feedback1 integrate: form fx survive the render engine's stale-event drop; hidden-tab backlog compacted and flushed when a finished battle is shown; same-field re-entry buffered

- render/interp.js isCosmeticEvent: an fx with a form is state, never dropped as stale nor shed from a full queue;
  a late one switches the model without its telegraph, its closing clip shortened (render/app.js)
- battle/runner.js: a backlog past HELD_MAX keeps only the last status / skill toggle per unit; a battle that ended
  while the tab was hidden delivers its backlog and last snapshot when the tab is shown
- screens/game.js: a new field meta for the field on screen buffers its frames until the view re-enters it
- browser test stalls the main thread (blocking 1 s long tasks); Node tests drive the runner into the render buffer
This commit is contained in:
sganggs committed 2026-10-03 07:30:52 +08:00
1 parent 88d419b095
commit 4e68100065
11 files changed
+259 -39

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+3 -2
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@@ -209,8 +209,9 @@ The resolver's full precedence list is in the header of `tools/assets/anim-roles
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 `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
/ 'telegraph' / 'stone' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
catch-up frames and hidden tabs (`keepsState`), the game screen's pre-entry buffer (`keepEarly`) and the render engine's
event queue (`render/interp.js isCosmeticEvent`) too — 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:
+6 -2
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@@ -277,8 +277,12 @@ fx announces it as its `form`: a 'phase' fx (crawl, translator_* — also its `k
('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.
and its hidden-tab backlog (`battle/runner.js keepsState`; a backlog past `HELD_MAX` drops only superseded status /
skill toggles, and a battle that ended while hidden delivers it when the tab is shown), the game screen's events
buffered before a field is entered (`screens/game.js keepEarly`, also while a re-sent field meta re-enters the field on
screen) and the render engine's event queue (`render/interp.js isCosmeticEvent`: a form fx is never dropped as stale,
more than 1.5 game s behind the render clock, nor shed from a full queue; one handed out late switches the model
without its telegraph); 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
+37 -6
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@@ -15,9 +15,10 @@
// ~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).
// hidden the battle on screen keeps the same events (compacted past HELD_MAX; a backlog still past it makes the view
// re-enter from the field meta) and the first frame back delivers them — or, for a battle that ended while hidden, the
// visibilitychange itself — 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
@@ -75,8 +76,26 @@ const STATE_EV = new Set(['spawn', 'die', 'deploy', 'status', 'skill', 'leak']);
* 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. */
/**
* Hidden-tab backlog cap (tuples) of the battle on screen. Past it the backlog is compacted (compactHeld: only the last
* 'status' per unit and status, the last 'skill' per unit — what the view ends up showing); only a backlog still past it
* (thousands of spawns) makes the view re-enter from the field meta.
*/
export const HELD_MAX = 3000;
/**
* A hidden-tab backlog without the superseded toggles: of the 'status' tuples only the last per (unit, status), of the
* 'skill' tuples only the last per unit, every other tuple (spawn / die / deploy / leak / form fx — bounded by the units)
* kept; order preserved. A long hidden boss fight toggles statuses thousands of times, the rest stays small.
*/
export function compactHeld(list) {
const last = new Map();
list.forEach((x, i) => {
if (x[0] === 'status') last.set(`s:${x[1]}:${x[2]}`, i);
else if (x[0] === 'skill') last.set(`k:${x[1]}`, i);
});
return list.filter((x, i) => (x[0] === 'status' ? last.get(`s:${x[1]}:${x[2]}`) === i : x[0] === 'skill' ? last.get(`k:${x[1]}`) === i : true));
}
/** 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']);
@@ -343,7 +362,19 @@ export function createBattleRunner(deps) {
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; }
if (e.held.length > HELD_MAX) {
e.held = compactHeld(e.held);
if (e.held.length > HELD_MAX) { e.held = []; e.stale = true; }
}
}
/**
* The tab is visible again: the battle on screen that ended while it was hidden (advance() no longer runs for it)
* delivers its backlog and last snapshot now — else the view kept the pre-hide state for the rest of the phase.
*/
function flushHidden() {
const e = cur;
if (e && e.battle.finished && (e.held.length || e.stale)) emitFrame(e, false);
}
function progress(e, force = false) {
@@ -671,7 +702,7 @@ export function createBattleRunner(deps) {
}));
}
if (doc && typeof doc.addEventListener === 'function') {
doc.addEventListener('visibilitychange', () => { if (!hidden()) schedule(); });
doc.addEventListener('visibilitychange', () => { if (hidden()) return; flushHidden(); schedule(); });
}
return {
+13 -6
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@@ -24,7 +24,7 @@
// 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):
// 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
@@ -1376,9 +1376,12 @@ export async function createFieldView(host, options = {}) {
}
const EVS = [];
/** State events handed out more than 1.5 game s late (a stall, a hidden tab, a field entered late) → how late. */
const LATE = new Map();
function processEvents(renderT) {
EVS.length = 0;
interp.takeEvents(renderT, EVS, renderT - 1.5);
LATE.clear();
interp.takeEvents(renderT, EVS, renderT - 1.5, LATE);
for (const e of EVS) {
try { handleEvent(e, renderT); } catch (err) { if (!handleEvent.warned) { handleEvent.warned = true; console.warn('[render] event failed', e, err); } }
}
@@ -1446,15 +1449,19 @@ export async function createFieldView(host, options = {}) {
// 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.
// nothing); the info keeps it for a view built later. No client stage drops these fx: battle/runner.js
// keepsState (catch-up frames, hidden-tab backlog), screens/game.js keepEarly (the pre-entry buffer) and
// render/interp.js isCosmeticEvent (stale-event drop, full-queue shed). One handed out late switches the model
// without its telegraph, its closing clip shortened by the lateness.
const form = fxForm(e);
const late = form !== undefined ? LATE.get(e) || 0 : 0;
if (form !== undefined) {
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]);
const x = late > 0 && Number(e[4].dur) > 0 ? { ...e[4], dur: Math.max(0, Number(e[4].dur) - late) } : e[4];
views.get(e[4].id)?.setForm?.(form, x);
}
fx.simFx(e[1], Number(e[2]), Number(e[3]), e[4]);
if (!(late > 0)) fx.simFx(e[1], Number(e[2]), Number(e[3]), e[4]);
break;
}
case 'layer': {
+20 -5
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@@ -16,7 +16,8 @@
// * event queue: a `b.ev` batch is stamped with its game time (`gt`, the snapshot it was drained with); a batch
// without one is placed inside the latest snapshot interval (newest snapshot time minus half an interval),
// and handed out by `takeEvents()` once renderT passes the stamp. Stale cosmetic events (> `eventMaxLag`
// game s behind) are dropped by the caller's choice (`isCosmeticEvent`); state events are always delivered.
// game s behind) are dropped by the caller's choice (`isCosmeticEvent`); state events — an enemy's form fx
// included — are always delivered, and a full queue sheds only cosmetic ones.
//
// Snapshot tuple layout (DESIGN §8.2): [id, x, y, hp, maxHp, sp, spMax, flags, anim]. Two optional lists ride along
// (server/sim/Battle.js snapshot, user playtest #4 items 8 / 9):
@@ -27,6 +28,8 @@
// `units`): downAt(time) returns the list of the snapshot at `time`.
// Game times in both (`cooldownEnd`, `respawnAt`) are on the snapshots' clock, so a view compares them with renderT.
import { fxForm } from '../../../shared/protocol.js';
export const TUPLE = Object.freeze({ ID: 0, X: 1, Y: 2, HP: 3, MAXHP: 4, SP: 5, SPMAX: 6, FLAGS: 7, ANIM: 8, EL: 9, EL_FILL: 10, EL_UNTIL: 11, EL_DUR: 12 });
/** Element keys a snapshot `elem` entry may carry (server/sim/constants.js ELEMENT_ORDER). */
const ELEMENT_KEYS = new Set(['neural', 'erosion', 'burn', 'apoptosis', 'necrosis']);
@@ -37,7 +40,13 @@ const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
/** Cosmetic event kinds that may be dropped when far behind (never state-changing). */
export const COSMETIC_EVENTS = new Set(['atk', 'dmg', 'heal', 'fx', 'layer', 'bounty']);
export const isCosmeticEvent = (ev) => Array.isArray(ev) && COSMETIC_EVENTS.has(ev[0]);
/**
* Whether an event may be dropped when stale or shed from a full queue. An 'fx' that carries an enemy's model `form`
* (shared/protocol.js fxForm) is state: dropping it left the view on the old model after a long main-thread stall, on a
* watched field after a hidden tab and on a field entered late (user report #5 after 0.1.0) — the fourth place the client
* keeps it, with battle/runner.js keepsState and screens/game.js keepEarly.
*/
export const isCosmeticEvent = (ev) => Array.isArray(ev) && COSMETIC_EVENTS.has(ev[0]) && fxForm(ev) === undefined;
/**
* Game time (s) of a b.snap / b.ev payload, or NaN. On the wire every frame is `{ t: '<type>', … }`, so the server
@@ -308,9 +317,12 @@ export class SnapshotBuffer {
/**
* Remove and return (in order) the queued events due at `time` (default renderT). When `dropCosmeticBefore`
* is a number, cosmetic events stamped earlier than it are discarded instead of returned.
* is a number, cosmetic events stamped earlier than it are discarded instead of returned; a state event stamped
* earlier is returned, and when `late` (a Map) is given it records that event → how far (game s) its stamp lies
* before `time`, so the caller can skip its stale cosmetics (render/app.js: a late form fx switches the model without
* replaying its telegraph and with its closing clip shortened).
*/
takeEvents(time = this.renderT, out = [], dropCosmeticBefore = null) {
takeEvents(time = this.renderT, out = [], dropCosmeticBefore = null, late = null) {
if (!this.events.length || !Number.isFinite(time)) return out;
let n = 0;
while (n < this.events.length && this.events[n].t <= time) n++;
@@ -318,7 +330,10 @@ export class SnapshotBuffer {
const list = this.events;
for (let i = 0; i < n; i++) {
const e = list[i];
if (typeof dropCosmeticBefore === 'number' && e.t < dropCosmeticBefore && isCosmeticEvent(e.ev)) continue;
if (typeof dropCosmeticBefore === 'number' && e.t < dropCosmeticBefore) {
if (isCosmeticEvent(e.ev)) continue;
if (late) late.set(e.ev, time - e.t);
}
out.push(e.ev);
}
const rest = list.length - n;
+2 -2
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@@ -27,7 +27,7 @@
// redeploy) plays the deploy clip and restores the normal look; `setDown(null)` on a dead view lets it fade out.
// An operator that enters a battle already knocked out (联防, user playtest #5 item 2: sim 'die' reason 'forcedExit')
// goes down with `die(true)`: straight to the held end of the clip, no fall.
// Enemy modes (sim fx 'phase' { id, kind } or another fx's `form` → `setForm(kind, fx)`): 掠海漂移体 dropping to 爬行模式
// Enemy modes (the `form` of a sim fx — shared/protocol.js fxForm — → `setForm(form, fx)`): 掠海漂移体 dropping to 爬行模式
// (user playtest #5 item 1) plays its skeleton's 'Change' clip once, then the crawl set (*_02); 暴鸰 flies on without its
// bomb (*_2) after the drop (feedback D4); 转译基底's forms, the 逐火 embers, 再生's puppet, the leaders' 重生 and 守墓石像
// likewise (user report after 0.1.0) — FORMS. A view built later (`info.form` = UnitInfo `form`, the sim's current form,
@@ -113,7 +113,7 @@ export const ALIAS_TINT = Object.freeze({ enemy_1305_mhslim: 0xffc48a, enemy_130
export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, gap: 1, pulse: 0.45, pulseHz: 1.5 });
/**
* Enemy modes drawn with another clip set of the same skeleton (sim fx 'phase' kind, or the `form` of another sim fx
* Enemy modes drawn with another clip set of the same skeleton (the `form` of a sim fx — shared/protocol.js fxForm —
* → UnitView.setForm), per Spine id; the mode's roles override the manifest's (data/assets.json anims), `change` plays
* once first:
* - 掠海漂移体 (PRTS: 受晕眩/沉睡/冻结影响后进入爬行模式 — for good) crawls on its *_02 clips after 'Change';
+14 -3
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@@ -328,6 +328,10 @@ function MatchScreen() {
// m.field re-render): kept per fieldId and replayed on enter so no unit's 'spawn' UnitInfo is ever lost.
const evBufRef = useRef(new Map()); // fieldId → ev tuples since that field's m.field
const snapBufRef = useRef(new Map()); // fieldId → latest snapshot
// a new m.field for the field already on screen (a resync, or the runner re-showing it after a hidden-tab backlog
// overflowed): its frames are buffered like a new field's until the enter effect re-enters it — enterBattle resets
// the view, so a 'spawn' or form fx pushed in between used to be lost (placeholder views, the old model)
const reentryRef = useRef(null);
// prep rendering (own board) vs battle rendering (m.field). The field object present when prep starts is stale
// (last round's battle): combat only enters an m.field pushed after that (a new object), and every new m.field
@@ -361,6 +365,7 @@ function MatchScreen() {
viewModeRef.current = 'prep';
lastFieldRef.current = null;
enteredFieldRef.current = null;
reentryRef.current = null;
setHud(null);
}
if (priv) {
@@ -376,6 +381,7 @@ function MatchScreen() {
if (lastFieldRef.current && lastFieldRef.current !== field.fieldId) setDetail((d) => (d?.kind === 'unit' ? null : d));
enteredFieldRef.current = field;
lastFieldRef.current = field.fieldId;
reentryRef.current = null;
viewModeRef.current = 'battle';
snapUnitsRef.current = new Map();
view.enterBattle(field);
@@ -423,10 +429,15 @@ function MatchScreen() {
let pending = null;
const flush = () => { pending = null; last = performance.now(); setHud(hudRef.current); };
const onFieldMeta = (msg) => {
if (msg && typeof msg.fieldId === 'string') { evBufRef.current.set(msg.fieldId, []); snapBufRef.current.delete(msg.fieldId); }
if (!msg || typeof msg.fieldId !== 'string') return;
evBufRef.current.set(msg.fieldId, []);
snapBufRef.current.delete(msg.fieldId);
if (msg.fieldId === lastFieldRef.current) reentryRef.current = msg.fieldId;
};
// the field the view shows now (null while a re-entry of it is pending: its frames are buffered)
const shownId = () => (reentryRef.current && reentryRef.current === lastFieldRef.current ? null : lastFieldRef.current);
const onSnap = (snap) => {
const cur = lastFieldRef.current;
const cur = shownId();
if (!snap || typeof snap !== 'object') return;
if (!cur || (snap.fieldId && snap.fieldId !== cur)) {
if (typeof snap.fieldId === 'string') snapBufRef.current.set(snap.fieldId, snap);
@@ -444,7 +455,7 @@ function MatchScreen() {
else if (!pending) pending = setTimeout(flush, HUD_HZ_MS - dt);
};
const onEv = (msg) => {
const cur = lastFieldRef.current;
const cur = shownId();
if (!msg || !Array.isArray(msg.ev)) return;
if (!cur || (msg.fieldId && msg.fieldId !== cur)) {
if (typeof msg.fieldId !== 'string') return;
+120 -5
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@@ -5,15 +5,18 @@
// 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).
// state-bearing events for the first frame back (compacted past HELD_MAX; still past it, the view re-enters from the field
// meta) — a battle that ended while hidden delivers them when the tab is shown — the game screen's pre-entry buffer keeps
// them too (screens/game.js keepEarly, same predicate) and so does the render engine's event queue (render/interp.js
// isCosmeticEvent: never dropped as stale, never shed).
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 { createBattleRunner, keepsState, compactHeld, HELD_MAX } from '../../public/js/battle/runner.js';
import { SnapshotBuffer } from '../../public/js/render/interp.js';
import { createStore, initialState } from '../../public/js/store.js';
import * as specMod from '../../server/sim/spec.js';
import { DataSource } from '../../server/sim/simdata.js';
@@ -157,7 +160,51 @@ test('a hidden tab across the change: nothing rendered meanwhile, the first fram
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 () => {
test('compactHeld: a long hidden fight\'s status / skill toggles shrink to the last per unit, everything else stays in order', () => {
const list = [['spawn', { id: 1 }], ['status', 1, 'stun', 1], ['skill', 2, 1], ['status', 1, 'stun', 0], ['fx', 'phase', 0, 0, { id: 1, form: 'husk' }],
['status', 1, 'cold', 1], ['skill', 2, 0], ['die', 1, 'killed'], ['status', 1, 'stun', 1]];
assert.deepEqual(compactHeld(list), [list[0], list[4], list[5], list[6], list[7], list[8]]);
});
test('a hidden-tab backlog of status toggles beyond HELD_MAX is compacted: no re-entry, the last state arrives', 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);
e.held.push(...Array.from({ length: HELD_MAX }, (_, i) => ['status', tr.id, 'stun', i % 2]));
r.advance(500, 250);
assert.ok(!e.stale && e.held.length < 100, `compacted (${e.held.length})`);
r.show();
r.advance(1000 / 60);
assert.equal(r.feed.fields.length, 1, 'no re-entry');
const first = r.feed.evs[0]?.ev || [];
assert.deepEqual(first.filter((x) => x[0] === 'status' && x[2] === 'stun'), [['status', tr.id, 'stun', 1]], 'the last toggle only');
assert.deepEqual(formsOf(first, tr.id), ['translator_youling'], 'the form fx kept');
r.runner.dispose();
});
test('the own battle ends while the tab is hidden: showing it delivers the backlog and a last snapshot (no frame runs for a finished battle)', 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 < 60 && !e.battle.finished; i++) r.advance(1000, 250);
assert.ok(e.battle.finished && e.done, 'it ended while hidden');
assert.ok(e.held.length > 0, 'its state events wait');
const snaps = r.feed.snaps;
r.show();
const list = all(r.feed);
const tr = trOf(e) || { id: list.find((x) => x[0] === 'spawn' && x[1].defId === TR)?.[1].id };
assert.ok(list.some((x) => x[0] === 'spawn' && x[1].id === tr.id), 'the spawn');
assert.ok(list.some((x) => (x[0] === 'die' && x[1] === tr.id) || (x[0] === 'leak' && x[1] === tr.id)), 'and its end');
assert.ok(r.feed.snaps > snaps, 'a last snapshot');
assert.equal(e.held.length, 0);
r.runner.dispose();
});
test('a hidden-tab backlog still beyond HELD_MAX after compaction: 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();
@@ -165,7 +212,7 @@ test('a hidden-tab backlog beyond HELD_MAX: the first frame back re-enters the v
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]));
e.held.push(...Array.from({ length: HELD_MAX }, (_, i) => ['spawn', { id: 100000 + i }]), ['status', tr.id, 'stun', 1]);
r.advance(500, 250);
assert.ok(e.stale && e.held.length === 0, 'overflow: dropped, marked stale');
r.show();
@@ -183,4 +230,72 @@ test('screens/game.js buffers the form fx with the state-bearing events it repla
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\(e\);/);
// a new m.field for the field on screen buffers its frames until the enter effect re-enters it (enterBattle resets)
assert.match(src, /if \(msg\.fieldId === lastFieldRef\.current\) reentryRef\.current = msg\.fieldId;/);
assert.match(src, /const onEv = \(msg\) => \{\s+const cur = shownId\(\);/);
assert.match(src, /lastFieldRef\.current = field\.fieldId;\s+reentryRef\.current = null;/);
});
/**
* The view's side too (render/app.js): the runner's frames go into the render engine's SnapshotBuffer, whose clock
* follows the snapshots, and processEvents takes the due events with the 1.5 game s stale-cosmetic window — a form fx
* must come out of it (review of the final WD fix: a stall > ≈0.78 s real used to drop it there, the fourth place).
*/
function viewRig({ hidden = false } = {}) {
const r = rig({ hidden });
const interp = new SnapshotBuffer({ delay: 0.034, rate: 2 });
const handled = [];
let clock = 0;
r.runner.on('field', () => interp.reset());
r.runner.on('snap', (x) => interp.push(x, clock));
r.runner.on('ev', (m) => interp.pushEvents(m.ev, clock, m.gt));
const render = (tSec) => {
clock = tSec;
const rT = interp.update(tSec);
if (Number.isFinite(rT)) interp.takeEvents(rT, handled, rT - 1.5);
};
const advance = r.advance;
let realMs = 1000;
r.advance = (ms, step = 1000 / 60) => {
const end = realMs + ms;
while (realMs < end) {
const d = Math.min(step, end - realMs);
advance(d, d);
realMs += d;
if (!r.doc.hidden) render(realMs / 1000);
}
};
return { ...r, handled, interp };
}
test('runner → render engine: one 1.2 s stall right after the change — the view still handles the 幽灵 form fx', async () => {
const r = viewRig();
r.net.emit('b.start', start(true));
await r.settle();
const e = r.runner._entries.get('fb1.runner');
for (let i = 0; i < 2000 && trOf(e)?.form == null; i++) r.advance(1000 / 60);
r.advance(1000 / 60);
r.advance(1200, 1200);
r.advance(1500);
const tr = trOf(e);
assert.equal(tr?.form, 'translator_youling');
assert.deepEqual(formsOf(r.handled, tr.id), ['translator_youling']);
r.runner.dispose();
});
test('runner → render engine: a watched replica hidden 20 s across the change (catch-up frames of 8 game s on return) — the view handles the form fx', async () => {
const r = viewRig();
r.net.emit('b.start', start(false));
await r.settle();
r.advance(300);
r.doc.hidden = true;
r.advance(20000, 250);
r.show();
r.advance(4000);
const e = r.runner._entries.get('fb1.runner');
const id = all(r.feed).find((x) => x[0] === 'spawn' && x[1].defId === TR)?.[1].id;
assert.ok(id != null, 'the translator was announced');
assert.ok(r.runner.stats().catchups > 0, 'caught up on return');
assert.deepEqual(formsOf(r.handled, id), ['translator_youling'], `the view learnt the form (sim: ${trOf(e)?.form ?? 'gone'})`);
r.runner.dispose();
});
+13 -7
View File
@@ -9,8 +9,10 @@
// 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;
// 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.
// blocking 1 s long tasks (every frame a catch-up, and the render clock jumps past its 1.5 game s stale-event
// window) 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, and then render/interp.js's stale-event drop, used to lose 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.
@@ -126,8 +128,8 @@ async function lateViewInPage(page, port, 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
* screens/game.js (field → enterBattle, snap → pushSnapshot, ev → pushEvents); every frame follows a blocking `jankMs`
* real ms long task, 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) {
@@ -155,7 +157,11 @@ async function runnerInPage(page, port, s, jankMs, secs) {
const out = [];
const end = performance.now() + secs * 1000;
while (performance.now() < end) {
await sleep(jankMs);
// a blocking long task (the main thread stalls: the render engine's own ticker stalls too, so its clock jumps
// jankMs × 2 game s at once — past the 1.5 game s stale-event window), then one free frame
const until = performance.now() + jankMs;
while (performance.now() < until) { /* stall */ }
await sleep(16);
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);
@@ -271,10 +277,10 @@ 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 () => {
test('the real client runner with blocking 1 s long tasks (every frame a catch-up, the render clock jumps 2 game s): 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);
const { out, catchups } = await runnerInPage(p, srv.port, spec('enemy_10081_mpplai', 'runner', 9, 7), 1000, 12);
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');
+6 -1
View File
@@ -369,5 +369,10 @@ test('render/app.js renderInfo keeps UnitInfo `form` (it used to drop it: views
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, /const form = fxForm\(e\);[\s\S]{0,200}inf\.form = form[\s\S]{0,120}setForm\?\.\(form, e\[4\]\)/);
assert.match(src, /const form = fxForm\(e\);[\s\S]{0,250}inf\.form = form[\s\S]{0,250}setForm\?\.\(form, x\)/);
// a form fx handed out late (render/interp.js takeEvents `late`) switches the model with its closing clip shortened by
// the lateness and without replaying its telegraph
assert.match(src, /const x = late > 0 && Number\(e\[4\]\.dur\) > 0 \? \{ \.\.\.e\[4\], dur: Math\.max\(0, Number\(e\[4\]\.dur\) - late\) \} : e\[4\];/);
assert.match(src, /if \(!\(late > 0\)\) fx\.simFx\(/);
assert.match(src, /interp\.takeEvents\(renderT, EVS, renderT - 1\.5, LATE\);/);
});
+25
View File
@@ -5,6 +5,7 @@ import { test, describe } from 'node:test';
import assert from 'node:assert/strict';
import { SnapshotBuffer, normalizeSnapshot, isCosmeticEvent, frameTime } from '../../public/js/render/interp.js';
const fxFormOf = (e) => (e && e[0] === 'fx' && e[4] && Object.hasOwn(e[4], 'form') ? e[4].form : undefined);
const near = (a, b, eps = 1e-6) => Math.abs(a - b) <= eps;
const snap = (t, units) => ({ fieldId: 'n:1', t, units, dp: 10, killed: 0, total: 5 });
const U = (id, x, y, hp = 100, anim = 0, flags = 0) => [id, x, y, hp, 100, 5, 10, flags, anim];
@@ -188,6 +189,30 @@ describe('SnapshotBuffer', () => {
assert.deepEqual(b.flushEvents().map((e) => e[0]), ['leak']);
});
test('an enemy\'s form fx is state (player report #5 after 0.1.0): it survives the stale drop and the full-queue shed, a plain fx does not', () => {
const form = (id, f) => ['fx', 'phase', 1, 1, { id, kind: f, form: f, dur: 2 }];
assert.ok(!isCosmeticEvent(form(3, 'translator_youling')), 'a form fx is never cosmetic');
assert.ok(!isCosmeticEvent(['fx', 'revive', 1, 1, { id: 3, form: null }]), 'back to the base clips (form null) too');
assert.ok(isCosmeticEvent(['fx', 'phase', 1, 1, { id: 3, kind: 'artsBarrier' }]), 'a barrier phase stays cosmetic');
// a 1 s stall at 2×: the render clock jumps past the 1.5 game s window
const b = new SnapshotBuffer();
b.pushEvents([['dmg', 3, 5, 'phys'], form(3, 'translator_youling'), ['fx', 'burst', 1, 1, {}]], 0, 1);
const late = new Map();
const out = b.takeEvents(10, [], 10 - 1.5, late);
assert.deepEqual(out.map((e) => e[4]?.form ?? e[0]), ['translator_youling'], 'only the form fx is handed out');
assert.ok(Math.abs(late.get(out[0]) - 9) < 1e-9, 'with its lateness (game s)');
// replayed without a stamp right after a reset (screens/game.js early buffer: stamped 0)
const r = new SnapshotBuffer();
r.pushEvents([form(4, 'husk'), ['fx', 'ember', 1, 1, { r: 1 }]], 0);
assert.deepEqual(r.takeEvents(30, [], 28.5).map(fxFormOf), ['husk']);
// a hidden-tab flood: the shed keeps it
const q = new SnapshotBuffer();
q.pushEvents([form(5, 'reborn')], 0, 0.5);
for (let i = 0; i < 70; i++) q.pushEvents(Array.from({ length: 100 }, () => ['fx', 'burst', 1, 1, {}]), 0, 1 + i * 0.01);
assert.ok(q.events.length <= 6000, `bounded (${q.events.length})`);
assert.equal(q.events.filter((e) => e.ev[4]?.form === 'reborn').length, 1, 'never shed');
});
test('sample before any snapshot / with NaN time is empty; update before snapshots is NaN', () => {
const b = new SnapshotBuffer();
assert.ok(Number.isNaN(b.update(1)));