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
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@@ -209,8 +209,9 @@ The resolver's full precedence list is in the header of `tools/assets/anim-roles
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The manifest roles describe an enemy's first form. Enemies whose skeleton holds another form's clip set get it from
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`public/js/render/units.js FORMS` (keyed by Spine id, switched by the `form` of the sim's 'phase' / 'ember' / 'revive'
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/ 'telegraph' / 'stone' fx — `shared/protocol.js fxForm`; the client runner keeps these fx through catch-up frames and
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hidden tabs — or, for a view built mid-battle, UnitInfo `form`, which `render/app.js renderInfo` passes to the view; a
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/ 'telegraph' / 'stone' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
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catch-up frames and hidden tabs (`keepsState`), the game screen's pre-entry buffer (`keepEarly`) and the render engine's
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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
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`change` clip plays once first, an `end` clip is timed from the fx's `dur` to finish as that state ends, keeping the
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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
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stealth bit only while its 隐匿 is on:
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@@ -277,8 +277,12 @@ fx announces it as its `form`: a 'phase' fx (crawl, translator_* — also its `k
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('revived' / 'form2' / 'fly'), 'telegraph' ('reborn') or 'stone' ('stone') — render/units.js FORMS. Barrier / charge
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'phase' kinds carry no `form` and are no forms. A form is state, not decoration (b.snap tuples carry none): the client
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keeps every fx with a `form` (`shared/protocol.js fxForm`) where it drops other events — the runner's catch-up frames
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and its hidden-tab backlog (`battle/runner.js keepsState`), the game screen's events buffered before a field is entered
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(`screens/game.js`); dropping them was report #5's look again after a stall or a background tab.
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and its hidden-tab backlog (`battle/runner.js keepsState`; a backlog past `HELD_MAX` drops only superseded status /
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skill toggles, and a battle that ended while hidden delivers it when the tab is shown), the game screen's events
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buffered before a field is entered (`screens/game.js keepEarly`, also while a re-sent field meta re-enters the field on
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screen) and the render engine's event queue (`render/interp.js isCosmeticEvent`: a form fx is never dropped as stale,
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more than 1.5 game s behind the render clock, nor shed from a full queue; one handed out late switches the model
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without its telegraph); dropping them was report #5's look again after a stall or a background tab.
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**Ownership** (`enemy.ownerId`, used for `killed/total` and leak attribution): `ownerPlayerId` if given, else the
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player whose half contains the spawn tile (cols ≥ 11 = right half / player with colOffset 8 or side R). A leak is
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