feedback7 R22-RENDER: a unit killed on the step of its push lies where the sim put it — a dying view's sample anchors the slide too (Grok's review of fb7-render, HIGH); golden: unchanged

A push and a kill on the same sim step bring the displace fx and the 'die' together: the view died before its slide
could anchor, and render/app.js syncBattle gives a dying view only its position (v.x = s.x) — never sync(), the only
place that set slide.live — so update() held the slide's start until its 0.5 s timeout, past the 0.8 s DIE window,
and dropped it: the body stayed on its pre-push tile (8.852 instead of the sim's 10.5; a summoned enemy and a flyer
alike). The per-view step of syncBattle is now units.js syncView (unchanged for living, device and revived views); its
dying branch calls UnitView.followSample, the position part of sync(): the sample anchors a slide from `at` on, and is
the position only when no slide owns it. A slide whose destination snapshot never shows (the unit left the snapshots)
now goes on to the fx's destination after the 0.5 s hold instead of being dropped where it started.

The frame-order test fed the view with sync() after its death and stepped the battle through the harness (whose
step() drained the events away from the test's own queue): it now steps the battle itself and goes through syncView.

Tests: test/render/unitview.test.js 38/38 — the app.js frame order over real battles: a 1.7-tile push; a kill on the
push's step for a route enemy, a summoned one and a flyer (the three failed before: bodies at 8.852 / 7.262 / 8.852)
and a kill 6 ticks later — the body ends where the sim's lies, every frame step < 0.35 tiles, no step back for the
same-step kills; a never-shown slide goes to the destination. Render interp, attack recovery, champagne, eyemask,
enemy attack clips, sim displace-fx: 94/94 with unitview.
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sganggs committed 2026-10-08 20:40:33 +08:00
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+2 -4
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@@ -117,7 +117,7 @@ import { fxForm } from '../../../shared/protocol.js';
import { Camera, presetCamera, lerpCamera, easeInOutCubic, pickTile, normRect } from './projection.js';
import { SnapshotBuffer, frameTime } from './interp.js';
import { TileField } from './tiles.js';
import { UnitView, ItemView, DeviceView, FORMS } from './units.js';
import { UnitView, ItemView, DeviceView, FORMS, syncView } from './units.js';
import { FxSystem, ensureDamageFonts } from './fx.js';
import { createDragController, pieceTile } from './drag.js';
import { backdropTextures, shadowTexture, refreshTierChips, silhouetteTexture } from './textures.js';
@@ -1500,9 +1500,7 @@ export async function createFieldView(host, options = {}) {
if (!v) v = battleView(id) || createUnknown(id, s);
if (!v) continue;
if (!v._seen) { v._seen = true; v.fadeIn = 0; }
if (v.alive || v.info?.kind === 'device') v.sync(s, renderT);
else if (v.dying > 0) { v.x = s.x; v.y = s.y; }
else if (s.anim !== ANIM.DIE && s.hp > 0) { v.revive?.(); v.sync(s, renderT); }
syncView(v, s, renderT);
}
// knocked-out operators waiting to redeploy (b.snap `down`, user playtest #4 item 9): their view stays on the
// field knocked down under a redeploy ring (UnitView.setDown) — made on the spot for one already down when this
+26 -7
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@@ -110,6 +110,16 @@ export function dieClipDur(entry) {
const d = Object.hasOwn(durs, name) ? Number(durs[name]) : NaN;
return Number.isFinite(d) && d > 0 ? d : 0;
}
/**
* render/app.js syncBattle's step for one view and its interpolated sample `s` at render time `t`: a living view (or a
* device) takes the whole sample; a dying one only the position — its DIE window in the snapshots; one shown alive
* again (redeployed without an event) stands up first.
*/
export function syncView(v, s, t) {
if (v.alive || v.info?.kind === 'device') v.sync(s, t);
else if (v.dying > 0) { if (typeof v.followSample === 'function') v.followSample(s, t); else { v.x = s.x; v.y = s.y; } }
else if (s.anim !== ANIM.DIE && s.hp > 0) { v.revive?.(); v.sync(s, t); }
}
/** World step (x = col, y = row) of a direction. */
export const DIR_STEP = Object.freeze({ UP: [0, 1], RIGHT: [1, 0], DOWN: [0, -1], LEFT: [-1, 0] });
const nowMs = () => (globalThis.performance ? globalThis.performance.now() : Date.now());
@@ -763,11 +773,7 @@ export class UnitView {
// the element gauge shown (b.snap `elem`): element, fill 0..1, cooldown end (game s) and length
this.el = typeof s.el === 'string' ? s.el : null;
this.elFill = this.el ? s.elFill || 0 : 0; this.elUntil = this.el ? s.elUntil || 0 : 0; this.elDur = this.el ? s.elDur || 0 : 0;
// a push / pull slide owns the drawn position (slideTo): the sample only anchors where it eases to, from the
// snapshot that carries the destination on (`at`) — before that the sample is still sliding or snapping there
const sl = this.slide;
if (!sl) { this.x = s.x; this.y = s.y; }
else if (!(t < sl.at)) { sl.lx = s.x; sl.ly = s.y; sl.live = true; }
this.followSample(s, t);
this.flying = !!(s.flags & UF.FLYING) || this.info.motion === 'FLY';
// enemies keep to the road plane: ground enemies only ever walk low tiles (a rounding step onto a block edge must not
// pop them up), and a flyer hovers FLY_HOVER above the road whatever tile it crosses — the official lift is one
@@ -797,6 +803,18 @@ export class UnitView {
setWorld(x, y, z = 0) { this.x = x; this.y = y; this.z = z; }
/**
* The sampled position: the view's — unless a push / pull slide owns it (slideTo), which only anchors where it eases
* to on it, from the snapshot that carries the destination on (`at`; before that the sample is still sliding or
* snapping there). sync() starts with it; a dying view gets nothing else (syncView: the DIE window of the snapshots),
* so a unit killed on the step of its push still lands where the sim put the body (Grok's review of fb7-render).
*/
followSample(s, t) {
const sl = this.slide;
if (!sl) { this.x = s.x; this.y = s.y; }
else if (!(t < sl.at)) { sl.lx = s.x; sl.ly = s.y; sl.live = true; }
}
/**
* Slide to a displacement's destination (推拉, the `displace` fx at (x, y)) instead of appearing there (DISPLACE_SLIDE).
* `at` (game s): the time of the snapshot that carries the destination — render/app.js starts the slide as soon as the
@@ -1051,8 +1069,9 @@ export class UnitView {
if (this.down) this.slide = null; // a knocked-down view lies on its tile (setDown)
else if (!sl.live) {
this.x = sl.sx; this.y = sl.sy;
// never shown (the unit left the snapshots, a stalled stream): the snapshot takes the view back
if ((sl.wait += dt) > 0.5) this.slide = null;
// the destination's snapshot never shown (the unit left the snapshots, a stalled stream): it slides to the
// destination the fx named
if ((sl.wait += dt) > 0.5) sl.live = true;
} else {
if (!sl.run) { sl.run = true; sl.ox = sl.sx - sl.lx; sl.oy = sl.sy - sl.ly; }
const step = Math.min(dt, 0.1); // a hidden tab's catch-up frame must not overshoot
+65 -32
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@@ -595,49 +595,59 @@ describe('a push / pull slide (推拉: the official impulse under friction)', ()
assert.ok(Math.abs(v.x - landed) < 0.05, `landed on the walking enemy (${landed.toFixed(3)} → ${v.x.toFixed(3)})`);
});
test('a slide that is never shown (the unit left the snapshots) hands the view back', async () => {
test('a slide whose destination snapshot never shows (the unit left the snapshots) goes to the fx\'s destination', async () => {
const v = await view(13);
v.slideTo(7.7, 12, { at: 3 });
for (let i = 0; i < 40; i++) v.update(1 / 60, cam(), 0);
for (let i = 0; i < 24; i++) v.update(1 / 60, cam(), 0);
assert.equal(v.x, 5, 'held while the snapshot may still come');
for (let i = 0; i < 30; i++) v.update(1 / 60, cam(), 0);
assert.equal(v.slide, null);
assert.equal(v.x, 7.7, 'then slid to where the push put it');
v.sync({ x: 6.1, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 1 }, 3.4);
assert.equal(v.x, 6.1);
assert.equal(v.x, 6.1, 'snapshots drive it again');
});
});
// the app.js frame order (render/app.js: processEvents takes the events ≤ renderT, then syncBattle's look-ahead starts a
// slide for a `displace` fx still queued up to the next snapshot, then sample → sync, then update) run over a real
// battle: a pushed enemy is drawn sliding, not snapped
// the app.js frame order (render/app.js: processEvents takes the events ≤ renderT — a 'die' kills the view —, then
// syncBattle's look-ahead starts a slide for a `displace` fx still queued up to the next snapshot, then each sampled unit
// goes through syncView — a dying view takes only the position —, then update) run over a real battle: a pushed enemy is
// drawn sliding, not snapped, and one killed by the push lies where the sim put it
describe('a push through SnapshotBuffer and UnitView in the app.js frame order (PR #380)', () => {
async function pushed({ kill = false } = {}) {
/**
* A real battle: an enemy (`kind` 'route': on its route; 'summon': spawned mid-battle; 'flyer': a flying one) pushed
* 1.7 tiles at 3 s, killed `killDelay` ticks later when `kill`. Returns the drawn x of every frame from renderT 2.8 to
* 4.6, the sim's position right after the push and where the body lies (the sim's position at the kill).
*/
async function pushed({ kill = false, killDelay = 0, kind = 'route' } = {}) {
const { makeBattle, enemyRec } = await import('../helpers/battleHarness.js');
const { SnapshotBuffer } = await import('../../public/js/render/interp.js');
const { snapFrame } = await import('../../server/match/fields.js');
const h = makeBattle({ defs: { enemies: { enemy_walker: enemyRec({ key: 'enemy_walker', hp: 1e6, speed: 0.8 }) } },
enemies: [{ key: 'enemy_walker', time: 0, route: 0 }], content: 'none', autoFinish: false, timeLimit: 60 });
const { syncView } = await import('../../public/js/render/units.js');
const rec = enemyRec({ key: 'enemy_walker', hp: 1e6, speed: 0.8, ...(kind === 'flyer' ? { motion: 'FLY' } : {}) });
const h = makeBattle({ defs: { enemies: { enemy_walker: rec } }, enemies: kind === 'summon' ? [] : [{ key: 'enemy_walker', time: 0, route: 0 }],
content: 'none', autoFinish: false, timeLimit: 60 });
const frames = [];
let e = null, info = null, moved = 0, dest = null;
for (let i = 0; i < 30 * 6; i++) {
h.step();
let e = null, info = null, moved = 0, dest = null, since = -1, body = null;
for (let i = 0; i < 30 * 7; i++) {
h.b.step(); // the battle's own step: h.step() would drain the events into h.events
if (kind === 'summon' && !e && h.b.time >= 1) e = h.b.spawnEnemy('enemy_walker', { pos: [10, 8] }); // (h.spawn drains too)
e = e || h.enemy('enemy_walker');
if (!moved && h.b.time >= 3) {
moved = h.b.displace(e, { x: 1, y: 0 }, 1.7);
dest = e.x;
if (kill) h.b.kill(e, null);
}
if (!moved && e && h.b.time >= 3) { moved = h.b.displace(e, { x: 1, y: 0 }, 1.7); dest = e.x; since = 0; }
else if (since >= 0) since++;
if (kill && since === killDelay) { h.b.kill(e, null); body = e.x; }
if (i % 3 === 2) {
const ev = h.b.drainEvents();
info = info || ev.find((x) => x[0] === 'spawn')?.[1];
info = info || ev.find((x) => x[0] === 'spawn' && e && x[1].id === e.id)?.[1];
const s = h.b.snapshot();
frames.push({ at: s.t / 2, snap: snapFrame('f', s), ev, gt: s.t });
}
}
assert.ok(moved > 1, `the sim pushed it ${moved} tiles`);
const ctx = fakeViewCtx(fake.P, { cam });
const v = new UnitView(ctx, { ...info, id: e.id }, {});
assert.equal(e.alive, !kill);
const v = new UnitView(fakeViewCtx(fake.P, { cam }), info, {});
const buf = new SnapshotBuffer(), sample = new Map(), xs = [];
const start = (ev, at) => { if (ev[0] === 'fx' && ev[1] === 'displace' && ev[4]?.id === e.id) v.slideTo(Number(ev[2]), Number(ev[3]), at == null ? {} : { at }); };
for (let f = 0, fi = 0; f < 60 * 3; f++) {
for (let f = 0, fi = 0; f < 60 * 4; f++) {
const now = f / 60;
for (; fi < frames.length && frames[fi].at <= now; fi++) { buf.push(frames[fi].snap, frames[fi].at); buf.pushEvents(frames[fi].ev, frames[fi].at, frames[fi].gt); }
const renderT = buf.update(now);
@@ -646,28 +656,51 @@ describe('a push through SnapshotBuffer and UnitView in the app.js frame order (
const at = buf.nextSnapT(renderT);
if (at > renderT) buf.forEachUpcoming(renderT, at, (ev) => start(ev, at));
buf.sample(renderT, sample);
if (sample.get(e.id)) v.sync(sample.get(e.id), renderT);
if (sample.get(e.id)) syncView(v, sample.get(e.id), renderT);
v.update(1 / 60, cam(), now);
if (renderT > 2.8 && renderT < 3.8) xs.push(v.x);
if (renderT > 2.8 && renderT < 4.6) xs.push(v.x);
}
return { xs, dest };
return { xs, dest, body };
}
/** The largest frame-to-frame step, the frames moving, the slide's first frame and any step back after it. */
const steps = (xs) => {
let big = 0, moving = 0, back = false;
const from = xs.findIndex((x, i) => i > 0 && x > xs[i - 1] + 0.01); // the slide's first frame (it walked left before)
for (let i = 1; i < xs.length; i++) {
const d = xs[i] - xs[i - 1];
big = Math.max(big, Math.abs(d)); if (Math.abs(d) > 0.02) moving++;
if (from > 0 && i > from && d < -1e-9) back = true;
}
return { big, moving, from, back };
};
test('a 1.7-tile push is drawn over a dozen frames, every frame a step under 0.35 tiles', async () => {
const { xs } = await pushed();
let big = 0, moving = 0;
for (let i = 1; i < xs.length; i++) { const d = Math.abs(xs[i] - xs[i - 1]); big = Math.max(big, d); if (d > 0.02) moving++; }
const { big, moving } = steps(xs);
assert.ok(moving >= 8, `${moving} frames show it moving (the bare interpolator: 3)`);
assert.ok(big < 0.35, `largest step ${big.toFixed(3)} tiles (the bare interpolator: 0.58)`);
});
test('killed right after the push, the body slides on to where the sim left it and stays there', async () => {
const { xs, dest } = await pushed({ kill: true });
assert.ok(Math.abs(xs[xs.length - 1] - dest) < 0.011, `${xs[xs.length - 1]} vs ${dest}`);
const from = xs.findIndex((x, i) => i > 0 && x > xs[i - 1] + 0.01); // the slide's first frame (it walked left before)
assert.ok(from > 0);
for (let i = from; i < xs.length; i++) assert.ok(xs[i] >= xs[i - 1] - 1e-9, `never back towards where it stood (frame ${i})`);
// a unit killed on the very step of its push: its 'die' comes due with the displace fx, so its view is dying before the
// slide can anchor — and syncBattle gives a dying view only its position (syncView). The slide used to stay on hold,
// be dropped after 0.5 s, past the 0.8 s DIE window, and leave the body on its pre-push tile (Grok's review of fb7-render)
for (const [name, o] of [
['killed on the step of the push', { kind: 'route', killDelay: 0 }],
['a summoned enemy killed on the step of the push', { kind: 'summon', killDelay: 0 }],
['a flyer killed on the step of the push', { kind: 'flyer', killDelay: 0 }],
['killed 6 ticks after the push', { kind: 'route', killDelay: 6 }],
]) {
test(`${name}: the body slides on to where the sim put it and stays there, no frame stepping 0.35 tiles`, async () => {
const { xs, dest, body } = await pushed({ kill: true, ...o });
const { big, moving, from, back } = steps(xs);
if (!o.killDelay) assert.equal(body, dest, 'killed where the push put it');
assert.ok(Math.abs(xs[xs.length - 1] - body) < 0.011, `lies at ${xs[xs.length - 1].toFixed(3)}, the sim's body at ${body.toFixed(3)}`);
assert.ok(from > 0 && moving >= 8, `${moving} frames show it sliding`);
assert.ok(big < 0.35, `largest step ${big.toFixed(3)} tiles`);
// (killed later, it walked back down its route a little first: the body eases onto that)
if (!o.killDelay) assert.ok(!back, 'never back towards where it stood');
});
}
});
// PR #380, death: a flyer holds its lift through the Die clip (the official client drops its fly offset in