feedback5: merge R5 — client split: ui/gameLogic/*, render/fx/*, render/app/* (prelude), screens/game/* (same exports)
# Conflicts: # .git-blame-ignore-revs # public/js/ui/gameLogic.js
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@@ -234,7 +234,8 @@ test('a hidden-tab backlog still beyond HELD_MAX after compaction: the first fra
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test('screens/game.js buffers the form fx with the state-bearing events it replays when a field is entered late', () => {
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const src = readFileSync(path.join(ROOT, 'public/js/screens/game.js'), 'utf8');
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assert.match(src, /const keepEarly = \(e\) => Array\.isArray\(e\) && \(STATE_EV\.has\(e\[0\]\) \|\| fxForm\(e\) !== undefined\);/);
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const early = readFileSync(path.join(ROOT, 'public/js/screens/game/early.js'), 'utf8');
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assert.match(early, /const keepEarly = \(e\) => Array\.isArray\(e\) && \(STATE_EV\.has\(e\[0\]\) \|\| fxForm\(e\) !== undefined\);/);
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assert.match(src, /for \(const e of msg\.ev\) if \(keepEarly\(e\)\) buf\.push\(e\);/);
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// a new m.field for the field on screen buffers its frames until the enter effect re-enters it (enterBattle resets)
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assert.match(src, /if \(msg\.fieldId === lastFieldRef\.current\) reentryRef\.current = msg\.fieldId;/);
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