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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@@ -13,6 +13,11 @@
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// and b.result (compactResult) at the end; applies b.pool (LocalBossPool.sync) and b.end (forceEnd / takeover),
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// * keeps an authoritative battle running while the tab is hidden (a 250 ms interval pump; browsers throttle it to
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// ~1 Hz, the bounded fast-forward absorbs that); the server deadline + takeover cover anything worse.
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// A frame that fast-forwards (catch-up) passes on only the state-bearing events (keepsState: spawns, deaths, deploys,
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// statuses, skills, leaks and the fx that change an enemy's model form — shared/protocol.js fxForm); while the tab is
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// hidden the battle on screen keeps the same events (≤ HELD_MAX, else the view re-enters from the field meta) and the
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// first frame back delivers them, so the view still knows every unit and every enemy's current form (player report #5
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// 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).
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// Display replicas (a teammate's field after the own battle, 联防 observers, the partner of a boss pair) run the same
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// spec fast-forwarded to the server's clock (`elapsed`) and never report.
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// A b.result lost with the socket (the request failed DISCONNECTED / OFFLINE, or timed out twice) is kept and sent
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@@ -53,7 +58,7 @@
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import { net as appNet } from '../net.js';
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import { store as appStore } from '../store.js';
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import { unitStatsEntry } from '../../../shared/protocol.js';
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import { unitStatsEntry, fxForm } from '../../../shared/protocol.js';
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const TICK = 1 / 30;
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/** Fast-forward budget per frame (ticks) when far behind. */
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@@ -62,6 +67,13 @@ export const CATCHUP_TICKS = 240;
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const PREPARE_SLICE = 600;
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const MAX_ENTRIES = 4;
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const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill', 'leak']);
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/**
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* The b.ev tuples a catch-up frame or the hidden-tab backlog keeps: the state-bearing kinds, and every fx that sets an
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* enemy's model form (shared/protocol.js fxForm — dropped, the view kept the old model: player report #5 after 0.1.0).
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*/
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export const keepsState = (x) => Array.isArray(x) && (STATE_EV.has(x[0]) || fxForm(x) !== undefined);
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/** Hidden-tab backlog cap (tuples) of the battle on screen; beyond it the view re-enters from the field meta. */
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export const HELD_MAX = 3000;
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/** Data files the simulation reads (DataSource + content/support gameData()). */
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export const SIM_DATA_FILES = Object.freeze(['chess', 'enemies', 'tokens', 'stages', 'waves', 'bonds', 'items', 'garrisons', 'bands', 'effects']);
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@@ -304,16 +316,33 @@ export function createBattleRunner(deps) {
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}
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function emitFrame(e, catchingUp) {
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// the hidden-tab backlog overflowed: the view starts again from the field meta (UnitInfo carries every unit's form)
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if (e.stale) { show(e); return; }
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let ev = [];
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try { ev = e.battle.drainEvents() || []; } catch { ev = []; }
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const gt = Number(e.battle.time) || 0;
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if (ev.length) {
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const list = catchingUp ? ev.filter((x) => Array.isArray(x) && STATE_EV.has(x[0])) : ev;
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const held = e.held;
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if (held.length) e.held = [];
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if (ev.length || held.length) {
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const list = held.concat(catchingUp ? ev.filter(keepsState) : ev);
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if (list.length) emit('ev', { t: 'b.ev', fieldId: e.fieldId, gt, ev: list });
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}
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try { emit('snap', frameOf(e)); } catch (err) { console.warn('[runner] snapshot failed', err); }
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}
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/**
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* Events of a step that is not rendered (hidden tab): the battle on screen keeps its state-bearing ones for the next
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* rendered frame (keepsState, ≤ HELD_MAX — beyond that it is re-entered from the field meta); any other battle starts
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* from its field meta when shown (show()), so its events go.
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*/
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function hold(e) {
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let ev = [];
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try { ev = e.battle.drainEvents() || []; } catch { ev = []; }
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if (e !== cur || e.stale) return;
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for (const x of ev) if (keepsState(x)) e.held.push(x);
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if (e.held.length > HELD_MAX) { e.held = []; e.stale = true; }
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}
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function progress(e, force = false) {
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if (!e.authoritative || e.resultSent || !net) return;
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const t = now();
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@@ -420,7 +449,7 @@ export function createBattleRunner(deps) {
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const dt = stepEntry(e, n);
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if (dt > stats.maxFrameMs) stats.maxFrameMs = dt;
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if (render) emitFrame(e, catchingUp);
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else { try { e.battle.drainEvents(); } catch { /* ignore */ } }
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else hold(e);
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noteLeaks(e);
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progress(e);
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if (e.battle.finished) finished(e);
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@@ -456,6 +485,8 @@ export function createBattleRunner(deps) {
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/** Put an entry on screen: field meta into the store (the game screen enters it), then its current frame. */
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function show(e) {
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cur = e;
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e.held = [];
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e.stale = false;
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let meta = null;
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try { meta = e.battle.fieldMeta(); } catch { meta = { units: [] }; }
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const field = {
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@@ -538,6 +569,9 @@ export function createBattleRunner(deps) {
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leaks: 0, leakMark: '', left: null,
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// live bond layers grown in this battle { [playerId]: { [bondId]: n } } and their total gain (noteLayers)
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live: null, layerSum: 0,
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// state-bearing events of the steps run while the tab was hidden (hold(); delivered by the next rendered frame),
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// and whether that backlog overflowed (the next frame re-enters the view from the field meta)
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held: [], stale: false,
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};
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if (lastPool && battle.sharedBoss && typeof battle.sharedBoss.sync === 'function') {
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battle.sharedBoss.sync(lastPool.hp, lastPool.acked ? lastPool.acked[e.fieldId] : undefined);
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