
frameCount = 0;
windowStart = now;
}
raf = requestAnimationFrame(tick);
};
raf = requestAnimationFrame(tick);
return () => cancelAnimationFrame(raf);
}, []);
return fps;
}
export default function GameInfoPanel({ tableInfo, loadTimeMs }: GameInfoPanelProps) {
const fps = useFps();
return (
<div className="w-72 space-y-4 rounded border border-chrome/30 bg-ash/95 p-4 font-mono text-sm text-paper shadow-xl">
<div className="w-full space-y-4 rounded border border-chrome/30 bg-ash/95 p-4 font-mono text-sm text-paper shadow-xl sm:w-72">
<div>
<div className="text-xs tracking-widest text-chrome">TABLE</div>
<div className="truncate text-arc">{tableInfo.name}</div>
</div>
<dl className="grid grid-cols-2 gap-x-2 gap-y-1 text-xs">
<dt className="text-chrome">FPS</dt>
<dd className="tabular-nums text-arc">{fps ?? "—"}</dd>
<dt className="text-chrome">Source</dt>
<dd>{tableInfo.isDemo ? "Bundled demo" : "Your upload"}</dd>
<dt className="text-chrome">Size</dt>
<dd>{tableInfo.isDemo ? "—" : formatBytes(tableInfo.sizeBytes)}</dd>
<dt className="text-chrome">Load time</dt>
<dd>{loadTimeMs !== null ? formatDuration(loadTimeMs) : "—"}</dd>
<dt className="text-chrome">ROM</dt>
<dd className="truncate">{tableInfo.romFileName ?? "—"}</dd>
</dl>
<div>
<div className="mb-1 text-xs tracking-widest text-chrome">CONTROLS</div>
+17 -11
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@@ -4,7 +4,6 @@ import { useEffect, useState } from "react";
import { useRouter } from "next/navigation";
import type { PinballInstance } from "@valknar/vpinball-wasm";
import { useIdleTimer } from "./useIdleTimer";
import StatsReadout from "./StatsReadout";
import GameInfoPanel from "@/components/GameInfoPanel";
import type { TableInfo } from "@/lib/pinball/types";
@@ -16,10 +15,12 @@ export interface CoinDoorHudProps {
function HudButton({
label,
shortLabel,
active,
onClick,
}: {
label: string;
shortLabel?: string;
active?: boolean;
onClick: () => void;
}) {
@@ -28,13 +29,20 @@ function HudButton({
type="button"
onClick={onClick}
aria-pressed={active}
className={`rounded-sm border px-3 py-1.5 font-mono text-xs tracking-widest transition ${
className={`rounded-sm border px-2 py-1 font-mono text-xs tracking-widest transition sm:px-3 sm:py-1.5 ${
active
? "border-marquee bg-marquee/20 text-marquee"
: "border-chrome/40 bg-black/30 text-chrome hover:border-arc hover:text-arc"
}`}
>
{label}
{shortLabel ? (
<>
<span className="sm:hidden">{shortLabel}</span>
<span className="hidden sm:inline">{label}</span>
</>
) : (
label
)}
</button>
);
}
@@ -42,7 +50,6 @@ function HudButton({
export default function CoinDoorHud({ instanceRef, tableInfo, loadTimeMs }: CoinDoorHudProps) {
const router = useRouter();
const isIdle = useIdleTimer(3000);
const [showStats, setShowStats] = useState(false);
const [showInfo, setShowInfo] = useState(false);
const [isFullscreen, setIsFullscreen] = useState(false);
@@ -69,22 +76,21 @@ export default function CoinDoorHud({ instanceRef, tableInfo, loadTimeMs }: Coin
<>
<div
data-hud
className={`absolute inset-x-0 top-0 z-10 flex items-center justify-between gap-3 border-b border-chrome/30 bg-ash/90 px-4 py-2 backdrop-blur transition-opacity duration-300 ${
className={`absolute inset-x-0 top-0 z-10 flex items-center justify-between gap-1.5 border-b border-chrome/30 bg-ash/90 px-2 py-2 backdrop-blur transition-opacity duration-300 sm:gap-3 sm:px-4 ${
isIdle ? "pointer-events-none opacity-0" : "opacity-100"
}`}
>
<div className="flex items-center gap-2">
<span className="font-display text-lg tracking-wide text-marquee">VPINBALL</span>
<div className="flex min-w-0 items-center gap-2">
<span className="shrink-0 font-display text-lg tracking-wide text-marquee">VPINBALL</span>
<span className="hidden truncate font-mono text-xs text-chrome sm:inline">
{tableInfo.name}
</span>
</div>
<div className="flex items-center gap-2">
{showStats && <StatsReadout />}
<div className="flex shrink-0 items-center gap-1.5 sm:gap-2">
<HudButton label="INFO" active={showInfo} onClick={() => setShowInfo((v) => !v)} />
<HudButton label="STATS" active={showStats} onClick={() => setShowStats((v) => !v)} />
<HudButton
label={isFullscreen ? "EXIT FS" : "FULLSCREEN"}
shortLabel={isFullscreen ? "EXIT" : "FS"}
active={isFullscreen}
onClick={handleFullscreen}
/>
@@ -93,7 +99,7 @@ export default function CoinDoorHud({ instanceRef, tableInfo, loadTimeMs }: Coin
</div>
{showInfo && (
<div className="absolute right-4 top-16 z-10">
<div className="absolute inset-x-2 top-14 z-10 sm:inset-x-auto sm:right-4 sm:top-16">
<GameInfoPanel tableInfo={tableInfo} loadTimeMs={loadTimeMs} />
</div>
)}
-35
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@@ -1,35 +0,0 @@
"use client";
import { useEffect, useState } from "react";
/** Self-contained rAF-based FPS counter — the engine exposes no perf API of its own. */
export default function StatsReadout() {
const [fps, setFps] = useState<number | null>(null);
useEffect(() => {
let frameCount = 0;
let windowStart = performance.now();
let raf = 0;
const tick = (now: number) => {
frameCount += 1;
const elapsed = now - windowStart;
if (elapsed >= 500) {
setFps(Math.round((frameCount * 1000) / elapsed));
frameCount = 0;
windowStart = now;
}
raf = requestAnimationFrame(tick);
};
raf = requestAnimationFrame(tick);
return () => cancelAnimationFrame(raf);
}, []);
return (
<div className="flex items-baseline gap-2 rounded border border-chrome/30 bg-black/40 px-3 py-1.5 font-mono">
<span className="text-xs tracking-widest text-chrome">FPS</span>
<span className="text-lg tabular-nums text-arc">{fps ?? "--"}</span>
</div>
);
}
+18 -3
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@@ -4,18 +4,33 @@ import { useRouter } from "next/navigation";
import { useState } from "react";
import Button, { buttonClassName } from "@/components/ui/Button";
import FileDropZone, { VPX_FILE_INPUT_ID } from "@/components/FileDropZone";
import TableStaging from "./TableStaging";
import { setPendingTable } from "@/lib/pinball/tableSelectionStore";
export default function AttractHero() {
const router = useRouter();
const [error, setError] = useState<string | null>(null);
const [stagedFile, setStagedFile] = useState<File | null>(null);
const handleFile = (file: File) => {
setError(null);
setPendingTable(file);
setStagedFile(file);
};
const handlePlay = (romFile: File | undefined, saveToLibrary: boolean) => {
if (!stagedFile) return;
setPendingTable({ kind: "upload", vpxFile: stagedFile, romFile, saveToLibrary });
router.push("/play");
};
if (stagedFile) {
return (
<div className="w-full max-w-4xl">
<TableStaging vpxFile={stagedFile} onPlay={handlePlay} onCancel={() => setStagedFile(null)} />
</div>
);
}
return (
<FileDropZone onFile={handleFile} onError={setError} className="w-full max-w-4xl">
<div className="relative overflow-hidden rounded-t-3xl rounded-b-lg border-2 border-chrome/40 bg-ash shadow-2xl">
@@ -37,9 +52,9 @@ export default function AttractHero() {
}}
/>
<div className="relative flex flex-col items-center gap-6 px-8 py-20 text-center sm:py-28">
<div className="relative flex flex-col items-center gap-6 px-4 py-14 text-center sm:px-8 sm:py-28">
<p className="font-mono text-xs tracking-[0.3em] text-arc">WEBASSEMBLY · WEBGL2 · REAL .VPX TABLES</p>
<h1 className="font-display text-6xl font-black leading-none tracking-wide text-paper sm:text-8xl">
<h1 className="font-display text-5xl font-black leading-none tracking-wide text-paper sm:text-8xl">
VPINBALL
</h1>
<p className="max-w-md font-body text-chrome">
+68
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@@ -0,0 +1,68 @@
"use client";
import { useEffect, useState } from "react";
import { useRouter } from "next/navigation";
import { formatBytes } from "@/lib/format";
import { deleteFromLibrary, listLibrary, type LibraryEntryMeta } from "@/lib/pinball/tableLibrary";
import { setPendingTable } from "@/lib/pinball/tableSelectionStore";
export default function TableLibrary() {
const router = useRouter();
const [entries, setEntries] = useState<LibraryEntryMeta[] | null>(null);
useEffect(() => {
listLibrary()
.then(setEntries)
.catch((err) => {
console.error("Failed to read table library:", err);
setEntries([]);
});
}, []);
if (!entries || entries.length === 0) return null;
const handlePlay = (id: string) => {
setPendingTable({ kind: "library", id });
router.push("/play");
};
const handleDelete = async (id: string) => {
await deleteFromLibrary(id);
setEntries((prev) => prev?.filter((entry) => entry.id !== id) ?? null);
};
return (
<div className="w-full max-w-4xl">
<h2 className="mb-3 font-display text-xl tracking-wide text-paper">Your Library</h2>
<ul className="divide-y divide-chrome/20 rounded-lg border border-chrome/30 bg-ash">
{entries.map((entry) => (
<li key={entry.id} className="flex items-center justify-between gap-3 px-4 py-3">
<div className="min-w-0">
<div className="truncate font-mono text-sm text-paper">{entry.name}</div>
<div className="font-mono text-xs text-chrome">
{formatBytes(entry.sizeBytes)}
{entry.romFileName ? ` · ROM: ${entry.romFileName}` : ""}
</div>
</div>
<div className="flex shrink-0 items-center gap-2">
<button
type="button"
onClick={() => handlePlay(entry.id)}
className="rounded-full border-2 border-marquee bg-marquee/10 px-4 py-1.5 font-display text-sm tracking-wide text-marquee transition hover:bg-marquee/20"
>
Play
</button>
<button
type="button"
onClick={() => handleDelete(entry.id)}
className="rounded-full border border-chrome/40 px-4 py-1.5 font-display text-sm tracking-wide text-chrome transition hover:border-marquee hover:text-marquee"
>
Delete
</button>
</div>
</li>
))}
</ul>
</div>
);
}
+94
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@@ -0,0 +1,94 @@
"use client";
import { useState, type ChangeEvent } from "react";
import Button, { buttonClassName } from "@/components/ui/Button";
import { formatBytes } from "@/lib/format";
const ROM_FILE_INPUT_ID = "rom-file-input";
export interface TableStagingProps {
vpxFile: File;
onPlay: (romFile: File | undefined, saveToLibrary: boolean) => void;
onCancel: () => void;
}
export default function TableStaging({ vpxFile, onPlay, onCancel }: TableStagingProps) {
const [romFile, setRomFile] = useState<File | null>(null);
const [saveToLibrary, setSaveToLibrary] = useState(true);
const [error, setError] = useState<string | null>(null);
const handleRomChange = (e: ChangeEvent<HTMLInputElement>) => {
const file = e.target.files?.[0];
e.target.value = "";
if (!file) return;
if (!file.name.toLowerCase().endsWith(".zip")) {
setError(`"${file.name}" isn't a .zip file.`);
return;
}
setError(null);
setRomFile(file);
};
return (
<div className="relative overflow-hidden rounded-t-3xl rounded-b-lg border-2 border-chrome/40 bg-ash shadow-2xl">
<div className="relative flex flex-col items-center gap-5 px-4 py-14 text-center sm:px-8">
<p className="font-mono text-xs tracking-[0.3em] text-arc">TABLE SELECTED</p>
<h2 className="max-w-lg truncate font-display text-3xl font-black tracking-wide text-paper sm:text-4xl">
{vpxFile.name}
</h2>
<p className="font-mono text-xs text-chrome">{formatBytes(vpxFile.size)}</p>
<div className="mt-2 flex flex-col items-center gap-2">
<p className="max-w-sm font-body text-sm text-chrome">
Real-hardware (&quot;SS&quot;) tables need a matching PinMAME ROM. Attach its zip if you have one
most tables don&apos;t need this.
</p>
<label htmlFor={ROM_FILE_INPUT_ID} className={buttonClassName("outline", "cursor-pointer text-sm")}>
{romFile ? `ROM: ${romFile.name}` : "Attach ROM (.zip) — optional"}
</label>
<input
id={ROM_FILE_INPUT_ID}
type="file"
accept=".zip"
className="sr-only"
onChange={handleRomChange}
/>
{romFile && (
<button
type="button"
onClick={() => setRomFile(null)}
className="font-mono text-xs text-chrome underline decoration-dotted underline-offset-2 hover:text-arc"
>
Remove ROM
</button>
)}
</div>
<label className="flex items-center gap-2 font-mono text-xs text-chrome">
<input
type="checkbox"
checked={saveToLibrary}
onChange={(e) => setSaveToLibrary(e.target.checked)}
className="accent-marquee"
/>
Save to my library, so I don&apos;t need to re-upload it later
</label>
{error && (
<p role="alert" className="font-mono text-sm text-marquee">
{error}
</p>
)}
<div className="mt-2 flex items-center gap-3">
<Button type="button" variant="primary" onClick={() => onPlay(romFile ?? undefined, saveToLibrary)}>
Play
</Button>
<Button type="button" variant="quiet" onClick={onCancel}>
Cancel
</Button>
</div>
</div>
</div>
);
}
+13 -3
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@@ -1,22 +1,24 @@
"use client";
import { useRef } from "react";
import { usePinballInstance } from "@/lib/pinball/usePinballInstance";
import { usePinballInstance, type RomSelection } from "@/lib/pinball/usePinballInstance";
import { useTouchControls } from "@/lib/pinball/useTouchControls";
import CoinDoorHud from "@/components/hud/CoinDoorHud";
import type { TableInfo } from "@/lib/pinball/types";
export interface PinballCanvasImplProps {
tableData?: ArrayBuffer;
rom?: RomSelection;
tableInfo: TableInfo;
}
export default function PinballCanvasImpl({ tableData, tableInfo }: PinballCanvasImplProps) {
export default function PinballCanvasImpl({ tableData, rom, tableInfo }: PinballCanvasImplProps) {
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const containerRef = useRef<HTMLDivElement | null>(null);
const { status, progress, error, loadTimeMs, instanceRef, start } = usePinballInstance(
canvasRef,
tableData,
rom,
);
useTouchControls(containerRef, status === "running");
@@ -54,7 +56,7 @@ export default function PinballCanvasImpl({ tableData, tableInfo }: PinballCanva
)}
{status === "ready" && (
<div className="absolute inset-0 flex items-center justify-center bg-ink/80">
<div className="absolute inset-0 flex flex-col items-center justify-center gap-3 bg-ink/80">
<button
type="button"
onClick={start}
@@ -62,6 +64,14 @@ export default function PinballCanvasImpl({ tableData, tableInfo }: PinballCanva
>
TAP TO START
</button>
{/* Most tables gate Start Game behind having a credit, same as a
real coin-op cabinet — pressing 1 alone does nothing until a
credit is added. Surfaced here since it's the first thing
anyone hits and easy to mistake for the app not responding. */}
<p className="font-mono text-xs text-chrome">
If Start doesn&apos;t respond: press <span className="text-arc">4</span> to insert a coin, then{" "}
<span className="text-arc">1</span> to start.
</p>
</div>
)}
</div>
+81 -13
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@@ -1,40 +1,103 @@
"use client";
import { useEffect, useState } from "react";
import { useEffect, useRef, useState } from "react";
import PinballCanvas from "./PinballCanvas";
import { takePendingTable } from "@/lib/pinball/tableSelectionStore";
import { getLibraryEntry, saveToLibrary } from "@/lib/pinball/tableLibrary";
import { romGameNameFromFileName } from "@/lib/pinball/rom";
import type { RomSelection } from "@/lib/pinball/usePinballInstance";
import type { TableInfo } from "@/lib/pinball/types";
interface ResolvedTable {
tableData?: ArrayBuffer;
rom?: RomSelection;
tableInfo: TableInfo;
}
async function toRomSelection(romFile: File): Promise<RomSelection> {
return { gameName: romGameNameFromFileName(romFile.name), romData: await romFile.arrayBuffer() };
}
export default function PlayView() {
const [resolved, setResolved] = useState<ResolvedTable | null>(null);
// takePendingTable() pops the store on read, so it must run at most once
// per real mount — React's dev-mode double-invoke of effects would
// otherwise have the second call see an already-emptied store (the first
// call already popped the selection) and silently fall back to the demo
// table. No unmount-cancellation guard here: this ref makes the
// double-invoke's second pass a full no-op, so the async work below only
// ever runs once for a given component instance — a cleanup-driven cancel
// flag would incorrectly cancel that one real run's own result, since the
// phantom unmount's cleanup fires for whichever pass actually started it.
const hasResolvedRef = useRef(false);
useEffect(() => {
let cancelled = false;
if (hasResolvedRef.current) return;
hasResolvedRef.current = true;
(async () => {
const file = takePendingTable();
if (file) {
const tableData = await file.arrayBuffer();
if (cancelled) return;
const selection = takePendingTable();
if (selection?.kind === "upload") {
const { vpxFile, romFile, saveToLibrary: shouldSave } = selection;
const [tableData, rom] = await Promise.all([
vpxFile.arrayBuffer(),
romFile ? toRomSelection(romFile) : Promise.resolve(undefined),
]);
if (shouldSave) {
saveToLibrary({
id: crypto.randomUUID(),
name: vpxFile.name,
sizeBytes: vpxFile.size,
addedAt: Date.now(),
vpxBlob: vpxFile,
romFileName: romFile?.name,
romBlob: romFile,
}).catch((err) => console.error("Failed to save table to library:", err));
}
setResolved({
tableData,
tableInfo: { name: file.name, sizeBytes: file.size, isDemo: false },
rom,
tableInfo: { name: vpxFile.name, sizeBytes: vpxFile.size, isDemo: false, romFileName: romFile?.name },
});
return;
}
// No pending upload (fresh visit, or a hard refresh of /play) — fall
// back to the bundled demo table rather than dead-ending the route.
if (selection?.kind === "library") {
const entry = await getLibraryEntry(selection.id);
if (entry) {
const [tableData, rom] = await Promise.all([
entry.vpxBlob.arrayBuffer(),
entry.romBlob
? entry.romBlob.arrayBuffer().then((romData) => ({
gameName: romGameNameFromFileName(entry.romFileName ?? ""),
romData,
}))
: Promise.resolve(undefined),
]);
setResolved({
tableData,
rom,
tableInfo: {
name: entry.name,
sizeBytes: entry.sizeBytes,
isDemo: false,
romFileName: entry.romFileName,
},
});
return;
}
// Fall through to the demo table if the library entry was removed
// (e.g. deleted in another tab) between selecting it and arriving here.
}
// No pending upload/library selection (fresh visit, or a hard refresh
// of /play) — fall back to the bundled demo table rather than
// dead-ending the route.
setResolved({
tableInfo: { name: "Demo table", sizeBytes: 0, isDemo: true },
});
})();
return () => {
cancelled = true;
};
}, []);
if (!resolved) {
@@ -46,6 +109,11 @@ export default function PlayView() {
}
return (
<PinballCanvas tableData={resolved.tableData} tableInfo={resolved.tableInfo} key={resolved.tableInfo.name} />
<PinballCanvas
tableData={resolved.tableData}
rom={resolved.rom}
tableInfo={resolved.tableInfo}
key={resolved.tableInfo.name}
/>
);
}
+3 -2
View File
@@ -4,8 +4,9 @@ export interface KeyBinding {
}
export const KEY_BINDINGS: KeyBinding[] = [
{ keys: "4", action: "Insert coin" },
{ keys: "1", action: "Start game" },
{ keys: "Enter", action: "Launch ball" },
{ keys: "Left Shift", action: "Left flipper" },
{ keys: "Right Shift", action: "Right flipper" },
{ keys: "Enter", action: "Plunger" },
{ keys: "1", action: "Start game" },
];
+7
View File
@@ -0,0 +1,7 @@
// PinMAME identifies a ROM by its short "game name" (e.g. "hvymetal"), not
// the table's display title — see loadRom() in @valknar/vpinball-wasm. ROM
// zips are conventionally distributed named after that game name, so it's
// derived from the uploaded zip's filename rather than asked for separately.
export function romGameNameFromFileName(fileName: string): string {
return fileName.replace(/\.zip$/i, "").trim().toLowerCase();
}
+72
View File
@@ -0,0 +1,72 @@
// Persists uploaded tables (and their optional ROM zip) in the browser via
// IndexedDB, so a returning visitor can replay a table without re-uploading
// it. Blobs are stored as-is (File objects are Blobs) rather than converted
// to ArrayBuffer up front — IndexedDB clones Blobs without loading their
// bytes into JS memory, so a large library doesn't sit resident until a
// specific entry is actually played.
const DB_NAME = "vpinball-library";
const DB_VERSION = 1;
const STORE = "tables";
export interface LibraryEntry {
id: string;
name: string;
sizeBytes: number;
addedAt: number;
vpxBlob: Blob;
romFileName?: string;
romBlob?: Blob;
}
export type LibraryEntryMeta = Omit<LibraryEntry, "vpxBlob" | "romBlob">;
function openDb(): Promise<IDBDatabase> {
return new Promise((resolve, reject) => {
const request = indexedDB.open(DB_NAME, DB_VERSION);
request.onupgradeneeded = () => {
request.result.createObjectStore(STORE, { keyPath: "id" });
};
request.onsuccess = () => resolve(request.result);
request.onerror = () => reject(request.error);
});
}
async function withStore<T>(mode: IDBTransactionMode, fn: (store: IDBObjectStore) => IDBRequest<T>): Promise<T> {
const db = await openDb();
try {
return await new Promise<T>((resolve, reject) => {
const tx = db.transaction(STORE, mode);
const request = fn(tx.objectStore(STORE));
request.onsuccess = () => resolve(request.result);
request.onerror = () => reject(request.error);
});
} finally {
db.close();
}
}
export async function saveToLibrary(entry: LibraryEntry): Promise<void> {
await withStore("readwrite", (store) => store.put(entry));
}
export async function listLibrary(): Promise<LibraryEntryMeta[]> {
const entries = await withStore<LibraryEntry[]>("readonly", (store) => store.getAll());
return entries
.map((entry): LibraryEntryMeta => ({
id: entry.id,
name: entry.name,
sizeBytes: entry.sizeBytes,
addedAt: entry.addedAt,
romFileName: entry.romFileName,
}))
.sort((a, b) => b.addedAt - a.addedAt);
}
export async function getLibraryEntry(id: string): Promise<LibraryEntry | undefined> {
return withStore<LibraryEntry | undefined>("readonly", (store) => store.get(id));
}
export async function deleteFromLibrary(id: string): Promise<void> {
await withStore("readwrite", (store) => store.delete(id));
}
+12 -8
View File
@@ -1,15 +1,19 @@
// In-memory handoff for a user-selected .vpx File between the landing page
// In-memory handoff for the user's table choice between the landing page
// and /play — a File can't survive a URL-based navigation, and this is a
// single-shot value read once on mount, so module-level state is sufficient
// (no need for anything heavier than a plain variable).
let pendingFile: File | null = null;
export type PendingSelection =
| { kind: "upload"; vpxFile: File; romFile?: File; saveToLibrary: boolean }
| { kind: "library"; id: string };
export function setPendingTable(file: File): void {
pendingFile = file;
let pendingSelection: PendingSelection | null = null;
export function setPendingTable(selection: PendingSelection): void {
pendingSelection = selection;
}
export function takePendingTable(): File | null {
const file = pendingFile;
pendingFile = null;
return file;
export function takePendingTable(): PendingSelection | null {
const selection = pendingSelection;
pendingSelection = null;
return selection;
}
+2
View File
@@ -2,4 +2,6 @@ export interface TableInfo {
name: string;
sizeBytes: number;
isDemo: boolean;
/** Filename of the attached PinMAME ROM zip, if any. */
romFileName?: string;
}
+18
View File
@@ -33,9 +33,15 @@ export interface UsePinballInstanceResult {
start: () => void;
}
export interface RomSelection {
gameName: string;
romData: ArrayBuffer;
}
export function usePinballInstance(
canvasRef: React.RefObject<HTMLCanvasElement | null>,
tableData: ArrayBuffer | undefined,
rom: RomSelection | undefined,
): UsePinballInstanceResult {
// Computed once at mount (not inside the effect below) so the WebGL2-
// unsupported case is derived initial state rather than a setState call
@@ -73,6 +79,18 @@ export function usePinballInstance(
instance.dispose();
return;
}
if (rom) {
try {
// Must run before start() — Controller.Run() reads the ROM
// file synchronously at table-init time. A bad/mismatched ROM
// zip fails cleanly inside the engine rather than here, so this
// is defensive against loadRom() itself throwing (e.g. a
// corrupt zip), not something expected to fire routinely.
instance.loadRom(rom.gameName, rom.romData);
} catch (err) {
console.error("Failed to load ROM:", err);
}
}
instanceRef.current = instance;
setLoadTimeMs(performance.now() - startedAt);
setStatus("ready");
+1 -1
View File
@@ -12,7 +12,7 @@
"lint": "eslint"
},
"dependencies": {
"@valknar/vpinball-wasm": "0.2.0",
"@valknar/vpinball-wasm": "0.3.2",
"next": "16.3.2",
"react": "19.2.8",
"react-dom": "19.2.8"
+5 -5
View File
@@ -9,8 +9,8 @@ importers:
.:
dependencies:
'@valknar/vpinball-wasm':
specifier: 0.2.0
version: 0.2.0
specifier: 0.3.2
version: 0.3.2
next:
specifier: 16.3.2
version: 16.3.2(@babel/core@7.29.7(supports-color@7.2.0))(@types/node@20.19.43)(react-dom@19.2.8(react@19.2.8))(react@19.2.8)
@@ -754,8 +754,8 @@ packages:
cpu: [x64]
os: [win32]
'@valknar/vpinball-wasm@0.2.0':
resolution: {integrity: sha512-KZ/TxQzO8V+km67Yq4YgPCpAbuTTjqii9I6wBVWgKb5vsbiSBbvgTucY8288tpsWoA+/j4Bsp3pe0USiG1xJAQ==, tarball: https://dev.pivoine.art/api/packages/valknar/npm/%40valknar%2Fvpinball-wasm/-/0.2.0/vpinball-wasm-0.2.0.tgz}
'@valknar/vpinball-wasm@0.3.2':
resolution: {integrity: sha512-52vkjVzev92khiO8a50N2afYIviX1hHCMzTilN24Pe/7pu5m9LlSQVS3o11rRdItSF5h1RVmTLpoh1ENYrLQJw==, tarball: https://dev.pivoine.art/api/packages/valknar/npm/%40valknar%2Fvpinball-wasm/-/0.3.2/vpinball-wasm-0.3.2.tgz}
acorn-jsx@5.3.2:
resolution: {integrity: sha512-rq9s+JNhf0IChjtDXxllJ7g41oZk5SlXtp0LHwyA5cejwn7vKmKp4pPri6YEePv2PU65sAsegbXtIinmDFDXgQ==}
@@ -2645,7 +2645,7 @@ snapshots:
'@unrs/resolver-binding-win32-x64-msvc@1.12.2':
optional: true
'@valknar/vpinball-wasm@0.2.0': {}
'@valknar/vpinball-wasm@0.3.2': {}
acorn-jsx@5.3.2(acorn@8.18.0):
dependencies:
+1 -1
View File
@@ -2,5 +2,5 @@ allowBuilds:
sharp: false
unrs-resolver: false
minimumReleaseAgeExclude:
- '@valknar/vpinball-wasm@0.2.0'
- '@valknar/vpinball-wasm@0.2.0 || 0.3.1 || 0.3.2'
updateNotifier: false