0.2.5-dev: official scenes merge chunks that share a material / lightmap into one mesh at load (draw calls on the 3D board back within budget, e.g. act2autochess_m02 prep 22 → 13); the boss-round real-server test reads the actual random pairing instead of assuming the host on the left half; golden: unchanged

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sganggs committed 2026-10-12 17:48:31 +08:00
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@@ -87,7 +87,7 @@ Findings (2026-09-28): 卫戍协议 levels have no scene bundle (`mapId` null; t
Correction (2026-10-11, GitHub #532; PR #533 by @andrew05060414): the first finding above was made off season and is wrong. While a season runs, the official hot-update list carries **one prebuilt scene per battlefield** — `scenes/activities/act1autochess/level_act1autochess_m01…m07` and `scenes/activities/act2autochess/level_act2autochess_m01…m04` (each with `…/lightingdata.ab` and `…_lighting_settings.ab`; Android versions `25-11-21-15-21-44_ee1197`, `26-03-13-06-11-47_14fb99`, `26-04-13-12-31-42_e9b560`); the lists of 2026-09-13 and 2026-10-08 have none, and no 卫戍协议 level data either. The asset index of those versions (`<hash>.idx`: each bundle's dependencies) gives each scene's art: act1 m01–m07 and act2 m02 / m04 depend on `arts/maps/map_autochesssand` (m05 and act2 m04 also on `map_doss_shore`), act2 m01 on `map_lakegarden` + `map_syracuse_metro`, act2 m03 on `map_kxmr` + `map_lm_center`. **No battlefield scene depends on `arts/maps/map_autochess`** (the metal theme the procedural board below draws; in the current client the 矢量突破 scenes `act3break` use it). A scene holds the logic tiles (`(row,col)#tileKey` at anchor-local (col, row, −height), high ground 0.4), the art under `GraphicHolder` (static parts merged into "Combined Mesh (root: scene)" objects, lightmapped: Shadowmask mode, one directional key light), and three sub-graphics `HIDDEN@1…3` (`MapSubGraphicHolder`) that the game switches on: the left normal field, the right normal field and the boss field — the areas of `layout.js AREAS`.
Official battlefield scenes (`board3d/load.js loadScenePack`, `scene.js setScenePack`, `materials.js sceneMaterial`): when `data/local-assets.json` lists `scene/<stageId>`, the 3D board draws that scene instead of the procedural tiles, cliffs and background plane; the devices, gate / objective boxes, field edges and terrain overlays stay as below. The base part is always drawn; a `HIDDEN@n` part is drawn when its centre lies in one of the built areas. Without the scene (not extracted, a load failure, an unknown `version`) the procedural metal board is drawn as before. Approximations: the official shaders are not reproduced — a lit material is albedo × (the lightmap's baked light + key light · N·L · the baked shadow mask), in linear light; normal, metallic and emission maps, the vertex-colour blend (`_HG_VERTEX_COLOR_BLEND_ON`), the sky box, the map effects (`mapeff_*`) and the post-processing profile are not drawn; `Torappu/Scene/StylizedWater` is the board's water shader in the material's colours; crates cast no shadow on a scene. **[ASSUMED]** `SCENE_LIGHT` (`direct` 0.8, `indirect` 0.4, `ambient` 0.2: tuned by eye against the PRTS screenshot of 战场#06, the official post-processing being unknown) and the RGBM reading of the lightmap pages (`scenes.py decode_rgbm`: Unity's linear-space decode, range 5). Owner decision (2026-10-12): these extracted files belong to the 0.2.5 asset pack and may ship in the full release zip; a lite package or a source install may download and extract them on that machine. Missing extractor dependencies keep the metal board. The repository still never stores the official files.
Official battlefield scenes (`board3d/load.js loadScenePack`, `scene.js setScenePack`, `materials.js sceneMaterial`): when `data/local-assets.json` lists `scene/<stageId>`, the 3D board draws that scene instead of the procedural tiles, cliffs and background plane; the devices, gate / objective boxes, field edges and terrain overlays stay as below. The base part is always drawn; a `HIDDEN@n` part is drawn when its centre lies in one of the built areas. Chunks of those shown parts that share a material and a lightmap page are one mesh when the area is built (`load.js mergeSceneChunks`); water shares a mesh across pages because its shader has no lightmap. A switched-off part stays out of that mesh. Without the scene (not extracted, a load failure, an unknown `version`) the procedural metal board is drawn as before. Approximations: the official shaders are not reproduced — a lit material is albedo × (the lightmap's baked light + key light · N·L · the baked shadow mask), in linear light; normal, metallic and emission maps, the vertex-colour blend (`_HG_VERTEX_COLOR_BLEND_ON`), the sky box, the map effects (`mapeff_*`) and the post-processing profile are not drawn; `Torappu/Scene/StylizedWater` is the board's water shader in the material's colours; crates cast no shadow on a scene. **[ASSUMED]** `SCENE_LIGHT` (`direct` 0.8, `indirect` 0.4, `ambient` 0.2: tuned by eye against the PRTS screenshot of 战场#06, the official post-processing being unknown) and the RGBM reading of the lightmap pages (`scenes.py decode_rgbm`: Unity's linear-space decode, range 5). Owner decision (2026-10-12): these extracted files belong to the 0.2.5 asset pack and may ship in the full release zip; a lite package or a source install may download and extract them on that machine. Missing extractor dependencies keep the metal board. The repository still never stores the official files.
Target: a **real 3D board layer** rendered with three.js (vendored ESM, no CDN) underneath the existing Pixi layer:
- Geometry generated from `data/stages.json` like the official builder: LOW tiles = top quads; HIGH tiles = raised blocks with side walls; forbidden/void, fences, gates (red), objective (blue), hand/temp pads, special terrain; UVs mapped onto the official atlas regions (reuse/extend `public/assets/local/map/autochess/tiles.json`); normal + emission + metallic maps; lighting tuned to match official screenshots (key directional light, ambient/hemisphere, soft contact shadows); official background meshes & texture; device meshes (OBJ exported by `tools/local-extract`) with their textures; animated gate/objective effects.
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@@ -391,7 +391,9 @@ lightmap pages with the baked shadow mask in alpha, albedo textures) to `public/
`.cache/official-scenes/*`; `tools/local-extract/fetch_scenes.py` downloads the in-season bundles from the official
CDN (md5-checked against that version's hot-update list). The 3D board draws a stage's scene when the local-art
manifest lists it (`board3d/load.js loadScenePack`, `scene.js setScenePack`); the procedural metal board stays the
fallback and still draws the devices, gates, field edges and terrain overlays.
fallback and still draws the devices, gates, field edges and terrain overlays. Chunks of the parts on screen that
share a material and a lightmap page are one mesh (`mergeSceneChunks`), so a battlefield such as act2 m02 (36 chunks,
5 lightmap pages) stays inside the board's draw-call budget. A switched-off HIDDEN part is left out of that mesh.
Owner decision (2026-10-12): the eleven scenes belong to the 0.2.5 asset pack. The maintainer's full release zip
includes the extracted files. A lite package or a source install may download and extract them on that machine