feedback3 WJ: emote manifest timeout falls back to the glyph

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sganggs committed 2026-10-04 20:47:49 +08:00
1 parent 5e4fe8ae60
commit 54680cc891
3 files changed
+206 -20

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+83 -17
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@@ -6,7 +6,10 @@
// GAME_FILES) in the background once the player is in a room, and the match screen waits for them, so no text of the
// match UI ever appears late. A transient failure (network error, HTTP 5xx) is retried twice (RETRY_DELAYS_MS); files
// that stay unavailable (404, repeated failures, bad JSON) resolve to `null` and are reported once on the console — the
// UI must degrade gracefully while data is being generated.
// UI must degrade gracefully while data is being generated. The emote manifests (`local`, `assets`) are the exception:
// one attempt is abandoned after ART_MANIFEST_TIMEOUT_MS (GitHub #99) and reported `missing` at once, so the 交流 button
// draws its glyph instead of staying blank; a later retry that succeeds replaces the glyph. Other files stay `loading`
// across their retries.
//
// Each file is indexed tolerantly so the getters work whether a file is
// - an array of records carrying an id field (id / chessId / bondId / itemId / …),
@@ -78,6 +81,16 @@ export function buildIndex(name, json) {
/** Waits (ms) before retrying a data file whose download failed transiently (network error, HTTP 5xx / 408 / 429). */
export const RETRY_DELAYS_MS = Object.freeze([600, 2000]);
/**
* How long one attempt at an emote manifest (`local`, `assets`) may hang before it counts as a failure.
* [ASSUMED] 8 s: long enough for a slow link, short enough that the 交流 button does not stay blank for the session
* (GitHub #99). Other files are not on this clock.
*/
export const ART_MANIFEST_TIMEOUT_MS = 8000;
/** Manifests the emote button waits on. A hang here used to leave every cell blank (GitHub #99). */
const ART_MANIFESTS = new Set(['local', 'assets']);
/**
* A failed load worth retrying: the request itself failed (network error) or the server answered 5xx / 408 / 429 — not a
* definite 4xx (the file is not there) nor a delivered file that is not valid JSON (`badJson`).
@@ -92,14 +105,19 @@ const transientFailure = (err) => {
* Create a data store bound to a fetch implementation (injectable for tests).
* A file is downloaded once per page (the texts of the game are static data, never fetched again during a match —
* user playtest #3 item 9); a transient failure is retried (RETRY_DELAYS_MS) while the file stays 'loading', so a
* network hiccup does not leave the texts of a whole session missing.
* @param {{ fetch?: typeof fetch, base?: string, retryDelays?: number[], wait?: (ms: number) => Promise<void> }} [opts]
* network hiccup does not leave the texts of a whole session missing. `local` and `assets` are reported `missing` on
* the first failure or timeout (the emote glyph) and stay that way through a retry; a later success is `ready`.
* @param {{ fetch?: typeof fetch, base?: string, retryDelays?: number[], wait?: (ms: number) => Promise<void>, timeoutMs?: number, setTimeout?: typeof setTimeout, clearTimeout?: typeof clearTimeout }} [opts]
* `timeoutMs` 0 turns the art-manifest clock off. `setTimeout` / `clearTimeout` let a test fire that clock.
*/
export function createDataStore(opts = {}) {
const base = opts.base ?? '/data/';
const doFetch = opts.fetch || ((...a) => globalThis.fetch(...a));
const retryDelays = Array.isArray(opts.retryDelays) ? opts.retryDelays : RETRY_DELAYS_MS;
const wait = opts.wait || ((ms) => new Promise((resolve) => setTimeout(resolve, ms)));
const timeoutMs = opts.timeoutMs === undefined ? ART_MANIFEST_TIMEOUT_MS : Number(opts.timeoutMs);
const armTimer = opts.setTimeout || ((fn, ms) => setTimeout(fn, ms));
const disarmTimer = opts.clearTimeout || ((id) => clearTimeout(id));
/** @type {Map<string, { status: 'loading'|'ready'|'missing', promise: Promise<any>, value: any, index: Map<string, any>|null }>} */
const entries = new Map();
const listeners = new Set();
@@ -113,40 +131,88 @@ export function createDataStore(opts = {}) {
const urlFor = (name) => base + (DATA_FILES[name] || `${name}.json`);
/**
* One attempt at a file. Art manifests reject with a transient `{ timeout: true }` when the clock fires; a response
* that arrives after that is ignored (the retry is a new request). [ASSUMED]
*/
function readJson(name) {
const run = async () => {
const res = await doFetch(urlFor(name), { cache: 'no-cache' });
if (!res || !res.ok) throw Object.assign(new Error(`HTTP ${res ? res.status : '???'}`), { status: res ? res.status : null });
try {
return await res.json();
} catch (err) {
throw Object.assign(err instanceof Error ? err : new Error(String(err)), { badJson: true });
}
};
if (!ART_MANIFESTS.has(name) || !(timeoutMs > 0)) return run();
let timer = null;
let done = false;
const finish = () => {
if (done) return false;
done = true;
if (timer != null) disarmTimer(timer);
return true;
};
const timed = new Promise((_, reject) => {
timer = armTimer(() => {
if (!finish()) return;
reject(Object.assign(new Error('timeout'), { timeout: true }));
}, timeoutMs);
});
const req = run().then(
(json) => { finish(); return json; },
(err) => { finish(); throw err; },
);
return Promise.race([req, timed]);
}
function load(name) {
if (typeof name !== 'string' || !/^[A-Za-z0-9_-]+$/.test(name)) return Promise.resolve(null);
const cur = entries.get(name);
if (cur) return cur.promise;
const entry = { status: 'loading', promise: null, value: null, index: null };
const art = ART_MANIFESTS.has(name);
entry.promise = (async () => {
let toldMissing = false;
for (let attempt = 0; ; attempt++) {
try {
const res = await doFetch(urlFor(name), { cache: 'no-cache' });
if (!res || !res.ok) throw Object.assign(new Error(`HTTP ${res ? res.status : '???'}`), { status: res ? res.status : null });
let json;
try { json = await res.json(); } catch (err) { throw Object.assign(err instanceof Error ? err : new Error(String(err)), { badJson: true }); }
entry.value = json;
entry.value = await readJson(name);
entry.status = 'ready';
break;
} catch (err) {
// a transient failure is tried again (still 'loading'), unless the load was superseded meanwhile
if (transientFailure(err) && attempt < retryDelays.length && entries.get(name) === entry) {
const current = entries.get(name) === entry;
// Decided before notify. Invalidating inside that notify leaves `again` true; the wait then sees
// the superseded entry and stops, so this attempt does not fetch again.
const again = transientFailure(err) && attempt < retryDelays.length && current;
// Emote art: glyph now. Stay `missing` through the retry wait — flipping back to `loading` blanks the button.
if (art && current && entry.status !== 'missing') {
entry.value = null;
entry.index = null;
entry.status = 'missing';
toldMissing = true;
notify(name);
}
if (again) {
await wait(retryDelays[attempt]);
if (entries.get(name) === entry) continue;
entry.status = 'missing'; // superseded by invalidate() meanwhile: the new load reports for itself
break;
}
if (!warned.has(name)) {
warned.add(name);
console.warn(`[data] ${urlFor(name)} unavailable (${err?.message || err}); continuing without it`);
if (current) {
if (!warned.has(name)) {
warned.add(name);
console.warn(`[data] ${urlFor(name)} unavailable (${err?.message || err}); continuing without it`);
}
entry.value = null;
entry.index = null;
entry.status = 'missing';
}
entry.value = null;
entry.status = 'missing';
break;
}
}
// A load superseded by invalidate() must not announce itself (its entry is no longer cached).
if (entries.get(name) === entry) notify(name);
// An art manifest already announced `missing` does not announce that same status again.
if (entries.get(name) === entry && !(toldMissing && entry.status === 'missing')) notify(name);
return entry.value;
})();
entries.set(name, entry);
+4 -3
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@@ -4,8 +4,9 @@
//
// EmoteArt the emote picture: the local-client art (data/local-assets.json → emoticon/<dir>/<picId>) first, else
// the copy setup downloads from the public mirror (data/assets.json → ui['emoticon/<dir>/<picId>'];
// GitHub issue #42), each tried in turn when one fails to load; a neutral glyph when neither is there,
// an empty box while a manifest is still loading.
// GitHub issue #42), each tried in turn when one fails to load; a neutral glyph when neither is there.
// An empty box only while a manifest is still in flight; a timeout or a failed manifest (GitHub #99)
// uses that glyph, and a later success replaces it.
// EmoteBubble the pop bubble beside the sender's avatar in the team panel (official emoji_bubble_bkg: a dark rounded
// square with a tail pointing left + the icon only); pop-in, 3 s, fade. The parent keys it by the emote's
// seq so a newer emote replaces the old one and pops again, and passes the arrival time (`at`) so a
@@ -68,7 +69,7 @@ export function emoteArtUrl(id) {
return emoteArtUrls(id)[0] || null;
}
/** True while the local-art manifest or the asset manifest has not settled (EmoteArt shows an empty box meanwhile). */
/** True while local or assets is still in flight (idle or loading). A timeout or a failure is `missing`: the glyph. */
const artManifestsPending = () => ['local', 'assets'].some((n) => { const st = data.status(n); return st === 'loading' || st === 'idle'; });
/** Official emote UI sprite (ui/battle: emoji_bubble_bkg, emoji_bkg, emoji_cell_bkg, emoji_btn, emoji_btn_disable). */
+119
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@@ -351,6 +351,125 @@ describe('public/js/ui/emotes.js helpers', () => {
assert.match(readFileSync(path.join(ROOT, 'public/index.html'), 'utf8'), /href="\/css\/emotes\.css"/);
});
test('a hung emote manifest is missing when the clock fires (glyph), and a later retry replaces it', async () => {
const { createDataStore } = await import('../../public/js/data.js');
const timers = [];
let calls = 0;
let releaseWait;
const store = createDataStore({
timeoutMs: 1000,
retryDelays: [0],
wait: () => new Promise((r) => { releaseWait = r; }),
setTimeout: (fn, ms) => { timers.push({ fn, ms }); return timers.length; },
clearTimeout: () => {},
fetch: () => {
calls++;
if (calls === 1) return new Promise(() => {});
return Promise.resolve({ ok: true, status: 200, json: async () => ({ ok: true, groups: { a: { pic: { path: '/p.png' } } } }) });
},
});
const states = [];
store.subscribe(() => states.push(store.status('local')));
const p = store.load('local');
assert.equal(store.status('local'), 'loading');
assert.equal(timers.length, 1);
assert.equal(timers[0].ms, 1000);
timers[0].fn();
await new Promise((r) => setImmediate(r));
assert.equal(store.status('local'), 'missing', 'glyph as soon as the attempt times out, before the retry');
assert.equal(calls, 1, 'still on the first attempt while the retry waits');
releaseWait();
const value = await p;
assert.equal(calls, 2);
assert.equal(store.status('local'), 'ready');
assert.equal(value.ok, true);
assert.equal(store.get('local').groups.a.pic.path, '/p.png');
assert.deepEqual(states, ['missing', 'ready']);
for (const t of timers) t.fn();
assert.equal(store.status('local'), 'ready', 'a timer that fires after success does not demote the file');
});
test('a failed emote manifest (no clock) is missing before the retry, then ready; a 404 stays missing', async () => {
const { createDataStore } = await import('../../public/js/data.js');
let calls = 0;
const store = createDataStore({
timeoutMs: 1000,
retryDelays: [0],
wait: async () => {},
setTimeout: () => 1,
clearTimeout: () => {},
fetch: async () => {
calls++;
if (calls === 1) throw new TypeError('Failed to fetch');
return { ok: true, status: 200, json: async () => ({ groups: { emoticon: {} } }) };
},
});
const states = [];
store.subscribe(() => states.push(store.status('assets')));
const value = await store.load('assets');
assert.equal(value.groups.emoticon !== undefined, true);
assert.deepEqual(states, ['missing', 'ready']);
const warn = console.warn;
console.warn = () => {};
try {
const timers = [];
const gone = createDataStore({
timeoutMs: 5,
retryDelays: [],
setTimeout: (fn) => { timers.push(fn); return timers.length; },
clearTimeout: () => {},
fetch: () => new Promise(() => {}),
});
const p = gone.load('local');
assert.equal(timers.length, 1);
timers[0]();
assert.equal(await p, null);
assert.equal(gone.status('local'), 'missing');
let n = 0;
const missing = createDataStore({
timeoutMs: 5,
retryDelays: [0],
wait: async () => {},
setTimeout: () => 1,
clearTimeout: () => {},
fetch: async () => { n++; return { ok: false, status: 404, json: async () => ({}) }; },
});
assert.equal(await missing.load('assets'), null);
assert.equal(missing.status('assets'), 'missing');
assert.equal(n, 1, 'a 404 is not retried');
} finally { console.warn = warn; }
});
test('the art-manifest clock is not armed for other files; the default wait is ART_MANIFEST_TIMEOUT_MS', async () => {
const { createDataStore, ART_MANIFEST_TIMEOUT_MS } = await import('../../public/js/data.js');
assert.equal(ART_MANIFEST_TIMEOUT_MS, 8000);
const arms = [];
let release;
const store = createDataStore({
setTimeout: (fn, ms) => { arms.push(ms); return arms.length; },
clearTimeout: () => {},
fetch: (url) => new Promise((resolve) => { release = () => resolve(String(url).includes('chess')
? { ok: false, status: 404, json: async () => ({}) }
: { ok: true, status: 200, json: async () => ({ ok: 1 }) }); }),
});
const local = store.load('local');
assert.deepEqual(arms, [8000]);
release();
assert.equal((await local).ok, 1);
arms.length = 0;
const warn = console.warn;
console.warn = () => {};
try {
const chess = store.load('chess');
await new Promise((r) => setImmediate(r));
assert.deepEqual(arms, [], 'chess is not on the emote clock');
assert.equal(store.status('chess'), 'loading');
release();
await chess;
assert.equal(store.status('chess'), 'missing');
} finally { console.warn = warn; }
});
test('emote UI never renders an emote label as text (aria-label only)', () => {
const src = readFileSync(path.join(ROOT, 'public/js/ui/emotes.js'), 'utf8');
assert.doesNotMatch(src, /EMOTE_TEXT|EMOTE_LABEL/, 'no text table in the UI');