0.2.6-dev: the browser suites load the served manifests' content-hashed URLs (e2e servers wait for the asset index) and check Spine, audio and art through them; the history note of host bandwidth layers 0 and 1 for the next version; golden: unchanged

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@@ -464,3 +464,88 @@ continues the same layer gap (191 → 206). The human settle row first differs a
267 → 282; final bonds move 奥术 27 → 30, 拉特兰 17 → 23 and 精准 53 → 59. This scenario was not among the 45 that
already differed from 0.2.4 (§30.9, §30.16), so the release-relative total is now 46. The other 286 digests match
the preceding candidate.
### 0.2.6-dev — host bandwidth, layers 0 and 1 (to be placed in the next version's file)
The maintainer's decision of 2026-10-12 on the bandwidth study (its measurements: a new player's first match costs the
host about 52 MB, audio ≈ 40 % of it; returning players re-download after a re-extraction, a `setup --force`, a Docker
rebuild or a changed tunnel address): do layer 0 (small fixes) and layer 1 (content-hashed URLs, long caching, brotli)
first. Later layers (WebP / Opus variants, an asset-only service worker, a desktop client mode, importing an asset pack in
the browser) are agreed and not part of this note. Nothing here touches the battle sim, the protocol messages or the
committed data.
Layer 0:
- **No BGM while the music is silent.** Muted, or the BGM volume at 0, `AudioManager.playBgm` only remembers the wanted
track (a different one still playing stops); `setVolumes` fetches and starts it once the music is audible again. SFX
and voices were already gated. Normative line: design/client.md Audio.
- **WebSocket permessage-deflate** (`server/http/websocket.js WS_DEFLATE`): frames from 1 KB, no server context
takeover, a 2 KB server window, zlib memLevel 7 (about 72 KB of zlib state per connection). [ASSUMED] the parameters
come from one measured solo session (216 server frames: 169 KB → 63 KB; windows above 2 KB gained nothing); co-op
messages are the same kinds. A client that offers a narrower server window than 2 KB, which ws would refuse with a 400,
connects uncompressed instead (`narrowDeflateOffer`). Normative line: design/network.md §8 Transport.
- **玩法说明 pages as WebP.** `tools/local-extract/extract.py` writes a WebP copy beside each of the 19 local pages and
the manifest lists it (`GUIDE_WEBP_MODE`); the guide preloads only the next page instead of both neighbours. The
copies are lossless (25.6 MB → 17.4 MB on the CN client's pages). Lossy quality 90 would make them 4.2 MB; per the
decision that tutorial pages may go lossy only after a side-by-side comparison, that switch (one constant, then
`extract.py --webp`) is left to the maintainer. Normative lines: design/client.md §13, ASSETS.md Post-processing.
- **Traffic counters.** `GET /healthz?traffic=1` adds `traffic` (HTTP body bytes and requests by category — assets,
audio, code, data, other — and 304s; WebSocket wire bytes after compression and payload bytes before it) and
`assetHashes` (the index state). The 问题反馈 diagnostics gain a `traffic:` line: the page's Resource Timing
`transferSize` by the same categories (`shared/assetPaths.js trafficCategory`), other sites apart. Nothing is stored
or uploaded.
- **DEPLOY.md**: a stable address keeps every player's cache, settings and reconnect token (a quick tunnel's new domain
is a new site to the browser); HTTP/2 through the proxy saves round trips, not bytes; browsers offer brotli on HTTPS
pages and localhost only; a Cloudflare cache rule for `/assets/`, `/fonts/`, `/media/` (with the risk note).
Layer 1:
- **Content-hash index** (`server/http/assetIndex.js`): 1 s after the start, SHA-256 (16 hex) of every file under
`public/assets/` and `public/fonts/` (dot names skipped, linked folders followed once), computed off the main thread,
cached in `.cache/asset-hashes.json` by path + size + mtime (12,691 files / 724 MB here: 1.3 s the first time, 0.25 s
after). A file whose size or mtime differs from its record is never vouched for; serving it asks for a rescan (at most
one per 10 s). [ASSUMED] the 1 s delay and the 10 s rescan gap. A name that differs from a file's only in case finds
that file (the manifest's `/assets/module/wah-y.png` is `WAH-Y.png` on this machine). `SP_ASSET_INDEX=0` turns it off.
- **Served manifests** (`server/http/assetViews.js`): `/data/assets.json` and `/data/local-assets.json` go out with every
art URL carrying its file's hash as the first segment (`/assets/~<hash>/…`, `/fonts/~<hash>/…`; audio stays
`/assets/~<hash>/audio/….mp3`). A Spine model — a `{ skel, atlas, textures }` object of data/assets.json, a `spine/…`
group of data/local-assets.json — carries one hash for all its files, since pixi-spine finds the atlas and the pages
next to the skeleton. `no-cache` with the view's own ETag; rebuilt in memory when a manifest or the hashes change; the
committed files are never written. Until the index is ready, without it, or on a static host: the files as committed.
- **The `~hash` routes**: `static.js` strips the segment for `/assets/`, `/fonts/` and `/media/`; a hash that names the
file's current bytes (its own or its model's) answers `public, max-age=31536000, immutable`, any other the current
file with `no-cache` (an old page keeps working). Every indexed file's ETag is its content hash, on plain URLs too.
Path segments, never `?v=`: `validSpine`'s `/\.skel$/`, `SKILL_MODE_FILE`'s `.mp3`, pixi-spine's basename and folder
resolution all need the URL to end in the file name.
- **Media**: `public/js/media.js` turns `/assets/~<hash>/audio/x.mp3` into `/media/~<hash>/x`; `server/http/media.js`
resolves it like `/media/x`. The token death sound derived next to `charDie` drops `charDie`'s hash (`unhashedUrl`).
- **Brotli** (`server/http/files.js`): quality 5 on the fly with the same memory cache (one entry per file and
encoding), for clients that name `br` at least as high as gzip; gzip for the rest (`*` alone never picks brotli
[ASSUMED]); `-br` / `-gz` ETag suffixes. Measured against gzip-6 on this repository: `.skel` −27 %, `data/*.json`
−26 %, vendor −14 %, `public/js` and `server/sim` −5 %, `.atlas` −7 %.
Measured sample session (headless Chrome, a fresh profile, `test/e2e/fastServer.mjs` solo match from round 3 to the
result after round 5, host bytes only, response headers included; the shop and the enemies vary between runs):
| session | code | data | assets | audio | WebSocket (server → client) | host total |
|---|---:|---:|---:|---:|---:|---:|
| before, music on | 3.16 MB | 0.67 MB | 9.0–9.7 MB | 7.9 MB | 163–179 KB (no compression) | 20.8–21.4 MB |
| after, music on | 2.95 MB | 0.62 MB | 9.5 MB | 8.0 MB | 60 KB on the wire (173 KB payload) | 21.1 MB |
| before, muted | 3.16 MB | 0.67 MB | 9.6 MB | 7.3 MB (BGM) | 165 KB | 20.7 MB |
| after, muted | 2.95 MB | 0.62 MB | 9.5 MB | 0 | 57 KB on the wire | 13.1 MB |
A first visit with music on saves little (brotli on code and data, the WebSocket); a muted player saves the BGM. The
caching gains are for returning players: within a day both versions answer from the browser cache, but after that the
old version revalidated every asset of the session (≈ 340 requests here) and re-downloaded everything whose mtime had
changed, while a hashed URL is never asked for again until its bytes change.
Open: `/fonts/fonts.css` (linked by index.html) and the woff2 files it names keep plain URLs (content ETags only); the
optional versioned vendor URLs (layer 1.5) are not done; lossy tutorial pages wait for the comparison.
Tests: `test/ui/audio.test.js` (BGM gating; hashed audio through `/media/~hash/`), `test/ws-compression.test.js`,
`test/local-extract.test.js` (guide WebP), `test/ui/localArt.test.js` (next-page preload), `test/traffic.test.js`,
`test/asset-paths.test.js`, `test/diag.test.js` (traffic line), `test/asset-index.test.js` (index, views, `~hash`
routes), `test/lobby.test.js` (brotli negotiation, streamed brotli, content ETags), `test/media-url.test.js`,
`test/content/tokens_summons.test.js`; the browser suites `test/render/browser.test.js` (Spine through hashed URLs,
`RENDER_E2E=1`), `test/ui/bond-audio.e2e.test.js` (`SP_E2E=1`, the cue through `/media/~hash/`) and
`test/ui/real.e2e.test.js` (`SP_REAL_E2E=1`: the co-op run loads Spine, audio and art through hashed URLs). The e2e
servers wait for the asset index before the first page (`test/e2e/client.mjs startRealServer`, the in-process ones in
their `before`), so the browser suites see the URLs a player sees. Golden: unchanged.