feedback3 WE: spectator seats on the server — up to 2 per co-op room, never players, watch like an eliminated player, no private view (community report #26)
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@@ -18,6 +18,8 @@
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// Bot playerIds start with 'ai_'. Seat indexes may have gaps (e.g. seats 0 and 2).
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// `loadout` (DESIGN §16, optional): the human's operator loadout, already checked by the lobby
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// (shared/protocol.js checkLoadout); PlayerState re-checks it against opts.data and ignores it for bots.
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// opts.spectators string[] (optional) the room's spectator seats (remake feature, community report #26;
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// server/lobby.js): never players — see addSpectator below
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// opts.seed uint32 master seed for all match randomness
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// opts.matchNo integer ≥ 1 (optional) the room's match number (lobby: room.matchCount + 1); with the seed it
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// makes this match's battleIds unique within the room (DESIGN §14)
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@@ -53,6 +55,15 @@
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// treat as quit (AI takes over / eliminated per DESIGN). No onDisconnect follows.
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// dispose() Stop every timer/interval and release resources. Idempotent. After dispose the
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// platform ignores send/broadcast/onEnd from this instance.
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// addSpectator(id) (optional for the platform) A spectator seat joined during the match, came back or asked
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// for a resync: register it (idempotent) and resend what an ELIMINATED player watching sees —
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// m.public and, while a battle runs, the b.start (watch) of the field it watches (default: the
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// first field; server-run mode: m.field + b.snap), or m.result once ended. A spectator gets
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// every broadcast through the platform, never an m.private / m.toast / m.unitStats, is never
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// a field's player or authority, and is shown fields like an eliminated player in every phase.
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// handle(id, msg) answers only its 'g.watch' (anything else → SPECTATOR; the platform routes
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// nothing else of it).
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// removeSpectator(id) The spectator left (room.leave / g.leave, removed by the host, reconnect window expired).
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//
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// Bot seats never produce intents or hooks: the match drives bots itself (server/match/bot.js).
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// Messages the match emits are the S2C 'm.*' / 'b.*' frames of DESIGN §8.2 (room.* frames are platform-owned).
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@@ -296,6 +307,13 @@ export class Match {
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}
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if (!this.players.size) throw new TypeError('Match: seats required');
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this.order = [...this.players.values()].sort((a, b) => a.seat - b.seat);
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/**
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* Spectator seats (opts.spectators / addSpectator): playerId → a stand-in every watch path treats like an eliminated
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* human (alive false; no PlayerState, never a field's player or authority).
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* @type {Map<string, { playerId: string, isBot: false, left: false, alive: false, connected: true, spectator: true }>}
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*/
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this.spectators = new Map();
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for (const id of Array.isArray(opts.spectators) ? opts.spectators : []) this._spectator(id);
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/**
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* Exactly one human seat at the start (独立模拟, or a 同盟 room started alone / with AI teammates only): nobody waits
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* on anybody, so no phase outside a battle is timed — soloUntimed (user playtest #4 item 3). The mode's own rules
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@@ -388,8 +406,10 @@ export class Match {
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* @returns {{ ok: true } | { error: string, detail?: string }}
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*/
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handle(playerId, msg) {
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const ps = this.players.get(playerId);
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const ps = this.players.get(playerId) || this.spectators.get(playerId);
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if (!ps || ps.isBot || ps.left) return fail(ERR.NOT_IN_ROOM);
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// a spectator seat only watches (the platform routes nothing else of it)
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if (ps.spectator && (!msg || msg.t !== 'g.watch')) return fail(ERR.SPECTATOR);
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if (this.disposed || this.ended) {
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// a battle report that crossed the match end (the last b.progress of a field) is stale: ignored, never an error
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// (DESIGN §14 — an error frame without a rid would surface as a toast in the browser)
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@@ -445,22 +465,67 @@ export class Match {
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this.guard(() => {
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const was = ps.connected;
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ps.connected = true;
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this.sendTo(playerId, this.publicView());
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if (!this.ended) {
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ps._lastPriv = null;
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this._sendPrivate(ps, true);
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if (this.clientCombat) this._resendBattle(ps);
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else {
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const fid = this.watchers.get(playerId);
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if (fid) this._sendField(playerId, fid);
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}
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} else if (this.lastResultMsg) {
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this.sendTo(playerId, { ...this.lastResultMsg, playerId });
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}
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this._resync(ps);
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if (!was) this.markPublic();
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});
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}
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/**
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* The full state of one human (a reconnect, a resync, a spectator seat): m.public, its m.private (players only), the
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* field it is on / watches — a spectator, like an eliminated player, the first field — or the result once ended.
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*/
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_resync(ps) {
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const playerId = ps.playerId;
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this.sendTo(playerId, this.publicView());
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if (!this.ended) {
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if (!ps.spectator) {
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ps._lastPriv = null;
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this._sendPrivate(ps, true);
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}
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if (this.clientCombat) this._resendBattle(ps);
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else {
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let fid = this.watchers.get(playerId);
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if (!fid && ps.spectator && this.fields.length) { fid = this.fields[0].fieldId; this.watchers.set(playerId, fid); }
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if (fid) this._sendField(playerId, fid);
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}
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} else if (this.lastResultMsg) {
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this.sendTo(playerId, { ...this.lastResultMsg, playerId });
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}
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}
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/**
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* A spectator seat (community report #26; server/lobby.js spectate) joined during the match, came back or asked for a
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* resync: registered once, then resent what an eliminated player watching sees (_resync — never an m.private).
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*/
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addSpectator(playerId) {
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if (this.disposed) return;
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const s = this._spectator(playerId);
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if (s) this.guard(() => this._resync(s));
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}
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/** The spectator left (room.leave / g.leave, removed by the host, reconnect window expired). */
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removeSpectator(playerId) {
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if (this.spectators.delete(playerId)) this.watchers.delete(playerId);
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}
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/** The stand-in of a spectator seat, created once (null for a player's id or a bad id). */
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_spectator(playerId) {
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if (typeof playerId !== 'string' || !playerId || this.players.has(playerId)) return null;
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let s = this.spectators.get(playerId);
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if (!s) {
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s = Object.freeze({ playerId, isBot: false, left: false, alive: false, connected: true, spectator: true });
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this.spectators.set(playerId, s);
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}
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return s;
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}
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/** Everyone shown fields: the seated humans still in (seat order), then the spectator seats' stand-ins. */
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_viewers() {
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const out = this.order.filter((ps) => !ps.isBot && !ps.left);
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for (const s of this.spectators.values()) out.push(s);
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return out;
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}
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onLeave(playerId) {
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const ps = this.players.get(playerId);
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if (!ps || ps.isBot || ps.left || this.disposed) return;
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@@ -668,7 +733,7 @@ export class Match {
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sendTo(playerId, msg) {
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if (this.disposed) return false;
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const ps = this.players.get(playerId);
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const ps = this.players.get(playerId) || this.spectators.get(playerId);
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if (!ps || ps.isBot || ps.left) return false;
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try { return !!this.sendFn(playerId, msg); } catch (e) { this.reportError('send', e); return false; }
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}
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@@ -1767,8 +1832,7 @@ export class Match {
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_defaultWatch() {
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this.watchers.clear();
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for (const ps of this.order) {
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if (ps.isBot || ps.left) continue;
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for (const ps of this._viewers()) {
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const own = this.fields.find((f) => f.players.includes(ps.playerId));
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const f = own || this.fields[0];
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if (!f) continue;
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@@ -2071,10 +2135,30 @@ export class Match {
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return best ? best.playerId : null;
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}
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/**
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* The spec a spectator seat is shown: the field's own, minus the players' `contentInfo.funds` — a private number (the
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* player's funds at the battle start) that no battle effect reads, so the replica still plays the same battle. The
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* other contentInfo counters stay: battle effects read them (sim/content: handUnits, roundStats.gainedChess).
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*/
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_spectatorSpec(f) {
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if (!f.spectatorSpec) {
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const s = f.spec;
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const strip = (p) => {
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if (!p || !p.contentInfo || !Object.hasOwn(p.contentInfo, 'funds')) return p;
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const { funds, ...contentInfo } = p.contentInfo;
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void funds;
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return { ...p, contentInfo };
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};
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f.spectatorSpec = s && Array.isArray(s.players) ? { ...s, players: s.players.map(strip) } : s;
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}
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return f.spectatorSpec;
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}
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/** b.start of a field for one recipient (`watch`: not a player of the field). */
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_startMsg(f, pid, { watch = false } = {}) {
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return {
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t: 'b.start', battleId: f.battleId, fieldId: f.fieldId, kind: f.kind, spec: f.spec,
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t: 'b.start', battleId: f.battleId, fieldId: f.fieldId, kind: f.kind,
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spec: this.spectators.has(pid) ? this._spectatorSpec(f) : f.spec,
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authoritative: !!(!f.done && f.mode === 'client' && f.authority === pid && !watch),
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startAt: f.startAt, serverNow: this.sched.now(), elapsed: Math.round(this._fieldElapsed(f) * 1000) / 1000,
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speed: this.gameSpeed, watch: !!watch, done: !!f.done,
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@@ -2082,17 +2166,17 @@ export class Match {
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}
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_sendStart(pid, f, opts = {}) {
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const ps = this.players.get(pid);
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const ps = this.players.get(pid) || this.spectators.get(pid);
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if (!ps || ps.isBot || ps.left || !ps.connected) return false;
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return this.sendTo(pid, this._startMsg(f, pid, opts));
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}
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/** Humans currently shown a field (its players and its watchers). */
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/** Humans currently shown a field (its players and its watchers, spectator seats included). */
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_humansShowing(f) {
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const out = new Set();
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for (const pid of f.players) out.add(pid);
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for (const [pid, fid] of this.watchers) if (fid === f.fieldId) out.add(pid);
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return [...out].filter((pid) => { const ps = this.players.get(pid); return ps && !ps.isBot && !ps.left; });
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return [...out].filter((pid) => { const ps = this.players.get(pid) || this.spectators.get(pid); return ps && !ps.isBot && !ps.left; });
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}
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/** Give every field its authority (a connected human) or run it on the server. */
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@@ -2241,8 +2325,8 @@ export class Match {
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const limit = this.wave ? this.wave.timeLimit : 60;
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this.deadline = this.sched.instant ? 0 : this.sched.now() + Math.round((limit / this.gameSpeed) * 1000);
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this._launch(fields);
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// every fighting human runs its own field; eliminated humans keep watching (research 09 §3.1 "Keep-watching
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// auto-observes the first available field", switching freely with 前往查看): a display replica of the first field
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// every fighting human runs its own field; eliminated humans (and spectator seats) keep watching (research 09 §3.1
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// "Keep-watching auto-observes the first available field", switching freely with 前往查看): a replica of the first field
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for (const f of fields) for (const pid of f.players) {
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const ps = this.players.get(pid);
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if (!ps || ps.isBot || ps.left) continue;
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@@ -2251,8 +2335,8 @@ export class Match {
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}
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const first = fields.find((f) => f.mode === 'client') || fields[0] || null;
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if (first) {
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for (const ps of this.order) {
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if (ps.isBot || ps.left || ps.alive || this.watchers.has(ps.playerId)) continue;
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for (const ps of this._viewers()) {
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if (ps.alive || this.watchers.has(ps.playerId)) continue;
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this.watchers.set(ps.playerId, first.fieldId);
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this._sendStart(ps.playerId, first, { watch: true });
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}
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@@ -2268,9 +2352,8 @@ export class Match {
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this.deadline = this.sched.instant ? 0 : this.sched.now() + Math.round((limit / this.gameSpeed) * 1000);
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this.watchers.clear();
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this._launch([f]);
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// helpers and everyone else (as observers) simulate the same 联防 spec locally
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for (const ps of this.order) {
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if (ps.isBot || ps.left) continue;
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// helpers and everyone else (as observers, spectator seats included) simulate the same 联防 spec locally
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for (const ps of this._viewers()) {
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this.watchers.set(ps.playerId, 'u');
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this._sendStart(ps.playerId, f, { watch: !f.players.includes(ps.playerId) });
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}
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@@ -2485,10 +2568,9 @@ export class Match {
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this._bossClock = this.later(BOSS_CLOCK_MS, () => this._bossClockTick());
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}
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/** b.start of the boss fields: players get their own pair field, eliminated humans the first field. */
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/** b.start of the boss fields: players get their own pair field, eliminated humans and spectator seats the first. */
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_watchBossFields(fields) {
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for (const ps of this.order) {
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if (ps.isBot || ps.left) continue;
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for (const ps of this._viewers()) {
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const own = fields.find((f) => f.players.includes(ps.playerId)) || null;
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const f = own || fields[0];
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if (!f) continue;
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@@ -3060,7 +3142,8 @@ export class Match {
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this.lastResultMsg = result;
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this.markPublic();
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try { this.flush(true); } catch (e) { this.reportError('flush', e); }
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for (const ps of this.order) if (!ps.isBot && !ps.left) this.sendTo(ps.playerId, { ...result, playerId: ps.playerId });
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// every human still here gets the settlement — the spectator seats the same public rows (none of them their own)
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for (const ps of this._viewers()) this.sendTo(ps.playerId, { ...result, playerId: ps.playerId });
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const { t, ...summary } = result;
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void t;
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summary.errors = this.errorCount;
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