Sigmally Fixes V2

Easily 10X your FPS on Sigmally.com + many bug fixes + great for multiboxing + supports SigMod

As of 2025-04-05. See the latest version.

You will need to install an extension such as Tampermonkey, Greasemonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey or Userscripts to install this script.

You will need to install an extension such as Tampermonkey to install this script.

You will need to install a user script manager extension to install this script.

(I already have a user script manager, let me install it!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(I already have a user style manager, let me install it!)

// ==UserScript==
// @name         Sigmally Fixes V2
// @version      2.6.8
// @description  Easily 10X your FPS on Sigmally.com + many bug fixes + great for multiboxing + supports SigMod
// @author       8y8x
// @match        https://*.sigmally.com/*
// @license      MIT
// @grant        none
// @namespace    https://8y8x.dev/sigmally-fixes
// @icon         https://raw.githubusercontent.com/8y8x/sigmally-fixes/refs/heads/main/icon.png
// @compatible   chrome
// @compatible   opera
// @compatible   edge
// ==/UserScript==

// @ts-check
/* eslint
	camelcase: 'error',
	comma-dangle: ['error', 'always-multiline'],
	indent: ['error', 'tab', { SwitchCase: 1 }],
	max-len: ['error', { code: 120 }],
	no-console: ['error', { allow: ['warn', 'error'] }],
	no-trailing-spaces: 'error',
	quotes: ['error', 'single'],
	semi: 'error',
*/ // a light eslint configuration that doesn't compromise code quality
'use strict';

(async () => {
	const sfVersion = '2.6.8';
	const undefined = void 0; // yes, this actually makes a significant difference

	////////////////////////////////
	// Define Auxiliary Functions //
	////////////////////////////////
	const aux = (() => {
		const aux = {};

		/** @type {Map<string, string>} */
		aux.clans = new Map();
		function fetchClans() {
			fetch('https://sigmally.com/api/clans').then(r => r.json()).then(r => {
				if (r.status !== 'success') {
					setTimeout(() => fetchClans(), 10_000);
					return;
				}

				aux.clans.clear();
				r.data.forEach(clan => {
					if (typeof clan._id !== 'string' || typeof clan.name !== 'string') return;
					aux.clans.set(clan._id, clan.name);
				});

				// does not need to be updated often, but just enough so people who leave their tab open don't miss out
				setTimeout(() => fetchClans(), 600_000);
			}).catch(err => {
				console.warn('Error while fetching clans:', err);
				setTimeout(() => fetchClans(), 10_000);
			});
		}
		fetchClans();

		/**
		 * @template T
		 * @param {T} x
		 * @param {string} err should be readable and easily translatable
		 * @returns {T extends (null | undefined | false | 0) ? never : T}
		 */
		aux.require = (x, err) => {
			if (!x) {
				err = '[Sigmally Fixes]: ' + err;
				prompt(err, err); // use prompt, so people can paste the error message into google translate
				throw err;
			}

			return /** @type {any} */ (x);
		};

		const dominantColorCtx = aux.require(
			document.createElement('canvas').getContext('2d', { willReadFrequently: true }),
			'Unable to get 2D context for aux utilities. This is probably your browser being dumb, maybe reload ' +
			'the page?',
		);
		/**
		 * @param {HTMLImageElement} img
		 * @returns {[number, number, number, number]}
		 */
		aux.dominantColor = img => {
			dominantColorCtx.canvas.width = dominantColorCtx.canvas.height = 7;
			dominantColorCtx.drawImage(img, 0, 0, 7, 7);
			const data = dominantColorCtx.getImageData(0, 0, 7, 7);

			const r = [], g = [], b = [];
			let sumA = 0, numA = 0;
			for (let x = 0; x < 7; ++x) {
				for (let y = 0; y < 7; ++y) {
					const d = Math.hypot((3 - x) / 6, (3 - y) / 6);
					if (d > 1) continue; // do not consider pixels outside a circle, as they may be blank
					const pixel = y * 7 + x;
					r.push(data.data[pixel * 4]);
					g.push(data.data[pixel * 4 + 1]);
					b.push(data.data[pixel * 4 + 2]);
					sumA += data.data[pixel * 4 + 3];
					++numA;
				}
			}

			r.sort();
			g.sort();
			b.sort();
			/** @type {[number, number, number, number]} */
			const color = [
				r[Math.ceil(r.length / 2)] / 255, g[Math.ceil(g.length / 2)] / 255,
				b[Math.ceil(b.length / 2)] / 255, sumA / numA / 255];

			const max = Math.max(Math.max(color[0], color[1]), color[2]);
			if (max === 0) {
				color[0] = color[1] = color[2] = 1;
			} else {
				color[0] *= 1 / max;
				color[1] *= 1 / max;
				color[2] *= 1 / max;
			}

			color[3] **= 4; // transparent skins should use the player color

			return color;
		};

		/**
		 * consistent exponential easing relative to 60fps. this models "x += (targetX - x) * dt" scenarios.
		 * for example, with a factor of 2, o=0, n=1:
		 * - at 60fps, 0.5 is returned.
		 * - at 30fps (after 2 frames), 0.75 is returned.
		 * - at 15fps (after 4 frames), 0.875 is returned.
		 * - at 120fps, 0.292893 is returned. if you called this again with o=0.292893, n=1, you would get 0.5.
		 *
		 * @param {number} o
		 * @param {number} n
		 * @param {number} factor
		 * @param {number} dt in seconds
		 */
		aux.exponentialEase = (o, n, factor, dt) => {
			return o + (n - o) * (1 - (1 - 1 / factor) ** (60 * dt));
		};

		/**
		 * @param {string} hex
		 * @returns {[number, number, number, number]}
		 */
		aux.hex2rgba = hex => {
			switch (hex.length) {
				case 4: // #rgb
				case 5: // #rgba
					return [
						(parseInt(hex[1], 16) || 0) / 15,
						(parseInt(hex[2], 16) || 0) / 15,
						(parseInt(hex[3], 16) || 0) / 15,
						hex.length === 5 ? (parseInt(hex[4], 16) || 0) / 15 : 1,
					];
				case 7: // #rrggbb
				case 9: // #rrggbbaa
					return [
						(parseInt(hex.slice(1, 3), 16) || 0) / 255,
						(parseInt(hex.slice(3, 5), 16) || 0) / 255,
						(parseInt(hex.slice(5, 7), 16) || 0) / 255,
						hex.length === 9 ? (parseInt(hex.slice(7, 9), 16) || 0) / 255 : 1,
					];
				default:
					return [1, 1, 1, 1];
			}
		};

		/**
		 * @param {number} r
		 * @param {number} g
		 * @param {number} b
		 * @param {number} a
		 */
		aux.rgba2hex = (r, g, b, a) => {
			return [
				'#',
				Math.floor(r * 255).toString(16).padStart(2, '0'),
				Math.floor(g * 255).toString(16).padStart(2, '0'),
				Math.floor(b * 255).toString(16).padStart(2, '0'),
				Math.floor(a * 255).toString(16).padStart(2, '0'),
			].join('');
		};

		// i don't feel like making an awkward adjustment to aux.rgba2hex
		/**
		 * @param {number} r
		 * @param {number} g
		 * @param {number} b
		 * @param {any} _a
		 */
		aux.rgba2hex6 = (r, g, b, _a) => {
			return [
				'#',
				Math.floor(r * 255).toString(16).padStart(2, '0'),
				Math.floor(g * 255).toString(16).padStart(2, '0'),
				Math.floor(b * 255).toString(16).padStart(2, '0'),
			].join('');
		};

		/** @param {string} name */
		aux.parseName = name => name.match(/^\{.*?\}(.*)$/)?.[1] ?? name;

		/** @param {string} skin */
		aux.parseSkin = skin => {
			if (!skin) return skin;
			skin = skin.replace('1%', '').replace('2%', '').replace('3%', '');
			return '/static/skins/' + skin + '.png';
		};

		/**
		 * @param {DataView} dat
		 * @param {number} o
		 * @returns {[string, number]}
		 */
		aux.readZTString = (dat, o) => {
			if (dat.getUint8(o) === 0) return ['', o + 1]; // quick return for empty strings (there are a lot)
			const startOff = o;
			for (; o < dat.byteLength; ++o) {
				if (dat.getUint8(o) === 0) break;
			}

			return [aux.textDecoder.decode(new DataView(dat.buffer, startOff, o - startOff)), o + 1];
		};

		/**
		 * @param {string} selector
		 * @param {boolean} value
		 */
		aux.setting = (selector, value) => {
			/** @type {HTMLInputElement | null} */
			const el = document.querySelector(selector);
			return el ? el.checked : value;
		};

		/** @param {boolean} accessSigmod */
		const settings = accessSigmod => {
			try {
				// current skin is saved in localStorage
				aux.settings = JSON.parse(localStorage.getItem('settings') ?? '');
			} catch (_) {
				aux.settings = /** @type {any} */ ({});
			}

			// sigmod doesn't have a checkbox for dark theme, so we infer it from the custom map color
			const { mapColor } = accessSigmod ? sigmod.settings : {};
			if (mapColor) {
				aux.settings.darkTheme
					= mapColor ? (mapColor[0] < 0.6 && mapColor[1] < 0.6 && mapColor[2] < 0.6) : true;
			} else {
				aux.settings.darkTheme = aux.setting('input#darkTheme', true);
			}
			aux.settings.jellyPhysics = aux.setting('input#jellyPhysics', false);
			aux.settings.showBorder = aux.setting('input#showBorder', true);
			aux.settings.showClanmates = aux.setting('input#showClanmates', true);
			aux.settings.showGrid = aux.setting('input#showGrid', true);
			aux.settings.showMass = aux.setting('input#showMass', false);
			aux.settings.showMinimap = aux.setting('input#showMinimap', true);
			aux.settings.showSkins = aux.setting('input#showSkins', true);
			aux.settings.zoomout = aux.setting('input#moreZoom', true);
			return aux.settings;
		};

		/** @type {{ darkTheme: boolean, jellyPhysics: boolean, showBorder: boolean, showClanmates: boolean,
		 showGrid: boolean, showMass: boolean, showMinimap: boolean, showSkins: boolean, zoomout: boolean,
		 gamemode: any, skin: any }} */
		aux.settings = settings(false);
		setInterval(() => settings(true), 250);
		// apply saved gamemode because sigmally fixes connects before the main game even loads
		if (aux.settings?.gamemode) {
			/** @type {HTMLSelectElement | null} */
			const gamemode = document.querySelector('select#gamemode');
			if (gamemode)
				gamemode.value = aux.settings.gamemode;
		}

		let caught = false;
		const tabScan = new BroadcastChannel('sigfix-tabscan');
		tabScan.addEventListener('message', () => {
			if (caught || world.score(world.selected) <= 50) return;
			caught = true;
			const str = 'hi! sigmally fixes v2.5.0 is now truly one-tab, so you don\'t need multiple tabs anymore. ' +
				'set a keybind under the "One-tab multibox key" setting and enjoy!';
			prompt(str, str);
		});
		setInterval(() => {
			if (world.score(world.selected) > 50 && !caught) tabScan.postMessage(undefined);
		}, 5000);

		aux.textEncoder = new TextEncoder();
		aux.textDecoder = new TextDecoder();

		const trimCtx = aux.require(
			document.createElement('canvas').getContext('2d'),
			'Unable to get 2D context for text utilities. This is probably your browser being dumb, maybe reload ' +
			'the page?',
		);
		trimCtx.font = '20px Ubuntu';
		/**
		 * trims text to a max of 250px at 20px font, same as vanilla sigmally
		 * @param {string} text
		 */
		aux.trim = text => {
			while (trimCtx.measureText(text).width > 250)
				text = text.slice(0, -1);

			return text;
		};

		/** @type {{ token: string, updated: number } | undefined} */
		aux.token = undefined;

		// @ts-expect-error
		let handler = window.signOut;
		Object.defineProperty(window, 'signOut', {
			get: () => () => {
				aux.token = undefined;
				return handler?.();
			},
			set: x => handler = x,
		});

		/** @type {object | undefined} */
		aux.userData = undefined;
		aux.oldFetch = fetch.bind(window);
		let lastUserData = -Infinity;
		// this is the best method i've found to get the userData object, since game.js uses strict mode
		Object.defineProperty(window, 'fetch', {
			value: new Proxy(fetch, {
				apply: (target, thisArg, args) => {
					let url = args[0];
					const data = args[1];
					if (typeof url === 'string') {
						if (url.includes('/server/recaptcha/v3'))
							return new Promise(() => {}); // block game.js from attempting to go through captcha flow

						// game.js doesn't think we're connected to a server, we default to eu0 because that's the
						// default everywhere else
						if (url.includes('/userdata/')) {
							// when holding down the respawn key, you can easily make 30+ requests a second,
							// bombing you into ratelimit hell
							const now = performance.now();
							if (now - lastUserData < 500) return new Promise(() => {});
							url = url.replace('///', '//eu0.sigmally.com/server/');
							lastUserData = now;
						}

						if (url.includes('/server/auth')) {
							// sigmod must be properly initialized (client can't be null), otherwise it will error
							// and game.js will never get the account data
							sigmod.patch();
						}

						// patch the current token in the url and body of the request
						if (aux.token) {
							// 128 hex characters surrounded by non-hex characters (lookahead and lookbehind)
							const tokenTest = /(?<![0-9a-fA-F])[0-9a-fA-F]{128}(?![0-9a-fA-F])/g;
							url = url.replaceAll(tokenTest, aux.token.token);
							if (typeof data?.body === 'string')
								data.body = data.body.replaceAll(tokenTest, aux.token.token);
						}

						args[0] = url;
						args[1] = data;
					}

					return target.apply(thisArg, args).then(res => new Proxy(res, {
						get: (target, prop, _receiver) => {
							if (prop !== 'json') {
								const val = target[prop];
								if (typeof val === 'function')
									return val.bind(target);
								else
									return val;
							}

							return () => target.json().then(obj => {
								if (obj?.body?.user) {
									aux.userData = obj.body.user;
									// NaN if invalid / undefined
									let updated = Number(new Date(aux.userData.updateTime));
									if (Number.isNaN(updated))
										updated = Date.now();

									if (!aux.token || updated >= aux.token.updated) {
										aux.token = { token: aux.userData.token, updated };
									}
								}

								return obj;
							});
						},
					}));
				},
			}),
		});

		// get the latest game.js version whenever possible
		// some players are stuck on an older game.js version which does not allow signing in
		fetch('https://one.sigmally.com/assets/js/game.js', { cache: 'reload' });

		return aux;
	})();



	////////////////////////
	// Destroy Old Client //
	////////////////////////
	const destructor = (() => {
		const destructor = {};

		const vanillaStack = () => {
			try {
				throw new Error();
			} catch (err) {
				// prevent drawing the game, but do NOT prevent saving settings (which is called on RQA)
				return err.stack.includes('/game.js') && !err.stack.includes('HTML');
			}
		};

		// #1 : kill the rendering process
		const oldRQA = requestAnimationFrame;
		window.requestAnimationFrame = function(fn) {
			return vanillaStack() ? -1 : oldRQA(fn);
		};

		// #2 : kill access to using a WebSocket
		destructor.realWebSocket = WebSocket;
		Object.defineProperty(window, 'WebSocket', {
			value: new Proxy(WebSocket, {
				construct(_target, argArray, _newTarget) {
					if (argArray[0].includes('sigmally.com') && vanillaStack()) {
						throw new Error('sigfix: Preventing new WebSocket() for unknown Sigmally connection');
					}

					// @ts-expect-error
					return new destructor.realWebSocket(...argArray);
				},
			}),
		});

		const cmdRepresentation = new TextEncoder().encode('/leaveworld').toString();
		destructor.realWsSend = WebSocket.prototype.send;
		WebSocket.prototype.send = function (x) {
			if (vanillaStack() && this.url.includes('sigmally.com')) {
				this.onclose = null;
				this.close();
				throw new Error('sigfix: Preventing .send on unknown Sigmally connection');
			}

			if (settings.blockNearbyRespawns) {
				let buf;
				if (x instanceof ArrayBuffer) buf = x;
				else if (x instanceof DataView) buf = x.buffer;
				else if (x instanceof Uint8Array) buf = x.buffer;

				if (buf && buf.byteLength === '/leaveworld'.length + 3
					&& new Uint8Array(buf).toString().includes(cmdRepresentation)) {
					const now = performance.now();
					let con, view, vision; // cba to put explicit types here
					for (const [otherView, otherCon] of net.connections) {
						world.camera(otherView, now); // ensure all tabs update their cameras
						if (otherCon.ws !== this) continue;

						con = otherCon;
						view = otherView;
						vision = world.views.get(otherView);
					}
					if (con && view && vision) {
						// block respawns if we haven't actually respawned yet
						// (with a 500ms max in case something fails)
						if (performance.now() - (con.respawnBlock?.started ?? -Infinity) < 500) return;
						con.respawnBlock = undefined;
						// trying to respawn; see if we are nearby an alive multi-tab
						if (world.score(view) > 0 && vision.border) {
							const { border } = vision;
							// use a smaller respawn radius on EU servers
							const radius = Math.min(border.r - border.l, border.b - border.t) / 4;
							for (const [otherView, otherVision] of world.views) {
								if (vision === otherVision) continue;
								if (world.score(otherView) <= 0) continue;
								const dx = vision.camera.tx - otherVision.camera.tx;
								const dy = vision.camera.ty - otherVision.camera.ty;
								if (Math.hypot(dx, dy) <= radius)
									return;
							}
						}

						// we are allowing a respawn, take note
						con.respawnBlock = { status: 'pending', started: performance.now() };
					}
				}
			}

			return destructor.realWsSend.apply(this, arguments);
		};

		// #3 : prevent keys from being registered by the game
		setInterval(() => onkeydown = onkeyup = null, 200);

		return destructor;
	})();



	//////////////////////////////////
	// Apply Complex SigMod Patches //
	//////////////////////////////////
	const sigmod = (() => {
		const sigmod = {};

		/** @type {{
		 * 	cellColor?: [number, number, number, number],
		 * 	foodColor?: [number, number, number, number],
		 * 	font?: string,
		 * 	mapColor?: [number, number, number, number],
		 * 	outlineColor?: [number, number, number, number],
		 * 	nameColor1?: [number, number, number, number],
		 * 	nameColor2?: [number, number, number, number],
		 * 	rapidFeedKey?: string,
		 * 	removeOutlines?: boolean,
		 * 	showNames?: boolean,
		 * 	tripleKey?: string,
		 * 	virusImage?: string,
		 * }} */
		sigmod.settings = {};
		/** @type {Set<string>} */
		const loadedFonts = new Set();
		setInterval(() => {
			// @ts-expect-error
			const real = window.sigmod?.settings;
			if (!real) return;
			/**
			 * @param {'cellColor' | 'foodColor' | 'mapColor' | 'outlineColor' | 'nameColor1' | 'nameColor2'} prop
			 * @param {any} initial
			 * @param {any[]} lookups
			 */
			const applyColor = (prop, initial, lookups) => {
				for (const lookup of lookups) {
					if (lookup && lookup !== initial) {
						sigmod.settings[prop] = aux.hex2rgba(lookup);
						return;
					}
				}
				sigmod.settings[prop] = undefined;
			};
			applyColor('cellColor', null, [real.game?.cellColor]);
			applyColor('foodColor', null, [real.game?.foodColor]);
			applyColor('mapColor', null, [real.game?.map?.color, real.mapColor]);
			// sigmod treats the map border as cell borders for some reason
			applyColor('outlineColor', '#0000ff', [real.game?.borderColor]);
			// note: singular nameColor takes priority
			applyColor('nameColor1', '#ffffff', [
				real.game?.name?.color,
				real.game?.name?.gradient?.enabled && real.game.name.gradient.left,
			]);
			applyColor('nameColor2', '#ffffff', [
				real.game?.name?.color,
				real.game?.name?.gradient?.enabled && real.game.name.gradient.right,
			]);
			sigmod.settings.removeOutlines = real.game?.removeOutlines;
			sigmod.settings.virusImage = real.game?.virusImage;
			sigmod.settings.rapidFeedKey = real.macros?.keys?.rapidFeed;
			// sigmod's showNames setting is always "true" interally (i think??)
			sigmod.settings.showNames = aux.setting('input#showNames', true);

			sigmod.settings.tripleKey = real.macros?.keys?.splits?.triple || undefined; // blank keys are ''
			sigmod.settings.font = real.game?.font;

			// sigmod does not download the bold variants of fonts, so we have to do that ourselves
			if (sigmod.settings.font && !loadedFonts.has(sigmod.settings.font)) {
				loadedFonts.add(sigmod.settings.font);
				const link = document.createElement('link');
				link.href = `https://fonts.googleapis.com/css2?family=${sigmod.settings.font}:wght@700&display=swap`;
				link.rel = 'stylesheet';
				document.head.appendChild(link);
			}
		}, 200);

		// patch sigmod when it's ready; typically sigmod loads first, but i can't guarantee that
		sigmod.proxy = {};
		let patchInterval;
		sigmod.patch = () => {
			const real = /** @type {any} */ (window).sigmod;
			if (!real || patchInterval === undefined) return;

			clearInterval(patchInterval);
			patchInterval = undefined;

			// anchor chat and minimap to the screen, so scrolling to zoom doesn't move them
			// it's possible that cursed will change something at any time so i'm being safe here
			const minimapContainer = /** @type {HTMLElement | null} */ (document.querySelector('.minimapContainer'));
			if (minimapContainer) minimapContainer.style.position = 'fixed';

			const modChat = /** @type {HTMLElement | null} */ (document.querySelector('.modChat'));
			if (modChat) modChat.style.position = 'fixed';

			// sigmod keeps track of the # of displayed messages with a counter, but it doesn't reset on clear
			// therefore, if the chat gets cleared with 200 (the maximum) messages in it, it will stay permanently*
			// blank
			const modMessages = /** @type {HTMLElement | null} */ (document.querySelector('#mod-messages'));
			if (modMessages) {
				const old = modMessages.removeChild;
				modMessages.removeChild = node => {
					if (modMessages.children.length > 200) return old.call(modMessages, node);
					else return node;
				};
			}

			// create a fake sigmally proxy for sigmod, which properly relays some packets (because SigMod does not
			// support one-tab technology). it should also fix chat bugs due to disconnects and stuff
			// we do this by hooking into the SigWsHandler object
			{
				/** @type {object | undefined} */
				let handler;
				const old = Function.prototype.bind;
				Function.prototype.bind = function(obj) {
					if (obj.constructor?.name === 'SigWsHandler') handler = obj;
					return old.call(this, obj);
				};
				new WebSocket('wss://255.255.255.255/sigmally.com?sigfix');
				Function.prototype.bind = old;
				// handler is expected to be a "SigWsHandler", but it might be something totally different
				if (handler && 'sendPacket' in handler && 'handleMessage' in handler) {
					// first, set up the handshake (opcode not-really-a-shuffle)
					// handshake is reset to false on close (which may or may not happen immediately)
					Object.defineProperty(handler, 'handshake', { get: () => true, set: () => {} });
					handler.R = handler.C = new Uint8Array(256); // R and C are linked
					for (let i = 0; i < 256; ++i) handler.C[i] = i;

					// expose some functions here, don't directly access the handler anywhere else
					sigmod.proxy = {
						/** @param {DataView} dat */
						handleMessage: dat => handler.handleMessage({ data: dat.buffer }),
						isPlaying: () => /** @type {any} */ (window).gameSettings.isPlaying = true,
					};

					// override sendPacket to properly handle what sigmod expects
					/** @param {object} buf */
					handler.sendPacket = buf => {
						if ('build' in buf) buf = buf.build(); // convert sigmod/sigmally Writer class to a buffer
						if ('buffer' in buf) buf = buf.buffer;
						const dat = new DataView(/** @type {ArrayBuffer} */ (buf));
						switch (dat.getUint8(0)) {
							// case 0x00, sendPlay, isn't really used outside of secret tournaments
							case 0x10: { // used for linesplits and such
								net.move(world.selected, dat.getInt32(1, true), dat.getInt32(5, true));
								break;
							}
							// case 0x63, sendChat, already goes directly to sigfix.net.chat
							// case 0xdc, sendFakeCaptcha, is not used outside of secret tournaments
						}
					};
				}
			}
		};
		patchInterval = setInterval(sigmod.patch, 500);
		sigmod.patch();

		return sigmod;
	})();


	/////////////////////
	// Prepare Game UI //
	/////////////////////
	const ui = (() => {
		const ui = {};

		(() => {
			const title = document.querySelector('#title');
			if (!title) return;

			const watermark = document.createElement('span');
			watermark.innerHTML = `<a href="https://greatest.deepsurf.us/scripts/483587/versions" \
				target="_blank">Sigmally Fixes ${sfVersion}</a> by yx`;
			if (sfVersion.includes('BETA')) {
				watermark.innerHTML += ' <br><a \
					href="https://raw.githubusercontent.com/8y8x/sigmally-fixes/refs/heads/main/sigmally-fixes.user.js"\
					target="_blank">[Update beta here]</a>';
			}
			title.insertAdjacentElement('afterend', watermark);

			// check if this version is problematic, don't do anything if this version is too new to be in versions.json
			// take care to ensure users can't be logged
			fetch('https://raw.githubusercontent.com/8y8x/sigmally-fixes/main/versions.json')
				.then(res => res.json())
				.then(res => {
					if (sfVersion in res && !res[sfVersion].ok && res[sfVersion].alert) {
						const color = res[sfVersion].color || '#f00';
						const box = document.createElement('div');
						box.style.cssText = `background: ${color}3; border: 1px solid ${color}; width: 100%; \
							height: fit-content; font-size: 1em; padding: 5px; margin: 5px 0; border-radius: 3px; \
							color: ${color}`;
						box.innerHTML = String(res[sfVersion].alert)
							.replace(/\<|\>/g, '') // never allow html tag injection
							.replace(/\{link\}/g, '<a href="https://greatest.deepsurf.us/scripts/483587">[click here]</a>')
							.replace(/\{autolink\}/g, '<a href="\
								https://update.greatest.deepsurf.us/scripts/483587/Sigmally%20Fixes%20V2.user.js">\
								[click here]</a>');

						watermark.insertAdjacentElement('afterend', box);
					}
				})
				.catch(err => console.warn('Failed to check Sigmally Fixes version:', err));
		})();

		ui.game = (() => {
			const game = {};

			/** @type {HTMLCanvasElement | null} */
			const oldCanvas = document.querySelector('canvas#canvas');
			if (!oldCanvas) {
				throw 'exiting script - no canvas found';
			}

			const newCanvas = document.createElement('canvas');
			newCanvas.id = 'sf-canvas';
			newCanvas.style.cssText = `background: #003; width: 100vw; height: 100vh; position: fixed; top: 0; left: 0;
				z-index: 1;`;
			game.canvas = newCanvas;
			(document.querySelector('body div') ?? document.body).appendChild(newCanvas);

			// leave the old canvas so the old client can actually run
			oldCanvas.style.display = 'none';

			// forward macro inputs from the canvas to the old one - this is for sigmod mouse button controls
			newCanvas.addEventListener('mousedown', e => oldCanvas.dispatchEvent(new MouseEvent('mousedown', e)));
			newCanvas.addEventListener('mouseup', e => oldCanvas.dispatchEvent(new MouseEvent('mouseup', e)));
			// forward mouse movements from the old canvas to the window - this is for sigmod keybinds that move
			// the mouse
			oldCanvas.addEventListener('mousemove', e => dispatchEvent(new MouseEvent('mousemove', e)));

			const gl = aux.require(
				newCanvas.getContext('webgl2', { alpha: false, antialias: false, depth: false }),
				'Couldn\'t get WebGL2 context. Possible causes:\r\n' +
				'- Maybe GPU/Hardware acceleration needs to be enabled in your browser settings; \r\n' +
				'- Maybe your browser is just acting weird and it might fix itself after a restart; \r\n' +
				'- Maybe your GPU drivers are exceptionally old.',
			);

			game.gl = gl;

			// indicate that we will restore the context
			newCanvas.addEventListener('webglcontextlost', e => {
				e.preventDefault(); // signal that we want to restore the context
			});
			newCanvas.addEventListener('webglcontextrestored', () => {
				glconf.init();
				// cleanup old caches (after render), as we can't do this within glconf.init()
				render.resetDatabaseCache();
				render.resetTextCache();
				render.resetTextureCache();
			});

			function resize() {
				// devicePixelRatio does not have very high precision; it could be 0.800000011920929 for example
				newCanvas.width = Math.ceil(innerWidth * (devicePixelRatio - 0.0001));
				newCanvas.height = Math.ceil(innerHeight * (devicePixelRatio - 0.0001));
				game.gl.viewport(0, 0, newCanvas.width, newCanvas.height);
			}

			addEventListener('resize', resize);
			resize();

			return game;
		})();

		ui.stats = (() => {
			const container = document.createElement('div');
			container.style.cssText = 'position: fixed; top: 10px; left: 10px; width: 400px; height: fit-content; \
				user-select: none; z-index: 2; transform-origin: top left; font-family: Ubuntu;';
			document.body.appendChild(container);

			const score = document.createElement('div');
			score.style.cssText = 'font-size: 30px; color: #fff; line-height: 1.0;';
			container.appendChild(score);

			const measures = document.createElement('div');
			measures.style.cssText = 'font-size: 20px; color: #fff; line-height: 1.1;';
			container.appendChild(measures);

			const misc = document.createElement('div');
			// white-space: pre; allows using \r\n to insert line breaks
			misc.style.cssText = 'font-size: 14px; color: #fff; white-space: pre; line-height: 1.1; opacity: 0.5;';
			container.appendChild(misc);

			/** @param {symbol} view */
			const update = view => {
				const fontFamily = `"${sigmod.settings.font || 'Ubuntu'}", Ubuntu`;
				if (container.style.fontFamily !== fontFamily) container.style.fontFamily = fontFamily;

				const color = aux.settings.darkTheme ? '#fff' : '#000';
				score.style.color = color;
				measures.style.color = color;
				misc.style.color = color;

				score.style.fontWeight = measures.style.fontWeight = settings.boldUi ? 'bold' : 'normal';
				measures.style.opacity = settings.showStats ? '1' : '0.5';
				misc.style.opacity = settings.showStats ? '0.5' : '0';

				const scoreVal = world.score(world.selected);
				const multiplier = (typeof aux.userData?.boost === 'number' && aux.userData.boost > Date.now()) ? 2 : 1;
				if (scoreVal * multiplier > world.stats.highestScore) world.stats.highestScore = scoreVal * multiplier;
				let scoreHtml;
				if (scoreVal <= 0) scoreHtml = '';
				else if (settings.separateBoost) {
					scoreHtml = `Score: ${Math.floor(scoreVal)}`;
					if (multiplier > 1) scoreHtml += ` <span style="color: #fc6;">(X${multiplier})</span>`;
				} else {
					scoreHtml = 'Score: ' + Math.floor(scoreVal * multiplier);
				}
				score.innerHTML = scoreHtml;

				const con = net.connections.get(view);
				let measuresText = `${Math.floor(render.fps)} FPS`;
				if (con?.latency !== undefined) {
					const spectateCon = net.connections.get(world.viewId.spectate);
					if (settings.spectatorLatency && spectateCon?.latency !== undefined) {
						measuresText += ` ${Math.floor(con.latency)}ms (${Math.floor(spectateCon.latency)}ms) ping`;
					} else {
						measuresText += ` ${Math.floor(con.latency)}ms ping`;
					}
				}
				measures.textContent = measuresText;
			};

			/** @param {object | undefined} stats */
			const updateStats = (stats) => {
				if (!stats) {
					misc.textContent = '';
					return;
				}

				let uptime;
				if (stats.uptime < 60) {
					uptime = Math.floor(stats.uptime) + 's';
				} else {
					uptime = Math.floor(stats.uptime / 60 % 60) + 'min';
					if (stats.uptime >= 60 * 60)
						uptime = Math.floor(stats.uptime / 60 / 60 % 24) + 'hr ' + uptime;
					if (stats.uptime >= 24 * 60 * 60)
						uptime = Math.floor(stats.uptime / 24 / 60 / 60 % 60) + 'd ' + uptime;
				}

				misc.textContent = [
					`${stats.name} (${stats.gamemode})`,
					`${stats.external} / ${stats.limit} players`,
					// bots do not count towards .playing **except in my private server**
					`${stats.playing} playing` + (stats.internal > 0 ? ` + ${stats.internal} bots` : ''),
					`${stats.spectating} spectating`,
					`${(stats.loadTime / 40 * 100).toFixed(1)}% load @ ${uptime}`,
				].join('\r\n');
			};

			/** @type {object | undefined} */
			let lastStats;
			setInterval(() => { // update as frequently as possible
				const currentStats = world.views.get(world.selected)?.stats;
				if (currentStats !== lastStats) updateStats(lastStats = currentStats);
			});

			return { update };
		})();

		ui.leaderboard = (() => {
			const container = document.createElement('div');
			container.style.cssText = 'position: fixed; top: 10px; right: 10px; width: 200px; height: fit-content; \
				user-select: none; z-index: 2; background: #0006; padding: 15px 5px; transform-origin: top right; \
				display: none;';
			document.body.appendChild(container);

			const title = document.createElement('div');
			title.style.cssText = 'font-family: Ubuntu; font-size: 30px; color: #fff; text-align: center; width: 100%;';
			title.textContent = 'Leaderboard';
			container.appendChild(title);

			const linesContainer = document.createElement('div');
			linesContainer.style.cssText = 'font-family: Ubuntu; font-size: 20px; line-height: 1.2; width: 100%; \
				height: fit-content; text-align: center; white-space: pre; overflow: hidden;';
			container.appendChild(linesContainer);

			/** @type {HTMLDivElement[]} */
			const lines = [];
			/** @param {{ me: boolean, name: string, sub: boolean, place: number | undefined }[]} lb */
			function update(lb) {
				const fontFamily = `"${sigmod.settings.font || 'Ubuntu'}", Ubuntu`;
				if (linesContainer.style.fontFamily !== fontFamily)
					linesContainer.style.fontFamily = title.style.fontFamily = fontFamily;

				const friends = /** @type {any} */ (window).sigmod?.friend_names;
				const friendSettings = /** @type {any} */ (window).sigmod?.friends_settings;
				lb.forEach((entry, i) => {
					let line = lines[i];
					if (!line) {
						line = document.createElement('div');
						line.style.display = 'none';
						linesContainer.appendChild(line);
						lines.push(line);
					}

					line.style.display = 'block';
					line.textContent = `${entry.place ?? i + 1}. ${entry.name || 'An unnamed cell'}`;
					if (entry.me) line.style.color = '#faa';
					else if (friends instanceof Set && friends.has(entry.name) && friendSettings?.highlight_friends)
						line.style.color = friendSettings.highlight_color;
					else if (entry.sub) line.style.color = '#ffc826';
					else line.style.color = '#fff';
				});

				for (let i = lb.length; i < lines.length; ++i)
					lines[i].style.display = 'none';

				container.style.display = lb.length > 0 ? '' : 'none';
				container.style.fontWeight = settings.boldUi ? 'bold' : 'normal';
			}

			/** @type {object | undefined} */
			let lastLb;
			setInterval(() => { // update leaderboard frequently
				const currentLb = world.views.get(world.selected)?.leaderboard;
				if (currentLb !== lastLb) update((lastLb = currentLb) ?? []);
			});
		})();

		/** @type {HTMLElement} */
		const mainMenu = aux.require(
			document.querySelector('#__line1')?.parentElement,
			'Can\'t find the main menu UI. Try reloading the page?',
		);

		/** @type {HTMLElement} */
		const statsContainer = aux.require(
			document.querySelector('#__line2'),
			'Can\'t find the death screen UI. Try reloading the page?',
		);

		/** @type {HTMLElement} */
		const continueButton = aux.require(
			document.querySelector('#continue_button'),
			'Can\'t find the continue button (on death). Try reloading the page?',
		);

		/** @type {HTMLElement | null} */
		const menuLinks = document.querySelector('#menu-links');
		/** @type {HTMLElement | null} */
		const overlay = document.querySelector('#overlays');

		// sigmod uses this to detect if the menu is closed or not, otherwise this is unnecessary
		/** @type {HTMLElement | null} */
		const menuWrapper = document.querySelector('#menu-wrapper');

		let escOverlayVisible = true;
		/**
		 * @param {boolean} [show]
		 */
		ui.toggleEscOverlay = show => {
			escOverlayVisible = show ?? !escOverlayVisible;
			if (escOverlayVisible) {
				mainMenu.style.display = '';
				if (overlay) overlay.style.display = '';
				if (menuLinks) menuLinks.style.display = '';
				if (menuWrapper) menuWrapper.style.display = '';

				ui.deathScreen.hide();
			} else {
				mainMenu.style.display = 'none';
				if (overlay) overlay.style.display = 'none';
				if (menuLinks) menuLinks.style.display = 'none';
				if (menuWrapper) menuWrapper.style.display = 'none';
			}
		};

		ui.escOverlayVisible = () => escOverlayVisible;

		ui.deathScreen = (() => {
			const deathScreen = {};

			continueButton.addEventListener('click', () => {
				ui.toggleEscOverlay(true);
			});

			// TODO: figure out how this thing works
			/** @type {HTMLElement | null} */
			const bonus = document.querySelector('#menu__bonus');
			if (bonus) bonus.style.display = 'none';

			deathScreen.check = () => {
				if (world.stats.spawnedAt === undefined) return;
				if (world.alive()) return;
				deathScreen.show();
			};

			deathScreen.show = () => {
				const foodEatenElement = document.querySelector('#food_eaten');
				if (foodEatenElement)
					foodEatenElement.textContent = world.stats.foodEaten.toString();

				const highestMassElement = document.querySelector('#highest_mass');
				if (highestMassElement)
					highestMassElement.textContent = Math.round(world.stats.highestScore).toString();

				const highestPositionElement = document.querySelector('#top_leaderboard_position');
				if (highestPositionElement)
					highestPositionElement.textContent = world.stats.highestPosition.toString();

				const timeAliveElement = document.querySelector('#time_alive');
				if (timeAliveElement) {
					const time = (performance.now() - (world.stats.spawnedAt ?? 0)) / 1000;
					const hours = Math.floor(time / 60 / 60);
					const mins = Math.floor(time / 60 % 60);
					const seconds = Math.floor(time % 60);

					timeAliveElement.textContent = `${hours ? hours + ' h' : ''} ${mins ? mins + ' m' : ''} `
						+ `${seconds ? seconds + ' s' : ''}`;
				}

				statsContainer.classList.remove('line--hidden');
				ui.toggleEscOverlay(false);
				if (overlay) overlay.style.display = '';
				world.stats = { foodEaten: 0, highestPosition: 200, highestScore: 0, spawnedAt: undefined };
			};

			deathScreen.hide = () => {
				statsContainer?.classList.add('line--hidden');
				// ads are managed by the game client
			};

			return deathScreen;
		})();

		ui.minimap = (() => {
			const canvas = document.createElement('canvas');
			canvas.style.cssText = 'position: fixed; bottom: 0; right: 0; background: #0006; width: 200px; \
				height: 200px; z-index: 2; user-select: none;';
			canvas.width = canvas.height = 200;
			document.body.appendChild(canvas);

			const ctx = aux.require(
				canvas.getContext('2d', { willReadFrequently: false }),
				'Unable to get 2D context for the minimap. This is probably your browser being dumb, maybe reload ' +
				'the page?',
			);

			return { canvas, ctx };
		})();

		ui.chat = (() => {
			const chat = {};

			const block = aux.require(
				document.querySelector('#chat_block'),
				'Can\'t find the chat UI. Try reloading the page?',
			);

			/**
			 * @param {ParentNode} root
			 * @param {string} selector
			 */
			function clone(root, selector) {
				/** @type {HTMLElement} */
				const old = aux.require(
					root.querySelector(selector),
					`Can't find this chat element: ${selector}. Try reloading the page?`,
				);

				const el = /** @type {HTMLElement} */ (old.cloneNode(true));
				el.id = '';
				old.style.display = 'none';
				old.insertAdjacentElement('afterend', el);

				return el;
			}

			// can't just replace the chat box - otherwise sigmod can't hide it - so we make its children invisible
			// elements grabbed with clone() are only styled by their class, not id
			const toggle = clone(document, '#chat_vsbltyBtn');
			const scrollbar = clone(document, '#chat_scrollbar');
			const thumb = clone(scrollbar, '#chat_thumb');

			const input = chat.input = /** @type {HTMLInputElement} */ (aux.require(
				document.querySelector('#chat_textbox'),
				'Can\'t find the chat textbox. Try reloading the page?',
			));

			// allow zooming in/out on trackpad without moving the UI
			input.style.position = 'fixed';
			toggle.style.position = 'fixed';
			scrollbar.style.position = 'fixed';

			const list = document.createElement('div');
			list.style.cssText = 'width: 400px; height: 182px; position: fixed; bottom: 54px; left: 46px; \
				overflow: hidden; user-select: none; z-index: 301;';
			block.appendChild(list);

			let toggled = true;
			toggle.style.borderBottomLeftRadius = '10px'; // a bug fix :p
			toggle.addEventListener('click', () => {
				toggled = !toggled;
				input.style.display = toggled ? '' : 'none';
				scrollbar.style.display = toggled ? 'block' : 'none';
				list.style.display = toggled ? '' : 'none';

				if (toggled) {
					toggle.style.borderTopRightRadius = toggle.style.borderBottomRightRadius = '';
					toggle.style.opacity = '';
				} else {
					toggle.style.borderTopRightRadius = toggle.style.borderBottomRightRadius = '10px';
					toggle.style.opacity = '0.25';
				}
			});

			scrollbar.style.display = 'block';
			let scrollTop = 0; // keep a float here, because list.scrollTop is always casted to an int
			let thumbHeight = 1;
			let lastY;
			thumb.style.height = '182px';

			function updateThumb() {
				thumb.style.bottom = (1 - list.scrollTop / (list.scrollHeight - 182)) * (182 - thumbHeight) + 'px';
			}

			function scroll() {
				if (scrollTop >= list.scrollHeight - 182 - 40) {
					// close to bottom, snap downwards
					list.scrollTop = scrollTop = list.scrollHeight - 182;
				}

				thumbHeight = Math.min(Math.max(182 / list.scrollHeight, 0.1), 1) * 182;
				thumb.style.height = thumbHeight + 'px';
				updateThumb();
			}

			let scrolling = false;
			thumb.addEventListener('mousedown', () => void (scrolling = true));
			addEventListener('mouseup', () => void (scrolling = false));
			addEventListener('mousemove', e => {
				const deltaY = e.clientY - lastY;
				lastY = e.clientY;

				if (!scrolling) return;
				e.preventDefault();

				if (lastY === undefined) {
					lastY = e.clientY;
					return;
				}

				list.scrollTop = scrollTop = Math.min(Math.max(
					scrollTop + deltaY * list.scrollHeight / 182, 0), list.scrollHeight - 182);
				updateThumb();
			});

			let lastWasBarrier = true; // init to true, so we don't print a barrier as the first ever message (ugly)
			/**
			 * @param {string} authorName
			 * @param {[number, number, number, number]} rgb
			 * @param {string} text
			 * @param {boolean} server
			 */
			chat.add = (authorName, rgb, text, server) => {
				lastWasBarrier = false;

				const container = document.createElement('div');
				const author = document.createElement('span');
				author.style.cssText = `color: ${aux.rgba2hex(...rgb)}; padding-right: 0.75em;`;
				author.textContent = aux.trim(authorName);
				container.appendChild(author);

				const msg = document.createElement('span');
				if (server) msg.style.cssText = `color: ${aux.rgba2hex(...rgb)}`;
				msg.textContent = server ? text : aux.trim(text); // /help text can get cut off
				container.appendChild(msg);

				while (list.children.length > 100)
					list.firstChild?.remove();

				list.appendChild(container);

				scroll();
			};

			chat.barrier = () => {
				if (lastWasBarrier) return;
				lastWasBarrier = true;

				const barrier = document.createElement('div');
				barrier.style.cssText = 'width: calc(100% - 20px); height: 1px; background: #8888; margin: 10px;';
				list.appendChild(barrier);

				scroll();
			};

			chat.matchTheme = () => {
				list.style.color = aux.settings.darkTheme ? '#fffc' : '#000c';
				// make author names darker in light theme
				list.style.filter = aux.settings.darkTheme ? '' : 'brightness(75%)';
			};

			return chat;
		})();

		/** @param {string} msg */
		ui.error = msg => {
			const modal = /** @type {HTMLElement | null} */ (document.querySelector('#errormodal'));
			const desc = document.querySelector('#errormodal p');
			if (desc)
				desc.innerHTML = msg;

			if (modal)
				modal.style.display = 'block';
		};

		// make sure nothing gets cut off on the center menu panel
		const style = document.createElement('style');
		style.innerHTML = '#menu-wrapper > .menu-center { height: fit-content !important; }';
		document.head.appendChild(style);

		// sigmod quick fix
		// TODO does this work?
		(() => {
			// the play timer is inserted below the top-left stats, but because we offset them, we need to offset this
			// too
			const style = document.createElement('style');
			style.textContent = '.playTimer { transform: translate(5px, 10px); }';
			document.head.appendChild(style);
		})();

		return ui;
	})();



	/////////////////////////
	// Create Options Menu //
	/////////////////////////
	const settings = (() => {
		const settings = {
			autoZoom: true,
			background: '',
			blockBrowserKeybinds: false,
			blockNearbyRespawns: false,
			boldUi: false,
			/** @type {'natural' | 'default'} */
			camera: 'default',
			/** @type {'default' | 'instant'} */
			cameraMovement: 'default',
			cameraSmoothness: 2,
			cameraSpawnAnimation: true,
			cellGlow: false,
			cellOpacity: 1,
			cellOutlines: true,
			clans: false,
			clanScaleFactor: 1,
			colorUnderSkin: true,
			drawDelay: 120,
			jellySkinLag: true,
			massBold: false,
			massOpacity: 1,
			massScaleFactor: 1,
			mergeCamera: true,
			multibox: '',
			nameBold: false,
			nameScaleFactor: 1,
			outlineMulti: 0.2,
			// delta's default colors, #ff00aa and #ffffff
			outlineMultiColor: /** @type {[number, number, number, number]} */ ([1, 0, 2/3, 1]),
			outlineMultiInactiveColor: /** @type {[number, number, number, number]} */ ([1, 1, 1, 1]),
			pelletGlow: false,
			rainbowBorder: false,
			scrollFactor: 1,
			selfSkin: '',
			selfSkinMulti: '',
			slowerJellyPhysics: false,
			separateBoost: false,
			showStats: true,
			spectator: false,
			spectatorLatency: false,
			textOutlinesFactor: 1,
			tracer: false,
			unsplittableColor: /** @type {[number, number, number, number]} */ ([1, 1, 1, 1]),
		};

		const settingsExt = {};
		Object.setPrototypeOf(settings, settingsExt);

		try {
			Object.assign(settings, JSON.parse(localStorage.getItem('sigfix') ?? ''));
		} catch (_) { }

		// convert old settings
		{
			if (/** @type {any} */ (settings.multibox) === true) settings.multibox = 'Tab';
			else if (/** @type {any} */ (settings.multibox) === false) settings.multibox = '';

			if (/** @type {any} */ (settings).unsplittableOpacity !== undefined) {
				settings.unsplittableColor = [1, 1, 1, /** @type {any} */ (settings).unsplittableOpacity];
				delete settings.unsplittableOpacity;
			}

			const { autoZoom, multiCamera } = /** @type {any} */ (settings);
			if (multiCamera !== undefined) {
				if (multiCamera === 'natural' || multiCamera === 'delta' || multiCamera === 'weighted') {
					settings.camera = 'natural';
				} else if (multiCamera === 'none') settings.camera = 'default';

				settings.mergeCamera = multiCamera !== 'weighted' && multiCamera !== 'none'; // the two-tab settings
				delete settings.multiCamera;
			}

			if (autoZoom === 'auto') settings.autoZoom = true;
			else if (autoZoom === 'never') settings.autoZoom = false;
		}

		/** @type {(() => void)[]} */
		const onSyncs = [];
		/** @type {(() => void)[]} */
		const onUpdates = [];

		settingsExt.refresh = () => {
			onSyncs.forEach(fn => fn());
			onUpdates.forEach(fn => fn());
		};

		// allow syncing sigfixes settings in case you leave an extra sig tab open for a long time and would lose your
		// changed settings
		const channel = new BroadcastChannel('sigfix-settings');
		channel.addEventListener('message', msg => {
			Object.assign(settings, msg.data);
			settingsExt.refresh();
		});

		/** @type {IDBDatabase | undefined} */
		settingsExt.database = undefined;
		const dbReq = indexedDB.open('sigfix', 1);
		dbReq.addEventListener('success', () => void (settingsExt.database = dbReq.result));
		dbReq.addEventListener('upgradeneeded', () => {
			settingsExt.database = dbReq.result;
			settingsExt.database.createObjectStore('images');
		});

		// #1 : define helper functions
		/**
		 * @param {string} html
		 * @returns {HTMLElement}
		 */
		function fromHTML(html) {
			const div = document.createElement('div');
			div.innerHTML = html;
			return /** @type {HTMLElement} */ (div.firstElementChild);
		}

		function save() {
			localStorage.setItem('sigfix', JSON.stringify(settings));
			channel.postMessage(settings);
			onUpdates.forEach(fn => fn());
		}

		/**
		 * @template O, T
		 * @typedef {{ [K in keyof O]: O[K] extends T ? K : never }[keyof O]} PropertyOfType
		 */

		/** @type {HTMLElement | null} */
		const vanillaModal = document.querySelector('#cm_modal__settings .ctrl-modal__modal');
		if (vanillaModal) vanillaModal.style.width = '440px'; // make modal wider to fit everything properly

		const vanillaMenu = document.querySelector('#cm_modal__settings .ctrl-modal__content');
		vanillaMenu?.appendChild(fromHTML(`
			<div class="menu__item">
				<div style="width: 100%; height: 1px; background: #bfbfbf;"></div>
			</div>
		`));

		/**
		 * @template T
		 * @param {T | null} el
		 * @returns {T}
		 */
		const require = el => /** @type {T} */ (el); // aux.require is unnecessary for requiring our own elements

		const vanillaContainer = document.createElement('div');
		vanillaContainer.className = 'menu__item';
		vanillaMenu?.appendChild(vanillaContainer);

		const sigmodContainer = document.createElement('div');
		sigmodContainer.className = 'mod_tab scroll';
		sigmodContainer.style.display = 'none';

		/** @type {{ container: HTMLElement, help: HTMLElement, helpbox: HTMLElement }[]} */
		const containers = [];

		/**
		 * @param {string} title
		 * @param {{ sigmod: HTMLElement, vanilla: HTMLElement }[]} components
		 * @param {() => boolean} show
		 * @param {string} help
		*/
		const setting = (title, components, show, help) => {
			const vanilla = fromHTML(`
				<div style="height: 25px; position: relative;">
					<div style="height: 25px; line-height: 25px; position: absolute; top: 0; left: 0;">
						<a id="sf-help" style="color: #0009; cursor: help; user-select: none;">(?)</a> ${title}
					</div>
					<div id="sf-components" style="height: 25px; margin-left: 5px; position: absolute; right: 0;
						bottom: 0;"></div>
					<div id="sf-helpbox" style="display: none; position: absolute; top: calc(100% + 5px); left: 20px;
						width: calc(100% - 30px); height: fit-content; padding: 10px; color: #000; background: #fff;
						border: 1px solid #999; border-radius: 4px; z-index: 2;">
						${help}
					</div>
				</div>
			`);
			const sigmod = fromHTML(`
				<div class="modRowItems justify-sb" style="padding: 5px 10px; position: relative;">
					<span><a id="sfsm-help" style="color: #fff9; cursor: help; user-select: none;">(?)</a> ${title}\
						</span>
					<span class="justify-sb" id="sfsm-components"></span>
					<div id="sfsm-helpbox" style="display: none; position: absolute; top: calc(100% + 5px); left: 30px;
						width: calc(100% - 40px); height: fit-content; padding: 10px; color: #fffe; background: #000;
						border: 1px solid #6871f1; border-radius: 4px; z-index: 2;">${help}</div>
				</div>
			`);

			const vanillaComponents = require(vanilla.querySelector('#sf-components'));
			const sigmodComponents = require(sigmod.querySelector('#sfsm-components'));
			for (const pair of components) {
				vanillaComponents.appendChild(pair.vanilla);
				sigmodComponents.appendChild(pair.sigmod);
			}

			const reshow = () => void (vanilla.style.display = sigmod.style.display = show() ? '' : 'none');
			reshow();
			onUpdates.push(reshow);

			vanillaContainer.appendChild(vanilla);
			sigmodContainer.appendChild(sigmod);
			containers.push({
				container: vanilla,
				help: require(vanilla.querySelector('#sf-help')),
				helpbox: require(vanilla.querySelector('#sf-helpbox')),
			}, {
				container: sigmod,
				help: require(sigmod.querySelector('#sfsm-help')),
				helpbox: require(sigmod.querySelector('#sfsm-helpbox')),
			});
		};

		/**
		 * @param {PropertyOfType<typeof settings, number>} property
		 * @param {number} initial
		 * @param {number} min
		 * @param {number} max
		 * @param {number} step
		 * @param {number} decimals
		 */
		const slider = (property, initial, min, max, step, decimals) => {
			/**
			 * @param {HTMLInputElement} slider
			 * @param {HTMLInputElement} display
			 */
			const listen = (slider, display) => {
				const change = () => slider.value = display.value = settings[property].toFixed(decimals);
				onSyncs.push(change);
				change();

				/** @param {HTMLInputElement} input */
				const onInput = input => {
					const value = Number(input.value);
					if (Number.isNaN(value)) return;

					settings[property] = value;
					change();
					save();
				};
				slider.addEventListener('input', () => onInput(slider));
				display.addEventListener('change', () => onInput(display));
			};

			const datalist = `<datalist id="sf-${property}-markers"> <option value="${initial}"></option> </datalist>`;
			const vanilla = fromHTML(`
				<div>
					<input id="sf-${property}" style="display: block; float: left; height: 25px; line-height: 25px;
						margin-left: 5px;" min="${min}" max="${max}" step="${step}" value="${initial}"
						list="sf-${property}-markers" type="range" />
					${initial !== undefined ? datalist : ''}
					<input id="sf-${property}-display" style="display: block; float: left; height: 25px;
						line-height: 25px; width: 50px; text-align: center; margin-left: 5px;" />
				</div>
			`);
			const sigmod = fromHTML(`
				<span class="justify-sb">
					<input id="sfsm-${property}" style="width: 200px;" type="range" min="${min}" max="${max}"
						step="${step}" value="${initial}" list="sf-${property}-markers" />
					${initial !== undefined ? datalist : ''}
					<input id="sfsm-${property}-display" class="text-center form-control" style="border: none;
						width: 50px; margin: 0 15px;" />
				</span>
			`);

			listen(require(vanilla.querySelector(`#sf-${property}`)),
				require(vanilla.querySelector(`#sf-${property}-display`)));
			listen(aux.require(sigmod.querySelector(`#sfsm-${property}`), 'no selector match'),
				aux.require(sigmod.querySelector(`#sfsm-${property}-display`), 'no selector match'));
			return { sigmod, vanilla };
		};

		/** @param {PropertyOfType<typeof settings, boolean>} property */
		const checkbox = property => {
			/** @param {HTMLInputElement} input */
			const listen = input => {
				onSyncs.push(() => input.checked = settings[property]);
				input.checked = settings[property];

				input.addEventListener('input', () => {
					settings[property] = input.checked;
					save();
				});
			};

			const vanilla = fromHTML(`<input id="sf-${property}" type="checkbox" />`);
			const sigmod = fromHTML(`
				<div style="margin-right: 25px;">
					<div class="modCheckbox" style="display: inline-block;">
						<input id="sfsm-${property}" type="checkbox" />
						<label class="cbx" for="sfsm-${property}"></label>
					</div>
				</div>
			`);
			listen(/** @type {HTMLInputElement} */ (vanilla));
			listen(require(sigmod.querySelector(`#sfsm-${property}`)));
			return { sigmod, vanilla };
		};

		/**
		 * @param {PropertyOfType<typeof settings, string>} property
		 */
		const image = property => {
			/**
			 * @param {HTMLInputElement} input
			 * @param {boolean} isSigmod
			 */
			const listen = (input, isSigmod) => {
				onSyncs.push(() => input.value = settings[property]);
				input.value = settings[property];

				input.addEventListener('input', e => {
					if (input.value.startsWith('🖼️')) {
						input.value = settings[property];
						e.preventDefault(); // TODO idk if needed
						return;
					}

					/** @type {string} */ (settings[property]) = input.value;
					save();
				});
				input.addEventListener('dragenter', () => void (input.style.borderColor = '#00ccff'));
				input.addEventListener('dragleave',
					() => void (input.style.borderColor = isSigmod ? 'transparent' : ''));
				input.addEventListener('drop', e => {
					input.style.borderColor = isSigmod ? 'transparent' : '';
					e.preventDefault();

					const file = e.dataTransfer?.files[0];
					if (!file) return;

					const { database } = settingsExt;
					if (!database) return;

					input.value = '(importing)';

					const transaction = database.transaction('images', 'readwrite');
					transaction.objectStore('images').put(file, property);

					transaction.addEventListener('complete', () => {
						/** @type {string} */ (settings[property]) = input.value = `🖼️ ${file.name}`;
						save();
						render.resetDatabaseCache();
					});
					transaction.addEventListener('error', err => {
						input.value = '(failed to load image)';
						console.warn('sigfix database error:', err);
					});
				});
			};

			const placeholder = 'https://i.imgur.com/... or drag here';
			const vanilla = fromHTML(`<input id="sf-${property}" placeholder="${placeholder}" type="text" />`);
			const sigmod = fromHTML(`<input class="modInput" id="sfsm-${property}" placeholder="${placeholder}"
				style="border: 1px solid transparent; width: 250px;" type="text" />`);
			listen(/** @type {HTMLInputElement} */ (vanilla), false);
			listen(/** @type {HTMLInputElement} */ (sigmod), true);
			return { sigmod, vanilla };
		};

		/** @param {PropertyOfType<typeof settings, [number, number, number, number]>} property */
		const color = property => {
			/**
			 * @param {HTMLInputElement} input
			 * @param {HTMLInputElement} alpha
			 */
			const listen = (input, alpha) => {
				const update = () => {
					input.value = aux.rgba2hex6(...settings[property]);
					alpha.value = String(settings[property][3]);
				};
				onSyncs.push(update);
				update();

				const changed = () => {
					settings[property] = aux.hex2rgba(input.value);
					settings[property][3] = Number(alpha.value);
					save();
				};
				input.addEventListener('input', changed);
				alpha.addEventListener('input', changed);
			};

			const vanilla = fromHTML(`
				<div>
					<input id="sf-${property}-alpha" type="range" min="0" max="1" step="0.01" style="width: 100px" />
					<input id="sf-${property}" type="color" />
				</div>
			`);
			const sigmod = fromHTML(`
				<div>
					<input id="sfsm-${property}-alpha" type="range" min="0" max="1" step="0.01" \
						style="width: 100px" />
					<input id="sfsm-${property}" type="color" />
				</div>
			`);
			listen(require(vanilla.querySelector(`#sf-${property}`)),
				require(vanilla.querySelector(`#sf-${property}-alpha`)));
			listen(require(sigmod.querySelector(`#sfsm-${property}`)),
				require(sigmod.querySelector(`#sfsm-${property}-alpha`)));
			return { sigmod, vanilla };
		};

		/**
		 * @param {PropertyOfType<typeof settings, string>} property
		 * @param {[string, string][]} options
		 */
		const dropdown = (property, options) => {
			/** @param {HTMLSelectElement} input */
			const listen = input => {
				onSyncs.push(() => input.value = settings[property]);
				input.value = settings[property];

				input.addEventListener('input', () => {
					/** @type {string} */ (settings[property]) = input.value;
					save();
				});
			};

			const vanilla = fromHTML(`
				<select id="sf-${property}">
					${options.map(([value, name]) => `<option value="${value}">${name}</option>`).join('\n')}
				</select>
			`);
			const sigmod = fromHTML(`
				<select class="form-control" id="sfsm-${property}" style="width: 250px;">
					${options.map(([value, name]) => `<option value="${value}">${name}</option>`).join('\n')}
				</select>
			`);
			listen(/** @type {HTMLSelectElement} */ (vanilla));
			listen(/** @type {HTMLSelectElement} */ (sigmod));
			return { sigmod, vanilla };
		};

		/** @param {PropertyOfType<typeof settings, string>} property */
		const keybind = property => {
			/** @param {HTMLInputElement} input */
			const listen = input => {
				onSyncs.push(() => input.value = settings[property]);
				input.value = settings[property];

				input.addEventListener('keydown', e => {
					if (e.key === 'Control' || e.key === 'Alt' || e.key === 'Meta') return;
					if (e.code === 'Escape' || e.code === 'Backspace') {
						/** @type {string} */ (settings[property]) = input.value = '';
					} else {
						let key = e.key;
						if (e.ctrlKey && e.key !== 'Control') key = 'Ctrl+' + key;
						if (e.altKey) key = 'Alt+' + key;
						if (e.metaKey) key = 'Cmd+' + key;
						/** @type {string} */ (settings[property]) = input.value = key;
					}
					save();
					e.preventDefault(); // prevent the key being typed in
				});
			};

			const vanilla = fromHTML(`<input id="sf-${property}" placeholder="..." type="text" style="
				text-align: center; width: 80px;" />`);
			const sigmod = fromHTML(`<input class="keybinding" id="sfsm-${property}" placeholder="..."
				style="max-width: 100px; width: 100px;" type="text" />`);
			listen(/** @type {HTMLInputElement} */ (vanilla));
			listen(/** @type {HTMLInputElement} */ (sigmod));
			return { sigmod, vanilla };
		};

		addEventListener('mousedown', ev => {
			for (const { container, help, helpbox } of containers) {
				if (container.contains(/** @type {Node | null} */ (ev.target))) {
					if (ev.target === help) helpbox.style.display = '';
				} else {
					if (helpbox.style.display === '') helpbox.style.display = 'none';
				}
			}
		});

		const separator = (text = '•') => {
			vanillaContainer.appendChild(fromHTML(`<div style="text-align: center; width: 100%;">${text}</div>`));
			sigmodContainer.appendChild(fromHTML(`<span class="text-center">${text}</span>`));
		};

		const newTag = `<span style="padding: 2px 5px; border-radius: 10px; background: #76f; color: #fff;
			font-weight: bold; font-size: 0.95rem; user-select: none;">NEW</span>`;

		// #2 : generate ui for settings
		setting('Draw delay', [slider('drawDelay', 120, 40, 300, 1, 0)], () => true,
			'How long (in milliseconds) cells will lag behind for. Lower values mean cells will very quickly catch ' +
			'up to where they actually are.');
		setting('Cell outlines', [checkbox('cellOutlines')], () => true,
			'Whether the subtle dark outlines around cells (including skins) should draw.');
		setting('Cell opacity', [slider('cellOpacity', 1, 0, 1, 0.005, 3)], () => true,
			'How opaque cells should be. 1 = fully visible, 0 = invisible. It can be helpful to see the size of a ' +
			'smaller cell under a big cell.');
		setting('Self skin URL', [image('selfSkin')], () => true,
			'Direct URL to a custom skin for yourself. Not visible to others.');
		setting('Secondary skin URL', [image('selfSkinMulti')], () => !!settings.multibox,
			'Direct URL to a custom skin for your secondary multibox tab. Not visible to others.');
		setting('Map background', [image('background')], () => true,
			'A square background image to use within the entire map border. Images 512x512 and under will be treated ' +
			'as a repeating pattern, where 50 pixels = 1 grid square.');
		setting('Lines between cell and mouse', [checkbox('tracer')], () => true,
			'If enabled, draws tracers between all of the cells you ' +
			'control and your mouse. Useful as a hint to your subconscious about which tab you\'re currently on.');

		separator('• camera •');
		setting('Camera style', [dropdown('camera', [['natural', 'Natural (weighted)'], ['default', 'Default']])],
			() => true,
			'How the camera focuses on your cells. <br>' +
			'- A "natural" camera follows your center of mass. If you have a lot of small back pieces, they would ' +
			'barely affect your camera position. <br>' +
			'- The "default" camera focuses on every cell equally. If you have a lot of small back pieces, your ' +
			'camera would focus on those instead. <br>' +
			'When one-tab multiboxing, you <b>must</b> use the Natural (weighted) camera style.');
		setting(`Camera movement ${newTag}`,
			[dropdown('cameraMovement', [['default', 'Default'], ['instant', 'Instant']])], () => true,
			'How the camera moves. <br>' +
			'- "Default" camera movement follows your cell positions, but when a cell dies or splits, it immediately ' +
			'stops or starts focusing on it. Artificial smoothness is added - you can control that with the ' +
			'"Camera smoothness" setting. <br>' +
			'- "Instant" camera movement exactly follows your cells without lagging behind, gradually focusing more ' +
			'or less on cells while they split or die. There is no artificial smoothness, but you should use a ' +
			'higher draw delay (at least 100). You might find this significantly smoother than the default camera.');
		setting('Camera smoothness', [slider('cameraSmoothness', 2, 1, 10, 0.1, 1)],
			() => settings.cameraMovement === 'default',
			'How slowly the camera lags behind. The default is 2; using 4 moves the camera about twice as slowly, ' +
			'for example. Setting to 1 removes all camera smoothness.');
		setting('Zoom speed', [slider('scrollFactor', 1, 0.05, 1, 0.05, 2)], () => true,
			'A smaller zoom speed lets you fine-tune your zoom.');
		setting('Auto-zoom', [checkbox('autoZoom')], () => true,
			'When enabled, automatically zooms in/out for you based on how big you are.');
		setting('Move camera while spawning', [checkbox('cameraSpawnAnimation')], () => true,
			'When spawning, normally the camera will take a bit of time to move to where your cell spawned. This ' +
			'can be disabled.');

		separator('• multibox •');
		setting('Multibox keybind', [keybind('multibox')], () => true,
			'The key to press for switching multibox tabs. "Tab" is recommended, but you can also use "Ctrl+Tab" and ' +
			'most other keybinds.');
		setting('One-tab mode', [checkbox('mergeCamera')], () => !!settings.multibox,
			'When enabled, your camera will focus on both multibox tabs at once. Disable this if you prefer two-tab-' +
			'style multiboxing. <br>' +
			'When one-tab multiboxing, you <b>must</b> use the Natural (weighted) camera style.');
		setting('Multibox outline thickness', [slider('outlineMulti', 0.2, 0, 1, 0.01, 2)],
			() => !!settings.multibox,
			'When multiboxing, rings appear on your cells, the thickness being a % of your cell radius. This only ' +
			'shows when you\'re near one of your tabs.');
		setting('Current tab outline color', [color('outlineMultiColor')], () => !!settings.multibox,
			'The color of the rings around your current multibox tab. Only shown when near another tab. The slider ' +
			'is the outline opacity.');
		setting('Other tab outline color', [color('outlineMultiInactiveColor')], () => !!settings.multibox,
			'The color of the rings around your other inactive multibox tabs. Only shown when near another tab. The ' +
			'slider is the outline opacity.');
		setting('Block respawns near other tabs', [checkbox('blockNearbyRespawns')], () => !!settings.multibox,
			'When enabled, the respawn key (using SigMod) will be disabled if your multibox tabs are close. ' +
			'This means you can spam the respawn key until your multibox tab spawns nearby.');

		separator('• text •');
		setting('Name scale factor', [slider('nameScaleFactor', 1, 0.5, 2, 0.01, 2)], () => true,
			'The size multiplier of names.');
		setting('Mass scale factor', [slider('massScaleFactor', 1, 0.5, 4, 0.01, 2)], () => true,
			'The size multiplier of mass (which is half the size of names).');
		setting('Mass opacity', [slider('massOpacity', 1, 0, 1, 0.01, 2)], () => true,
			'The opacity of the mass text. You might find it visually appealing to have mass be a little dimmer than ' +
			'names.');
		setting('Bold name / mass text', [checkbox('nameBold'), checkbox('massBold')], () => true,
			'Uses the bold Ubuntu font (like Agar.io) for names (left checkbox) or mass (right checkbox).');
		setting('Show clans', [checkbox('clans')], () => true,
			'When enabled, shows the name of the clan a player is in above their name. ' +
			'If you turn off names (using SigMod), then player names will be replaced with their clan\'s.');
		setting('Clan scale factor', [slider('clanScaleFactor', 1, 0.5, 4, 0.01, 2)], () => settings.clans,
			'The size multiplier of a player\'s clan displayed above their name. When names are off, names will be ' +
			'replaced with clans and use the name scale factor instead.');
		setting('Text outline thickness', [slider('textOutlinesFactor', 1, 0, 2, 0.01, 2)], () => true,
			'The multiplier of the thickness of the black stroke around names, mass, and clans on cells. You can set ' +
			'this to 0 to disable outlines AND text shadows.');

		separator('• other •');
		setting('Block all browser keybinds', [checkbox('blockBrowserKeybinds')], () => true,
			'When enabled, only F11 is allowed to be pressed when in fullscreen. Most other browser and system ' +
			'keybinds will be disabled.');
		setting('Unsplittable cell outline', [color('unsplittableColor')], () => true,
			'The color of the ring around cells that cannot split. The slider ');
		setting('Jelly physics skin size lag', [checkbox('jellySkinLag')], () => true,
			'Jelly physics causes cells to grow and shrink slower than text and skins, making the game more ' +
			'satisfying. If you have a skin that looks weird only with jelly physics, try turning this off.');
		setting(`Slower jelly physics ${newTag}`, [checkbox('slowerJellyPhysics')], () => true,
			'Sigmally Fixes normally speeds up the jelly physics animation for it to be tolerable when splitrunning. ' +
			'If you prefer how it was in the vanilla client (really slow but satisfying), enable this setting.');
		setting('Cell / pellet glow', [checkbox('cellGlow'), checkbox('pelletGlow')], () => true,
			'When enabled, gives cells or pellets a slight glow. Basically, shaders for Sigmally. This is very ' +
			'optimized and should not impact performance.');
		setting('Rainbow border', [checkbox('rainbowBorder')], () => true,
			'Gives the map a rainbow border. So shiny!!!');
		setting('Top UI uses bold text', [checkbox('boldUi')], () => true,
			'When enabled, the top-left score and stats UI and the leaderboard will use the bold Ubuntu font.');
		setting('Show server stats', [checkbox('showStats')], () => true,
			'When disabled, hides the top-left server stats including the player count and server uptime.');
		setting('Connect spectating tab', [checkbox('spectator')], () => true,
			'Automatically connects an extra tab and sets it to spectate #1.');
		setting('Show spectator tab ping', [checkbox('spectatorLatency')], () => settings.spectator,
			'When enabled, shows another ping measurement for your spectator tab.');
		setting('Separate XP boost from score', [checkbox('separateBoost')], () => true,
			'If you have an XP boost, your score will be doubled. If you don\'t want that, you can separate the XP ' +
			'boost from your score.');
		setting('Color under skin', [checkbox('colorUnderSkin')], () => true,
			'When disabled, transparent skins will be see-through and not show your cell color. Turn this off ' +
			'if using a bubble skin, for example.');

		// #3 : create options for sigmod
		let sigmodInjection;
		sigmodInjection = setInterval(() => {
			const nav = document.querySelector('.mod_menu_navbar');
			const content = document.querySelector('.mod_menu_content');
			if (!nav || !content) return;

			clearInterval(sigmodInjection);

			content.appendChild(sigmodContainer);

			const navButton = fromHTML('<button class="mod_nav_btn">🔥 Sig Fixes</button>');
			nav.appendChild(navButton);
			navButton.addEventListener('click', () => {
				// basically openModTab() from sigmod
				(/** @type {NodeListOf<HTMLElement>} */ (document.querySelectorAll('.mod_tab'))).forEach(tab => {
					tab.style.opacity = '0';
					setTimeout(() => tab.style.display = 'none', 200);
				});

				(/** @type {NodeListOf<HTMLElement>} */ (document.querySelectorAll('.mod_nav_btn'))).forEach(tab => {
					tab.classList.remove('mod_selected');
				});

				navButton.classList.add('mod_selected');
				setTimeout(() => {
					sigmodContainer.style.display = 'flex';
					setTimeout(() => sigmodContainer.style.opacity = '1', 10);
				}, 200);
			});
		}, 100);

		return settings;
	})();



	///////////////////////////
	// Setup World Variables //
	///////////////////////////
	/** @typedef {{
	 * id: number,
	 * ox: number, nx: number,
	 * oy: number, ny: number,
	 * or: number, nr: number,
	 * jr: number, a: number,
	 * rgb: [number, number, number],
	 * updated: number, born: number, deadTo: number, deadAt: number | undefined,
	 * jagged: boolean, pellet: boolean,
	 * name: string, skin: string, sub: boolean, clan: string,
	 * }} Cell */
	const world = (() => {
		const world = {};

		// #1 : define cell variables and functions
		/** @type {Map<number, { merged: Cell | undefined, model: Cell | undefined, views: Map<symbol, Cell> }>} */
		world.cells = new Map();
		/** @type {Map<number, { merged: Cell | undefined, model: Cell | undefined, views: Map<symbol, Cell> }>} */
		world.pellets = new Map();
		world.viewId = { // decoupling views like this should make it easier to do n-boxing in the future
			// these could be swapped around at any time (for example, if the spectate tab is promoted)
			primary: Symbol(),
			secondary: Symbol(),
			spectate: Symbol(),
		};
		world.selected = world.viewId.primary;
		/** @type {Map<symbol, {
		 * 		border: { l: number, r: number, t: number, b: number } | undefined,
		 * 		camera: {
		 * 			x: number, tx: number,
		 * 			y: number, ty: number,
		 * 			scale: number, tscale: number,
		 * 			merging: symbol[],
		 * 			updated: number,
		 * 		},
		 * 		leaderboard: { name: string, me: boolean, sub: boolean, place: number | undefined }[],
		 * 		owned: number[],
		 * 		spawned: number,
		 * 		stats: object | undefined,
		 * 		used: number,
		 * }>} */
		world.views = new Map();

		world.alive = () => {
			for (const vision of world.views.values()) {
				for (const id of vision.owned) {
					const cell = world.cells.get(id)?.merged;
					// if a cell does not exist yet, we treat it as alive
					if (!cell || cell.deadAt === undefined) return true;
				}
			}
			return false;
		};

		/**
		 * @param {symbol} view
		 * @param {number} weightExponent
		 * @param {number} now
		 * @returns {{ mass: number, scale: number, sumX: number, sumY: number, weight: number }}
		 */
		world.singleCamera = (view, weightExponent, now) => {
			let mass = 0;
			let r = 0;
			let sumX = 0;
			let sumY = 0;
			let weight = 0;
			for (const id of (world.views.get(view)?.owned ?? [])) {
				const resolution = world.cells.get(id);
				const cell = world.dirtyMerged ? resolution?.views.get(view) : resolution?.merged;
				if (!cell) continue;

				if (settings.cameraMovement === 'instant') {
					const xyr = world.xyr(cell, undefined, now);
					r += xyr.r * xyr.a;
					mass += (xyr.r * xyr.r / 100) * xyr.a;
					const cellWeight = xyr.a * (xyr.r ** weightExponent);
					sumX += xyr.x * cellWeight;
					sumY += xyr.y * cellWeight;
					weight += cellWeight;
				} else { // settings.cameraMovement === 'default'
					if (cell.deadAt !== undefined) continue;
					const xyr = world.xyr(cell, undefined, now);
					r += cell.nr;
					mass += cell.nr * cell.nr / 100;
					sumX += xyr.x * (cell.nr ** weightExponent);
					sumY += xyr.y * (cell.nr ** weightExponent);
					weight += (cell.nr ** weightExponent);
				}
			}

			const scale = Math.min(64 / r, 1) ** 0.4;
			return { mass, scale, sumX, sumY, weight };
		};

		/**
		 * @param {symbol} view
		 * @param {number} now
		 */
		world.camera = (view, now) => {
			// temporary default camera for now
			const vision = world.views.get(view);
			if (!vision) return;

			const dt = (now - vision.camera.updated) / 1000;
			vision.camera.updated = now;

			const weighted = settings.camera !== 'default';
			/** @type {symbol[]} */
			const merging = [];
			/** @type {{ mass: number, sumX: number, sumY: number, weight: number }[]} */
			const mergingCameras = [];
			const desc = world.singleCamera(view, weighted ? 2 : 0, now);
			let xyFactor;
			if (desc.weight > 0) {
				const mainX = desc.sumX / desc.weight;
				const mainY = desc.sumY / desc.weight;
				if (settings.multibox) {
					const mainWeight = desc.weight;
					const mainWidth = 1920 / 2 / desc.scale;
					const mainHeight = 1080 / 2 / desc.scale;
					for (const [otherView, otherVision] of world.views) {
						if (otherView === view) continue;
						if (now - otherVision.used > 20_000) continue; // don't merge with inactive tabs
						const otherDesc = world.singleCamera(otherView, 2, now);
						if (otherDesc.weight <= 0) continue;

						const otherX = otherDesc.sumX / otherDesc.weight;
						const otherY = otherDesc.sumY / otherDesc.weight;
						const otherWidth = 1920 / 2 / otherDesc.scale;
						const otherHeight = 1080 / 2 / otherDesc.scale;

						// only merge with tabs if their vision regions are close. expand threshold depending on
						// how much mass each tab has (if both tabs are large, allow them to go pretty far)
						const threshold = 1000 + Math.min(mainWeight / 100 / 25, otherDesc.weight / 100 / 25);
						if (Math.abs(otherX - mainX) < mainWidth + otherWidth + threshold
							&& Math.abs(otherY - mainY) < mainHeight + otherHeight + threshold) {
							merging.push(otherView);
							mergingCameras.push(otherDesc);
						}
					}
				}

				if (settings.multibox && settings.mergeCamera && settings.camera === 'default') {
					// merging the default camera would be absolutely disastrous. no one would ever use it.
					settings.camera = 'natural';
					settings.refresh();
				}

				let mass = desc.mass;
				let targetX, targetY, zoom;
				if (settings.camera === 'default') {
					// default, unweighted, **unmerged** camera
					targetX = desc.sumX / desc.weight;
					targetY = desc.sumY / desc.weight;
					zoom = settings.autoZoom ? desc.scale : 0.25;
				} else { // settings.camera === 'natural'
					targetX = desc.sumX;
					targetY = desc.sumY;
					let totalWeight = desc.weight;
					if (settings.multibox && settings.mergeCamera) {
						for (const camera of mergingCameras) {
							mass += camera.mass;
							targetX += camera.sumX;
							targetY += camera.sumY;
							totalWeight += camera.weight;
						}
					}
					targetX /= totalWeight;
					targetY /= totalWeight;
					const scale = Math.min(64 / Math.sqrt(100 * mass), 1) ** 0.4;
					zoom = settings.autoZoom ? scale : 0.25;
				}

				vision.camera.tx = targetX;
				vision.camera.ty = targetY;
				vision.camera.tscale = zoom;

				if (settings.cameraMovement === 'instant') {
					xyFactor = 1;
				} else {
					// when spawning, move camera quickly (like vanilla), then make it smoother after a bit
					const aliveFor = (performance.now() - vision.spawned) / 1000;
					const a = Math.min(Math.max((aliveFor - 0.3) / 0.3, 0), 1);
					const base = settings.cameraSpawnAnimation ? 2 : 1;
					xyFactor = Math.min(settings.cameraSmoothness, base * (1-a) + settings.cameraSmoothness * a);
				}
			} else {
				xyFactor = 20;
			}

			vision.camera.x = aux.exponentialEase(vision.camera.x, vision.camera.tx, xyFactor, dt);
			vision.camera.y = aux.exponentialEase(vision.camera.y, vision.camera.ty, xyFactor, dt);
			vision.camera.scale = aux.exponentialEase(vision.camera.scale, input.zoom * vision.camera.tscale, 9, dt);
			vision.camera.merging = merging;
		};

		/** @param {symbol} view */
		world.create = view => {
			const old = world.views.get(view);
			if (old) return old;

			const vision = {
				border: undefined,
				camera: { x: 0, tx: 0, y: 0, ty: 0, scale: 0, tscale: 0, merging: [], updated: performance.now() - 1 },
				leaderboard: [],
				owned: [],
				spawned: -Infinity,
				stats: undefined,
				used: -Infinity,
			};
			world.views.set(view, vision);
			return vision;
		};

		/** @type {number | undefined} */
		let disagreementStart = undefined;
		world.dirtyMerged = false;
		world.merge = (stable = false) => {
			const now = performance.now();
			if (world.views.size <= 1 || stable) {
				// no-merge strategy (stable)
				for (const key of /** @type {const} */ (['cells', 'pellets'])) {
					for (const resolution of world[key].values()) {
						resolution.merged = resolution.views.get(world.selected);
					}
				}
				world.dirtyMerged = true;
			} else { // "flawless" merging
				// for camera merging to look extremely smooth, we need to merge packets and apply them *ONLY* when all
				// tabs are synchronized.
				// if you simply fall back to what the other tabs see, you will get lots of flickering and warping (what
				// delta suffers from).
				// threfore, we make sure that all tabs that share visible cells see them in the same spots, to make
				// sure they are all on the same tick.
				// it's also not sufficient to simply count how many update (0x10) packets we get, as /leaveworld (part
				// of respawn functionality) stops those packets from coming in.
				// if the view areas are disjoint, then there's nothing we can do but this should never happen when
				// splitrunning
				for (const key of /** @type {const} */ (['cells', 'pellets'])) {
					for (const resolution of world[key].values()) {
						/** @type {Cell | undefined} */
						let model;
						for (const cell of resolution.views.values()) {
							if (!model) {
								model = cell;
								continue;
							}

							const modelDisappeared = model.deadAt !== undefined && model.deadTo === -1;
							const cellDisappeared = cell.deadAt !== undefined && cell.deadTo === -1;
							if (!modelDisappeared && !cellDisappeared) {
								// both cells are visible; are they at the same place?
								if (model.nx !== cell.nx || model.ny !== cell.ny || model.nr !== cell.nr) {
									// disagreement! if we haven't agreed for more than 200ms, skip flawless merging
									// for now, until that pesky tab comes back
									disagreementStart ??= now;
									if (now - disagreementStart > 200) world.merge(true);
									return;
								}
							} else if (modelDisappeared && !cellDisappeared) {
								// model went out of view; prefer the visible cell
								model = cell;
							} else if (!modelDisappeared && cellDisappeared) {
								// cell went out of view; prefer the model
							} else { // modelDisappeared && cellDisappeared
								// both cells disappeared; prefer the one that disappeared last
								if (/** @type {number} */ (cell.deadAt) > /** @type {number} */ (model.deadAt)) {
									model = cell;
								}
							}
						}
						// we don't want to maintain a separate map for models because indexes are very expensive
						resolution.model = model;
					}
				}

				// all views are synced; merge according to the models
				disagreementStart = undefined;
				if (world.dirtyMerged) {
					// if `merged` uses references from other tabs, then that can cause very bad bugginess when those
					// cells die!
					for (const key of /** @type {const} */ (['cells', 'pellets'])) {
						for (const resolution of world[key].values()) {
							resolution.merged = undefined;
						}
					}
					world.dirtyMerged = false;
				}

				for (const key of /** @type {const} */ (['cells', 'pellets'])) {
					for (const resolution of world[key].values()) {
						const { merged, model } = resolution;
						if (!model) {
							resolution.merged = undefined;
							continue;
						}

						if (!merged) {
							// merged cell doesn't exist; only make it if the cell didn't immediately die
							// otherwise, it would just stay transparent
							if (model.deadAt === undefined) {
								resolution.merged = {
									id: model.id,
									ox: model.nx, nx: model.nx,
									oy: model.ny, ny: model.ny,
									or: model.nr, nr: model.nr,
									jr: model.nr, a: model.a,
									rgb: model.rgb,
									jagged: model.jagged, pellet: model.pellet,
									name: model.name, skin: model.skin, sub: model.sub, clan: model.clan,
									born: model.born, updated: now,
									deadAt: undefined, deadTo: -1,
								};
							}
						} else {
							// merged cell *does* exist, move it if the cell is not currently dead
							if (model.deadAt === undefined) {
								if (merged.deadAt === undefined) {
									const { x, y, r, jr, a } = world.xyr(merged, undefined, now);
									merged.ox = x;
									merged.oy = y;
									merged.or = r;
									merged.jr = jr;
									merged.a = a;
								} else {
									// came back to life (probably back into view)
									merged.ox = model.nx;
									merged.oy = model.ny;
									merged.or = model.nr;
									merged.jr = model.jr;
									merged.deadAt = undefined;
									merged.deadTo = -1;
									merged.born = now;
								}
								merged.nx = model.nx;
								merged.ny = model.ny;
								merged.nr = model.nr;
								merged.updated = now;
							} else {
								// model died; only kill/update the merged cell once
								if (merged.deadAt === undefined) {
									merged.deadAt = now;
									merged.deadTo = model.deadTo;
									merged.updated = now;
								}
							}
						}
					}
				}
			}
		};

		/** @param {symbol} view */
		world.score = view => {
			let score = 0;
			for (const id of (world.views.get(view)?.owned ?? [])) {
				const cell = world.cells.get(id)?.merged;
				if (!cell || cell.deadAt !== undefined) continue;
				score += cell.nr * cell.nr / 100; // use exact score as given by the server, no interpolation
			}

			return score;
		};

		/**
		 * @param {Cell} cell
		 * @param {Cell | undefined} killer
		 * @param {number} now
		 * @returns {{ x: number, y: number, r: number, jr: number, a: number }}
		 */
		world.xyr = (cell, killer, now) => {
			let nx = cell.nx;
			let ny = cell.ny;
			if (killer && cell.deadAt !== undefined && (killer.deadAt === undefined || cell.deadAt <= killer.deadAt)) {
				// do not animate death towards a cell that died already (went offscreen)
				nx = killer.nx;
				ny = killer.ny;
			}

			let x, y, r, a;
			if (cell.pellet && cell.deadAt === undefined) {
				x = nx;
				y = ny;
				r = cell.nr;
				a = 1;
			} else {
				let alpha = (now - cell.updated) / settings.drawDelay;
				alpha = alpha < 0 ? 0 : alpha > 1 ? 1 : alpha;

				x = cell.ox + (nx - cell.ox) * alpha;
				y = cell.oy + (ny - cell.oy) * alpha;
				r = cell.or + (cell.nr - cell.or) * alpha;

				const targetA = cell.deadAt !== undefined ? 0 : 1;
				a = cell.a + (targetA - cell.a) * alpha;
			}

			const dt = (now - cell.updated) / 1000;

			return {
				x, y, r,
				jr: aux.exponentialEase(cell.jr, r, settings.slowerJellyPhysics ? 10 : 5, dt),
				a,
			};
		};

		// clean up dead, invisible cells ONLY before uploading pellets
		let lastClean = performance.now();
		world.clean = () => {
			const now = performance.now();
			if (now - lastClean < 200) return;
			for (const key of /** @type {const} */ (['cells', 'pellets'])) {
				for (const [id, resolution] of world[key]) {
					for (const [view, cell] of resolution.views) {
						if (cell.deadAt !== undefined && now - cell.deadAt >= settings.drawDelay + 200)
							resolution.views.delete(view);
					}

					if (resolution.views.size === 0) world[key].delete(id);
				}
			}
		};



		// #2 : define stats
		world.stats = {
			foodEaten: 0,
			highestPosition: 200,
			highestScore: 0,
			/** @type {number | undefined} */
			spawnedAt: undefined,
		};



		return world;
	})();



	//////////////////////////
	// Setup All Networking //
	//////////////////////////
	const net = (() => {
		const net = {};

		// #1 : define state
		/** @type {Map<symbol, {
		 * 		handshake: { shuffle: Uint8Array, unshuffle: Uint8Array } | undefined,
		 * 		latency: number | undefined,
		 *		opened: boolean,
		 * 		pinged: number | undefined,
		 * 		rejected: boolean,
		 * 		respawnBlock: { status: 'left' | 'pending', started: number } | undefined,
		 * 		ws: WebSocket | undefined,
		 * }>} */
		net.connections = new Map();

		/** @param {symbol} view */
		net.create = view => {
			if (net.connections.has(view)) return;

			net.connections.set(view, {
				handshake: undefined,
				latency: undefined,
				opened: false,
				pinged: undefined,
				rejected: false,
				respawnBlock: undefined,
				ws: connect(view),
			});
		};

		/**
		 * @param {symbol} view
		 * @returns {WebSocket | undefined}
		*/
		const connect = view => {
			if (net.connections.get(view)?.ws) return; // already being handled by another process

			// do not allow sigmod's args[0].includes('sigmally.com') check to pass
			const realUrl = net.url();
			const fakeUrl = /** @type {any} */ ({ includes: () => false, toString: () => realUrl });
			let ws;
			try {
				ws = new WebSocket(fakeUrl);
			} catch (err) {
				console.error('can\'t make WebSocket:', err);
				aux.require(null, `The server address "${realUrl}" is invalid. Try changing the server, reloading ` +
					'the page, and clearing your browser cache.');
				return; // ts-check is dumb
			}

			{
				const con = net.connections.get(view);
				if (con) con.ws = ws;
			}

			ws.binaryType = 'arraybuffer';
			ws.addEventListener('close', () => {
				const connection = net.connections.get(view);
				const vision = world.views.get(view);
				if (!connection || !vision) return; // if the entry no longer exists, don't reconnect

				connection.handshake = undefined;
				connection.latency = undefined;
				connection.pinged = undefined;
				connection.respawnBlock = undefined;
				if (!connection.opened) connection.rejected = true;
				connection.opened = false;

				vision.border = undefined;
				// don't reset vision.camera
				vision.owned = [];
				vision.leaderboard = [];
				vision.spawned = -Infinity;
				vision.stats = undefined;

				for (const key of /** @type {const} */ (['cells', 'pellets'])) {
					for (const [id, resolution] of world[key]) {
						resolution.views.delete(view);
						if (resolution.views.size === 0) world[key].delete(id);
					}
				}

				connection.ws = undefined;

				if (connection.rejected && net.connections.get(world.viewId.spectate)?.handshake
					&& view !== world.viewId.spectate) {
					// "promote" spectator tab, swap with disconnected multi
					const key = view === world.viewId.primary ? 'primary' : 'secondary';
					[world.viewId[key], world.viewId.spectate] = [world.viewId.spectate, world.viewId[key]];

					connect(world.viewId.spectate);
				} else {
					setTimeout(() => connect(view), connection.rejected ? 3000 : 0);
				}

				world.merge();
				render.upload('pellets');
			});
			ws.addEventListener('error', () => {});
			ws.addEventListener('message', e => {
				const connection = net.connections.get(view);
				const vision = world.views.get(view);
				if (!connection || !vision) return ws.close();
				const dat = new DataView(e.data);

				if (!connection.handshake) {
					// skip version "SIG 0.0.1\0"
					let o = 10;

					const shuffle = new Uint8Array(256);
					const unshuffle = new Uint8Array(256);
					for (let i = 0; i < 256; ++i) {
						const shuffled = dat.getUint8(o + i);
						shuffle[i] = shuffled;
						unshuffle[shuffled] = i;
					}

					connection.handshake = { shuffle, unshuffle };
					return;
				}

				// do this so the packet can easily be sent to sigmod afterwards
				dat.setUint8(0, connection.handshake.unshuffle[dat.getUint8(0)]);

				const now = performance.now();
				let o = 1;
				switch (dat.getUint8(0)) {
					case 0x10: { // world update
						// (a) : kills / consumes
						const killCount = dat.getUint16(o, true);
						o += 2;
						for (let i = 0; i < killCount; ++i) {
							const killerId = dat.getUint32(o, true);
							const killedId = dat.getUint32(o + 4, true);
							o += 8;

							const killed = (world.pellets.get(killedId) ?? world.cells.get(killedId))?.views.get(view);
							if (killed) {
								killed.deadAt = killed.updated = now;
								killed.deadTo = killerId;
								if (killed.pellet && vision.owned.includes(killerId)) {
									++world.stats.foodEaten;
									net.food(view); // dumbass quest code go brrr
								}
							}
						}

						// (b) : updates
						do {
							const id = dat.getUint32(o, true);
							o += 4;
							if (id === 0) break;

							const x = dat.getInt16(o, true);
							const y = dat.getInt16(o + 2, true);
							const r = dat.getUint16(o + 4, true);
							const flags = dat.getUint8(o + 6);
							// (void 1 byte, "isUpdate")
							// (void 1 byte, "isPlayer")
							const sub = !!dat.getUint8(o + 9);
							o += 10;

							let clan; [clan, o] = aux.readZTString(dat, o);

							/** @type {[number, number, number] | undefined} */
							let rgb;
							if (flags & 0x02) { // update color
								rgb = [dat.getUint8(o++) / 255, dat.getUint8(o++) / 255, dat.getUint8(o++) / 255];
							}

							let skin = '';
							if (flags & 0x04) { // update skin
								[skin, o] = aux.readZTString(dat, o);
								skin = aux.parseSkin(skin);
							}

							let name = '';
							if (flags & 0x08) { // update name
								[name, o] = aux.readZTString(dat, o);
								name = aux.parseName(name);
								if (name) render.textFromCache(name, sub); // make sure the texture is ready on render
							}

							const jagged = !!(flags & 0x11); // spiked or agitated
							const eject = !!(flags & 0x20);
							const pellet = r <= 40 && !eject; // tourney servers have bigger pellets (r=40)
							const cell = (pellet ? world.pellets : world.cells).get(id)?.views.get(view);
							if (cell && cell.deadAt === undefined) {
								const { x: ix, y: iy, r: ir, jr, a } = world.xyr(cell, undefined, now);
								cell.ox = ix;
								cell.oy = iy;
								cell.or = ir;
								cell.jr = jr;
								cell.a = a;
								cell.nx = x; cell.ny = y; cell.nr = r;
								cell.jagged = jagged;
								cell.updated = now;

								cell.clan = clan;
								cell.rgb = rgb ?? cell.rgb;
								if (skin) cell.skin = skin;
								if (name) cell.name = name;
								cell.sub = sub;
							} else {
								if (cell?.deadAt !== undefined) {
									// when respawning, OgarII does not send the description of cells if you spawn in
									// the same area, despite those cells being deleted from your view area
									if (rgb === undefined) ({ rgb } = cell);
									name ||= cell.name; // note the || and not ??
									skin ||= cell.skin;
								}

								/** @type {Cell} */
								const ncell = {
									id,
									ox: x, nx: x,
									oy: y, ny: y,
									or: r, nr: r,
									jr: r, a: 0,
									rgb: rgb ?? [0.5, 0.5, 0.5],
									jagged, pellet,
									updated: now, born: now,
									deadAt: undefined, deadTo: -1,
									name, skin, sub, clan,
								};
								let resolution = world[pellet ? 'pellets' : 'cells'].get(id);
								if (!resolution) {
									resolution = { merged: undefined, model: undefined, views: new Map() };
									world[pellet ? 'pellets' : 'cells'].set(id, resolution);
								}
								resolution.views.set(view, ncell);
							}
						} while (true);

						// (c) : deletes
						const deleteCount = dat.getUint16(o, true);
						o += 2;
						for (let i = 0; i < deleteCount; ++i) {
							const deletedId = dat.getUint32(o, true);
							o += 4;

							const deleted
								= (world.pellets.get(deletedId) ?? world.cells.get(deletedId))?.views.get(view);
							if (deleted && deleted.deadAt === undefined) {
								deleted.deadAt = now;
								deleted.deadTo = -1;
							}
						}

						// (d) : finalize, upload data
						world.merge();
						world.clean();
						render.upload('pellets');

						// (e) : clear own cells that don't exist anymore (NOT on world.clean!)
						for (let i = 0; i < vision.owned.length; ++i) {
							if (world.cells.has(vision.owned[i])) {
								// only disable respawnBlock once we're definitely alive
								if (connection.respawnBlock?.status === 'left') connection.respawnBlock = undefined;
								continue;
							}

							vision.owned.splice(i--, 1);
						}
						ui.deathScreen.check();
						break;
					}

					case 0x11: { // update camera pos
						vision.camera.tx = dat.getFloat32(o, true);
						vision.camera.ty = dat.getFloat32(o + 4, true);
						vision.camera.tscale = dat.getFloat32(o + 8, true);
						break;
					}

					case 0x12: { // delete all cells
						// happens every time you respawn
						if (connection.respawnBlock?.status === 'pending') connection.respawnBlock.status = 'left';

						// DO NOT just clear the maps! when respawning, OgarII will not resend cell data if we spawn
						// nearby.
						for (const key of /** @type {const} */ (['cells', 'pellets'])) {
							for (const resolution of world[key].values()) {
								const cell = resolution.views.get(view);
								if (cell && cell.deadAt === undefined) cell.deadAt = now;
							}
						}
						world.merge();
						render.upload('pellets');
						// passthrough
					}
					case 0x14: { // delete my cells
						vision.owned = [];
						// only reset spawn time if no other tab is alive.
						// this could be cheated (if you alternate respawning your tabs, for example) but i don't think
						// multiboxers ever see the stats menu anyway
						if (!world.alive()) world.stats.spawnedAt = undefined;
						ui.deathScreen.check(); // don't trigger death screen on respawn
						break;
					}

					case 0x20: { // new owned cell
						// check if this is the first owned cell
						let first = true;
						let firstThis = true;
						for (const [otherView, otherVision] of world.views) {
							for (const id of otherVision.owned) {
								const cell = world.cells.get(id)?.views.get(otherView);
								if (!cell || cell.deadAt !== undefined) continue;
								first = false;
								if (otherVision === vision) firstThis = false;
								break;
							}
						}
						if (first) world.stats.spawnedAt = now;
						if (firstThis) vision.spawned = now;

						vision.owned.push(dat.getUint32(o, true));
						break;
					}

					// case 0x30 is a text list (not a numbered list), leave unsupported
					case 0x31: { // ffa leaderboard list
						const lb = [];
						const count = dat.getUint32(o, true);
						o += 4;

						/** @type {number | undefined} */
						let myPosition;
						for (let i = 0; i < count; ++i) {
							const me = !!dat.getUint32(o, true);
							o += 4;

							let name; [name, o] = aux.readZTString(dat, o);
							name = aux.parseName(name);

							// why this is copied into every leaderboard entry is beyond my understanding
							myPosition = dat.getUint32(o, true);
							const sub = !!dat.getUint32(o + 4, true);
							o += 8;

							lb.push({ name, sub, me, place: undefined });
						}

						if (myPosition) { // myPosition could be zero
							if (myPosition - 1 >= lb.length) {
								const nick = world.selected === world.viewId.primary
									? input.nick1.value : input.nick2.value;
								lb.push({
									me: true,
									name: aux.parseName(nick),
									place: myPosition,
									sub: false, // doesn't matter
								});
							}

							world.stats.highestPosition = Math.min(world.stats.highestPosition, myPosition);
						}

						vision.leaderboard = lb;
						break;
					}

					case 0x40: { // border update
						vision.border = {
							l: dat.getFloat64(o, true),
							t: dat.getFloat64(o + 8, true),
							r: dat.getFloat64(o + 16, true),
							b: dat.getFloat64(o + 24, true),
						};
						break;
					}

					case 0x63: { // chat message
						// only handle chat messages on the primary tab, to prevent duplicate messages
						// this means that command responses won't be shown on the secondary tab but who actually cares
						if (view !== world.viewId.primary) return;
						const flags = dat.getUint8(o++);
						const rgb = /** @type {[number, number, number, number]} */
							([dat.getUint8(o++) / 255, dat.getUint8(o++) / 255, dat.getUint8(o++) / 255, 1]);

						let name; [name, o] = aux.readZTString(dat, o);
						let msg; [msg, o] = aux.readZTString(dat, o);
						ui.chat.add(name, rgb, msg, !!(flags & 0x80));
						break;
					}

					case 0xb4: { // incorrect password alert
						ui.error('Password is incorrect');
						break;
					}

					case 0xdd: {
						// request for analytics (idk if used anymore) (previously "howarewelosingmoney")
						sendJson(view, 0xd0, { session: null });
						break;
					}

					case 0xfe: { // server stats (in response to a ping)
						let statString; [statString, o] = aux.readZTString(dat, o);
						vision.stats = JSON.parse(statString);
						if (connection.pinged !== undefined) connection.latency = now - connection.pinged;
						connection.pinged = undefined;
						break;
					}
				}

				sigmod.proxy.handleMessage?.(dat);
			});
			ws.addEventListener('open', () => {
				const connection = net.connections.get(view);
				const vision = world.views.get(view);
				if (!connection || !vision) return ws.close();

				connection.rejected = false;
				connection.opened = true;

				vision.camera.x = vision.camera.tx = 0;
				vision.camera.y = vision.camera.ty = 0;
				vision.camera.scale = input.zoom;
				vision.camera.tscale = 1;
				ws.send(aux.textEncoder.encode('SIG 0.0.1\x00'));
			});

			return ws;
		};

		// ping loop
		setInterval(() => {
			for (const connection of net.connections.values()) {
				if (!connection.handshake || connection.ws?.readyState !== WebSocket.OPEN) continue;
				connection.pinged = performance.now();
				connection.ws.send(connection.handshake.shuffle.slice(0xfe, 0xfe + 1));
			}
		}, 2000);

		// #2 : define helper functions
		/** @type {HTMLSelectElement | null} */
		const gamemode = document.querySelector('#gamemode');
		/** @type {HTMLOptionElement | null} */
		const firstGamemode = document.querySelector('#gamemode option');
		net.url = () => {
			if (location.search.startsWith('?ip=')) return location.search.slice('?ip='.length);
			else return 'wss://' + (gamemode?.value || firstGamemode?.value || 'ca0.sigmally.com/ws/');
		};

		// disconnect if a different gamemode is selected
		// an interval is preferred because the game can apply its gamemode setting *after* connecting without
		// triggering any events
		setInterval(() => {
			for (const connection of net.connections.values()) {
				if (!connection.ws) continue;
				if (connection.ws.readyState !== WebSocket.CONNECTING && connection.ws.readyState !== WebSocket.OPEN)
					continue;
				if (connection.ws.url === net.url()) continue;
				connection.ws.close();
			}
		}, 200);

		/**
		 * @param {symbol} view
		 * @param {number} opcode
		 * @param {object} data
		 */
		const sendJson = (view, opcode, data) => {
			// must check readyState as a weboscket might be in the 'CLOSING' state (so annoying!)
			const connection = net.connections.get(view);
			if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return;
			const dataBuf = aux.textEncoder.encode(JSON.stringify(data));
			const dat = new DataView(new ArrayBuffer(dataBuf.byteLength + 2));

			dat.setUint8(0, connection.handshake.shuffle[opcode]);
			for (let i = 0; i < dataBuf.byteLength; ++i) {
				dat.setUint8(1 + i, dataBuf[i]);
			}
			connection.ws.send(dat);
		};

		// #5 : export input functions
		/**
		 * @param {symbol} view
		 * @param {number} x
		 * @param {number} y
		 */
		net.move = (view, x, y) => {
			const connection = net.connections.get(view);
			if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return;
			const dat = new DataView(new ArrayBuffer(13));

			dat.setUint8(0, connection.handshake.shuffle[0x10]);
			dat.setInt32(1, x, true);
			dat.setInt32(5, y, true);
			connection.ws.send(dat);

			sigmod.proxy.isPlaying?.(); // without this, the respawn key will build up timeouts and make the game laggy
		};

		/** @param {number} opcode */
		const bindOpcode = opcode => /** @param {symbol} view */ view => {
			const connection = net.connections.get(view);
			if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return;
			connection.ws.send(connection.handshake.shuffle.slice(opcode, opcode + 1));
		};
		net.w = bindOpcode(21);
		net.qdown = bindOpcode(18);
		net.qup = bindOpcode(19);
		net.split = bindOpcode(17);
		// quests
		net.food = bindOpcode(0xc0);
		net.time = bindOpcode(0xbf);

		// reversed argument order for sigmod compatibility
		/**
		 * @param {string} msg
		 * @param {symbol=} view
		 */
		net.chat = (msg, view = world.selected) => {
			const connection = net.connections.get(view);
			if (!connection?.handshake || connection.ws?.readyState !== WebSocket.OPEN) return;
			const msgBuf = aux.textEncoder.encode(msg);
			const dat = new DataView(new ArrayBuffer(msgBuf.byteLength + 3));

			dat.setUint8(0, connection.handshake.shuffle[0x63]);
			// skip flags
			for (let i = 0; i < msgBuf.byteLength; ++i) {
				dat.setUint8(2 + i, msgBuf[i]);
			}
			connection.ws.send(dat);
		};

		/**
		 * @param {symbol} view
		 * @param {{ name: string, skin: string, [x: string]: any }} data
		 */
		net.play = (view, data) => {
			sendJson(view, 0x00, data);
		};

		// create initial connection
		world.create(world.viewId.primary);
		net.create(world.viewId.primary);
		let lastChangedSpectate = -Infinity;
		setInterval(() => {
			if (!settings.multibox) world.selected = world.viewId.primary;
			if (settings.spectator) {
				const vision = world.create(world.viewId.spectate);
				net.create(world.viewId.spectate);
				net.play(world.viewId.spectate, { name: '', skin: '', clan: aux.userData?.clan, state: 2 });

				// only press Q to toggle once in a while, in case ping is above 200
				const now = performance.now();
				if (now - lastChangedSpectate > 1000) {
					if (vision.camera.tscale > 0.39) { // when roaming, the spectate scale is set to ~0.4
						net.qdown(world.viewId.spectate);
						lastChangedSpectate = now;
					}
				} else {
					net.qup(world.viewId.spectate); // doubly serves as anti-afk
				}
			} else {
				const con = net.connections.get(world.viewId.spectate);
				if (con?.ws && con?.ws.readyState !== WebSocket.CLOSED && con?.ws.readyState !== WebSocket.CLOSING) {
					con?.ws.close();
				}
				net.connections.delete(world.viewId.spectate);
				world.views.delete(world.viewId.spectate);
				input.views.delete(world.viewId.spectate);

				for (const key of /** @type {const} */ (['cells', 'pellets'])) {
					for (const [id, resolution] of world[key]) {
						resolution.views.delete(world.viewId.spectate);
						if (resolution.views.size === 0) world[key].delete(id);
					}
				}
			}
		}, 200);

		// dumbass quest code go brrr
		setInterval(() => {
			for (const view of net.connections.keys()) net.time(view);
		}, 1000);

		return net;
	})();



	//////////////////////////
	// Setup Input Handlers //
	//////////////////////////
	const input = (() => {
		const input = {};

		// #1 : general inputs
		// between -1 and 1
		/** @type {[number, number]} */
		input.current = [0, 0];
		/** @type {Map<symbol, {
		 * 		forceW: boolean,
		 * 		lock: { mouse: [number, number], world: [number, number], until: number } | undefined,
		 * 		mouse: [number, number], // between -1 and 1
		 * 		w: boolean,
		 * 		world: [number, number], // world position; only updates when tab is selected
		 * }>} */
		input.views = new Map();
		input.zoom = 1;

		/** @param {symbol} view */
		const create = view => {
			const old = input.views.get(view);
			if (old) return old;

			/** @type {typeof input.views extends Map<symbol, infer T> ? T : never} */
			const inputs = { forceW: false, lock: undefined, mouse: [0, 0], w: false, world: [0, 0] };
			input.views.set(view, inputs);
			return inputs;
		};

		/**
		 * @param {symbol} view
		 * @param {[number, number]} x, y
		 * @returns {[number, number]}
		 */
		input.toWorld = (view, [x, y]) => {
			const camera = world.views.get(view)?.camera;
			if (!camera) return [0, 0];
			return [
				camera.x + x * (innerWidth / innerHeight) * 540 / camera.scale,
				camera.y + y * 540 / camera.scale,
			];
		};

		// sigmod freezes the player by overlaying an invisible div, so we just listen for canvas movements instead
		addEventListener('mousemove', e => {
			if (ui.escOverlayVisible()) return;
			// sigmod freezes the player by overlaying an invisible div, so we respect it
			if (e.target instanceof HTMLDivElement
				&& /** @type {CSSUnitValue | undefined} */ (e.target.attributeStyleMap.get('z-index'))?.value === 99)
				return;
			input.current = [(e.clientX / innerWidth * 2) - 1, (e.clientY / innerHeight * 2) - 1];
		});

		const unfocused = () => ui.escOverlayVisible() || document.activeElement?.tagName === 'INPUT';

		/**
		 * @param {symbol} view
		 * @param {boolean} forceUpdate
		 */
		input.move = (view, forceUpdate) => {
			const now = performance.now();
			const inputs = input.views.get(view) ?? create(view);
			if (inputs.lock && now <= inputs.lock.until) {
				const d = Math.hypot(input.current[0] - inputs.lock.mouse[0], input.current[1] - inputs.lock.mouse[1]);
				// only lock the mouse as long as the mouse has not moved further than 25% (of 2) of the screen away
				if (d < 0.5) {
					net.move(view, ...inputs.lock.world);
					return;
				}
			}

			inputs.lock = undefined;
			if (world.selected === view || forceUpdate) {
				inputs.world = input.toWorld(view, inputs.mouse = input.current);
			}
			net.move(view, ...inputs.world);
		};

		setInterval(() => {
			create(world.selected);
			for (const [view, inputs] of input.views) {
				input.move(view, false);
				// if tapping W very fast, make sure at least one W is ejected
				if (inputs.forceW || inputs.w) net.w(view);
				inputs.forceW = false;
			}
		}, 40);

		/** @type {Node | null} */
		let sigmodChat;
		setInterval(() => sigmodChat ||= document.querySelector('.modChat'), 500);
		addEventListener('wheel', e => {
			if (unfocused()) return;
			// when scrolling through sigmod chat, don't allow zooming.
			// for consistency, use the container .modChat and not #mod-messages as #mod-messages can have zero height
			if (sigmodChat && sigmodChat.contains(/** @type {Node} */ (e.target))) return;
			// support for the very obscure "scroll by page" setting in windows
			// i don't think browsers support DOM_DELTA_LINE, so assume DOM_DELTA_PIXEL otherwise
			const deltaY = e.deltaMode === e.DOM_DELTA_PAGE ? e.deltaY : e.deltaY / 100;
			input.zoom *= 0.8 ** (deltaY * settings.scrollFactor);
			const minZoom = (!settings.multibox && !aux.settings.zoomout) ? 1 : 0.8 ** 15;
			input.zoom = Math.min(Math.max(input.zoom, minZoom), 0.8 ** -21);
		});

		addEventListener('keydown', e => {
			const view = world.selected;
			const inputs = input.views.get(view) ?? create(view);

			let keybind = e.key;
			if (e.ctrlKey) keybind = 'Ctrl+' + keybind;
			if (e.altKey) keybind = 'Alt+' + keybind;
			if (e.metaKey) keybind = 'Cmd+' + keybind;

			// never allow pressing Tab by itself
			if (e.code === 'Tab' && !e.ctrlKey && !e.altKey && !e.metaKey) e.preventDefault();

			if (settings.multibox && keybind.toLowerCase() === settings.multibox.toLowerCase()) {
				e.preventDefault(); // prevent selecting anything on the page

				inputs.w = false; // stop current tab from feeding; don't change forceW
				// update mouse immediately (after setTimeout, when mouse events happen)
				setTimeout(() => inputs.world = input.toWorld(view, inputs.mouse = input.current));

				// swap tabs
				if (world.selected === world.viewId.primary) world.selected = world.viewId.secondary;
				else world.selected = world.viewId.primary;
				world.create(world.selected);
				net.create(world.selected);

				// also, press play on the current tab ONLY if any tab is alive
				if (world.alive()) {
					const name = world.selected === world.viewId.primary ? input.nick1.value : input.nick2.value;
					net.play(world.selected, playData(name, false));
				}
				return;
			}

			if (e.code === 'Escape') {
				if (document.activeElement === ui.chat.input) ui.chat.input.blur();
				else ui.toggleEscOverlay();
				return;
			}

			if (unfocused()) {
				if (e.code === 'Enter' && document.activeElement === ui.chat.input && ui.chat.input.value.length > 0) {
					net.chat(ui.chat.input.value.slice(0, 15), world.selected);
					ui.chat.input.value = '';
					ui.chat.input.blur();
				}

				return;
			}

			if (settings.blockBrowserKeybinds) {
				if (e.code === 'F11') {
					// force true fullscreen to make sure Ctrl+W and other binds are caught.
					// not well supported on safari
					if (!document.fullscreenElement) {
						document.body.requestFullscreen?.()?.catch(() => {});
						/** @type {any} */ (navigator).keyboard?.lock()?.catch(() => {});
					} else {
						document.exitFullscreen?.()?.catch(() => {});
						/** @type {any} */ (navigator).keyboard?.unlock()?.catch(() => {});
					}
				}

				if (e.code !== 'Tab') e.preventDefault(); // allow ctrl+tab and alt+tab
			} else if (e.ctrlKey && e.code === 'KeyW') {
				e.preventDefault(); // doesn't seem to work for me, but works for others
			}

			// if fast feed is rebound, only allow the spoofed W's from sigmod
			let fastFeeding = e.code === 'KeyW';
			if (sigmod.settings.rapidFeedKey && sigmod.settings.rapidFeedKey !== 'w') {
				fastFeeding &&= !e.isTrusted;
			}
			if (fastFeeding) inputs.forceW = inputs.w = true;

			switch (e.code) {
				case 'KeyQ':
					if (!e.repeat) net.qdown(world.selected);
					break;
				case 'Space': {
					if (!e.repeat) {
						// send mouse position immediately, so the split will go in the correct direction.
						// setTimeout is used to ensure that our mouse position is actually updated (it comes after
						// keydown events)
						setTimeout(() => {
							input.move(view, true);
							net.split(view);
						});
					}
					break;
				}
				case 'Enter': {
					ui.chat.input.focus();
					break;
				}
			}

			if (e.isTrusted && e.key.toLowerCase() === sigmod.settings.tripleKey?.toLowerCase()) {
				inputs.lock ||= {
					mouse: inputs.mouse,
					world: input.toWorld(world.selected, inputs.mouse),
					until: performance.now() + 650,
				};
			}
		});

		addEventListener('keyup', e => {
			// allow inputs if unfocused
			if (e.code === 'KeyQ') net.qup(world.selected);
			else if (e.code === 'KeyW') {
				const inputs = input.views.get(world.selected) ?? create(world.selected);
				inputs.w = false; // don't change forceW
			}
		});

		// prompt before closing window
		addEventListener('beforeunload', e => e.preventDefault());

		// prevent right clicking on the game
		ui.game.canvas.addEventListener('contextmenu', e => e.preventDefault());

		// prevent dragging when some things are selected - i have a habit of unconsciously clicking all the time,
		// making me regularly drag text, disabling my mouse inputs for a bit
		addEventListener('dragstart', e => e.preventDefault());



		// #2 : play and spectate buttons, and captcha
		/**
		 * @param {string} name
		 * @param {boolean} spectating
		 */
		const playData = (name, spectating) => {
			/** @type {HTMLInputElement | null} */
			const password = document.querySelector('input#password');

			return {
				state: spectating ? 2 : undefined,
				name,
				skin: aux.userData ? aux.settings.skin : '',
				token: aux.token?.token,
				sub: (aux.userData?.subscription ?? 0) > Date.now(),
				clan: aux.userData?.clan,
				showClanmates: aux.settings.showClanmates,
				password: password?.value,
			};
		};

		/** @type {HTMLInputElement} */
		input.nick1 = aux.require(document.querySelector('input#nick'),
			'Can\'t find the nickname element. Try reloading the page?');

		input.nick2 = /** @type {HTMLInputElement} */ (input.nick1?.cloneNode(true));
		input.nick2.style.display = settings.multibox ? '' : 'none';
		setInterval(() => input.nick2.style.display = settings.multibox ? '' : 'none', 200);
		input.nick2.placeholder = 'Nickname #2';
		// sigmod probably won't apply this to the second nick element, so we do it ourselves too
		input.nick1.maxLength = input.nick2.maxLength = 50;

		// place nick2 on a separate row
		const row = /** @type {Element | null} */ (input.nick1.parentElement?.cloneNode());
		if (row) {
			row.appendChild(input.nick2);
			input.nick1.parentElement?.insertAdjacentElement('afterend', row);
		}

		/** @type {HTMLButtonElement} */
		const play = aux.require(document.querySelector('button#play-btn'),
			'Can\'t find the play button. Try reloading the page?');
		/** @type {HTMLButtonElement} */
		const spectate = aux.require(document.querySelector('button#spectate-btn'),
			'Can\'t find the spectate button. Try reloading the page?');

		play.disabled = spectate.disabled = true;

		(async () => {
			const mount = document.createElement('div');
			mount.id = 'sf-captcha-mount';
			mount.style.display = 'none';
			play.parentNode?.insertBefore(mount, play);

			/** @type {Set<() => void> | undefined} */
			let onGrecaptchaReady = new Set();
			/** @type {Set<() => void> | undefined} */
			let onTurnstileReady = new Set();
			let grecaptcha, turnstile, CAPTCHA2, CAPTCHA3, TURNSTILE;

			let readyCheck;
			readyCheck = setInterval(() => {
				// it's possible that recaptcha or turnstile may be removed in the future, so we be redundant to stay
				// safe
				if (onGrecaptchaReady) {
					({ grecaptcha, CAPTCHA2, CAPTCHA3 } = /** @type {any} */ (window));
					if (grecaptcha?.ready && CAPTCHA2 && CAPTCHA3) {
						const handlers = onGrecaptchaReady;
						onGrecaptchaReady = undefined;

						grecaptcha.ready(() => {
							handlers.forEach(cb => cb());
							// prevent game.js from using grecaptcha and messing things up
							({ grecaptcha } = /** @type {any} */ (window));
							/** @type {any} */ (window).grecaptcha = {
								execute: () => { },
								ready: () => { },
								render: () => { },
								reset: () => { },
							};
						});
					}
				}

				if (onTurnstileReady) {
					({ turnstile, TURNSTILE } = /** @type {any} */ (window));
					if (turnstile?.ready && TURNSTILE) {
						const handlers = onTurnstileReady;
						onTurnstileReady = undefined;
						handlers.forEach(cb => cb());

						// prevent game.js from using turnstile and messing things up
						/** @type {any} */ (window).turnstile = {
							execute: () => { },
							ready: () => { },
							render: () => { },
							reset: () => { },
						};
					}
				}

				if (!onGrecaptchaReady && !onTurnstileReady)
					clearInterval(readyCheck);
			}, 50);

			/**
			 * @param {string} url
			 * @returns {Promise<string>}
			 */
			const tokenVariant = async url => {
				const host = new URL(url).host;
				if (host.includes('sigmally.com'))
					return aux.oldFetch(`https://${host}/server/recaptcha/v3`)
						.then(res => res.json())
						.then(res => res.version ?? 'none');
				else
					return Promise.resolve('none');
			};

			/** @type {unique symbol} */
			const waiting = Symbol();
			let nextTryAt = 0;
			/** @type {undefined | typeof waiting | { variant: string, token: string | undefined }} */
			let token = undefined;
			/** @type {string | undefined} */
			let turnstileHandle;
			/** @type {number | undefined} */
			let v2Handle;

			/**
			 * @param {string} url
			 * @param {string} variant
			 * @param {string | undefined} captchaToken
			 */
			const publishToken = (url, variant, captchaToken) => {
				const url2 = net.url();
				if (url !== url2) {
					token = { variant, token: captchaToken };
					return;
				}

				const complete = () => {
					token = undefined;
					play.disabled = spectate.disabled = false;
					for (const con of net.connections.values()) {
						con.rejected = false; // wait until we try connecting again
					}
				};

				if (variant === 'none') {
					complete();
					return;
				}

				const host = new URL(url).host;
				aux.oldFetch(`https://${host}/server/recaptcha/v3`, {
					method: 'POST',
					headers: { 'content-type': 'application/json' },
					body: JSON.stringify({ token: captchaToken }),
				})
					.then(res => res.json())
					.then(res => {
						if (res.status === 'complete') {
							complete();
						} else if (res.status === 'wait') {
							setTimeout(() => publishToken(url, variant, captchaToken), 1000);
						} else {
							token = undefined;
						}
					})
					.catch(err => {
						token = undefined;
						nextTryAt = performance.now() + 3000;
						throw err;
					});
			};

			setInterval(() => {
				const con = net.connections.get(world.selected);
				if (!con) return;

				const canPlay = !net.rejected && con?.ws?.readyState === WebSocket.OPEN;
				if (play.disabled !== !canPlay) {
					play.disabled = spectate.disabled = !canPlay;
				}

				if (token === waiting) return;
				if (!con.rejected) return;

				const url = net.url();

				if (typeof token !== 'object') {
					// get a new token if first time, or if we're on a new connection now
					if (performance.now() < nextTryAt) return;

					token = waiting;
					play.disabled = spectate.disabled = true;
					tokenVariant(url)
						.then(async variant => {
							const url2 = net.url();
							if (url !== url2) {
								// server changed and may want a different variant; restart
								token = undefined;
								return;
							}

							if (variant === 'v2') {
								mount.style.display = 'block';
								play.style.display = spectate.style.display = 'none';
								if (v2Handle !== undefined) {
									grecaptcha.reset(v2Handle);
								} else {
									const cb = () => void (v2Handle = grecaptcha.render('sf-captcha-mount', {
										sitekey: CAPTCHA2,
										callback: v2 => {
											mount.style.display = 'none';
											play.style.display = spectate.style.display = '';
											publishToken(url, variant, v2);
										},
									}));
									if (onGrecaptchaReady)
										onGrecaptchaReady.add(cb);
									else
										grecaptcha.ready(cb);
								}
							} else if (variant === 'v3') {
								const cb = () => grecaptcha.execute(CAPTCHA3)
									.then(v3 => publishToken(url, variant, v3));
								if (onGrecaptchaReady)
									onGrecaptchaReady.add(cb);
								else
									grecaptcha.ready(cb);
							} else if (variant === 'turnstile') {
								mount.style.display = 'block';
								play.style.display = spectate.style.display = 'none';
								if (turnstileHandle !== undefined) {
									turnstile.reset(turnstileHandle);
								} else {
									const cb = () => void (turnstileHandle = turnstile.render('#sf-captcha-mount', {
										sitekey: TURNSTILE,
										callback: turnstileToken => {
											mount.style.display = 'none';
											play.style.display = spectate.style.display = '';
											publishToken(url, variant, turnstileToken);
										},
									}));
									if (onTurnstileReady)
										onTurnstileReady.add(cb);
									else
										cb();
								}
							} else {
								// server wants "none" or unknown token variant; don't show a captcha
								publishToken(url, variant, undefined);
							}
						}).catch(err => {
							token = undefined;
							nextTryAt = performance.now() + 3000;
							console.warn('Error while getting token variant:', err);
						});
				} else {
					// token is ready to be used, check variant
					const got = token;
					token = waiting;
					play.disabled = spectate.disabled = true;
					tokenVariant(url)
						.then(variant2 => {
							if (got.variant !== variant2) {
								// server wants a different token variant
								token = undefined;
							} else
								publishToken(url, got.variant, got.token);
						}).catch(err => {
							token = got;
							nextTryAt = performance.now() + 3000;
							console.warn('Error while getting token variant:', err);
						});
				}
			}, 100);

			/** @param {MouseEvent} e */
			async function clickHandler(e) {
				const name = world.selected === world.viewId.primary ? input.nick1.value : input.nick2.value;

				const con = net.connections.get(world.selected);
				if (!con || con.rejected) return;
				ui.toggleEscOverlay(false);
				net.play(world.selected, playData(name, e.currentTarget === spectate));
			}

			play.addEventListener('click', clickHandler);
			spectate.addEventListener('click', clickHandler);
		})();

		return input;
	})();



	//////////////////////////
	// Configure WebGL Data //
	//////////////////////////
	const glconf = (() => {
		// note: WebGL functions only really return null if the context is lost - in which case, data will be replaced
		// anyway after it's restored. so, we cast everything to a non-null type.
		const glconf = {};
		const programs = glconf.programs = {};
		const uniforms = glconf.uniforms = {};
		/** @type {WebGLBuffer} */
		glconf.pelletAlphaBuffer = /** @type {never} */ (undefined);
		/** @type {WebGLBuffer} */
		glconf.pelletBuffer = /** @type {never} */ (undefined);
		/** @type {{
		 * 	vao: WebGLVertexArrayObject,
		 * 	circleBuffer: WebGLBuffer,
		 * 	alphaBuffer: WebGLBuffer,
		 * 	alphaBufferSize: number }[]} */
		glconf.vao = [];

		const gl = ui.game.gl;
		/** @type {Map<string, number>} */
		const uboBindings = new Map();

		/**
		 * @param {string} name
		 * @param {number} type
		 * @param {string} source
		 */
		function shader(name, type, source) {
			const s = /** @type {WebGLShader} */ (gl.createShader(type));
			gl.shaderSource(s, source);
			gl.compileShader(s);

			// note: compilation errors should not happen in production
			aux.require(
				gl.getShaderParameter(s, gl.COMPILE_STATUS) || gl.isContextLost(),
				`Can\'t compile WebGL2 shader "${name}". You might be on a weird browser.\n\nFull error log:\n` +
				gl.getShaderInfoLog(s),
			);

			return s;
		}

		/**
		 * @param {string} name
		 * @param {string} vSource
		 * @param {string} fSource
		 * @param {string[]} ubos
		 * @param {string[]} textures
		 */
		function program(name, vSource, fSource, ubos, textures) {
			const vShader = shader(`${name}.vShader`, gl.VERTEX_SHADER, vSource.trim());
			const fShader = shader(`${name}.fShader`, gl.FRAGMENT_SHADER, fSource.trim());
			const p = /** @type {WebGLProgram} */ (gl.createProgram());

			gl.attachShader(p, vShader);
			gl.attachShader(p, fShader);
			gl.linkProgram(p);

			// note: linking errors should not happen in production
			aux.require(
				gl.getProgramParameter(p, gl.LINK_STATUS) || gl.isContextLost(),
				`Can\'t link WebGL2 program "${name}". You might be on a weird browser.\n\nFull error log:\n` +
				gl.getProgramInfoLog(p),
			);

			for (const tag of ubos) {
				const index = gl.getUniformBlockIndex(p, tag); // returns 4294967295 if invalid... just don't make typos
				let binding = uboBindings.get(tag);
				if (binding === undefined)
					uboBindings.set(tag, binding = uboBindings.size);
				gl.uniformBlockBinding(p, index, binding);

				const size = gl.getActiveUniformBlockParameter(p, index, gl.UNIFORM_BLOCK_DATA_SIZE);
				const ubo = uniforms[tag] = gl.createBuffer();
				gl.bindBuffer(gl.UNIFORM_BUFFER, ubo);
				gl.bufferData(gl.UNIFORM_BUFFER, size, gl.DYNAMIC_DRAW);
				gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, ubo);
			}

			// bind texture uniforms to TEXTURE0, TEXTURE1, etc.
			gl.useProgram(p);
			for (let i = 0; i < textures.length; ++i) {
				const loc = gl.getUniformLocation(p, textures[i]);
				gl.uniform1i(loc, i);
			}
			gl.useProgram(null);

			return p;
		}

		const parts = {
			boilerplate: '#version 300 es\nprecision highp float; precision highp int;',
			borderUbo: `layout(std140) uniform Border { // size = 0x28
				vec4 u_border_color; // @ 0x00, i = 0
				vec4 u_border_xyzw_lrtb; // @ 0x10, i = 4
				int u_border_flags; // @ 0x20, i = 8
				float u_background_width; // @ 0x24, i = 9
				float u_background_height; // @ 0x28, i = 10
				float u_border_time; // @ 0x2c, i = 11
			};`,
			cameraUbo: `layout(std140) uniform Camera { // size = 0x10
				float u_camera_ratio; // @ 0x00
				float u_camera_scale; // @ 0x04
				vec2 u_camera_pos; // @ 0x08
			};`,
			cellUbo: `layout(std140) uniform Cell { // size = 0x28
				float u_cell_radius; // @ 0x00, i = 0
				float u_cell_radius_skin; // @ 0x04, i = 1
				vec2 u_cell_pos; // @ 0x08, i = 2
				vec4 u_cell_color; // @ 0x10, i = 4
				float u_cell_alpha; // @ 0x20, i = 8
				int u_cell_flags; // @ 0x24, i = 9
			};`,
			cellSettingsUbo: `layout(std140) uniform CellSettings { // size = 0x40
				vec4 u_cell_active_outline; // @ 0x00
				vec4 u_cell_inactive_outline; // @ 0x10
				vec4 u_cell_unsplittable_outline; // @ 0x20
				vec4 u_cell_subtle_outline_override; // @ 0x30
				float u_cell_active_outline_thickness; // @ 0x40
			};`,
			circleUbo: `layout(std140) uniform Circle { // size = 0x08
				float u_circle_alpha; // @ 0x00
				float u_circle_scale; // @ 0x04
			};`,
			textUbo: `layout(std140) uniform Text { // size = 0x38
				vec4 u_text_color1; // @ 0x00, i = 0
				vec4 u_text_color2; // @ 0x10, i = 4
				float u_text_alpha; // @ 0x20, i = 8
				float u_text_aspect_ratio; // @ 0x24, i = 9
				float u_text_scale; // @ 0x28, i = 10
				int u_text_silhouette_enabled; // @ 0x2c, i = 11
				vec2 u_text_offset; // @ 0x30, i = 12
			};`,
			tracerUbo: `layout(std140) uniform Tracer { // size = 0x10
				vec2 u_tracer_pos1; // @ 0x00, i = 0
				vec2 u_tracer_pos2; // @ 0x08, i = 2
			};`,
		};



		glconf.init = () => {
			gl.enable(gl.BLEND);
			gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

			// create programs and uniforms
			programs.bg = program('bg', `
				${parts.boilerplate}
				layout(location = 0) in vec2 a_vertex;
				${parts.borderUbo}
				${parts.cameraUbo}
				flat out float f_blur;
				flat out float f_thickness;
				out vec2 v_uv;
				out vec2 v_world_pos;

				void main() {
					f_blur = 1.0 * (540.0 * u_camera_scale);
					f_thickness = max(3.0 / f_blur, 25.0); // force border to always be visible, otherwise it flickers

					v_world_pos = a_vertex * vec2(u_camera_ratio, 1.0) / u_camera_scale;
					v_world_pos += u_camera_pos * vec2(1.0, -1.0);

					if ((u_border_flags & 0x04) != 0) { // background repeating
						v_uv = v_world_pos * 0.02 * (50.0 / u_background_width);
						v_uv /= vec2(1.0, u_background_height / u_background_width);
					} else {
						v_uv = (v_world_pos - vec2(u_border_xyzw_lrtb.x, u_border_xyzw_lrtb.z))
							/ vec2(u_border_xyzw_lrtb.y - u_border_xyzw_lrtb.x,
								u_border_xyzw_lrtb.w - u_border_xyzw_lrtb.z);
						v_uv = vec2(v_uv.x, 1.0 - v_uv.y); // flip vertically
					}

					gl_Position = vec4(a_vertex, 0, 1); // span the whole screen
				}
			`, `
				${parts.boilerplate}
				flat in float f_blur;
				flat in float f_thickness;
				in vec2 v_uv;
				in vec2 v_world_pos;
				${parts.borderUbo}
				${parts.cameraUbo}
				uniform sampler2D u_texture;
				out vec4 out_color;

				void main() {
					if ((u_border_flags & 0x01) != 0) { // background enabled
						if ((u_border_flags & 0x04) != 0 // repeating
							|| (0.0 <= min(v_uv.x, v_uv.y) && max(v_uv.x, v_uv.y) <= 1.0)) { // within border
							out_color = texture(u_texture, v_uv);
						}
					}

					// make a larger inner rectangle and a normal inverted outer rectangle
					float inner_alpha = min(
						min((v_world_pos.x + f_thickness) - u_border_xyzw_lrtb.x,
							u_border_xyzw_lrtb.y - (v_world_pos.x - f_thickness)),
						min((v_world_pos.y + f_thickness) - u_border_xyzw_lrtb.z,
							u_border_xyzw_lrtb.w - (v_world_pos.y - f_thickness))
					);
					float outer_alpha = max(
						max(u_border_xyzw_lrtb.x - v_world_pos.x, v_world_pos.x - u_border_xyzw_lrtb.y),
						max(u_border_xyzw_lrtb.z - v_world_pos.y, v_world_pos.y - u_border_xyzw_lrtb.w)
					);
					float alpha = clamp(f_blur * min(inner_alpha, outer_alpha), 0.0, 1.0);
					if (u_border_color.a == 0.0) alpha = 0.0;

					vec4 border_color;
					if ((u_border_flags & 0x08) != 0) { // rainbow border
						float angle = atan(v_world_pos.y, v_world_pos.x) + u_border_time;
						float red = (2.0/3.0) * cos(6.0 * angle) + 1.0/3.0;
						float green = (2.0/3.0) * cos(6.0 * angle - 2.0 * 3.1415926535 / 3.0) + 1.0/3.0;
						float blue = (2.0/3.0) * cos(6.0 * angle - 4.0 * 3.1415926535 / 3.0) + 1.0/3.0;
						border_color = vec4(red, green, blue, 1.0);
					} else {
						border_color = u_border_color;
					}

					out_color = out_color * (1.0 - alpha) + border_color * alpha;
				}
			`, ['Border', 'Camera'], ['u_texture']);



			programs.cell = program('cell', `
				${parts.boilerplate}
				layout(location = 0) in vec2 a_vertex;
				${parts.cameraUbo}
				${parts.cellUbo}
				${parts.cellSettingsUbo}
				flat out vec4 f_active_outline;
				flat out float f_active_radius;
				flat out float f_blur;
				flat out int f_color_under_skin;
				flat out int f_show_skin;
				flat out vec4 f_subtle_outline;
				flat out float f_subtle_radius;
				flat out vec4 f_unsplittable_outline;
				flat out float f_unsplittable_radius;
				out vec2 v_vertex;
				out vec2 v_uv;

				void main() {
					f_blur = 0.5 * u_cell_radius * (540.0 * u_camera_scale);
					f_color_under_skin = u_cell_flags & 0x20;
					f_show_skin = u_cell_flags & 0x01;

					// subtle outlines (at least 1px wide)
					float subtle_thickness = max(max(u_cell_radius * 0.02, 2.0 / (540.0 * u_camera_scale)), 10.0);
					f_subtle_radius = 1.0 - (subtle_thickness / u_cell_radius);
					if ((u_cell_flags & 0x02) != 0) {
						f_subtle_outline = u_cell_color * 0.9; // darker outline by default
						f_subtle_outline.rgb += (u_cell_subtle_outline_override.rgb - f_subtle_outline.rgb)
							* u_cell_subtle_outline_override.a;
					} else {
						f_subtle_outline = vec4(0, 0, 0, 0);
					}

					// unsplittable cell outline, 2x the subtle thickness
					// (except at small sizes, it shouldn't look overly thick)
					float unsplittable_thickness = max(max(u_cell_radius * 0.04, 4.0 / (540.0 * u_camera_scale)), 10.0);
					f_unsplittable_radius = 1.0 - (unsplittable_thickness / u_cell_radius);
					if ((u_cell_flags & 0x10) != 0) {
						f_unsplittable_outline = u_cell_unsplittable_outline;
					} else {
						f_unsplittable_outline = vec4(0, 0, 0, 0);
					}

					// active multibox outlines (thick, a % of the visible cell radius)
					// or at minimum, 3x the subtle thickness
					float active_thickness = max(max(u_cell_radius * 0.06, 6.0 / (540.0 * u_camera_scale)), 10.0);
					f_active_radius = 1.0 - max(active_thickness / u_cell_radius, u_cell_active_outline_thickness);
					if ((u_cell_flags & 0x0c) != 0) {
						f_active_outline = (u_cell_flags & 0x04) != 0 ? u_cell_active_outline : u_cell_inactive_outline;
					} else {
						f_active_outline = vec4(0, 0, 0, 0);
					}

					v_vertex = a_vertex;
					v_uv = a_vertex * min(u_cell_radius / u_cell_radius_skin, 1.0) * 0.5 + 0.5;

					vec2 clip_pos = -u_camera_pos + u_cell_pos + v_vertex * u_cell_radius;
					clip_pos *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0);
					gl_Position = vec4(clip_pos, 0, 1);
				}
			`, `
				${parts.boilerplate}
				flat in vec4 f_active_outline;
				flat in float f_active_radius;
				flat in float f_blur;
				flat in int f_color_under_skin;
				flat in int f_show_skin;
				flat in vec4 f_subtle_outline;
				flat in float f_subtle_radius;
				flat in vec4 f_unsplittable_outline;
				flat in float f_unsplittable_radius;
				in vec2 v_vertex;
				in vec2 v_uv;
				${parts.cameraUbo}
				${parts.cellUbo}
				${parts.cellSettingsUbo}
				uniform sampler2D u_skin;
				out vec4 out_color;

				void main() {
					float d = length(v_vertex.xy);
					if (f_show_skin == 0 || f_color_under_skin != 0) {
						out_color = u_cell_color;
					}

					// skin
					if (f_show_skin != 0) {
						vec4 tex = texture(u_skin, v_uv);
						out_color = out_color * (1.0 - tex.a) + tex;
					}

					// subtle outline
					float a = clamp(f_blur * (d - f_subtle_radius), 0.0, 1.0) * f_subtle_outline.a;
					out_color.rgb += (f_subtle_outline.rgb - out_color.rgb) * a;

					// active multibox outline
					a = clamp(f_blur * (d - f_active_radius), 0.0, 1.0) * f_active_outline.a;
					out_color.rgb += (f_active_outline.rgb - out_color.rgb) * a;

					// unsplittable cell outline
					a = clamp(f_blur * (d - f_unsplittable_radius), 0.0, 1.0) * f_unsplittable_outline.a;
					out_color.rgb += (f_unsplittable_outline.rgb - out_color.rgb) * a;

					// final circle mask
					a = clamp(-f_blur * (d - 1.0), 0.0, 1.0);
					out_color.a *= a * u_cell_alpha;
				}
			`, ['Camera', 'Cell', 'CellSettings'], ['u_skin']);



			// also used to draw glow
			programs.circle = program('circle', `
				${parts.boilerplate}
				layout(location = 0) in vec2 a_vertex;
				layout(location = 1) in vec2 a_cell_pos;
				layout(location = 2) in float a_cell_radius;
				layout(location = 3) in vec4 a_cell_color;
				layout(location = 4) in float a_cell_alpha;
				${parts.cameraUbo}
				${parts.circleUbo}
				out vec2 v_vertex;
				flat out float f_blur;
				flat out vec4 f_cell_color;

				void main() {
					float radius = a_cell_radius;
					f_cell_color = a_cell_color * vec4(1, 1, 1, a_cell_alpha * u_circle_alpha);
					if (u_circle_scale > 0.0) {
						f_blur = 1.0;
						radius *= u_circle_scale;
					} else {
						f_blur = 0.5 * a_cell_radius * (540.0 * u_camera_scale);
					}
					v_vertex = a_vertex;

					vec2 clip_pos = -u_camera_pos + a_cell_pos + v_vertex * radius;
					clip_pos *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0);
					gl_Position = vec4(clip_pos, 0, 1);
				}
			`, `
				${parts.boilerplate}
				in vec2 v_vertex;
				flat in float f_blur;
				flat in vec4 f_cell_color;
				out vec4 out_color;

				void main() {
					// use squared distance for more natural glow; shouldn't matter for pellets
					float d = length(v_vertex.xy);
					out_color = f_cell_color;
					out_color.a *= clamp(f_blur * (1.0 - d), 0.0, 1.0);
				}
			`, ['Camera', 'Circle'], []);



			programs.text = program('text', `
				${parts.boilerplate}
				layout(location = 0) in vec2 a_vertex;
				${parts.cameraUbo}
				${parts.cellUbo}
				${parts.textUbo}
				out vec4 v_color;
				out vec2 v_uv;
				out vec2 v_vertex;

				void main() {
					v_uv = a_vertex * 0.5 + 0.5;
					float c2_alpha = (v_uv.x + v_uv.y) / 2.0;
					v_color = u_text_color1 * (1.0 - c2_alpha) + u_text_color2 * c2_alpha;
					v_vertex = a_vertex;

					vec2 clip_space = v_vertex * u_text_scale + u_text_offset;
					clip_space *= u_cell_radius_skin * 0.45 * vec2(u_text_aspect_ratio, 1.0);
					clip_space += -u_camera_pos + u_cell_pos;
					clip_space *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0);
					gl_Position = vec4(clip_space, 0, 1);
				}
			`, `
				${parts.boilerplate}
				in vec4 v_color;
				in vec2 v_uv;
				in vec2 v_vertex;
				${parts.cameraUbo}
				${parts.cellUbo}
				${parts.textUbo}
				uniform sampler2D u_texture;
				uniform sampler2D u_silhouette;
				out vec4 out_color;

				float f(float x) {
					// a cubic function with turning points at (0,0) and (1,0)
					// meant to sharpen out blurry linear interpolation
					return x * x * (3.0 - 2.0*x);
				}

				vec4 fv(vec4 v) {
					return vec4(f(v.x), f(v.y), f(v.z), f(v.w));
				}

				void main() {
					vec4 normal = texture(u_texture, v_uv);

					if (u_text_silhouette_enabled != 0) {
						vec4 silhouette = texture(u_silhouette, v_uv);

						// #fff - #000 => color (text)
						// #fff - #fff => #fff (respect emoji)
						// #888 - #888 => #888 (respect emoji)
						// #fff - #888 => #888 + color/2 (blur/antialias)
						out_color = silhouette + fv(normal - silhouette) * v_color;
					} else {
						out_color = fv(normal) * v_color;
					}

					out_color.a *= u_text_alpha;
				}
			`, ['Camera', 'Cell', 'Text'], ['u_texture', 'u_silhouette']);

			programs.tracer = program('tracer', `
				${parts.boilerplate}
				layout(location = 0) in vec2 a_vertex;
				${parts.cameraUbo}
				${parts.tracerUbo}
				out vec2 v_vertex;

				void main() {
					v_vertex = a_vertex;
					float alpha = (a_vertex.x + 1.0) / 2.0;
					float d = length(u_tracer_pos2 - u_tracer_pos1);
					float thickness = 0.002 / u_camera_scale;
					// black magic
					vec2 world_pos = u_tracer_pos1 + (u_tracer_pos2 - u_tracer_pos1)
						* mat2(alpha, a_vertex.y / d * thickness, a_vertex.y / d * -thickness, alpha);

					vec2 clip_pos = -u_camera_pos + world_pos;
					clip_pos *= u_camera_scale * vec2(1.0 / u_camera_ratio, -1.0);
					gl_Position = vec4(clip_pos, 0, 1);
				}
			`, `
				${parts.boilerplate}
				in vec2 v_pos;
				out vec4 out_color;

				void main() {
					out_color = vec4(0.5, 0.5, 0.5, 0.25);
				}
			`, ['Camera', 'Tracer'], []);

			// initialize two VAOs; one for pellets, one for cell glow only
			glconf.vao = [];
			for (let i = 0; i < 2; ++i) {
				const vao = /** @type {WebGLVertexArrayObject} */ (gl.createVertexArray());
				gl.bindVertexArray(vao);

				// square (location = 0), used for all instances
				gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
				gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1, -1,   1, -1,   -1, 1,   1, 1 ]), gl.STATIC_DRAW);
				gl.enableVertexAttribArray(0);
				gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

				// pellet/circle buffer (each instance is 6 floats or 24 bytes)
				const circleBuffer = /** @type {WebGLBuffer} */ (gl.createBuffer());
				gl.bindBuffer(gl.ARRAY_BUFFER, circleBuffer);
				// a_cell_pos, vec2 (location = 1)
				gl.enableVertexAttribArray(1);
				gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 4 * 7, 0);
				gl.vertexAttribDivisor(1, 1);
				// a_cell_radius, float (location = 2)
				gl.enableVertexAttribArray(2);
				gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 4 * 7, 4 * 2);
				gl.vertexAttribDivisor(2, 1);
				// a_cell_color, vec3 (location = 3)
				gl.enableVertexAttribArray(3);
				gl.vertexAttribPointer(3, 4, gl.FLOAT, false, 4 * 7, 4 * 3);
				gl.vertexAttribDivisor(3, 1);

				// pellet/circle alpha buffer, updated every frame
				const alphaBuffer = /** @type {WebGLBuffer} */ (gl.createBuffer());
				gl.bindBuffer(gl.ARRAY_BUFFER, alphaBuffer);
				// a_cell_alpha, float (location = 4)
				gl.enableVertexAttribArray(4);
				gl.vertexAttribPointer(4, 1, gl.FLOAT, false, 0, 0);
				gl.vertexAttribDivisor(4, 1);

				glconf.vao.push({ vao, alphaBuffer, circleBuffer, alphaBufferSize: 0 });
			}

			gl.bindVertexArray(glconf.vao[0].vao);
		};

		glconf.init();
		return glconf;
	})();



	///////////////////////////////
	// Define Rendering Routines //
	///////////////////////////////
	const render = (() => {
		const render = {};
		const { gl } = ui.game;

		// #1 : define small misc objects
		// no point in breaking this across multiple lines
		// eslint-disable-next-line max-len
		const darkGridSrc = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyCAYAAAAeP4ixAAAACXBIWXMAAA7DAAAOwwHHb6hkAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAAGBJREFUaIHtz4EJwCAAwDA39oT/H+qeEAzSXNA+a61xgfmeLtilEU0jmkY0jWga0TSiaUTTiKYRTSOaRjSNaBrRNKJpRNOIphFNI5pGNI1oGtE0omlEc83IN8aYpyN2+AH6nwOVa0odrQAAAABJRU5ErkJggg==';
		// eslint-disable-next-line max-len
		const lightGridSrc = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyCAYAAAAeP4ixAAAACXBIWXMAAA7DAAAOwwHHb6hkAAAAGXRFWHRTb2Z0d2FyZQB3d3cuaW5rc2NhcGUub3Jnm+48GgAAAGFJREFUaIHtzwENgDAQwMA9LvAvdJgg2UF6CtrZe6+vm5n7Oh3xlkY0jWga0TSiaUTTiKYRTSOaRjSNaBrRNKJpRNOIphFNI5pGNI1oGtE0omlE04imEc1vRmatdZ+OeMMDa8cDlf3ZAHkAAAAASUVORK5CYII=';

		let lastMinimapDraw = performance.now();
		/** @type {{ bg: ImageData, darkTheme: boolean } | undefined} */
		let minimapCache;
		document.fonts.addEventListener('loadingdone', () => void (minimapCache = undefined));


		// #2 : define helper functions
		const { resetDatabaseCache, resetTextureCache, textureFromCache, textureFromDatabase } = (() => {
			/** @type {Map<string, {
			 * 	color: [number, number, number, number], texture: WebGLTexture, width: number, height: number
			 * } | null>} */
			const cache = new Map();
			render.textureCache = cache;

			/** @type {Map<string, {
			 * 	color: [number, number, number, number], texture: WebGLTexture, width: number, height: number
			 * } | null>} */
			const dbCache = new Map();
			render.dbCache = dbCache;

			return {
				resetTextureCache: () => cache.clear(),
				/**
				 * @param {string} src
				 * @returns {{
				 * 	color: [number, number, number, number], texture: WebGLTexture, width: number, height: number
				 * } | undefined}
				 */
				textureFromCache: src => {
					const cached = cache.get(src);
					if (cached !== undefined)
						return cached ?? undefined;

					cache.set(src, null);

					const image = new Image();
					image.crossOrigin = '';
					image.addEventListener('load', () => {
						const texture = /** @type {WebGLTexture} */ (gl.createTexture());
						if (!texture) return;

						gl.bindTexture(gl.TEXTURE_2D, texture);
						gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
						gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
						gl.generateMipmap(gl.TEXTURE_2D);

						const color = aux.dominantColor(image);
						cache.set(src, { color, texture, width: image.width, height: image.height });
					});
					image.src = src;

					return undefined;
				},
				resetDatabaseCache: () => dbCache.clear(),
				/**
				 * @param {string} property
				 * @returns {{
				 * 	color: [number, number, number, number], texture: WebGLTexture, width: number, height: number
				 * } | undefined}
				 */
				textureFromDatabase: property => {
					const cached = dbCache.get(property);
					if (cached !== undefined)
						return cached ?? undefined;

					/** @type {IDBDatabase | undefined} */
					const database = settings.database;
					if (!database) return undefined;

					dbCache.set(property, null);
					const req = database.transaction('images').objectStore('images').get(property);
					req.addEventListener('success', () => {
						if (!req.result) return;

						const reader = new FileReader();
						reader.addEventListener('load', () => {
							const image = new Image();
							// this can cause a lot of lag (~500ms) when loading a large image for the first time
							image.addEventListener('load', () => {
								const texture = gl.createTexture();
								if (!texture) return;

								gl.bindTexture(gl.TEXTURE_2D, texture);
								gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
								gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
								gl.generateMipmap(gl.TEXTURE_2D);

								const color = aux.dominantColor(image);
								dbCache.set(property, { color, texture, width: image.width, height: image.height });
							});
							image.src = /** @type {string} */ (reader.result);
						});
						reader.readAsDataURL(req.result);
					});
					req.addEventListener('error', err => {
						console.warn(`sigfix database failed to get ${property}:`, err);
					});
				},
			};
		})();
		render.resetDatabaseCache = resetDatabaseCache;
		render.resetTextureCache = resetTextureCache;

		const { maxMassWidth, refreshTextCache, massTextFromCache, resetTextCache, textFromCache } = (() => {
			/**
			 * @template {boolean} T
			 * @typedef {{
			 * 	aspectRatio: number,
			 * 	text: WebGLTexture | null,
			 *	silhouette: WebGLTexture | null | undefined,
			 * 	accessed: number
			 * }} CacheEntry
			 */
			/** @type {Map<string, CacheEntry<boolean>>} */
			const cache = new Map();
			render.textCache = cache;

			setInterval(() => {
				// remove text after not being used for 1 minute
				const now = performance.now();
				cache.forEach((entry, text) => {
					if (now - entry.accessed > 60_000) {
						// immediately delete text instead of waiting for GC
						if (entry.text !== undefined)
							gl.deleteTexture(entry.text);
						if (entry.silhouette !== undefined)
							gl.deleteTexture(entry.silhouette);
						cache.delete(text);
					}
				});
			}, 60_000);

			const canvas = document.createElement('canvas');
			const ctx = aux.require(
				canvas.getContext('2d', { willReadFrequently: true }),
				'Unable to get 2D context for text drawing. This is probably your browser being weird, maybe reload ' +
				'the page?',
			);

			// sigmod forces a *really* ugly shadow on ctx.fillText so we have to lock the property beforehand
			const realProps = Object.getOwnPropertyDescriptors(Object.getPrototypeOf(ctx));
			const realShadowBlurSet
				= aux.require(realProps.shadowBlur.set, 'did CanvasRenderingContext2D spec change?').bind(ctx);
			const realShadowColorSet
				= aux.require(realProps.shadowColor.set, 'did CanvasRenderingContext2D spec change?').bind(ctx);
			Object.defineProperties(ctx, {
				shadowBlur: {
					get: () => 0,
					set: x => {
						if (x === 0) realShadowBlurSet(0);
						else realShadowBlurSet(8);
					},
				},
				shadowColor: {
					get: () => 'transparent',
					set: x => {
						if (x === 'transparent') realShadowColorSet('transparent');
						else realShadowColorSet('#0003');
					},
				},
			});

			/**
			 * @param {string} text
			 * @param {boolean} silhouette
			 * @param {boolean} mass
			 * @returns {WebGLTexture | null}
			 */
			const texture = (text, silhouette, mass) => {
				const texture = gl.createTexture();
				if (!texture) return texture;

				const baseTextSize = 96;
				const textSize = baseTextSize * (mass ? 0.5 * settings.massScaleFactor : settings.nameScaleFactor);
				const lineWidth = Math.ceil(textSize / 10) * settings.textOutlinesFactor;

				let font = '';
				if (mass ? settings.massBold : settings.nameBold)
					font = 'bold';
				font += ` ${textSize}px "${sigmod.settings.font || 'Ubuntu'}", Ubuntu`;

				ctx.font = font;
				// if rendering an empty string (somehow) then width can be 0 with no outlines
				canvas.width = (ctx.measureText(text).width + lineWidth * 4) || 1;
				canvas.height = textSize * 3;
				ctx.clearRect(0, 0, canvas.width, canvas.height);

				// setting canvas.width resets the canvas state
				ctx.font = font;
				ctx.lineJoin = 'round';
				ctx.lineWidth = lineWidth;
				ctx.fillStyle = silhouette ? '#000' : '#fff';
				ctx.strokeStyle = '#000';
				ctx.textBaseline = 'middle';

				ctx.shadowBlur = lineWidth;
				ctx.shadowColor = lineWidth > 0 ? '#0002' : 'transparent';

				// add a space, which is to prevent sigmod from detecting the name
				if (lineWidth > 0) ctx.strokeText(text + ' ', lineWidth * 2, textSize * 1.5);
				ctx.shadowColor = 'transparent';
				ctx.fillText(text + ' ', lineWidth * 2, textSize * 1.5);

				const data = ctx.getImageData(0, 0, canvas.width, canvas.height);

				gl.bindTexture(gl.TEXTURE_2D, texture);
				gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data);
				gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
				gl.generateMipmap(gl.TEXTURE_2D);
				return texture;
			};

			let maxMassWidth = 0;
			/** @type {({ height: number, width: number, texture: WebGLTexture | null } | undefined)[]} */
			const massTextCache = [];

			/**
			 * @param {string} digit
			 * @returns {{ height: number, width: number, texture: WebGLTexture | null }}
			 */
			const massTextFromCache = digit => {
				let cached = massTextCache[/** @type {any} */ (digit)];
				if (!cached) {
					cached = massTextCache[digit] = {
						texture: texture(digit, false, true),
						height: canvas.height, // mind the execution order
						width: canvas.width,
					};
					if (cached.width > maxMassWidth) maxMassWidth = cached.width;
				}

				return cached;
			};

			const resetTextCache = () => {
				cache.clear();
				maxMassWidth = 0;
				while (massTextCache.length > 0) massTextCache.pop();
			};

			/** @type {{
			 * 	massBold: boolean, massScaleFactor: number, nameBold: boolean, nameScaleFactor: number,
			 * 	outlinesFactor: number, font: string | undefined,
			 * } | undefined} */
			let drawn;

			const refreshTextCache = () => {
				if (!drawn ||
					(drawn.massBold !== settings.massBold || drawn.massScaleFactor !== settings.massScaleFactor
						|| drawn.nameBold !== settings.nameBold || drawn.nameScaleFactor !== settings.nameScaleFactor
						|| drawn.outlinesFactor !== settings.textOutlinesFactor || drawn.font !== sigmod.settings.font)
				) {
					resetTextCache();
					drawn = {
						massBold: settings.massBold, massScaleFactor: settings.massScaleFactor,
						nameBold: settings.nameBold, nameScaleFactor: settings.nameScaleFactor,
						outlinesFactor: settings.textOutlinesFactor, font: sigmod.settings.font,
					};
				}
			};

			/**
			 * @template {boolean} T
			 * @param {string} text
			 * @param {T} silhouette
			 * @returns {CacheEntry<T>}
			 */
			const textFromCache = (text, silhouette) => {
				let entry = cache.get(text);
				if (!entry) {
					const shortened = aux.trim(text);
					/** @type {CacheEntry<T>} */
					entry = {
						text: texture(shortened, false, false),
						aspectRatio: canvas.width / canvas.height, // mind the execution order
						silhouette: silhouette ? texture(shortened, true, false) : undefined,
						accessed: performance.now(),
					};
					cache.set(text, entry);
				} else {
					entry.accessed = performance.now();
				}

				if (silhouette && entry.silhouette === undefined) {
					setTimeout(() => {
						entry.silhouette = texture(aux.trim(text), true, false);
					});
				}

				return entry;
			};

			// reload text once Ubuntu has loaded, prevents some serif fonts from being locked in
			// also support loading in new fonts at any time via sigmod
			document.fonts.addEventListener('loadingdone', () => resetTextCache());

			return {
				maxMassWidth: () => maxMassWidth,
				massTextFromCache,
				refreshTextCache,
				resetTextCache,
				textFromCache,
			};
		})();
		render.resetTextCache = resetTextCache;
		render.textFromCache = textFromCache;

		/**
		 * @param {Cell} cell
		 * @param {number} now
		 * @returns {number}
		 */
		const calcAlpha = (cell, now) => {
			let alpha = (now - cell.born) / 100;
			if (cell.deadAt !== undefined) {
				const alpha2 = 1 - (now - cell.deadAt) / 100;
				if (alpha2 < alpha) alpha = alpha2;
			}
			return alpha > 1 ? 1 : alpha < 0 ? 0 : alpha;
		};

		/**
		 * @param {Cell} cell
		 * @returns {{
		 * 	color: [number, number, number, number], texture: WebGLTexture, width: number, height: number
		 * } | undefined}
		 */
		const calcSkin = cell => {
			/** @type {symbol | undefined} */
			let ownerView;
			for (const [otherView, otherVision] of world.views) {
				if (!otherVision.owned.includes(cell.id)) continue;
				ownerView = otherView;
				break;
			}

			// 🖼️
			let texture;
			if (ownerView) {
				// owned by primary === selected primary => use primary skin
				// else use multi skin
				const prop = ownerView === world.viewId.primary ? 'selfSkin' : 'selfSkinMulti';
				if (settings[prop]) {
					if (settings[prop].startsWith('🖼️')) texture = textureFromDatabase(prop);
					else texture = textureFromCache(settings[prop]);
				}
			}

			// allow turning off sigmally skins while still using custom skins
			if (!texture && aux.settings.showSkins && cell.skin) {
				texture = textureFromCache(cell.skin);
			}

			return texture;
		};

		let cellAlpha = new Float32Array(0);
		let cellBuffer = new Float32Array(0);
		let pelletAlpha = new Float32Array(0);
		let pelletBuffer = new Float32Array(0);
		let uploadedPellets = 0;
		/**
		 * @param {'cells' | 'pellets'} key
		 * @param {number=} now
		 */
		render.upload = (key, now) => {
			if (performance.now() - render.lastFrame > 1_000) {
				// do not render pellets on inactive windows (very laggy!)
				uploadedPellets = 0;
				return;
			}

			now ??= performance.now(); // the result will never actually be used, just for type checking
			const vao = glconf.vao[key === 'pellets' ? 0 : 1];

			// find expected # of pellets (exclude any that are being *animated*)
			let expected = 0;
			if (key === 'pellets') {
				for (const resolution of world.pellets.values()) {
					if (resolution.merged?.deadTo === -1) ++expected;
				}
			} else {
				for (const resolution of world.cells.values()) {
					if (resolution.merged) ++expected;
				}
			}

			// grow the pellet buffer by 2x multiples if necessary
			let alphaBuffer = key === 'cells' ? cellAlpha : pelletAlpha;
			let objBuffer = key === 'cells' ? cellBuffer : pelletBuffer;
			let instances = alphaBuffer.length || 1;
			while (instances < expected) {
				instances *= 2;
			}
			// when the webgl context is lost, the buffer sizes get reset to zero
			const resizing = instances * 4 !== vao.alphaBufferSize;
			if (resizing) {
				if (key === 'pellets') {
					alphaBuffer = pelletAlpha = new Float32Array(instances);
					objBuffer = pelletBuffer = new Float32Array(instances * 7);
				} else {
					alphaBuffer = cellAlpha = new Float32Array(instances);
					objBuffer = cellBuffer = new Float32Array(instances * 7);
				}
			}

			const override = key === 'pellets' ? sigmod.settings.foodColor : sigmod.settings.cellColor;
			const pelletOverrideBlack
				= key === 'pellets' && override?.[0] === 0 && override?.[1] === 0 && override?.[2] === 0;

			let i = 0;
			/** @param {Cell} cell */
			const iterate = cell => {
				/** @type {number} */
				let nx, ny, nr;
				if (key !== 'cells') {
					if (cell.deadTo !== -1) return;
					nx = cell.nx; ny = cell.ny; nr = cell.nr;
				} else {
					let jr;
					({ x: nx, y: ny, r: nr, jr } = world.xyr(cell, undefined, now));
					if (aux.settings.jellyPhysics) nr = jr;
				}

				objBuffer[i * 7] = nx;
				objBuffer[i * 7 + 1] = ny;
				objBuffer[i * 7 + 2] = nr;

				const baseColor = override ?? cell.rgb;

				let localOverride;
				if (key === 'cells') {
					const skinColor = calcSkin(cell)?.color;
					if (skinColor) {
						// blend with player color
						localOverride = [
							skinColor[0] + (baseColor[0] - skinColor[0]) * (1 - skinColor[3]),
							skinColor[1] + (baseColor[1] - skinColor[1]) * (1 - skinColor[3]),
							skinColor[2] + (baseColor[2] - skinColor[2]) * (1 - skinColor[3]),
							1,
						];
					}
				}
				localOverride ??= override;

				if (localOverride && !pelletOverrideBlack) {
					objBuffer[i * 7 + 3] = localOverride[0];
					objBuffer[i * 7 + 4] = localOverride[1];
					objBuffer[i * 7 + 5] = localOverride[2];
					objBuffer[i * 7 + 6] = localOverride[3];
				} else {
					objBuffer[i * 7 + 3] = cell.rgb[0];
					objBuffer[i * 7 + 4] = cell.rgb[1];
					objBuffer[i * 7 + 5] = cell.rgb[2];
					objBuffer[i * 7 + 6] = pelletOverrideBlack ? override[3] : 1;
				}
				++i;
			};
			for (const cell of world[key].values()) {
				if (cell.merged) iterate(cell.merged);
			}

			// now, upload data
			if (resizing) {
				gl.bindBuffer(gl.ARRAY_BUFFER, vao.alphaBuffer);
				gl.bufferData(gl.ARRAY_BUFFER, alphaBuffer.byteLength, gl.STATIC_DRAW);
				gl.bindBuffer(gl.ARRAY_BUFFER, vao.circleBuffer);
				gl.bufferData(gl.ARRAY_BUFFER, objBuffer, gl.STATIC_DRAW);
				vao.alphaBufferSize = alphaBuffer.byteLength;
			} else {
				gl.bindBuffer(gl.ARRAY_BUFFER, vao.circleBuffer);
				gl.bufferSubData(gl.ARRAY_BUFFER, 0, objBuffer);
			}
			gl.bindBuffer(gl.ARRAY_BUFFER, null);

			if (key === 'pellets') uploadedPellets = expected;
		};


		// #3 : define ubo views
		// firefox adds some padding to uniform buffer sizes, so best to check its size
		gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Border);
		const borderUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE));
		// must reference an arraybuffer for the memory to be shared between these views
		const borderUboFloats = new Float32Array(borderUboBuffer);
		const borderUboInts = new Int32Array(borderUboBuffer);

		gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Cell);
		const cellUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE));
		const cellUboFloats = new Float32Array(cellUboBuffer);
		const cellUboInts = new Int32Array(cellUboBuffer);

		gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Circle);
		const circleUboFloats = new Float32Array(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE));

		gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text);
		const textUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE));
		const textUboFloats = new Float32Array(textUboBuffer);
		const textUboInts = new Int32Array(textUboBuffer);

		gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Tracer);
		const tracerUboBuffer = new ArrayBuffer(gl.getBufferParameter(gl.UNIFORM_BUFFER, gl.BUFFER_SIZE));
		const tracerUboFloats = new Float32Array(tracerUboBuffer);

		gl.bindBuffer(gl.UNIFORM_BUFFER, null); // leaving uniform buffer bound = scary!


		// #4 : define the render function
		const start = performance.now();
		render.fps = 0;
		render.lastFrame = performance.now();
		function renderGame() {
			const now = performance.now();
			const dt = Math.max(now - render.lastFrame, 0.1) / 1000; // there's a chance (now - lastFrame) can be 0
			render.fps += (1 / dt - render.fps) / 10;
			render.lastFrame = now;

			if (gl.isContextLost()) {
				requestAnimationFrame(renderGame);
				return;
			}

			// get settings
			const defaultVirusSrc = '/assets/images/viruses/2.png';
			const virusSrc = sigmod.settings.virusImage || defaultVirusSrc;

			const showNames = sigmod.settings.showNames ?? true;

			const { cellColor, foodColor, outlineColor } = sigmod.settings;

			refreshTextCache();

			const vision = aux.require(world.views.get(world.selected), 'no selected vision (BAD BUG)');
			vision.used = performance.now();
			for (const view of world.views.keys()) {
				world.camera(view, now);
			}

			// note: most routines are named, for benchmarking purposes
			(function setGlobalUniforms() {
				// note that binding the same buffer to gl.UNIFORM_BUFFER twice in a row causes it to not update.
				// why that happens is completely beyond me but oh well.
				// for consistency, we always bind gl.UNIFORM_BUFFER to null directly after updating it.
				gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Camera);
				gl.bufferSubData(gl.UNIFORM_BUFFER, 0, new Float32Array([
					ui.game.canvas.width / ui.game.canvas.height, vision.camera.scale / 540,
					vision.camera.x, vision.camera.y,
				]));
				gl.bindBuffer(gl.UNIFORM_BUFFER, null);

				gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.CellSettings);
				gl.bufferSubData(gl.UNIFORM_BUFFER, 0, new Float32Array([
					...settings.outlineMultiColor, // cell_active_outline
					...settings.outlineMultiInactiveColor, // cell_inactive_outline
					...settings.unsplittableColor, // cell_unsplittable_outline
					...(outlineColor ?? [0, 0, 0, 0]), // cell_subtle_outline_override
					settings.outlineMulti,
				]));
				gl.bindBuffer(gl.UNIFORM_BUFFER, null);
			})();

			(function background() {
				if (sigmod.settings.mapColor) {
					gl.clearColor(...sigmod.settings.mapColor);
				} else if (aux.settings.darkTheme) {
					gl.clearColor(0x11 / 255, 0x11 / 255, 0x11 / 255, 1); // #111
				} else {
					gl.clearColor(0xf2 / 255, 0xfb / 255, 0xff / 255, 1); // #f2fbff
				}
				gl.clear(gl.COLOR_BUFFER_BIT);

				gl.useProgram(glconf.programs.bg);

				let texture;
				if (settings.background) {
					if (settings.background.startsWith('🖼️'))
						texture = textureFromDatabase('background');
					else
						texture = textureFromCache(settings.background);
				} else if (aux.settings.showGrid) {
					texture = textureFromCache(aux.settings.darkTheme ? darkGridSrc : lightGridSrc);
				}
				gl.bindTexture(gl.TEXTURE_2D, texture?.texture ?? null);
				const repeating = texture && texture.width <= 512 && texture.height <= 512;

				let borderColor;
				let borderLrtb;
				borderColor = (aux.settings.showBorder && vision.border) ? [0, 0, 1, 1] /* #00ff */
					: [0, 0, 0, 0] /* transparent */;
				borderLrtb = vision.border || { l: 0, r: 0, t: 0, b: 0 };

				// u_border_color
				borderUboFloats[0] = borderColor[0]; borderUboFloats[1] = borderColor[1];
				borderUboFloats[2] = borderColor[2]; borderUboFloats[3] = borderColor[3];
				// u_border_xyzw_lrtb
				borderUboFloats[4] = borderLrtb.l;
				borderUboFloats[5] = borderLrtb.r;
				borderUboFloats[6] = borderLrtb.t;
				borderUboFloats[7] = borderLrtb.b;

				// flags
				borderUboInts[8] = (texture ? 0x01 : 0) | (aux.settings.darkTheme ? 0x02 : 0) | (repeating ? 0x04 : 0)
					| (settings.rainbowBorder ? 0x08 : 0);

				// u_background_width and u_background_height
				borderUboFloats[9] = texture?.width ?? 1;
				borderUboFloats[10] = texture?.height ?? 1;
				borderUboFloats[11] = (now - start) / 1000 * 0.2 % (Math.PI * 2);

				gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Border);
				gl.bufferSubData(gl.UNIFORM_BUFFER, 0, borderUboFloats);
				gl.bindBuffer(gl.UNIFORM_BUFFER, null);
				gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
			})();

			(function cells() {
				// for white cell outlines
				let nextCellIdx = 0;
				const ownedToMerged = vision.owned.map(id => world.cells.get(id)?.merged);
				for (const cell of ownedToMerged) {
					if (cell && cell.deadAt === undefined) ++nextCellIdx;
				}
				const canSplit = ownedToMerged.map(cell => {
					if (!cell || cell.nr < 128) return false;
					return nextCellIdx++ < 16;
				});

				/**
				 * @param {Cell} cell
				 */
				function draw(cell) {
					// #1 : draw cell
					gl.useProgram(glconf.programs.cell);

					const alpha = calcAlpha(cell, now);
					cellUboFloats[8] = alpha * settings.cellOpacity;

					/** @type {Cell | undefined} */
					let killer;
					if (cell.deadTo !== -1) {
						killer = world.cells.get(cell.deadTo)?.merged;
					}
					const { x, y, r, jr } = world.xyr(cell, killer, now);
					// without jelly physics, the radius of cells is adjusted such that its subtle outline doesn't go
					// past its original radius.
					// jelly physics does not do this, so colliding cells need to look kinda 'joined' together,
					// so we multiply the radius by 1.02 (approximately the size increase from the stroke thickness)
					cellUboFloats[2] = x;
					cellUboFloats[3] = y;
					if (aux.settings.jellyPhysics && !cell.jagged && !cell.pellet) {
						const strokeThickness = Math.max(jr * 0.01, 10);
						cellUboFloats[0] = jr + strokeThickness;
						cellUboFloats[1] = (settings.jellySkinLag ? r : jr) + strokeThickness;
					} else {
						cellUboFloats[0] = cellUboFloats[1] = r + 2;
					}

					if (cell.jagged) {
						const virusTexture = textureFromCache(virusSrc);
						if (virusTexture) {
							gl.bindTexture(gl.TEXTURE_2D, virusTexture.texture);
							cellUboInts[9] = 0x01; // skin and nothing else
							// draw a fully transparent cell
							cellUboFloats[4] = cellUboFloats[5] = cellUboFloats[6] = cellUboFloats[7] = 0;
						} else {
							cellUboInts[9] = 0;
							cellUboFloats[4] = 1;
							cellUboFloats[5] = 0;
							cellUboFloats[6] = 0;
							cellUboFloats[7] = 0.5;
						}

						gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Cell);
						gl.bufferSubData(gl.UNIFORM_BUFFER, 0, cellUboBuffer);
						gl.bindBuffer(gl.UNIFORM_BUFFER, null);
						gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
						// draw default viruses twice for better contrast against light theme
						if (!aux.settings.darkTheme && virusSrc === defaultVirusSrc)
							gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
						return;
					}

					cellUboInts[9] = 0;

					/** @type {[number, number, number, number] | [number, number, number] | undefined} */
					let color = cell.pellet ? foodColor : cellColor;
					if (cell.pellet && foodColor && foodColor[0] === 0 && foodColor[1] === 0 && foodColor[2] === 0) {
						color = [cell.rgb[0], cell.rgb[1], cell.rgb[2], foodColor[3]];
					} else {
						color ??= cell.rgb;
					}

					cellUboFloats[4] = color[0]; cellUboFloats[5] = color[1];
					cellUboFloats[6] = color[2]; cellUboFloats[7] = color[3] ?? 1;

					cellUboInts[9] |= settings.cellOutlines ? 0x02 : 0;
					cellUboInts[9] |= settings.colorUnderSkin ? 0x20 : 0;

					if (!cell.pellet) {
						/** @type {symbol | undefined} */
						let ownerView;
						let ownerVision;
						for (const [otherView, otherVision] of world.views) {
							if (!otherVision.owned.includes(cell.id)) continue;
							ownerView = otherView;
							ownerVision = otherVision;
							break;
						}

						if (ownerView === world.selected) {
							const myIndex = vision.owned.indexOf(cell.id);
							if (!canSplit[myIndex]) cellUboInts[9] |= 0x10;

							if (vision.camera.merging.length > 0) cellUboInts[9] |= 0x04;
						} else if (ownerVision) {
							if (ownerVision.camera.merging.length > 0) cellUboInts[9] |= 0x08;
						}

						const texture = calcSkin(cell);
						if (texture) {
							cellUboInts[9] |= 0x01; // skin
							gl.bindTexture(gl.TEXTURE_2D, texture.texture);
						}
					}

					gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Cell);
					gl.bufferSubData(gl.UNIFORM_BUFFER, 0, cellUboBuffer);
					gl.bindBuffer(gl.UNIFORM_BUFFER, null);
					gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

					// #2 : draw text
					if (cell.pellet) return;
					const name = cell.name || 'An unnamed cell';
					const showThisName = showNames && cell.nr > 75;
					const showThisMass = aux.settings.showMass && cell.nr > 75;
					const clan = (settings.clans && aux.clans.get(cell.clan)) || '';
					if (!showThisName && !showThisMass && !clan) return;

					gl.useProgram(glconf.programs.text);
					textUboFloats[8] = alpha; // text_alpha

					let useSilhouette = false;
					if (cell.sub) {
						// text_color1 = #eb9500 * 1.2
						textUboFloats[0] = 0xeb / 255 * 1.2; textUboFloats[1] = 0x95 / 255 * 1.2;
						textUboFloats[2] = 0x00 / 255 * 1.2; textUboFloats[3] = 1;
						// text_color2 = #f9bf0d * 1.2
						textUboFloats[4] = 0xf9 / 255 * 1.2; textUboFloats[5] = 0xbf / 255 * 1.2;
						textUboFloats[6] = 0x0d / 255 * 1.2; textUboFloats[7] = 1;
						useSilhouette = true;
					} else {
						// text_color1 = text_color2 = #fff
						textUboFloats[0] = textUboFloats[1] = textUboFloats[2] = textUboFloats[3] = 1;
						textUboFloats[4] = textUboFloats[5] = textUboFloats[6] = textUboFloats[7] = 1;
					}

					if (name === input.nick1.value || (settings.multibox && name === input.nick2.value)) {
						const { nameColor1, nameColor2 } = sigmod.settings;
						if (nameColor1) {
							textUboFloats[0] = nameColor1[0]; textUboFloats[1] = nameColor1[1];
							textUboFloats[2] = nameColor1[2]; textUboFloats[3] = nameColor1[3];
							useSilhouette = true;
						}

						if (nameColor2) {
							textUboFloats[4] = nameColor2[0]; textUboFloats[5] = nameColor2[1];
							textUboFloats[6] = nameColor2[2]; textUboFloats[7] = nameColor2[3];
							useSilhouette = true;
						}
					}

					if (clan) {
						const { aspectRatio, text, silhouette } = textFromCache(clan, useSilhouette);
						if (text) {
							textUboFloats[9] = aspectRatio; // text_aspect_ratio
							textUboFloats[10]
								= showThisName ? settings.clanScaleFactor * 0.5 : settings.nameScaleFactor;
							textUboInts[11] = Number(useSilhouette); // text_silhouette_enabled
							textUboFloats[12] = 0; // text_offset.x
							textUboFloats[13] = showThisName
								? -settings.nameScaleFactor/3 - settings.clanScaleFactor/6 : 0; // text_offset.y

							gl.bindTexture(gl.TEXTURE_2D, text);
							if (silhouette) {
								gl.activeTexture(gl.TEXTURE1);
								gl.bindTexture(gl.TEXTURE_2D, silhouette);
								gl.activeTexture(gl.TEXTURE0);
							}

							gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text);
							gl.bufferSubData(gl.UNIFORM_BUFFER, 0, textUboBuffer);
							gl.bindBuffer(gl.UNIFORM_BUFFER, null);
							gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
						}
					}

					if (showThisName) {
						const { aspectRatio, text, silhouette } = textFromCache(name, useSilhouette);
						if (text) {
							textUboFloats[9] = aspectRatio; // text_aspect_ratio
							textUboFloats[10] = settings.nameScaleFactor; // text_scale
							textUboInts[11] = Number(useSilhouette); // text_silhouette_enabled
							textUboFloats[12] = textUboFloats[13] = 0; // text_offset = (0, 0)

							gl.bindTexture(gl.TEXTURE_2D, text);
							if (silhouette) {
								gl.activeTexture(gl.TEXTURE1);
								gl.bindTexture(gl.TEXTURE_2D, silhouette);
								gl.activeTexture(gl.TEXTURE0);
							}

							gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text);
							gl.bufferSubData(gl.UNIFORM_BUFFER, 0, textUboBuffer);
							gl.bindBuffer(gl.UNIFORM_BUFFER, null);
							gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
						}
					}

					if (showThisMass) {
						textUboFloats[8] = alpha * settings.massOpacity; // text_alpha
						textUboFloats[10] = 0.5 * settings.massScaleFactor; // text_scale
						textUboInts[11] = 0; // text_silhouette_enabled

						let yOffset;
						if (showThisName)
							yOffset = (settings.nameScaleFactor + 0.5 * settings.massScaleFactor) / 3;
						else if (clan)
							yOffset = (1 + 0.5 * settings.massScaleFactor) / 3;
						else
							yOffset = 0;
						// draw each digit separately, as Ubuntu makes them all the same width.
						// significantly reduces the size of the text cache
						const mass = Math.floor(cell.nr * cell.nr / 100).toString();
						const maxWidth = maxMassWidth();
						for (let i = 0; i < mass.length; ++i) {
							const { height, width, texture } = massTextFromCache(mass[i]);
							textUboFloats[9] = width / height; // text_aspect_ratio
							// text_offset.x; kerning is fixed by subtracting most of the padding from lineWidth
							textUboFloats[12] = (i - (mass.length - 1) / 2) * settings.massScaleFactor
								* (maxWidth / width)
								* (maxWidth - 20 * settings.textOutlinesFactor * settings.massScaleFactor) / maxWidth;
							textUboFloats[13] = yOffset;
							gl.bindTexture(gl.TEXTURE_2D, texture);

							gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Text);
							gl.bufferSubData(gl.UNIFORM_BUFFER, 0, textUboBuffer);
							gl.bindBuffer(gl.UNIFORM_BUFFER, null);
							gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
						}
					}
				}

				// draw static pellets first
				let i = 0;
				for (const resolution of world.pellets.values()) {
					// deadTo property should never change in between upload('pellets') calls
					if (resolution.merged?.deadTo !== -1) continue;
					pelletAlpha[i++] = calcAlpha(resolution.merged, now);
				}
				gl.bindBuffer(gl.ARRAY_BUFFER, glconf.vao[0].alphaBuffer);
				gl.bufferSubData(gl.ARRAY_BUFFER, 0, pelletAlpha);
				gl.bindBuffer(gl.ARRAY_BUFFER, null);

				// setup no-glow for static pellets
				if (settings.pelletGlow && aux.settings.darkTheme) {
					gl.blendFunc(gl.SRC_ALPHA, gl.ONE); // make sure pellets (and glow) are visible in light theme
				}
				gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Circle);
				circleUboFloats[0] = 1;
				circleUboFloats[1] = 0;
				gl.bufferData(gl.UNIFORM_BUFFER, circleUboFloats, gl.STATIC_DRAW);
				gl.bindBuffer(gl.UNIFORM_BUFFER, null);

				// draw static pellets
				gl.useProgram(glconf.programs.circle);
				gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, uploadedPellets);
				if (settings.pelletGlow) {
					// setup glow for static pellets
					gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Circle);
					circleUboFloats[0] = 0.25;
					circleUboFloats[1] = 2;
					gl.bufferData(gl.UNIFORM_BUFFER, circleUboFloats, gl.STATIC_DRAW);
					gl.bindBuffer(gl.UNIFORM_BUFFER, null);

					// draw glow for static pellets
					gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, uploadedPellets);
					gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
				}

				// then draw *animated* pellets
				for (const resolution of world.pellets.values()) {
					// animated pellets shouldn't glow
					if (resolution.merged && resolution.merged.deadTo !== -1) draw(resolution.merged);
				}

				/** @type {[Cell, number][]} */
				const sorted = [];
				for (const resolution of world.cells.values()) {
					const cell = resolution.merged;
					if (!cell) continue;
					const rAlpha = Math.min(Math.max((now - cell.updated) / settings.drawDelay, 0), 1);
					const computedR = cell.or + (cell.nr - cell.or) * rAlpha;
					sorted.push([cell, computedR]);
				}

				// sort by smallest to biggest
				sorted.sort(([_a, ar], [_b, br]) => ar - br);
				for (const [cell] of sorted)
					draw(cell);

				if (settings.cellGlow) {
					render.upload('cells', now);
					let i = 0;
					for (const resolution of world.cells.values()) {
						const cell = resolution.merged;
						if (!cell) continue;
						if (cell.jagged) cellAlpha[i++] = 0;
						else {
							let alpha = calcAlpha(cell, now);
							// it looks kinda weird when cells get sucked in when being eaten
							if (cell.deadTo !== -1) alpha *= 0.25;
							cellAlpha[i++] = alpha;
						}
					}

					gl.bindBuffer(gl.ARRAY_BUFFER, glconf.vao[1].alphaBuffer);
					gl.bufferSubData(gl.ARRAY_BUFFER, 0, cellAlpha);
					gl.bindBuffer(gl.ARRAY_BUFFER, null);

					// use a separate vao for cells, so pellet data doesn't have to be copied as often
					gl.useProgram(glconf.programs.circle);
					gl.bindVertexArray(glconf.vao[1].vao);
					gl.blendFunc(gl.SRC_ALPHA, gl.ONE);

					gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Circle);
					circleUboFloats[0] = 0.25;
					circleUboFloats[1] = 1.5;
					gl.bufferData(gl.UNIFORM_BUFFER, circleUboFloats, gl.STATIC_DRAW);
					gl.bindBuffer(gl.UNIFORM_BUFFER, null);

					gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, i);
					gl.bindVertexArray(glconf.vao[0].vao);
					gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
				}

				// draw tracers
				if (settings.tracer) {
					gl.useProgram(glconf.programs.tracer);

					const inputs = input.views.get(world.selected);
					if (inputs) {
						let mouse;
						if (inputs.lock && now <= inputs.lock.until) mouse = inputs.lock.world;
						else mouse = input.toWorld(world.selected, input.current);
						[tracerUboFloats[2], tracerUboFloats[3]] = mouse; // tracer_pos2.xy
					}

					ownedToMerged.forEach(cell => {
						if (!cell || cell.deadAt !== undefined) return;

						const { x, y } = world.xyr(cell, undefined, now);
						tracerUboFloats[0] = x; // tracer_pos1.x
						tracerUboFloats[1] = y; // tracer_pos1.y
						gl.bindBuffer(gl.UNIFORM_BUFFER, glconf.uniforms.Tracer);
						gl.bufferSubData(gl.UNIFORM_BUFFER, 0, tracerUboBuffer);
						gl.bindBuffer(gl.UNIFORM_BUFFER, null);
						gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
					});
				}
			})();

			ui.stats.update(world.selected);

			(function minimap() {
				if (now - lastMinimapDraw < 40) return; // should be good enough when multiboxing, may change later
				lastMinimapDraw = now;

				if (!aux.settings.showMinimap) {
					ui.minimap.canvas.style.display = 'none';
					return;
				} else {
					ui.minimap.canvas.style.display = '';
				}

				const { canvas, ctx } = ui.minimap;
				// clears the canvas
				const canvasLength = canvas.width = canvas.height = Math.ceil(200 * (devicePixelRatio - 0.0001));
				const sectorSize = canvas.width / 5;

				// cache the background if necessary (25 texts = bad)
				if (minimapCache && minimapCache.bg.width === canvasLength
					&& minimapCache.darkTheme === aux.settings.darkTheme) {
					ctx.putImageData(minimapCache.bg, 0, 0);
				} else {
					// draw section names
					ctx.font = `${Math.floor(sectorSize / 3)}px "${sigmod.settings.font || 'Ubuntu'}", Ubuntu`;
					ctx.fillStyle = '#fff';
					ctx.globalAlpha = aux.settings.darkTheme ? 0.3 : 0.7;
					ctx.textAlign = 'center';
					ctx.textBaseline = 'middle';

					const cols = ['1', '2', '3', '4', '5'];
					const rows = ['A', 'B', 'C', 'D', 'E'];
					cols.forEach((col, y) => {
						rows.forEach((row, x) => {
							ctx.fillText(row + col, (x + 0.5) * sectorSize, (y + 0.5) * sectorSize);
						});
					});

					minimapCache = {
						bg: ctx.getImageData(0, 0, canvas.width, canvas.height),
						darkTheme: aux.settings.darkTheme,
					};
				}

				const { border } = vision;
				if (!border) return;

				// sigmod overlay resizes itself differently, so we correct it whenever we need to
				/** @type {HTMLCanvasElement | null} */
				const sigmodMinimap = document.querySelector('canvas.minimap');
				if (sigmodMinimap) {
					// we need to check before updating the canvas, otherwise we will clear it
					if (sigmodMinimap.style.width !== '200px' || sigmodMinimap.style.height !== '200px')
						sigmodMinimap.style.width = sigmodMinimap.style.height = '200px';

					if (sigmodMinimap.width !== canvas.width || sigmodMinimap.height !== canvas.height)
						sigmodMinimap.width = sigmodMinimap.height = canvas.width;
				}

				const gameWidth = (border.r - border.l);
				const gameHeight = (border.b - border.t);

				// highlight current section
				ctx.fillStyle = '#ff0';
				ctx.globalAlpha = 0.3;

				const sectionX = Math.floor((vision.camera.x - border.l) / gameWidth * 5);
				const sectionY = Math.floor((vision.camera.y - border.t) / gameHeight * 5);
				ctx.fillRect(sectionX * sectorSize, sectionY * sectorSize, sectorSize, sectorSize);

				// draw section names
				ctx.font = `${Math.floor(sectorSize / 3)}px Ubuntu`;
				ctx.fillStyle = aux.settings.darkTheme ? '#fff' : '#000';
				ctx.textAlign = 'center';
				ctx.textBaseline = 'middle';

				ctx.globalAlpha = 1;

				// draw cells
				/** @param {{ nx: number, ny: number, nr: number, rgb: [number, number, number] }} cell */
				const drawCell = function drawCell(cell) {
					const x = (cell.nx - border.l) / gameWidth * canvas.width;
					const y = (cell.ny - border.t) / gameHeight * canvas.height;
					const r = Math.max(cell.nr / gameWidth * canvas.width, 2);

					ctx.scale(0.01, 0.01); // prevent sigmod from treating minimap cells as pellets
					ctx.fillStyle = aux.rgba2hex6(cell.rgb[0], cell.rgb[1], cell.rgb[2], 1);
					ctx.beginPath();
					ctx.moveTo((x + r) * 100, y * 100);
					ctx.arc(x * 100, y * 100, r * 100, 0, 2 * Math.PI);
					ctx.fill();
					ctx.resetTransform();
				};

				/**
				 * @param {number} x
				 * @param {number} y
				 * @param {string} name
				 */
				const drawName = function drawName(x, y, name) {
					x = (x - border.l) / gameWidth * canvas.width;
					y = (y - border.t) / gameHeight * canvas.height;

					ctx.fillStyle = '#fff';
					// add a space to prevent sigmod from detecting names
					ctx.fillText(name + ' ', x, y - 7 * devicePixelRatio - sectorSize / 6);
				};

				// draw clanmates first, below yourself
				// we sort clanmates by color AND name, to ensure clanmates stay separate
				/** @type {Map<string, { name: string, n: number, x: number, y: number }>} */
				const avgPos = new Map();
				for (const resolution of world.cells.values()) {
					const cell = resolution.merged;
					if (!cell) continue;
					let owned = false;
					for (const vision of world.views.values()) owned ||= vision.owned.includes(cell.id);
					if (!owned && (!cell.clan || cell.clan !== aux.userData?.clan)) continue;
					drawCell(cell);

					const name = cell.name || 'An unnamed cell';
					const id = ((name + cell.rgb[0]) + cell.rgb[1]) + cell.rgb[2];
					const entry = avgPos.get(id);
					if (entry) {
						++entry.n;
						entry.x += cell.nx;
						entry.y += cell.ny;
					} else {
						avgPos.set(id, { name, n: 1, x: cell.nx, y: cell.ny });
					}
				}

				avgPos.forEach(entry => {
					drawName(entry.x / entry.n, entry.y / entry.n, entry.name);
				});

				// draw my cells above everyone else
				let myName = '';
				let ownN = 0;
				let ownX = 0;
				let ownY = 0;
				vision.owned.forEach(id => {
					const cell = world.cells.get(id)?.merged;
					if (!cell) return;

					drawCell(cell);
					myName = cell.name || 'An unnamed cell';
					++ownN;
					ownX += cell.nx;
					ownY += cell.ny;
				});

				if (ownN <= 0) {
					// if no cells were drawn, draw our spectate pos instead
					drawCell({
						nx: vision.camera.x, ny: vision.camera.y, nr: gameWidth / canvas.width * 5,
						rgb: [1, 0.6, 0.6],
					});
				} else {
					ownX /= ownN;
					ownY /= ownN;
					// draw name above player's cells
					drawName(ownX, ownY, myName);

					// send a hint to sigmod
					ctx.globalAlpha = 0;
					ctx.fillText(`X: ${ownX}, Y: ${ownY}`, 0, -1000);
				}
			})();

			ui.chat.matchTheme();

			requestAnimationFrame(renderGame);
		}

		requestAnimationFrame(renderGame);
		return render;
	})();



	// @ts-expect-error for debugging purposes and other scripts. dm me on discord @ 8y8x to guarantee stability
	window.sigfix = {
		destructor, aux, sigmod, ui, settings, world, net, input, glconf, render,
	};
})();