卫戍协议:盟约 web remake — initial import

Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
This commit is contained in:
sganggs committed 2026-09-29 16:21:31 +08:00
commit 01a44cd288
408 files changed
+308986

No files matched your search

+107
View File
@@ -0,0 +1,107 @@
// Observing rules and labels of client-side combat (research 09 §3.1 / §6.3, DESIGN §14 "Spectating") — pure helpers
// for the game screen, the team panel and the combat HUD (mirror of server/match/Match.js _watchClient):
// * prep (休整期): tap a teammate → 前往查看 → their board (read-only);
// * own normal battle running: no observing ("当前无法查看");
// * own battle over: "⌛ 作战结束,等待队友完成作战" + the teammates' progress; tap a teammate → 前往查看 → a local
// replica of their battle; 返回战场 goes back;
// * 联防 / 最终攻势: the ‹ › pill switches the camera LEFT half / 全景 / RIGHT half of the own field; the other pair's
// boss field is never shown to a fighting player;
// * eliminated: anything.
import { PHASE } from '../../../shared/constants.js';
const isObj = (v) => !!v && typeof v === 'object';
const COMBAT = new Set([PHASE.COMBAT, PHASE.UNITE, PHASE.FINAL_ASSAULT, PHASE.HIDDEN_CORE]);
/** The server runs client-side combat (m.public.combatMode). */
export const isClientCombat = (pub) => !!pub && pub.combatMode === 'client';
const players = (pub) => (Array.isArray(pub?.players) ? pub.players.filter(isObj) : []);
const fields = (pub) => (Array.isArray(pub?.fields) ? pub.fields.filter(isObj) : []);
/** The field listing a player, or null. */
export function fieldOf(pub, playerId) {
return fields(pub).find((f) => Array.isArray(f.players) && f.players.includes(playerId)) || null;
}
/** Display name of a player id ('队友' when unknown). */
export function nameOf(pub, playerId) {
return players(pub).find((p) => p.playerId === playerId)?.name || '队友';
}
/**
* What tapping a team row does: `{ back: true }` (own row while observing), `{ fieldId }` to observe, or `{ reason }`.
* @param {any} p m.public player row
* @param {any} pub
* @param {string} myId
* @param {{ observing?: boolean, ownDone?: boolean }} [o] ownDone: the local simulation of the own battle already ended
* (its result is on the way to the server)
*/
export function observeTarget(p, pub, myId, { observing = false, ownDone = false } = {}) {
if (!isObj(p)) return { reason: '无效的目标' };
if (p.playerId === myId) return observing ? { back: true } : { reason: null };
if (p.alive === false || p.status === 'left') return { reason: '该队友已被淘汰,无法查看' };
const phase = pub?.phase;
const me = players(pub).find((x) => x.playerId === myId) || null;
const meAlive = me ? me.alive !== false : true;
if (!COMBAT.has(phase)) return { fieldId: `n:${p.playerId}` };
const target = fieldOf(pub, p.playerId);
if (!target) return { reason: '该队友当前没有战场' };
const own = fieldOf(pub, myId);
if (!meAlive || !own) return { fieldId: target.fieldId };
if (own.fieldId === target.fieldId) return { reason: '队友与你在同一战场,使用 ‹ › 切换视角' };
if (target.kind === 'boss' || target.kind === 'hidden') return { reason: '无法查看另一组队友的战场' };
if (own.kind === 'normal' && own.live !== false && !ownDone) return { reason: '作战中无法查看队友,作战结束后可前往查看' };
return { fieldId: target.fieldId };
}
/** Teammates' progress for the waiting pill: [{ playerId, name, killed, total, done, isBot }]. */
export function teammateProgress(pub, myId) {
const out = [];
for (const f of fields(pub)) {
if (f.kind !== 'normal' || !Array.isArray(f.players)) continue;
const pid = f.players[0];
if (pid === myId) continue;
const p = players(pub).find((x) => x.playerId === pid);
const pr = isObj(f.progress) ? f.progress : null;
out.push({
playerId: pid, name: p?.name || '队友', isBot: !!p?.isBot,
killed: Number.isFinite(pr?.killed) ? pr.killed : null, total: Number.isFinite(pr?.total) ? pr.total : null,
done: f.live === false || !!pr?.done,
});
}
return out;
}
/** Side of each player of a local field meta (`sides` from the runner, else seat order). */
export function sidesOf(field) {
if (isObj(field?.sides)) return field.sides;
const ps = Array.isArray(field?.players) ? field.players : [];
return Object.fromEntries(ps.map((pid, i) => [pid, i === 1 ? 'R' : 'L']));
}
/**
* The ‹ › camera layers of a 联防 / boss field: LEFT half, 全景, RIGHT half with captions "你自己" / "👁 name" /
* "全景" / "无人在家". Empty for normal fields and single-player boss fields.
*/
export function cameraLayers(field, pub, myId) {
if (!isObj(field) || (field.kind !== 'unite' && field.kind !== 'boss' && field.kind !== 'hidden')) return [];
const sides = sidesOf(field);
const at = (side) => Object.keys(sides).find((pid) => sides[pid] === side) || null;
const label = (pid) => (!pid ? '无人在家' : pid === myId ? '你自己' : nameOf(pub, pid));
const left = at('L');
const right = at('R');
if ((field.kind === 'boss' || field.kind === 'hidden') && (!left || !right)) return [];
return [
{ key: 'L', label: label(left), self: left === myId, watch: !!left && left !== myId },
{ key: 'ALL', label: '全景', self: false, watch: false },
{ key: 'R', label: label(right), self: right === myId, watch: !!right && right !== myId },
];
}
/** Camera options of a layer for view.setCamera(kind, …). */
export function layerCamera(field, layer, mySide = 'L') {
const rect = field?.rect;
if (layer === 'L' || layer === 'R') return { rect, side: layer, half: true };
return { rect, side: mySide };
}
+536
View File
@@ -0,0 +1,536 @@
// Local battle runner — client-side combat (DESIGN §14, research 09 §3.2 / §6.4).
//
// Like the official client, the browser simulates battles itself with the shared deterministic sim (server/sim,
// served read-only at /sim/). The server sends a JSON BattleSpec (`b.start`); this module builds the Battle with
// /sim/spec.js createBattleFromSpec and
// * steps it at the battle speed (fixed 1/30 s ticks, 2× → 60 ticks per real second; at most
// max(8, 4·speed) ticks per animation frame, bounded fast-forward up to CATCHUP_TICKS per frame when it is far
// behind: a reconnect, observing a running field, a tab back from the background),
// * feeds the render engine every frame through the same wire formats the server used to stream
// (`snap` = b.snap frame from battle.snapshot(), `ev` = b.ev frame from battle.drainEvents()) and publishes the
// field meta (m.field shape) into store.match.field so the game screen enters the battle,
// * when authoritative: reports b.progress (~1 Hz; boss fields 4 Hz with the shared-pool damage and the LP meter)
// and b.result (compactResult) at the end; applies b.pool (LocalBossPool.sync) and b.end (forceEnd / takeover),
// * keeps an authoritative battle running while the tab is hidden (a 250 ms interval pump; browsers throttle it to
// ~1 Hz, the bounded fast-forward absorbs that); the server deadline + takeover cover anything worse.
// Display replicas (a teammate's field after the own battle, 联防 observers, the partner of a boss pair) run the same
// spec fast-forwarded to the server's clock (`elapsed`) and never report.
// A b.result lost with the socket (the request failed DISCONNECTED / OFFLINE, or timed out twice) is kept and sent
// again when the session is back online ('status' → 'online') or when a b.start still names this finished battle
// authoritative (the server is waiting for it); the server takes a duplicate idempotently. A server refusal is final.
// Solo pause (g.pause, DESIGN §14): while `m.public.paused` is true every local battle clock stands still (no ticks, no
// reports); on resume the clocks move on by the paused time, like the server's field clock.
//
// The sim (≈ 0.2–1 ms per tick) runs on the main thread: one battle at a time is stepped for display (plus an
// authoritative one if it is not the one on screen). stats() exposes the measured cost.
//
// import { battleRunner } from './battle/runner.js' (browser singleton wired to net.js + store.js; null in Node)
// battleRunner.on('snap' | 'ev' | 'field' | 'state', fn) → off
// battleRunner.state() → { battleId, fieldId, kind, authoritative, watch, done, own, members, loading, paused } | null
// battleRunner.stats() → { ticks, stepMs, avgTickMs, maxFrameMs, catchups, errors, battles }
//
// createBattleRunner(deps) builds an instance with injectable net / store / clock / frame scheduler / sim loader
// (test/match/runner.test.js drives it under Node).
import { net as appNet } from '../net.js';
import { store as appStore } from '../store.js';
const TICK = 1 / 30;
/** Fast-forward budget per frame (ticks) when far behind. */
export const CATCHUP_TICKS = 240;
/** Silent catch-up slice (ticks) while a new battle is prepared before it is shown. */
const PREPARE_SLICE = 600;
const MAX_ENTRIES = 4;
const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill', 'leak']);
/** Data files the simulation reads (DataSource + content/support gameData()). */
export const SIM_DATA_FILES = Object.freeze(['chess', 'enemies', 'tokens', 'stages', 'waves', 'bonds', 'items', 'garrisons', 'bands', 'effects']);
/** Request failures after which a b.result counts as never delivered (re-sent on resume / b.start). */
export const LOST_RESULT_CODES = Object.freeze(['DISCONNECTED', 'OFFLINE', 'TIMEOUT']);
/** Ticks per frame at a speed (same cap as the server pacing: server/match/fields.js maxTicksPerInterval). */
export const ticksPerFrameCap = (speed) => Math.max(8, Math.ceil((Number(speed) || 2) * 4));
function deepFreeze(root) {
const stack = [root];
while (stack.length) {
const o = stack.pop();
if (o === null || typeof o !== 'object' || Object.isFrozen(o)) continue;
Object.freeze(o);
for (const v of Object.values(o)) if (v !== null && typeof v === 'object') stack.push(v);
}
return root;
}
/**
* Browser sim loader: the /sim/ modules + the data files (own frozen copies — the server's data is frozen too, so a
* content bug that writes into a record fails identically on both sides).
*/
export async function loadBrowserSim({ base = '/sim/', dataBase = '/data/', fetchFn = (...a) => globalThis.fetch(...a) } = {}) {
const [spec, simdata, support] = await Promise.all([
import(`${base}spec.js`), import(`${base}simdata.js`), import(`${base}content/support/index.js`),
]);
const fetchOnce = async (n) => {
try {
const res = await fetchFn(`${dataBase}${n}.json`, { cache: 'no-cache' });
return res && res.ok ? await res.json() : null;
} catch { return null; }
};
const files = await Promise.all(SIM_DATA_FILES.map(async (n) => (await fetchOnce(n)) ?? fetchOnce(n)));
// a battle simulated without part of the data would still produce a plausible result the server accepts: never run
// one — the loader fails (the next b.start retries it; meanwhile the server's deadline takes the field over)
const missing = SIM_DATA_FILES.filter((n, i) => !files[i] || typeof files[i] !== 'object');
if (missing.length) throw new Error(`simulation data unavailable: ${missing.join(', ')}`);
const raw = {};
SIM_DATA_FILES.forEach((n, i) => { raw[n] = deepFreeze(files[i]); });
simdata.setSimData(raw);
if (typeof support.setGameData === 'function') support.setGameData(null); // re-read through the injected data
return { spec, ds: new simdata.DataSource(raw, null) };
}
/** Battle logger: content errors are isolated by the sim; report them as warnings (the server logs its own). */
const SIM_LOGGER = Object.freeze({
error: (...a) => console.warn('[sim]', ...a),
warn: (...a) => console.warn('[sim]', ...a),
info() {},
debug() {},
});
/**
* @param {{ net: any, store: any, loadSim?: () => Promise<{ spec: any, ds: any }>, now?: () => number,
* raf?: (fn: (t: number) => void) => any, caf?: (h: any) => void, setInterval?: Function, clearInterval?: Function,
* doc?: { hidden?: boolean, addEventListener?: Function } | null, logger?: object }} deps
*/
export function createBattleRunner(deps) {
const net = deps.net;
const store = deps.store;
const now = deps.now || (() => (globalThis.performance ? performance.now() : Date.now()));
const raf = deps.raf || ((fn) => globalThis.requestAnimationFrame(fn));
const caf = deps.caf || ((h) => globalThis.cancelAnimationFrame(h));
const setIv = deps.setInterval || ((fn, ms) => globalThis.setInterval(fn, ms));
const clearIv = deps.clearInterval || ((h) => globalThis.clearInterval(h));
const doc = deps.doc !== undefined ? deps.doc : (typeof document !== 'undefined' ? document : null);
const loadSim = deps.loadSim || (() => loadBrowserSim());
const logger = deps.logger || SIM_LOGGER;
const listeners = new Map();
const emit = (type, payload) => {
const set = listeners.get(type);
if (!set) return;
for (const fn of [...set]) {
try { fn(payload); } catch (err) { console.warn(`[runner] ${type} listener failed`, err); }
}
};
/** @type {Map<string, any>} battleId → entry */
const entries = new Map();
let cur = null; // entry on screen
let simP = null;
let startSeq = 0;
let loading = null; // b.start being prepared
let rafH = null;
let ivH = null;
let lastPool = null;
/** solo pause: the runner clock's instant when m.public.paused turned true (null while running) */
let pausedAt = null;
const stats = { ticks: 0, stepMs: 0, maxFrameMs: 0, catchups: 0, errors: 0, battles: 0, frames: 0 };
const hidden = () => !!(doc && doc.hidden);
/** The battle clock: frozen at the pause instant while the solo battle is paused. */
const clock = () => (pausedAt != null ? pausedAt : now());
const bossLike = (e) => e.kind === 'boss' || e.kind === 'hidden';
function ensureSim() {
if (!simP) {
simP = loadSim().catch((err) => { simP = null; throw err; });
}
return simP;
}
function state() {
const e = cur;
if (!e) return loading ? { loading: true, battleId: loading.battleId, fieldId: loading.fieldId, kind: loading.kind } : null;
return {
battleId: e.battleId, fieldId: e.fieldId, kind: e.kind, authoritative: e.authoritative, watch: e.watch,
done: e.done, own: e.own, members: e.members.slice(), loading: !!loading, speed: e.speed, paused: pausedAt != null,
};
}
function publishState() {
const s = state();
try { store.patch('match', { battle: s }); } catch { /* store without a match slice */ }
emit('state', s);
}
/** Target tick of an entry on its clock. */
const targetTick = (e, t) => Math.max(0, Math.floor((((t - e.t0) / 1000) * e.speed) / TICK + 1e-9));
function stepEntry(e, n) {
const b = e.battle;
const t = now();
let k = 0;
try {
for (; k < n && !b.finished; k++) b.step();
} catch (err) {
stats.errors++;
console.warn('[runner] battle step failed', err);
try { b.forceEnd('timeout'); } catch { /* ignore */ }
}
const dt = now() - t;
stats.ticks += k;
stats.stepMs += dt;
return dt;
}
function frameOf(e) {
const snap = e.battle.snapshot();
const { t: gt, ...rest } = snap || {};
return { ...rest, t: 'b.snap', fieldId: e.fieldId, gt: Number.isFinite(gt) ? gt : 0 };
}
function emitFrame(e, catchingUp) {
let ev = [];
try { ev = e.battle.drainEvents() || []; } catch { ev = []; }
const gt = Number(e.battle.time) || 0;
if (ev.length) {
const list = catchingUp ? ev.filter((x) => Array.isArray(x) && STATE_EV.has(x[0])) : ev;
if (list.length) emit('ev', { t: 'b.ev', fieldId: e.fieldId, gt, ev: list });
}
try { emit('snap', frameOf(e)); } catch (err) { console.warn('[runner] snapshot failed', err); }
}
function progress(e, force = false) {
if (!e.authoritative || e.resultSent || !net) return;
const t = now();
const every = bossLike(e) ? 250 : 1000;
if (!force && t - e.lastProgressAt < every) return;
e.lastProgressAt = t;
const p = e.sim.spec.battleProgress(e.battle);
const msg = { battleId: e.battleId, gt: Math.min(1e5, p.gt), killed: Math.min(p.killed, p.total), total: Math.min(1e5, p.total), done: !!p.done };
if (bossLike(e)) {
const pool = e.battle.sharedBoss;
msg.leaks = Math.min(1e6, e.meter.lp);
msg.bossDmg = pool && Number.isFinite(pool.cum) ? pool.cum : 0;
if (pool && pool.byPlayer) {
const by = {};
for (const pid of Object.keys(pool.byPlayer).slice(0, 4)) by[pid] = pool.byPlayer[pid];
msg.by = by;
}
} else {
msg.leaks = Math.min(1e6, p.leaks);
}
try { net.send('b.progress', msg); } catch { /* offline */ }
}
function finished(e) {
if (e.done) return;
e.done = true;
if (e.authoritative && !e.resultSent && net) {
progress(e, true);
e.resultSent = true;
let result = null;
try {
result = e.sim.spec.compactResult(e.battle.result());
// an oversized frame would close the socket at the very end of the battle (64 KB inbound limit)
if (typeof e.sim.spec.fitResult === 'function') result = e.sim.spec.fitResult(result, { bossLike: bossLike(e), battleId: e.battleId });
} catch (err) { console.warn('[runner] result failed', err); }
if (result) {
e.result = result;
deliver(e);
}
}
if (e === cur) publishState();
}
/**
* Send an entry's b.result (retried once on a timeout). `e.delivery`: 'pending' while a request is out, 'delivered'
* once the server answered (ok, or a refusal — final), 'undelivered' when it never got there (LOST_RESULT_CODES): kept
* for redeliver() (session back online) and for an authoritative b.start of the finished battle.
*/
function deliver(e) {
if (!net || !e.result || e.delivery === 'pending') return;
e.delivery = 'pending';
const msg = { battleId: e.battleId, result: e.result };
const send = (tries) => {
let req;
try { req = net.request('b.result', msg, { timeout: 15000 }); } catch (err) { req = Promise.reject(err); }
return Promise.resolve(req).then(() => { e.delivery = 'delivered'; }, (err) => {
const code = err && err.code;
if (code === 'TIMEOUT' && tries > 0) return send(tries - 1);
if (LOST_RESULT_CODES.includes(code)) {
e.delivery = 'undelivered';
console.warn(`[runner] b.result not delivered (${code}) — sent again when the session resumes`);
} else {
e.delivery = 'delivered';
console.warn('[runner] b.result refused', code);
}
return null;
});
};
send(1);
}
/** The session is back: every result lost with the socket goes out again. */
function redeliver() {
for (const e of entries.values()) if (e.delivery === 'undelivered') deliver(e);
}
/** Solo pause (m.public.paused): freeze / resume every local battle clock. */
function setPaused(on) {
if (on === (pausedAt != null)) return;
if (on) {
pausedAt = now();
} else {
const d = Math.max(0, now() - pausedAt);
pausedAt = null;
for (const e of entries.values()) { e.t0 += d; e.lastProgressAt += d; }
}
publishState();
schedule();
}
/** Advance one entry to its clock (bounded); render it when it is on screen. */
function advance(e, t, render) {
if (e.battle.finished) { if (!e.done) finished(e); return; }
const behind = targetTick(e, t) - (e.battle.tickCount || 0);
if (behind <= 0) return;
const cap = ticksPerFrameCap(e.speed);
const catchingUp = behind > cap * 4;
if (catchingUp) stats.catchups++;
const n = Math.min(behind, catchingUp ? CATCHUP_TICKS : cap);
const dt = stepEntry(e, n);
if (dt > stats.maxFrameMs) stats.maxFrameMs = dt;
if (render) emitFrame(e, catchingUp);
else { try { e.battle.drainEvents(); } catch { /* ignore */ } }
progress(e);
if (e.battle.finished) finished(e);
}
function running(e) { return !e.battle.finished && (e === cur || (e.authoritative && !e.resultSent)); }
function frame() {
rafH = null;
stats.frames++;
const t = clock();
for (const e of [...entries.values()]) if (running(e)) advance(e, t, e === cur);
schedule();
}
function pump() {
// hidden tab: no animation frames — keep authoritative battles on their clock (no rendering)
if (!hidden()) return;
for (const e of [...entries.values()]) if (e.authoritative && running(e)) advance(e, clock(), false);
}
function schedule() {
// paused: nothing to step (the view keeps its last frame); resume reschedules
const any = pausedAt == null && [...entries.values()].some(running);
if (any && rafH == null && !hidden()) rafH = raf(frame);
const needPump = pausedAt == null && [...entries.values()].some((e) => e.authoritative && running(e));
if (needPump && ivH == null) ivH = setIv(pump, 250);
else if (!needPump && ivH != null) { clearIv(ivH); ivH = null; }
}
/** Put an entry on screen: field meta into the store (the game screen enters it), then its current frame. */
function show(e) {
cur = e;
let meta = null;
try { meta = e.battle.fieldMeta(); } catch { meta = { units: [] }; }
const field = {
t: 'm.field', ...meta, fieldId: e.fieldId, kind: e.kind, rect: meta.rect ?? e.spec.rect, stageId: meta.stageId ?? e.spec.stageId,
live: !e.done, battleId: e.battleId, players: e.members.slice(), local: true, speed: e.speed,
// which half each player holds (联防: the first helper takes the right half; boss pairs: L / R)
sides: Object.fromEntries((e.spec.players || []).filter((p) => p && p.playerId).map((p) => [p.playerId, p.side === 'R' || Number(p.colOffset) >= 8 ? 'R' : 'L'])),
};
emit('field', field);
try { store.patch('match', { field }); } catch { /* ignore */ }
publishState();
try { e.battle.drainEvents(); } catch { /* the view starts from the meta + this frame */ }
emit('snap', frameOf(e));
schedule();
}
function evict() {
if (entries.size <= MAX_ENTRIES) return;
for (const [id, e] of entries) {
if (entries.size <= MAX_ENTRIES) break;
if (e === cur || (e.authoritative && !e.resultSent) || e.own || e.delivery === 'pending' || e.delivery === 'undelivered') continue;
entries.delete(id);
}
}
function yieldFrame() { return new Promise((resolve) => { if (hidden()) setTimeout(resolve, 0); else raf(() => resolve()); }); }
async function onStart(msg) {
if (!msg || typeof msg !== 'object' || !msg.spec || typeof msg.battleId !== 'string') return;
const speed = Number(msg.speed) > 0 ? Number(msg.speed) : 2;
const existing = entries.get(msg.battleId);
if (existing) {
const was = existing.authoritative;
existing.authoritative = !!msg.authoritative && !existing.resultSent;
existing.watch = !!msg.watch;
// the server still waits for this finished battle's result (lost with the socket, or its answer was): again
if (msg.authoritative && existing.resultSent) deliver(existing);
if (existing.authoritative && !was) {
// handover (the partner left): continue from the field's clock and report from now on
existing.t0 = clock() - ((Number(msg.elapsed) || 0) / speed) * 1000;
existing.lastProgressAt = -Infinity;
if (existing.battle.finished) { existing.done = false; finished(existing); }
}
++startSeq;
loading = null;
// a resend of what is already on screen (reconnect / resync) only updates the state; switching back shows it
if (cur !== existing) show(existing);
else { publishState(); schedule(); }
return;
}
const seq = ++startSeq;
loading = { battleId: msg.battleId, fieldId: msg.fieldId, kind: msg.kind };
publishState();
let sim;
try { sim = await ensureSim(); } catch (err) {
console.warn('[runner] simulation unavailable', err);
if (seq === startSeq) { loading = null; publishState(); }
return;
}
if (seq !== startSeq) return; // superseded by a newer b.start
let battle;
try {
battle = sim.spec.createBattleFromSpec(msg.spec, sim.ds, { logger });
} catch (err) {
console.warn('[runner] battle construction failed', err);
loading = null;
publishState();
return;
}
stats.battles++;
const e = {
battleId: msg.battleId, fieldId: msg.fieldId || msg.spec.fieldId, kind: msg.kind || msg.spec.kind, spec: msg.spec, sim, battle,
authoritative: !!msg.authoritative, watch: !!msg.watch, own: !msg.watch, speed,
members: (msg.spec.players || []).map((p) => p && p.playerId).filter(Boolean),
t0: clock() - ((Number(msg.elapsed) || 0) / speed) * 1000, lastProgressAt: -Infinity, done: false, resultSent: false,
result: null, delivery: null,
meter: sim.spec.attachLpMeter(battle),
};
if (lastPool && battle.sharedBoss && typeof battle.sharedBoss.sync === 'function') {
battle.sharedBoss.sync(lastPool.hp, lastPool.acked ? lastPool.acked[e.fieldId] : undefined);
}
// silent catch-up to the field's clock before it is shown (a reconnect / observing a running field)
while (!battle.finished && targetTick(e, clock()) - battle.tickCount > ticksPerFrameCap(speed)) {
const n = Math.min(PREPARE_SLICE, targetTick(e, clock()) - battle.tickCount);
stepEntry(e, n);
try { battle.drainEvents(); } catch { /* ignore */ }
if (e.authoritative) progress(e);
await yieldFrame();
if (seq !== startSeq) {
// superseded while preparing: an authoritative battle must still finish (it is kept), a replica is dropped
if (e.authoritative) { entries.set(e.battleId, e); evict(); schedule(); }
return;
}
}
entries.set(e.battleId, e);
evict();
loading = null;
show(e);
if (battle.finished) finished(e);
}
function onPool(msg) {
if (!msg || typeof msg !== 'object') return;
lastPool = msg;
for (const e of entries.values()) {
const pool = e.battle.sharedBoss;
if (pool && typeof pool.sync === 'function') pool.sync(msg.hp, msg.acked ? msg.acked[e.fieldId] : undefined);
}
emit('pool', msg);
}
function onEnd(msg) {
const e = msg && entries.get(msg.battleId);
if (!e) return;
if (msg.reason === 'takeover') {
e.authoritative = false;
if (e === cur) publishState();
schedule();
return;
}
if (!e.battle.finished) {
try { e.battle.forceEnd(msg.reason === 'timeout' ? 'timeout' : 'forced'); } catch { /* ignore */ }
}
if (e === cur) emitFrame(e, false);
finished(e);
schedule();
}
/** Drop every battle (a new round's prep, the match ended, the player left). */
function clear() {
++startSeq;
loading = null;
for (const e of entries.values()) {
// never drop an unreported authoritative result (the round already moved on: the server has its own)
if (e.authoritative && !e.resultSent && !e.battle.finished) { try { e.battle.forceEnd('forced'); } catch { /* ignore */ } }
}
entries.clear();
cur = null;
lastPool = null;
if (rafH != null) { caf(rafH); rafH = null; }
if (ivH != null) { clearIv(ivH); ivH = null; }
publishState();
}
const offs = [];
if (net && typeof net.on === 'function') {
offs.push(net.on('b.start', (m) => { onStart(m).catch((err) => console.warn('[runner] b.start failed', err)); }));
offs.push(net.on('b.pool', onPool));
offs.push(net.on('b.end', onEnd));
// the session is back (reconnect / resume): results lost with the old socket go out again
offs.push(net.on('status', (st) => { if (st && st.status === 'online') redeliver(); }));
}
// phase changes: combat fields live until the next prep; leaving the match drops everything
let lastPhase = null;
if (store && typeof store.subscribe === 'function') {
offs.push(store.subscribe((s) => {
const pub = s && s.match && s.match.public ? s.match.public : null;
// solo pause (DESIGN §14): the local battle clocks follow m.public.paused
setPaused(!!(pub && pub.paused));
const phase = pub ? pub.phase : null;
if (phase === lastPhase) return;
lastPhase = phase;
if (!phase || ['PREP', 'ROUND_START', 'SP_DRAFT', 'RESULT', 'LOBBY', 'INFO_CHECK', 'BAND_DRAFT', 'BATTLE_CHECK'].includes(phase)) {
if (entries.size || loading) clear();
}
// warm the simulation up as soon as a match runs (the first b.start then starts at once)
if (phase && phase !== 'LOBBY' && !simP) ensureSim().catch(() => {});
}));
}
if (doc && typeof doc.addEventListener === 'function') {
doc.addEventListener('visibilitychange', () => { if (!hidden()) schedule(); });
}
return {
on(type, fn) {
if (typeof fn !== 'function') return () => {};
if (!listeners.has(type)) listeners.set(type, new Set());
listeners.get(type).add(fn);
return () => listeners.get(type)?.delete(fn);
},
state,
stats() {
return { ...stats, avgTickMs: stats.ticks ? stats.stepMs / stats.ticks : 0, entries: entries.size, loadingSim: !!simP };
},
/** Re-show the current battle (the game screen remounted). */
reshow() { if (cur) show(cur); },
/** Test / debug hooks. */
_entries: entries,
_frame: frame,
_pump: pump,
onStart, onPool, onEnd, clear, ensureSim, redeliver, setPaused,
dispose() { clear(); for (const off of offs) { try { off?.(); } catch { /* ignore */ } } },
};
}
/** The browser runner, wired to the app's socket and store (null outside a browser). */
export const battleRunner = typeof window !== 'undefined' && typeof document !== 'undefined'
? createBattleRunner({ net: appNet, store: appStore })
: null;
if (battleRunner) globalThis.__SP_RUNNER__ = battleRunner; // dev / E2E introspection