diff --git a/CHANGELOG.md b/CHANGELOG.md index a8ad8d39..27f99d7b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -9,6 +9,12 @@ - 流量统计:`/healthz?traffic=1` 显示服务器发出的各类流量(只对本机和局域网的访问显示);「问题反馈」的诊断信息增加本页下载量。 - 部署指南:固定访问地址、反代开 HTTP/2、Cloudflare 缓存规则。 +### 界面 +- 最后一个还没选策略的玩家不再看到可点的「跳过」按钮:已经选完的玩家仍显示在顺序里,但不算可以让过去的人(PR #546,感谢 @Xinglan233)。 + +### 工具与开发 +- Windows 下场景素材测试的仓库路径不再重复盘符(PR #547,感谢 @Xinglan233)。 + ## 0.2.5 — 2026-10-12 ### 新功能 diff --git a/docs/history/0.2.5.md b/docs/history/0.2.5.md index b1df3fae..5f6c07ab 100644 --- a/docs/history/0.2.5.md +++ b/docs/history/0.2.5.md @@ -704,11 +704,3 @@ default skill is S2, which is the skill this correction changes. | 耶拉 was on the pre-change lineup; that seat is then eliminated and the stored lineup is empty | `solo-ABYSS-1`: defeat at round 13 → eliminated at round 12, team LP 0 → null. The pre-change lineup had 耶拉 `3_20_a` and 至简 `3_13_a`. First divergence round 8: LP 27 → 18, killed 19 → 10, leaks 0 → 9. `coop4-ABYSS-7`: still a defeat at round 13, team LP 0, boss pool 4821366 → 3417504. ai_1 is eliminated at round 13; the pre-change lineup had 至简 `3_13_a` and 耶拉 `3_20_a`. First divergence round 8: ai_1 LP 19 → 20, killed 2 → 3, leaks 7 → 6. ai_0's lineup also changes and has no funnel chess id before or after | | 耶拉 plus other funnel operators, lineup unchanged, same victory and the same team LP 130 | `coop4-FUNNY-6`: ai_0 耶拉 `3_20_a`, ai_1 荒芜拉普兰德 `6_18_a`, ai_3 洛洛 `2_10_a`. First divergence round 11, ai_0's kjeragShip layers 26 → 23 | | No 耶拉 on the final lineup. The diverging round's pieces and skill choice are not stored | `coop2-NORMAL-1-coverage-standins`: still a defeat, team LP 0, boss pool 25040 unchanged. ai_0's final lineup includes 荒芜拉普兰德 `6_18_a`. First divergence round 7, the other seat's miraShip layer 5 → 6. `coop2-NORMAL-14-standins`: victory, team LP 31 → 40 (ai_0 LP 13 → 22). Neither final lineup contains a funnel chess id. First divergence round 10 bond layers (raidShip 26 → 28, steadShip 16 → 18); that round's board hash is unchanged | - -### 30.31 Strategy skip eligibility - -The strategy-selection page only enables skipping while another unpicked player remains. The published order -keeps finished players for display, so its total length cannot establish that a skip has a recipient. The client -counts order entries absent from `draft.picks`, alongside the existing turn and quota checks. The server's -`skipBand` already rejects the final player with `BAD_TARGET / nobody to pass to`; its rule remains unchanged. -Regression covers normal two-, three- and four-human browser flows, the final turn, and exhausted quota. diff --git a/docs/history/0.2.6.md b/docs/history/0.2.6.md index d9fadb85..96612e01 100644 --- a/docs/history/0.2.6.md +++ b/docs/history/0.2.6.md @@ -2,7 +2,7 @@ Part of [DESIGN.md](../DESIGN.md). Development after the 0.2.5 release. -## 31. Host bandwidth, layers 0 and 1 +## 31. Host bandwidth (layers 0 and 1) and community follow-up Unreleased. The maintainer's decision of 2026-10-12 on the bandwidth study (its measurements: a new player's first match costs the host about 52 MB, audio ≈ 40 % of it; returning players re-download after a re-extraction, a `setup --force`, a Docker @@ -96,3 +96,11 @@ routes), `test/lobby.test.js` (brotli negotiation, streamed brotli, content ETag `test/ui/real.e2e.test.js` (`SP_REAL_E2E=1`: the co-op run loads Spine, audio and art through hashed URLs). The e2e servers wait for the asset index before the first page (`test/e2e/client.mjs startRealServer`, the in-process ones in their `before`), so the browser suites see the URLs a player sees. Golden: unchanged. + +### 31.5 Strategy skip eligibility + +PR #546 by @Xinglan233. The strategy-selection page only enables skipping while another unpicked player remains. The published order +keeps finished players for display, so its total length cannot establish that a skip has a recipient. The client +counts order entries absent from `draft.picks`, alongside the existing turn and quota checks. The server's +`skipBand` already rejects the final player with `BAD_TARGET / nobody to pass to`; its rule remains unchanged. +Regression covers normal two-, three- and four-human browser flows, the final turn, and exhausted quota.