feedback1 WD: form changes survive the client's catch-up frames, hidden tab and pre-entry buffer

Every setForm fx now carries 'form' (shared/protocol.js fxForm). The runner keeps
these fx in catch-up frames (keepsState), holds the state-bearing events of the
battle on screen while the tab is hidden and delivers them with the first frame
back (re-entering from the field meta past HELD_MAX); screens/game.js buffers
them before a field is entered. A husk beaten while its stand-up clip plays dies
on the husk's clip. 幽灵 form cited from PRTS; 特战术师 flyer question recorded.
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sganggs committed 2026-10-03 04:27:24 +08:00
1 parent e1ce0316dd
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+382 -47

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+6 -5
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@@ -203,11 +203,12 @@ A skill clip may also come from directional-only animations when a model has no
The resolver's full precedence list is in the header of `tools/assets/anim-roles.mjs`.
The manifest roles describe an enemy's first form. Enemies whose skeleton holds another form's clip set get it from
`public/js/render/units.js FORMS` (keyed by Spine id, switched by the sim's 'phase' fx kind or the `form` of its
'ember' / 'revive' / 'telegraph' / 'stone' fx — or, for a view built mid-battle, UnitInfo `form`, which
`render/app.js renderInfo` passes to the view; a `change` clip plays once first, an `end` clip is timed from the fx's
`dur` to finish as that state ends). A blocked or revealed 隐匿 enemy is drawn solid: the sim sends the stealth bit only
while its 隐匿 is on:
`public/js/render/units.js FORMS` (keyed by Spine id, switched by the `form` of the sim's 'phase' / 'ember' / 'revive'
/ 'telegraph' / 'stone' fx — `shared/protocol.js fxForm`; the client runner keeps these fx through catch-up frames and
hidden tabs — or, for a view built mid-battle, UnitInfo `form`, which `render/app.js renderInfo` passes to the view; a
`change` clip plays once first, an `end` clip is timed from the fx's `dur` to finish as that state ends, keeping the
current form's death clip until the next form's fx). A blocked or revealed 隐匿 enemy is drawn solid: the sim sends the
stealth bit only while its 隐匿 is on:
- 掠海漂移体's crawl (`Change`, then `*_02`);
- 转译基底·α's three forms (`A_Die_B` / `_C` / `_D`, 2 s each, then `B_*` 寻仇者, `C_*` 幽灵, `D_*` 特战术师);
- the 深池逐火 embers (`Die`, then `Idle_2` / `Move_2` / `Die_2`; `Revive` ends as it stands up) and 假想敌:再生's puppet
+8 -4
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@@ -245,9 +245,12 @@ still standing after `Revive[Trigger].interval` s stands up again with full HP),
instance or a block starts a 2 s change). Each form change goes through `setForm(b, e, form, fxKind, params)`: the
unit keeps it (`e.form`, published as UnitInfo `form`, so a view built mid-battle from `fieldMeta()` — a watched
teammate's field, 联防 observers, a reconnect — starts in it: `render/app.js renderInfo` hands it to the view) and the
fx announces it: the `kind` of a form 'phase' fx
(crawl, translator_*), else the `form` of the 'ember' ('husk'), 'revive' ('revived' / 'form2' / 'fly'), 'telegraph'
('reborn') or 'stone' ('stone') fx — render/units.js FORMS. Barrier / charge 'phase' kinds are no forms.
fx announces it as its `form`: a 'phase' fx (crawl, translator_* — also its `kind`), 'ember' ('husk'), 'revive'
('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. Barrier / charge
'phase' kinds carry no `form` and are no forms. A form is state, not decoration (b.snap tuples carry none): the client
keeps every fx with a `form` (`shared/protocol.js fxForm`) where it drops other events — the runner's catch-up frames
and its hidden-tab backlog (`battle/runner.js keepsState`), the game screen's events buffered before a field is entered
(`screens/game.js`); dropping them was report #5's look again after a stall or a background tab.
**Ownership** (`enemy.ownerId`, used for `killed/total` and leak attribution): `ownerPlayerId` if given, else the
player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is
@@ -978,7 +981,8 @@ Unknown subprofessions fall back to the profession default (test `professions.te
renderer flies it back to the thrower at `BOOMERANG_RETURN_SPEED`; an enemy's `profile.shot` may name another kind,
e.g. `mortar` for 帝国炮火先兆者, which the renderer does not draw — its fx `bombardShell` is the shell), `['dmg', tgt, amount, type]` (`phys|arts|true|burn|neural|necrosis|apoptosis`),
`['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`,
`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing),
`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing;
`extra.form` = the enemy's model form from then on, `content/enemies.js setForm` / `shared/protocol.js fxForm`),
`['layer', playerId, bondId, n]` (n = the layers actually added, capped at 999), `['bounty', playerId, coins]`.
- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, form?, skillIndex? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: an enemy's current model form — `content/enemies.js setForm` — so a view built mid-battle from `fieldMeta()` starts on that clip set)
(`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping)
+38 -4
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@@ -13,6 +13,11 @@
// 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.
// A frame that fast-forwards (catch-up) passes on only the state-bearing events (keepsState: spawns, deaths, deploys,
// statuses, skills, leaks and the fx that change an enemy's model form — shared/protocol.js fxForm); while the tab is
// hidden the battle on screen keeps the same events (≤ HELD_MAX, else the view re-enters from the field meta) and the
// first frame back delivers them, so the view still knows every unit and every enemy's current form (player report #5
// after 0.1.0: a 转译基底·α that changed form during a stall or in a background tab died in its first-form model).
// 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
@@ -53,7 +58,7 @@
import { net as appNet } from '../net.js';
import { store as appStore } from '../store.js';
import { unitStatsEntry } from '../../../shared/protocol.js';
import { unitStatsEntry, fxForm } from '../../../shared/protocol.js';
const TICK = 1 / 30;
/** Fast-forward budget per frame (ticks) when far behind. */
@@ -62,6 +67,13 @@ export const CATCHUP_TICKS = 240;
const PREPARE_SLICE = 600;
const MAX_ENTRIES = 4;
const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill', 'leak']);
/**
* The b.ev tuples a catch-up frame or the hidden-tab backlog keeps: the state-bearing kinds, and every fx that sets an
* enemy's model form (shared/protocol.js fxForm — dropped, the view kept the old model: player report #5 after 0.1.0).
*/
export const keepsState = (x) => Array.isArray(x) && (STATE_EV.has(x[0]) || fxForm(x) !== undefined);
/** Hidden-tab backlog cap (tuples) of the battle on screen; beyond it the view re-enters from the field meta. */
export const HELD_MAX = 3000;
/** 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']);
@@ -304,16 +316,33 @@ export function createBattleRunner(deps) {
}
function emitFrame(e, catchingUp) {
// the hidden-tab backlog overflowed: the view starts again from the field meta (UnitInfo carries every unit's form)
if (e.stale) { show(e); return; }
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;
const held = e.held;
if (held.length) e.held = [];
if (ev.length || held.length) {
const list = held.concat(catchingUp ? ev.filter(keepsState) : 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); }
}
/**
* Events of a step that is not rendered (hidden tab): the battle on screen keeps its state-bearing ones for the next
* rendered frame (keepsState, ≤ HELD_MAX — beyond that it is re-entered from the field meta); any other battle starts
* from its field meta when shown (show()), so its events go.
*/
function hold(e) {
let ev = [];
try { ev = e.battle.drainEvents() || []; } catch { ev = []; }
if (e !== cur || e.stale) return;
for (const x of ev) if (keepsState(x)) e.held.push(x);
if (e.held.length > HELD_MAX) { e.held = []; e.stale = true; }
}
function progress(e, force = false) {
if (!e.authoritative || e.resultSent || !net) return;
const t = now();
@@ -420,7 +449,7 @@ export function createBattleRunner(deps) {
const dt = stepEntry(e, n);
if (dt > stats.maxFrameMs) stats.maxFrameMs = dt;
if (render) emitFrame(e, catchingUp);
else { try { e.battle.drainEvents(); } catch { /* ignore */ } }
else hold(e);
noteLeaks(e);
progress(e);
if (e.battle.finished) finished(e);
@@ -456,6 +485,8 @@ export function createBattleRunner(deps) {
/** Put an entry on screen: field meta into the store (the game screen enters it), then its current frame. */
function show(e) {
cur = e;
e.held = [];
e.stale = false;
let meta = null;
try { meta = e.battle.fieldMeta(); } catch { meta = { units: [] }; }
const field = {
@@ -538,6 +569,9 @@ export function createBattleRunner(deps) {
leaks: 0, leakMark: '', left: null,
// live bond layers grown in this battle { [playerId]: { [bondId]: n } } and their total gain (noteLayers)
live: null, layerSum: 0,
// state-bearing events of the steps run while the tab was hidden (hold(); delivered by the next rendered frame),
// and whether that backlog overflowed (the next frame re-enters the view from the field meta)
held: [], stale: false,
};
if (lastPool && battle.sharedBoss && typeof battle.sharedBoss.sync === 'function') {
battle.sharedBoss.sync(lastPool.hp, lastPool.acked ? lastPool.acked[e.fieldId] : undefined);
+16 -12
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@@ -21,8 +21,10 @@
// operators on the field under a redeploy ring and `elem` draws the
// element gauges (user playtest #4 items 8 / 9, render/units.js); a
// 'die' with reason FORCED_EXIT (an operator entering 联防 knocked out,
// user playtest #5 item 2) goes straight to the held pose, no burst
// view.setLocalFeed({ on, speed }) frames come from the local sim every frame (client-side combat):
// user playtest #5 item 2) goes straight to the held pose, no burst; an
// fx with a `form` (shared/protocol.js fxForm) switches the enemy's
// model to that clip set (render/units.js FORMS)
// view.setLocalFeed({ on, speed }) frames come from the local sim every frame (client-side combat):
// ~2-frame buffer at the battle's game speed
// view.highlightTiles(tiles, style) [[r,c]] | [{row,col}]; style 'legal'|'illegal'|'range'|'rangeStand'|
// 'hover'|'target'|{color,fill,line,group}; highlightTiles(null) clears all
@@ -89,6 +91,7 @@
// `data` is the client data store (public/js/data.js: lookup(file, id)) or plain { chess, tokens, items, enemies } maps.
import { GEO, ANIM, UF } from '../../../shared/constants.js';
import { fxForm } from '../../../shared/protocol.js';
import { Camera, presetCamera, lerpCamera, easeInOutCubic, pickTile, normRect } from './projection.js';
import { SnapshotBuffer, frameTime } from './interp.js';
import { TileField } from './tiles.js';
@@ -1430,24 +1433,25 @@ export async function createFieldView(host, options = {}) {
break;
}
case 'status': { const v = views.get(e[1]); if (v) v.onStatus?.(e[2], !!e[3]); break; }
case 'fx':
case 'fx': {
if (e[4] && typeof e[4] === 'object' && e[4].consumed && e[4].id != null) {
consumedIds.add(e[4].id);
if (consumedIds.size > 200) consumedIds.delete(consumedIds.values().next().value);
}
// an enemy's mode change (掠海漂移体 → 爬行模式, user playtest #5 item 1; 转译基底's forms, a 逐火 ember and its
// revival, the leaders' 重生 — user report after 0.1.0): a 'phase' kind, or the `form` any other fx carries,
// switches the view's clip set (UnitView.setForm, a kind without a clip set of that skeleton changes nothing);
// the info keeps it for a view built later
const ex4 = e[4] && typeof e[4] === 'object' && e[4].id != null ? e[4] : null;
const form = !ex4 ? undefined : e[1] === 'phase' ? ex4.kind : 'form' in ex4 ? ex4.form : undefined;
// an enemy's mode change — the `form` of a sim setForm fx (shared/protocol.js fxForm: 掠海漂移体 → 爬行模式, user
// playtest #5 item 1; 转译基底's forms, a 逐火 ember and its revival, the leaders' 重生, 守墓石像 — user report after
// 0.1.0) — switches the view's clip set (UnitView.setForm; a kind without a clip set of that skeleton changes
// nothing); the info keeps it for a view built later. The client runner never drops these fx (catch-up frames,
// hidden-tab backlog), nor does the game screen's pre-entry buffer.
const form = fxForm(e);
if (form !== undefined) {
const inf = infos.get(ex4.id);
if (inf && (typeof form !== 'string' || FORMS[inf.spine || inf.defId]?.[form])) inf.form = typeof form === 'string' ? form : null;
views.get(ex4.id)?.setForm?.(form, ex4);
const inf = infos.get(e[4].id);
if (inf && (form === null || FORMS[inf.spine || inf.defId]?.[form])) inf.form = form;
views.get(e[4].id)?.setForm?.(form, e[4]);
}
fx.simFx(e[1], Number(e[2]), Number(e[3]), e[4]);
break;
}
case 'layer': {
const bondId = e[2], n = Number(e[3]) || 0;
if (!(n > 0) || typeof bondId !== 'string') break;
+8 -6
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@@ -109,7 +109,8 @@ export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, g
* - 转译基底·α (user report after 0.1.0, #5): its 2 s change clip A_Die_B / _C / _D, then 寻仇者 B_*, 幽灵 C_* (no attack
* clip: it never attacks) or 特战术师 D_* — its manifest roles are the original form's A_Idle / A_Move;
* - 深池逐火战士 / 精锐战士 / 护卫 (#8): knocked out → 'Die' (the 1 s 重生), the 余烬 on Idle_2 / Move_2 and its death on
* Die_2; standing up again → 'Revive', then the warrior's manifest clips;
* Die_2 (also while 'Revive' plays: the ember can still be beaten); standing up again → 'Revive', then the warrior's
* manifest clips;
* - 假想敌:再生: knocked out → A_Die, the 傀儡 on B_Idle / B_Move / B_Die; back → B_Revive, then the A_* manifest clips;
* (both: the stand-up clip (`end`) is timed from the 'ember' fx's `dur` to end as the husk stands up — the 'revive'
* fx then only lands in the manifest clips);
@@ -393,11 +394,11 @@ export class UnitView {
}
/**
* The unit changed mode (sim fx 'phase' { id, kind } or another fx's `form`; `fx` = that fx's extra): the mode's clip
* The unit changed mode (the `form` of a sim fx — shared/protocol.js fxForm; `fx` = that fx's extra): the mode's clip
* set (FORMS) after its change clip, and its closing clip (`end`, landing in the `next` form's clips) timed to end
* `fx.dur` game s later; null goes back
* to the manifest clips; a kind this skeleton has no clip set for (an arts barrier, a broken charge …) changes
* nothing. Kept for a model built later.
* `fx.dur` game s later — the unit is still in this mode while it plays (an ember can be beaten in its last second),
* so this mode's death clip stays until the next mode's fx; null goes back to the manifest clips; a kind this skeleton
* has no clip set for (an arts barrier, a broken charge …) changes nothing. Kept for a model built later.
*/
setForm(kind, fx = null) {
const k = typeof kind === 'string' ? kind : null;
@@ -409,7 +410,8 @@ export class UnitView {
const f = this._formSpec();
if (!this.actor) return;
const dur = fx && Number(fx.dur);
const next = f && f.next ? FORMS[this.info.spine || this.info.defId]?.[f.next]?.roles || null : null;
let next = f && f.next ? FORMS[this.info.spine || this.info.defId]?.[f.next]?.roles || null : null;
if (next && typeof f.roles.die === 'string') next = { ...next, die: f.roles.die };
if (f) this.actor.setForm(f.roles, f.change || null, f.end && dur > 0 ? { clip: f.end, in: dur, roles: next } : null);
else if (had) this.actor.setForm(null);
}
+5 -1
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@@ -58,6 +58,7 @@
import { useCallback, useEffect, useMemo, useRef, useState } from '../../vendor/hooks.module.js';
import { PHASE, GEO } from '../../../shared/constants.js';
import { fxForm } from '../../../shared/protocol.js';
import { html, Spinner, PhaseBanner, Icon, Button, MicroLabel, confirmDialog, useTicker } from '../ui/components.js';
import { useGameData, GIcon } from '../ui/gameComponents.js';
import { useFieldView } from '../ui/fieldHost.js';
@@ -109,6 +110,9 @@ const SEL_RANGE = Object.freeze({ group: 'selRange', color: 0xff9c33, fill: 0.3,
/** The tile an armed merge-completing card's elite will take (its own group; gold like the promotion cue, render/fx.js). */
const MERGE_HL = Object.freeze({ group: 'mergeTile', color: 0xffd45a, fill: 0.34, line: 1 });
const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill']);
/** Event tuples replayed when a field is entered late: the state-bearing kinds and the fx that change an enemy's model
* form (shared/protocol.js fxForm — the field meta's UnitInfo `form` predates them). */
const keepEarly = (e) => Array.isArray(e) && (STATE_EV.has(e[0]) || fxForm(e) !== undefined);
/** Router for the in-match screens. */
export function GameScreen() {
@@ -446,7 +450,7 @@ function MatchScreen() {
if (typeof msg.fieldId !== 'string') return;
const buf = evBufRef.current.get(msg.fieldId) || [];
// only state-bearing tuples are replayed later (see the enter effect)
for (const e of msg.ev) if (Array.isArray(e) && STATE_EV.has(e[0])) buf.push(e);
for (const e of msg.ev) if (keepEarly(e)) buf.push(e);
if (buf.length > 1500) buf.splice(0, buf.length - 1500);
evBufRef.current.set(msg.fieldId, buf);
if (evBufRef.current.size > 8) evBufRef.current.delete(evBufRef.current.keys().next().value);
+15 -11
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@@ -61,10 +61,10 @@
// kind, tiles?, id?, form?} (delayed strikes, charges, 'reborn' with form 'reborn') · 'beam' {from, to, kind} ·
// 'summon' {id, key} · 'ember' {id, hits, dur, form: 'husk'} · 'revive' {id, kind?, form: 'form2' | 'revived' | 'fly'}
// · 'stone' {id, dur, form: 'stone'} · 'blink' {id, fx, fy} · 'charge' {id, tx, ty} · 'expose' {id} · 'shieldBreak'
// {id} · 'liberate' {id} · 'phase' {id, kind, dur?} (form changes — crawl, translator_* — and barrier / charge states)
// · 'lpLoss' {value, reason} · 'steal' · 'ignite'. Forms go through setForm(): the unit keeps it (`e.form`, UnitInfo
// `form`) and the fx's `form` — a form 'phase' fx's `kind` — is the model's clip set from then on (render/app.js →
// UnitView.setForm, units.js FORMS).
// {id} · 'liberate' {id} · 'phase' {id, kind, dur?, form?} (form changes — crawl, translator_* — and barrier / charge
// states) · 'lpLoss' {value, reason} · 'steal' · 'ignite'. Forms go through setForm(): the unit keeps it (`e.form`,
// UnitInfo `form`) and the fx's `form` is the model's clip set from then on (render/app.js → UnitView.setForm, units.js
// FORMS); the client keeps every fx with a `form` through catch-ups and hidden tabs (shared/protocol.js fxForm).
// Custom hook: 'lpLoss' {amount, reason, source} — leader "扣除目标生命" effects; also summed into result.lpLoss.
import { TICK, MOVE_SCALE, ELEMENT } from '../constants.js';
@@ -472,13 +472,14 @@ export const isHitCount = (e) => !!e.findBuff(HIT_COUNT_KEY);
/**
* The enemy's model takes another form (render/units.js FORMS: a clip set of its skeleton): kept on the unit
* (`e.form`, published by snapshot.js unitInfo — a view built mid-battle from fieldMeta(): a teammate's field watched
* later, 联防 observers, a reconnect — starts in it) and announced by the fx `fxKind` (+ id, x, y, `params`): a 'phase'
* fx carries the form as its `kind`, any other fx as `form`. Barrier / charge 'phase' kinds are no forms: they go
* through b.fx directly.
* later, 联防 observers, a reconnect — starts in it) and announced by the fx `fxKind` (+ id, x, y, `params`) carrying it
* as `form` (a 'phase' fx also as its `kind`). The `form` key marks the fx as state (shared/protocol.js fxForm): the
* client never drops it, not in a catch-up frame nor while its tab is hidden. Barrier / charge 'phase' kinds are no
* forms: they go through b.fx directly, without `form`.
*/
export function setForm(b, e, form, fxKind = 'phase', params = null) {
e.form = form;
b.fx(fxKind, fxKind === 'phase' ? { ...params, x: e.x, y: e.y, id: e.id, kind: form } : { ...params, x: e.x, y: e.y, id: e.id, form });
b.fx(fxKind, fxKind === 'phase' ? { ...params, x: e.x, y: e.y, id: e.id, kind: form, form } : { ...params, x: e.x, y: e.y, id: e.id, form });
}
/** Leader "扣除目标生命" effects: recorded for the match (hook 'lpLoss' + result.lpLoss). */
@@ -2119,15 +2120,18 @@ function kitWolfLord(ab) {
* still cancelled]; then the form's flat stat changes apply (move speed relative to the data's 1.0, attack interval
* +N s, 重量等级 +N):
* 寻仇者 (form B): melee only, physical; ATK +100 % while HP < 50 % (Mode_Fuchou_Anger.atk);
* 特战术师 (form D): ranged only (the data's 2.4 radius), arts, 2 targets at once;
* 幽灵 (form C): no stat change, unblockable, no attack (PRTS lists none; its model has no attack clip).
* 特战术师 (form D): ranged only (the data's 2.4 radius), arts, 2 targets at once — flyers included [ASSUMED: the
* translator's text "仅进行远程攻击,同时攻击2个目标,造成法术伤害" names no exception; the standalone PRTS 特战术师's talent
* "不会攻击飞行单位" may carry over — then `canTarget: (u) => !u.isFlying` in finish()];
* 幽灵 (form C): no stat change, unblockable, no attack (PRTS 转译基底·α "幽灵形态 无属性变化;无法被阻挡" — no attack line,
* unlike the armed forms — and the linked PRTS 幽灵 天赋 "不进行普通攻击,无法被阻挡", 攻击方式 不攻击).
* The armed forms attack through the engine's enemy attack (ai.js enemyAttack, `profile.dmgType`), so attack clips,
* projectiles and the attack hooks are the normal ones. Before its change ends it cannot be killed at all (damage is
* cancelled; an HP loss stops at 1 HP) — user report after 0.1.0 (#5): its model never changed (no FORMS clip set), so
* it died on the manifest's die clip, the 寻仇者's B_Die, from its first-form look; and the v2.5 kit let damage through,
* so some lineups killed it before either counter reached 4. fx 'phase' {id, kind: translator_fuchou | _shushi | _youling} starts the model's 2 s
* change clip (render/units.js FORMS). Form letters: B / C / D follow the talents' order Fuchou / Youling / Shushi — C,
* the only clip set without an attack, is the non-attacking 幽灵.
* the only clip set without an attack, is the non-attacking 幽灵 (skills ChangeToB / C / D).
*/
function kitTranslator(ab, e) {
const t = (k) => T(ab, k) ?? 0;
+14
View File
@@ -326,3 +326,17 @@ export const EV = Object.freeze({
SPAWN: 'spawn', ATK: 'atk', DMG: 'dmg', HEAL: 'heal', SKILL: 'skill', DIE: 'die', LEAK: 'leak',
STATUS: 'status', FX: 'fx', LAYER: 'layer', BOUNTY: 'bounty', DEPLOY: 'deploy',
});
/**
* The model form a `b.ev` 'fx' tuple ['fx', kind, x, y, extra] puts its unit in: `extra.form` (sim content/enemies.js
* setForm — 转译基底·α's forms, a 逐火 余烬 and its revival, a leader's 重生, 守墓石像's modes, 掠海漂移体's crawl; a string is
* that clip set, null the base one), undefined for any other tuple. A form is state, not decoration: a view that misses
* the fx keeps drawing the old model (player report #5 after 0.1.0), so the client's catch-up frames, its hidden-tab
* backlog (battle/runner.js) and the events buffered before a field is entered (screens/game.js) keep these tuples.
*/
export function fxForm(ev) {
if (!Array.isArray(ev) || ev[0] !== EV.FX) return undefined;
const x = ev[4];
if (!x || typeof x !== 'object' || x.id == null || !Object.hasOwn(x, 'form')) return undefined;
return typeof x.form === 'string' ? x.form : null;
}
+186
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@@ -0,0 +1,186 @@
// test/match/feedback1-runner-forms.test.js — player report #5 after 0.1.0 ("转译基底不会变身…加载变身动画然后就没了"), the
// client runner's part (public/js/battle/runner.js under Node: fake socket, manual clock and animation frames, the real
// sim on the real stage 战场#01). A form change reaches the view only as an fx with a `form` (sim content/enemies.js
// setForm; shared/protocol.js fxForm) — b.snap tuples carry no form. The runner used to drop those fx in a catch-up
// frame (a stall of more than ≈0.53 s real at 2×: only spawn / die / deploy / status / skill / leak passed) and every
// event while the tab was hidden, so the view kept the first form and the 转译基底·α died on the 寻仇者's B_Die (the
// review's headless-Chrome repro). Now a catch-up keeps them (keepsState), a hidden tab holds the battle on screen's
// state-bearing events for the first frame back (≤ HELD_MAX, else the view re-enters from the field meta), and the game
// screen's pre-entry buffer keeps them too (screens/game.js keepEarly, same predicate).
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { createBattleRunner, keepsState, HELD_MAX } from '../../public/js/battle/runner.js';
import { createStore, initialState } from '../../public/js/store.js';
import * as specMod from '../../server/sim/spec.js';
import { DataSource } from '../../server/sim/simdata.js';
import { validateC2S, fxForm } from '../../shared/protocol.js';
import { DATA } from './harness.js';
const DS = new DataSource(DATA, null);
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const TR = 'enemy_10081_mpplai';
function fakeNet() {
const handlers = new Map();
const n = {
sent: [],
on(t, fn) { if (!handlers.has(t)) handlers.set(t, new Set()); handlers.get(t).add(fn); return () => handlers.get(t).delete(fn); },
emit(t, msg) { for (const fn of handlers.get(t) || []) fn({ t, ...msg }); },
send(t, fields) { const msg = { ...fields, t }; assert.equal(validateC2S(msg), null, `invalid ${t}`); n.sent.push(msg); return true; },
request(t, fields) { const msg = { ...fields, t, rid: 1 }; assert.equal(validateC2S(msg), null, `invalid ${t}`); n.sent.push(msg); return Promise.resolve({ t: 'ok' }); },
};
return n;
}
function rig({ hidden = false } = {}) {
let t = 1000;
const frames = [];
const intervals = [];
const docListeners = [];
const doc = { hidden, addEventListener(type, fn) { if (type === 'visibilitychange') docListeners.push(fn); } };
const net = fakeNet();
const store = createStore(initialState);
const runner = createBattleRunner({
net, store, doc,
now: () => t,
raf: (fn) => { frames.push(fn); return frames.length; },
caf: () => {},
setInterval: (fn) => { intervals.push(fn); return intervals.length; },
clearInterval: () => {},
loadSim: async () => ({ spec: specMod, ds: DS }),
logger: { error() {}, warn() {}, info() {}, debug() {} },
});
const feed = { evs: [], fields: [], snaps: 0 };
runner.on('ev', (e) => feed.evs.push(e));
runner.on('field', (f) => feed.fields.push(f));
runner.on('snap', () => { feed.snaps++; });
return {
runner, net, doc, feed,
/** advance the clock by `ms` in animation frames of `step` ms (pump intervals while hidden) */
advance(ms, step = 1000 / 60) {
const end = t + ms;
while (t < end) {
t = Math.min(end, t + step);
if (doc.hidden) { for (const fn of intervals) fn(); continue; }
const q = frames.splice(0);
for (const fn of q) fn(t);
}
},
show() { doc.hidden = false; for (const fn of docListeners) fn(); },
async settle() { for (let i = 0; i < 50; i++) { await new Promise((res) => setImmediate(res)); const q = frames.splice(0); for (const fn of q) fn(t); } },
};
}
/** 战场#01: 百炼嘉维尔 blocks the lower lane on (9,8); one 转译基底·α walks it (9,10) → (9,2) — blocked, it turns 幽灵. */
const start = (authoritative = false) => ({
battleId: 'fb1.runner', fieldId: 'n:P1', kind: 'normal', speed: 2, elapsed: 0, authoritative, watch: !authoritative,
spec: specMod.buildBattleSpec({
battleId: 'fb1.runner', fieldId: 'n:P1', kind: 'normal', seed: 5, modeId: 'mode_multi_hard', round: 3, stageId: 'act2autochess_m01', timeLimit: 400,
players: [{ playerId: 'P1', seat: 0, side: 'L', colOffset: 0, units: [{ uid: 1, kind: 'chess', chessId: 'chess_char_4_23_b', row: 9, col: 8, dir: 'RIGHT' }], bonds: {}, playerEffects: [] }],
spawns: [{ time: 0, enemyKey: TR, routeIndex: 0, count: 1, mods: { hpMul: 1, atkMul: 0.01 } }],
routes: [{ motion: 'WALK', start: [9, 10], end: [9, 2], checkpoints: [] }], flags: {},
}),
});
const all = (feed) => feed.evs.flatMap((x) => x.ev);
const formsOf = (list, id) => list.filter((x) => fxForm(x) !== undefined && x[4].id === id).map(fxForm);
const trOf = (e) => e.battle.units.find((u) => u.defId === TR);
test('fxForm / keepsState: a setForm fx (any fx kind with a `form`) is state; a barrier \'phase\', hit sparks and damage numbers are not', () => {
assert.equal(fxForm(['fx', 'phase', 1, 2, { id: 3, kind: 'translator_youling', form: 'translator_youling', dur: 2 }]), 'translator_youling');
assert.equal(fxForm(['fx', 'ember', 1, 2, { id: 3, hits: 5, dur: 11, form: 'husk' }]), 'husk');
assert.equal(fxForm(['fx', 'revive', 1, 2, { id: 3, form: null }]), null, 'null = back to the base clip set');
assert.equal(fxForm(['fx', 'phase', 1, 2, { id: 3, kind: 'artsBarrier', value: 300 }]), undefined, 'a barrier phase is no form');
assert.equal(fxForm(['fx', 'ember', 1, 2, { form: 'husk' }]), undefined, 'no unit');
assert.equal(fxForm(['dmg', 3, 100]), undefined);
assert.ok(keepsState(['fx', 'revive', 1, 2, { id: 3, form: 'revived' }]));
assert.ok(keepsState(['spawn', { id: 3 }]) && keepsState(['die', 3, 'killed']));
assert.ok(!keepsState(['fx', 'explode', 1, 2, { r: 1 }]) && !keepsState(['atk', 1, 3]) && !keepsState(['dmg', 3, 100]));
});
test('the smooth feed carries 转译基底·α\'s form fx (blocked ⇒ 幽灵)', async () => {
const r = rig();
r.net.emit('b.start', start());
await r.settle();
const e = r.runner._entries.get('fb1.runner');
for (let i = 0; i < 12 && trOf(e)?.form == null; i++) r.advance(1000);
r.advance(1500);
const tr = trOf(e);
assert.equal(tr?.form, 'translator_youling', 'fixture: blocked by 百炼嘉维尔 it turns 幽灵');
assert.equal(r.runner.stats().catchups, 0, 'no catch-up');
assert.deepEqual(formsOf(all(r.feed), tr.id), ['translator_youling']);
r.runner.dispose();
});
test('janky frames (0.7 s each: every frame a catch-up) keep the form fx — hit sparks and damage numbers still go', async () => {
const r = rig();
r.net.emit('b.start', start());
await r.settle();
const e = r.runner._entries.get('fb1.runner');
for (let i = 0; i < 40 && !e.done && !(trOf(e)?.form && e.battle.time > 12); i++) r.advance(700, 700);
const tr = trOf(e);
assert.equal(tr?.form, 'translator_youling');
assert.ok(r.runner.stats().catchups > 5, `catch-up frames (${r.runner.stats().catchups})`);
const list = all(r.feed);
assert.deepEqual(formsOf(list, tr.id), ['translator_youling'], 'the view learns the 幽灵 form (it used to keep the A model)');
assert.ok(!list.some((x) => x[0] === 'atk' || x[0] === 'dmg'), 'catch-up frames still drop the decoration');
const spawnAt = list.findIndex((x) => x[0] === 'spawn' && x[1].id === tr.id);
const formAt = list.findIndex((x) => fxForm(x) !== undefined && x[4].id === tr.id);
const dieAt = list.findIndex((x) => x[0] === 'die' && x[1] === tr.id);
assert.ok(spawnAt >= 0 && formAt > spawnAt && (dieAt < 0 || dieAt > formAt), `in order: spawn ${spawnAt}, form ${formAt}, die ${dieAt}`);
r.runner.dispose();
});
test('a hidden tab across the change: nothing rendered meanwhile, the first frame back delivers the held spawn and form fx', async () => {
const r = rig({ hidden: true });
r.net.emit('b.start', start(true));
await r.settle();
const e = r.runner._entries.get('fb1.runner');
assert.equal(r.feed.fields.length, 1, 'shown (the field meta) before the first tick');
for (let i = 0; i < 12 && trOf(e)?.form == null; i++) r.advance(1000, 250);
r.advance(1500, 250);
const tr = trOf(e);
assert.equal(tr?.form, 'translator_youling', 'pumped through the change while hidden');
assert.equal(r.feed.evs.length, 0, 'nothing rendered while hidden');
assert.ok(e.held.length > 0 && e.held.every(keepsState), 'the battle on screen holds its state-bearing events');
r.show();
r.advance(1000 / 60);
const first = r.feed.evs[0]?.ev || [];
assert.ok(first.some((x) => x[0] === 'spawn' && x[1].id === tr.id), 'the translator\'s spawn (it used to come back as an unknown view)');
assert.deepEqual(formsOf(first, tr.id), ['translator_youling'], 'and its form');
assert.equal(e.held.length, 0);
assert.equal(r.feed.fields.length, 1, 'no re-entry needed');
r.runner.dispose();
});
test('a hidden-tab backlog beyond HELD_MAX: the first frame back re-enters the view from the field meta (UnitInfo `form`)', async () => {
const r = rig({ hidden: true });
r.net.emit('b.start', start(true));
await r.settle();
const e = r.runner._entries.get('fb1.runner');
for (let i = 0; i < 12 && trOf(e)?.form == null; i++) r.advance(1000, 250);
const tr = trOf(e);
assert.ok(tr?.form, 'changing');
e.held.push(...Array.from({ length: HELD_MAX }, () => ['status', tr.id, 'stun', false]));
r.advance(500, 250);
assert.ok(e.stale && e.held.length === 0, 'overflow: dropped, marked stale');
r.show();
r.advance(1000 / 60);
assert.equal(r.feed.fields.length, 2, 're-entered');
const meta = r.feed.fields[1];
assert.equal(meta.units.find((u) => u.id === tr.id)?.form, 'translator_youling', 'the field meta carries the form');
assert.equal(e.stale, false);
r.advance(1000 / 60);
assert.ok(!r.feed.evs.some((x) => x.ev.some((y) => y[0] === 'status' && y[2] === 'stun')), 'the dropped backlog never arrives');
r.runner.dispose();
});
test('screens/game.js buffers the form fx with the state-bearing events it replays when a field is entered late', () => {
const src = readFileSync(path.join(ROOT, 'public/js/screens/game.js'), 'utf8');
assert.match(src, /const keepEarly = \(e\) => Array\.isArray\(e\) && \(STATE_EV\.has\(e\[0\]\) \|\| fxForm\(e\) !== undefined\);/);
assert.match(src, /for \(const e of msg\.ev\) if \(keepEarly\(e\)\) buf\.push\(e\);/);
});
+65 -2
View File
@@ -7,7 +7,10 @@
// Idle_2 (blocked, so its blocker beats it) and dies on Die_2 — it used to stay an untargetable ember forever;
// a view built mid-battle — the real `view.enterBattle(b.fieldMeta())` after a silent catch-up, as for a teammate's
// field watched later, 联防 observers or a reconnect — starts in the current forms (UnitInfo `form` → render/app.js
// renderInfo): it used to draw the warrior / the A model again (the look of report #5) and 掠海漂移体 hovering.
// renderInfo): it used to draw the warrior / the A model again (the look of report #5) and 掠海漂移体 hovering;
// the real client runner (battle/runner.js createBattleRunner) feeding the view the way screens/game.js does, with
// janky 0.7 s frames (every frame a catch-up) across the change of a 转译基底·α that walks into 百炼嘉维尔's block:
// the view turns 幽灵 (C_*) — the catch-up filter used to drop the form fx, so it stayed on A_Move and died on B_Die.
//
// Opt-in (starts Chrome): RENDER_E2E=1 node --test test/render/feedback1-forms.browser.test.js
// Chrome path: $CHROME_PATH or the macOS default. Screenshots → test/e2e/out/feedback1-*.png.
@@ -121,6 +124,49 @@ async function lateViewInPage(page, port, s, atSecs, setupSrc) {
}, s, atSecs, setupSrc);
}
/**
* The real client runner in the page (fake socket / store, its default sim loader and clock) feeds the demo's view like
* screens/game.js (field → enterBattle, snap → pushSnapshot, ev → pushEvents); its animation frames come every `jankMs`
* real ms for `secs` real s. Returns samples { t, simForm, form, clip, spine, alive } of the 转译基底·α's view and the
* runner's catch-up count.
*/
async function runnerInPage(page, port, s, jankMs, secs) {
await page.goto(`http://127.0.0.1:${port}/dev/render-demo.html?scene=normal-m01&paused=1&panel=0`);
await page.waitForFunction('window.__demo && (window.__demo.ready || window.__demo.error)', { timeout: 30000 });
return page.evaluate(async (spec, jankMs, secs) => {
const { createBattleRunner } = await import('/js/battle/runner.js');
const { data } = await import('/js/data.js');
const v = window.__demo.view;
v.setStage(data.lookup('stages', spec.stageId));
const handlers = new Map();
const net = {
on(t, fn) { if (!handlers.has(t)) handlers.set(t, new Set()); handlers.get(t).add(fn); return () => handlers.get(t).delete(fn); },
send() { return true; }, request() { return Promise.resolve({ t: 'ok' }); },
};
const queue = [];
const runner = createBattleRunner({ net, store: { patch() {} }, doc: { hidden: false, addEventListener() {} }, raf: (fn) => { queue.push(fn); return queue.length; }, caf() {} });
runner.on('field', (f) => { v.enterBattle(f); v.setCamera('normal', { rect: f.rect, side: 'L', instant: true }); v.setLocalFeed({ on: true, speed: f.speed }); });
runner.on('snap', (x) => v.pushSnapshot(x));
runner.on('ev', (m) => v.pushEvents(m));
for (const fn of handlers.get('b.start') || []) fn({ t: 'b.start', battleId: spec.battleId, fieldId: spec.fieldId, kind: 'normal', spec, authoritative: false, watch: true, speed: 2, elapsed: 0 });
const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
for (let i = 0; i < 100 && !runner._entries.size; i++) await sleep(50);
const e = [...runner._entries.values()][0];
const out = [];
const end = performance.now() + secs * 1000;
while (performance.now() < end) {
await sleep(jankMs);
for (const fn of queue.splice(0)) fn(performance.now());
const tr = e.battle.units.find((u) => u.defId === 'enemy_10081_mpplai');
const view = tr && v.debug.views.get(tr.id);
if (tr) out.push({ t: +e.battle.time.toFixed(2), simForm: tr.form, form: view?.form ?? null, clip: view?.actor?.current ?? null, spine: !!view?.spineReady, alive: tr.alive });
}
const catchups = runner.stats().catchups;
runner.dispose();
return { out, catchups };
}, s, jankMs, secs);
}
describe('player reports after 0.1.0: the models follow the knock-out forms (headless Chrome, real sim)', { skip }, () => {
let srv, browser;
before(async () => {
@@ -159,7 +205,7 @@ describe('player reports after 0.1.0: the models follow the knock-out forms (hea
assert.equal(state.after, state.hp, 'the 4 hits took no HP');
const pre = out.filter((x) => x.spine && x.t < state.hit);
assert.ok(pre.length > 0 && pre.every((x) => /^A_/.test(x.clip)), `first form: A_* (${[...new Set(pre.map((x) => x.clip))]})`);
const change = out.filter((x) => x.t > state.hit + LAG && x.t < state.hit + 1.8);
const change = out.filter((x) => x.t > state.hit + 2 * LAG && x.t < state.hit + 1.8); // (a loaded machine: the view lags more)
assert.ok(change.length > 0 && change.every((x) => x.clip === 'A_Die_B' && x.alive), `the change clip (${[...new Set(change.map((x) => x.clip))]})`);
const form = out.filter((x) => x.t > state.hit + 2 + LAG && x.t < state.kill);
assert.ok(form.length > 0 && form.every((x) => /^B_/.test(x.clip) && x.form === 'translator_fuchou'), `寻仇者 clips (${[...new Set(form.map((x) => x.clip))]})`);
@@ -225,4 +271,21 @@ describe('player reports after 0.1.0: the models follow the knock-out forms (hea
await p.close();
}
});
test('the real client runner with janky frames (every frame a catch-up): 转译基底·α blocked by 百炼嘉维尔 turns 幽灵 in the view (C_*), never back to A_Move / B_Die', async () => {
const { p, problems } = await page();
try {
const { out, catchups } = await runnerInPage(p, srv.port, spec('enemy_10081_mpplai', 'runner', 9, 7), 700, 9);
await p.screenshot({ path: path.join(OUT, 'feedback1-runner.png') });
assert.ok(catchups >= 5, `catch-up frames (${catchups})`);
const changed = out.find((x) => x.simForm === 'translator_youling');
assert.ok(changed, `the sim's 转译基底·α turned 幽灵 (${JSON.stringify(out.slice(-3))})`);
const after = out.filter((x) => x.spine && x.t > changed.t + 2 + LAG);
assert.ok(after.length > 0, 'samples after the change');
assert.ok(after.every((x) => x.form === 'translator_youling' && /^C_/.test(x.clip)), `幽灵's clips (${[...new Set(after.map((x) => `${x.form}:${x.clip}`))]})`);
assert.ok(!out.some((x) => x.spine && /^B_/.test(x.clip)), 'never the 寻仇者\'s clips (B_Die was the look of report #5)');
assert.deepEqual(problems, []);
} finally {
await p.close();
}
});
});
+21 -2
View File
@@ -223,6 +223,25 @@ describe('逐火 embers and the 再生 puppet (user report after 0.1.0, #8)', ()
assert.equal(clip(v), 'A_Move');
});
test('beaten in its last second (the stand-up clip already playing, still a husk in the sim): the ember dies on Die_2, 再生\'s 傀儡 on B_Die — the warrior\'s / A_* death clip only after the revive fx', async () => {
for (const [id, end, die, die0] of [['enemy_1288_duskls', 'Revive', 'Die_2', 'Die'], ['enemy_9010_acpupp', 'B_Revive', 'B_Die', 'A_Die']]) {
const anims = assets.enemies[id].spine.animations;
const v = await enemy(id);
v.setForm('husk', { dur: 4 });
frames(v, Math.round((4 - anims[end]) * 60) + 6);
assert.equal(clip(v), end, `${id}: the closing clip plays`);
v.die();
assert.equal(clip(v), die, `${id}: the husk's death clip (review of WD)`);
const w = await enemy(id);
w.setForm('husk', { dur: 4 });
frames(w, 4 * 60 + 6);
w.setForm('revived');
frames(w, 6);
w.die();
assert.equal(clip(w), die0, `${id}: stood up, it dies on its first form's clip`);
}
});
test('a view built mid-husk (UnitInfo form, no timing) shows the husk; the revival lands in the manifest clips', async () => {
const v = await enemy('enemy_1288_duskls', { form: 'husk' });
v.sync(sample(UF.STEALTH, ANIM.MOVE), 1);
@@ -348,7 +367,7 @@ test('render/app.js renderInfo keeps UnitInfo `form` (it used to drop it: views
assert.equal(renderInfo({ kind: 'enemy' }), null, 'no id: no info');
});
test('render/app.js hands the sim\'s fx \'phase\' kind — or the `form` of any fx, with the fx — to the view and keeps the mode on the unit info', () => {
test('render/app.js hands the `form` of a sim fx (shared/protocol.js fxForm) with the fx to the view and keeps the mode on the unit info', () => {
const src = readFileSync(path.join(ROOT, 'public/js/render/app.js'), 'utf8');
assert.match(src, /e\[1\] === 'phase' \? ex4\.kind : 'form' in ex4 \? ex4\.form[\s\S]{0,200}inf\.form = [\s\S]{0,120}setForm\?\.\(form, ex4\)/);
assert.match(src, /const form = fxForm\(e\);[\s\S]{0,200}inf\.form = form[\s\S]{0,120}setForm\?\.\(form, e\[4\]\)/);
});