0.2.5-dev: a restore-defaults loadout sync is never overwritten by an older in-flight sync (PR #540 by @Xinglan233, ported); importing a loadout with ops is refused before writing when the DIY data is missing (PR #538 by @Xinglan233, ported); the player package's package.json keeps only scripts whose files ship (#531) and its docs link unshipped files to the release tag on GitHub (#530); golden: unchanged
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@@ -451,6 +451,20 @@ export function importRefusal(kind, ready, status = data.status) {
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return null;
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}
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/**
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* A loadout payload that carries `ops` (including empty `ops`) replaces 潜能 / 练度. 自选 operators are in that list
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* and only backups.json names them, so the refusal is the 自选编队 one: chess.json and backups.json both loaded.
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* Null when the payload has no `ops` (an older file leaves the current 练度 alone) or that data is ready (GitHub #538).
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* @param {Record<string, any> | null | undefined} ops
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* @param {boolean} ready
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* @param {(name: string) => string} [status]
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* @returns {{ text: string, tone: 'warn'|'error' } | null}
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*/
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export function loadoutOpsImportRefusal(ops, ready, status = data.status) {
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if (ops == null) return null;
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return importRefusal('diy', ready, status);
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}
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/** In place of a tab whose game data did not load (missingGameData): which files, and what to try (GitHub #173). */
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export function DataMissing({ files }) {
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const urls = files.map((name) => `/data/${DATA_FILES[name] || `${name}.json`}`);
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@@ -586,6 +600,10 @@ function LoadoutScreen({ st }) {
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}
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const res = parseImport(ioText);
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if (!res.ok) { toast(t('导入失败:{error}', { error: res.error }), 'error'); return; }
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// ops replaces 潜能 / 练度, including 自选 operators that only backups.json names. Missing data used to drop
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// them and still save, clearing a 练度 the file did not mean to erase (GitHub #538).
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const opsRefused = loadoutOpsImportRefusal(res.ops, ready);
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if (opsRefused) { toast(opsRefused.text, opsRefused.tone); return; }
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// 0.2.2: a payload with `ops` replaces the 潜能 / 练度 too (an older export leaves them alone)
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const opIds = res.ops ? cultivationCharIds(data.get('chess'), data.get('backups')) : null;
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const r = applyLoadoutEntries(res.entries, getChess, res.ops ? { ops: res.ops, isOperator: (id) => opIds.has(id) } : {});
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@@ -169,6 +169,7 @@ function installPrefSync({ net, timers, target, notify, key, stateKey, msgType,
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const tell = notify || ((text) => toast(t(text), 'warn'));
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let timer = null;
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let seq = 0; // requests sent (the reply of an older one never overrides a newer one's state)
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let revision = 0; // edits and welcome invalidate a preparation still awaiting game data (GitHub #540)
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let pendingJson = null; // JSON of the newest request still awaiting its reply
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let lastSent = null; // JSON of the last payload the server accepted (on this session)
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let edited = false; // an edit is waiting to be sent (a lock refusal is then worth telling the player)
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@@ -189,9 +190,12 @@ function installPrefSync({ net, timers, target, notify, key, stateKey, msgType,
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async function flush() {
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if (disposed) return;
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if (net.status !== 'online') { setState('idle'); return; } // the next welcome resends
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const preparing = revision;
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try {
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const payload = await prepare();
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if (disposed) return;
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// a newer edit or welcome happened while prepare awaited chess/backups: do not send, and do not touch the
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// sync state that newer flush owns (an older skill must not overwrite a restore-defaults)
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if (disposed || preparing !== revision) return;
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// never sanitise against missing data: every entry would be dropped and the server's copy cleared
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if (payload == null) { setState('error'); return; }
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const json = JSON.stringify(payload);
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@@ -221,15 +225,16 @@ function installPrefSync({ net, timers, target, notify, key, stateKey, msgType,
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else { console.warn(`[${tag}] ${msgType} refused`, code, err && err.detail); setState('error'); }
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}
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} catch (e) {
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if (disposed || preparing !== revision) return;
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console.warn(`[${tag}] sync failed`, e);
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setState('error');
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}
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}
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const offWelcome = net.on('welcome', () => { lastSent = null; pendingJson = null; seq++; schedule(50); });
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const offWelcome = net.on('welcome', () => { revision++; lastSent = null; pendingJson = null; seq++; schedule(50); });
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const keys = Array.isArray(key) ? key : [key];
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const offStore = target.subscribe((s, prev) => {
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if (keys.some((k) => s[k] !== prev[k])) { edited = true; schedule(); }
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if (keys.some((k) => s[k] !== prev[k])) { revision++; edited = true; schedule(); }
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// closing the overlay sends a pending edit at once (review fix): the player's next click — 准备就绪 in the solo
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// briefing, 开始模拟 in the room — must not overtake the debounced message (the match locks its loadout when
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// INFO_CHECK ends, so a late edit would silently only apply to the next match). Same socket ⇒ ordered.
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