feedback1 ui: operators no longer stay placeholders after a reload or a battle begun in a hidden tab (GitHub #8)

A reload (a phone browser or Chrome's Memory Saver discarding the background tab) made the asset store download
/data/assets.json a second time; createFieldView waited at most 4 s for it, every view looked its model and avatar up
once, and a failed download kept an empty manifest for the page. Now the field host seeds the store with the game
data's copies (seedAssets); without one, ready() retries like data.js, never keeps a failure and tries again with a
bounded backoff, and onChange makes every view re-resolve (UnitView.retryAssets, ItemView.setIcon). A failed or
timed-out Spine load is retried by its view (SPINE_RETRY_MS, acquire { retry }) and at once when the tab is shown.
Battle mode holds the Spine cache (spine.hold()), so a battle that began in a hidden tab keeps its models; the idle
budget still applies and the quiet budget still frees everything in the lobby, room and result.
This commit is contained in:
sganggs committed 2026-10-03 16:15:01 +08:00
1 parent 82c54897c7
commit b7ac003e09
6 files changed
+676 -64

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+177 -37
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@@ -2,10 +2,30 @@
// Spine loader (LRU + refcount + memory budget + timeout + concurrency cap) used by the battlefield renderer. A
// skeleton is never handed out while its unload is in flight (RefLru; user playtest #3 item 1: invisible models).
//
// Manifest (public issue #8 item 5: after a page reload every operator was drawn as the image-less placeholder): seeded
// from the game data's copy when there is one (`seed`, ui/fieldHost.js), else fetched by `ready()` with retries; a
// failure is never kept as an empty manifest (the next `ready()` and a bounded background backoff fetch again), and
// `onChange` listeners hear when it arrives late (render/app.js re-resolves its views' models then).
//
// Spine memory policy (phones have little memory; a parsed skeleton holds ~0.1–12 MB, `spineDataWeight`):
// * a skeleton a view references is never evicted;
// * idle (unreferenced) skeletons are kept up to SPINE_IDLE_BYTES while a scene is on screen, each safe for
// SPINE_IDLE_GRACE_MS after its release (a prep ⇄ battle switch takes its models back); beyond the budget the least
// recently used go, in one pass SPINE_EVICT_DELAY_MS after the release;
// * quiet — no scene on screen (lobby, room, result: nothing referenced and no scene holding the cache for
// SPINE_QUIET_DELAY_MS) — every idle skeleton goes after its grace: the memory goes back to the phone;
// * a match view in battle mode holds the cache (`spine.hold()`, render/app.js): its battle views are built in
// animation frames, which a hidden tab does not run, so a battle that began in a background tab referenced nothing
// and the quiet budget emptied the cache ≈ 18 s later — back in the tab every unit was an avatar diamond until its
// model downloaded again (public issue #8 item 5). The idle budget still applies while it holds.
// A model that fails or times out is retried by its view (bounded, render/units.js), `acquire(entry, { retry: true })`.
//
// Pure at import time: no PIXI, no DOM access until a loader actually runs (Node tests import this file).
//
// import { assets } from './assets.js'; // browser singleton (manifest fetched on first use)
// await assets.ready(); // manifest loaded (or failed → every helper returns null)
// import { assets } from './assets.js'; // browser singleton (manifest fetched on first use, or seeded)
// await assets.ready(); // manifest loaded (or failed for now → every helper returns null)
// assets.seed(data.get('assets')); // adopt an already loaded copy of /data/assets.json
// assets.onChange((what) => …); // 'manifest' | 'local' arrived (late)
// assets.avatar('char_002_amiya', { e2: true }) // URL or null
// const data = await assets.spine.acquire(entry); // spineData (PIXI.spine) — throws on failure/timeout
// assets.spine.release(entry);
@@ -215,12 +235,17 @@ export function unitSfxUrl(m, id, kind, skillIndex) {
* LRU cache of refcounted async resources. `load(key, arg)` → Promise<value>; `unload(key, value, record)` frees it
* (`record` is the cache record the value belonged to) and may return a promise that settles once it is freed.
* Entries with refs > 0 are never evicted; the cache may exceed `max` while everything is in use.
* Failures are remembered for `failTtl` ms (so a missing model is not refetched every frame) and rethrown.
* Failures are remembered for `failTtl` ms (so a missing model is not refetched every frame) and rethrown — except for
* `acquire(key, arg, { retry: true })`, which drops a remembered failure nobody references and loads again (a view
* retrying a failed or timed-out model: render/units.js).
* Memory budget (optional): `weigh(key, value, arg)` → cost of a ready value; idle (refs 0) ready entries are evicted,
* least recently used first, while their total weight exceeds `maxIdleWeight` — or `quietWeight` once nothing at all
* has been referenced for `quietDelay` ms (no scene on screen; the instant zero in the middle of a scene switch is not
* quiet) — once they have been idle for `idleGrace` ms (a scene switch releases and re-acquires its models within that
* window, so it never reloads them); a timer sweeps what the grace held back.
* has been referenced and no scene holds the cache (`hold()`) for `quietDelay` ms (no scene on screen; the instant zero
* in the middle of a scene switch is not quiet) — once they have been idle for `idleGrace` ms (a scene switch releases
* and re-acquires its models within that window, so it never reloads them); a timer sweeps what the grace held back.
* `hold()` → release function: a scene that will reference its values again although it references none right now
* (render/app.js in battle mode: the battle's views are built in animation frames, which a hidden tab does not run)
* keeps the quiet budget off while it holds; the `maxIdleWeight` budget still applies.
* `evictDelay` > 0: a release (or a finished load) schedules the eviction pass that much later instead of running it
* at once, so a scene rebuilt in one go (every view destroyed, then the next scene's views built) never drops a value
* it takes again.
@@ -255,7 +280,8 @@ export class RefLru {
/** @type {Map<string, { key, promise, value, state: 'loading'|'ready'|'failed', refs: number, used: number, weight: number, idleSince: number|null, error?, failedAt? }>} */
this.map = new Map();
this._refs = 0; // Σ refs of every entry
this._quietAt = this.now(); // since when nothing has been referenced (null while something is)
this._holds = 0; // scenes holding the cache (hold()): never quiet meanwhile
this._quietAt = this.now(); // since when nothing has been referenced nor held (null while something is)
/** @type {Map<string, Promise<void>>} key → unload still in flight (settles, never rejects) */
this._unloading = new Map();
this._active = 0;
@@ -272,10 +298,14 @@ export class RefLru {
has(key) { return this.map.has(key); }
get size() { return this.map.size; }
/** Acquire a reference; resolves to the value (or rejects). Always pair with release(key). */
acquire(key, arg) {
/**
* Acquire a reference; resolves to the value (or rejects). Always pair with release(key). `opts.retry`: a remembered
* failure that nobody references any more is dropped and the value loaded again (a failure still referenced — a
* caller that has not released it yet — is shared: dropping it would make that release hit the new entry).
*/
acquire(key, arg, opts) {
let e = this.map.get(key);
if (e && e.state === 'failed' && this.now() - e.failedAt > this.failTtl) { this.map.delete(key); e = null; }
if (e && e.state === 'failed' && (this.now() - e.failedAt > this.failTtl || (opts && opts.retry && e.refs === 0))) { this.map.delete(key); e = null; }
if (!e) {
e = { key, promise: null, value: null, state: 'loading', refs: 0, used: ++this._tick, weight: 0, idleSince: null };
this.map.set(key, e);
@@ -313,12 +343,29 @@ export class RefLru {
if (!e) return;
if (e.refs > 0) {
if (--e.refs === 0) e.idleSince = this.now();
if (--this._refs <= 0) { this._refs = 0; this._quietAt = this.now(); }
if (--this._refs <= 0) { this._refs = 0; if (this._holds === 0) this._quietAt = this.now(); }
}
e.used = ++this._tick;
this._requestEvict();
}
/**
* Hold the cache for a scene that will reference its values again (see the header): no quiet budget until the
* returned function is called (once; later calls do nothing). The quiet delay then counts from the release.
* @returns {() => void}
*/
hold() {
this._holds++;
this._quietAt = null;
let held = true;
return () => {
if (!held) return;
held = false;
if (--this._holds <= 0) { this._holds = 0; if (this._refs === 0) this._quietAt = this.now(); }
this._requestEvict();
};
}
/** Is an unload of `key` still in flight (a new load of it waits for it)? */
unloading(key) { return this._unloading.has(key); }
@@ -350,7 +397,7 @@ export class RefLru {
const now = this.now();
let budget = this.maxIdleWeight;
let wait = Infinity;
if (this._refs === 0) {
if (this._refs === 0 && this._holds === 0) {
const quietFor = now - (this._quietAt ?? now);
if (quietFor >= this.quietDelay) budget = this.quietWeight;
else if (idleWeight > this.quietWeight) wait = this.quietDelay - quietFor; // re-check once the quiet has lasted
@@ -393,13 +440,13 @@ export class RefLru {
this._sweep = { timer, at };
}
/** Unload everything (refs ignored). */
/** Unload everything (refs ignored; a scene's hold stays). */
clear() {
if (this._sweep) { this._timers.clear(this._sweep.timer); this._sweep = null; }
const all = [...this.map.values()];
this.map.clear();
this._refs = 0;
this._quietAt = this.now();
this._quietAt = this._holds > 0 ? null : this.now();
for (const e of all) if (e.state === 'ready') this._unloadNow(e.key, e.value, e);
}
@@ -411,7 +458,7 @@ export class RefLru {
weight += e.weight || 0;
if (e.refs === 0) idleWeight += e.weight || 0;
}
return { size: this.map.size, ready, loading, failed, refs, weight, idleWeight, active: this._active, queued: this._queue.length, unloading: this._unloading.size };
return { size: this.map.size, ready, loading, failed, refs, holds: this._holds, weight, idleWeight, active: this._active, queued: this._queue.length, unloading: this._unloading.size };
}
_schedule(fn) {
@@ -561,16 +608,38 @@ export const SPINE_IDLE_GRACE_MS = 15000;
* before anything is dropped (user playtest #3 item 1: the bench models were unloaded and re-loaded in one go).
*/
export const SPINE_EVICT_DELAY_MS = 1000;
/** Nothing referenced for this long = no scene on screen (lobby / room): the idle skeletons may all go. */
/** Nothing referenced (and no scene holding the cache) for this long = no scene on screen (lobby / room): the idle skeletons may all go. */
export const SPINE_QUIET_DELAY_MS = 3000;
/** Waits (ms) before the manifest is fetched again within one `ready()` after a transient failure (like data.js). */
export const MANIFEST_RETRY_MS = Object.freeze([600, 2000]);
/** Waits (ms) before the store tries again by itself after a `ready()` whose fetches all failed transiently. */
export const MANIFEST_BACKOFF_MS = Object.freeze([5000, 15000, 30000, 60000]);
/** A fetch failure worth retrying (data.js): network error, HTTP 5xx / 408 / 429 — not a 404 or a body that is no JSON. */
const transientFetch = (err) => {
if (!err || err.badJson) return false;
const s = err.status;
return !(Number.isInteger(s) && s >= 400 && s < 500 && s !== 408 && s !== 429);
};
/**
* Create an asset store.
* @param {{ url?: string, fetch?: typeof fetch, manifest?: object, loadImage?: (url) => Promise<any>,
*
* Manifest (public issue #8 item 5: after a page reload — a phone browser discarding a background tab, Chrome's Memory
* Saver — every operator was drawn as the image-less placeholder): the game data already holds /data/assets.json (the
* match screen waits for it, ui/gameComponents.js GAME_FILES), so `seed(manifest)` adopts that copy (ui/fieldHost.js) and
* the store fetches nothing. Fetched by `ready()` (no seed yet): a transient failure is retried after MANIFEST_RETRY_MS;
* when every try fails `ready()` resolves with an empty object — every helper returns null meanwhile, the views draw
* their fallbacks — but the failure is never kept: the next `ready()` fetches again and the store tries again by itself
* after MANIFEST_BACKOFF_MS (bounded; a 404 or a body that is no JSON only on the next `ready()`). `onChange(fn)` is told
* when the manifest (`'manifest'`) or the optional local-client manifest (`'local'`) arrives, so views built without it
* resolve their models then (render/app.js → UnitView.retryAssets).
* @param {{ url?: string, fetch?: typeof fetch, manifest?: object, localManifest?: object, loadImage?: (url) => Promise<any>,
* loadSpine?: (entry) => Promise<any>, unloadSpine?: (entry, value, keepPages:Set<string>) => (Promise<void>|void),
* spineMax?: number, spineTimeout?: number, spineWeigh?: (key, spineData) => number, spineIdleBytes?: number,
* spineQuietBytes?: number, spineIdleGrace?: number, spineEvictDelay?: number, spineQuietDelay?: number,
* spineTimers?: { set, clear }, spineNow?: () => number }} [opts]
* spineTimers?: { set, clear }, spineNow?: () => number, retryDelays?: number[], backoff?: number[],
* wait?: (ms: number) => Promise<void>, timers?: { set, clear } }} [opts]
*/
export function createAssets(options) {
const opts = options && typeof options === 'object' ? options : {};
@@ -583,20 +652,68 @@ export function createAssets(options) {
let readyPromise = manifest ? Promise.resolve(manifest) : null;
const loadImage = opts.loadImage || loadImageElement;
const images = new Map(); // url → { promise, value }
const retryDelays = Array.isArray(opts.retryDelays) ? opts.retryDelays : MANIFEST_RETRY_MS;
const backoff = Array.isArray(opts.backoff) ? opts.backoff : MANIFEST_BACKOFF_MS;
const wait = opts.wait || ((ms) => new Promise((resolve) => setTimeout(resolve, ms)));
const timers = opts.timers && typeof opts.timers.set === 'function' ? opts.timers : {
set: (fn, ms) => { const t = setTimeout(fn, ms); t?.unref?.(); return t; },
clear: (t) => clearTimeout(t),
};
const listeners = new Set();
let warned = false;
let backoffN = 0; // background tries used since the last success
let backoffTimer = null;
const notify = (what) => {
for (const fn of [...listeners]) { try { fn(what); } catch (err) { console.warn('[assets] change listener failed', err); } }
};
/** Adopt a manifest (fetched or seeded): resolves `ready()`, stops the background tries, tells the listeners. */
function adopt(m) {
if (manifest || !isObj(m)) return false;
manifest = m;
readyPromise = Promise.resolve(m);
backoffN = 0;
if (backoffTimer != null) { timers.clear(backoffTimer); backoffTimer = null; }
notify('manifest');
return true;
}
/** One fetch of the manifest → the JSON object, or throws (err.status / err.badJson as data.js). */
async function fetchOnce() {
const res = await doFetch(url, { 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 }); }
if (!isObj(json)) throw Object.assign(new Error('not a manifest'), { badJson: true });
return json;
}
function scheduleBackoff() {
if (manifest || backoffTimer != null || backoffN >= backoff.length) return;
const ms = backoff[backoffN++];
backoffTimer = timers.set(() => { backoffTimer = null; if (!manifest) ready(); }, ms);
}
function ready() {
if (manifest) return Promise.resolve(manifest);
if (!readyPromise) {
readyPromise = (async () => {
try {
const res = await doFetch(url, { cache: 'no-cache' });
if (!res || !res.ok) throw new Error(`HTTP ${res ? res.status : '???'}`);
const json = await res.json();
manifest = isObj(json) ? json : {};
} catch (err) {
console.warn(`[assets] ${url} unavailable (${err?.message || err}); using fallbacks`);
manifest = {};
const p = readyPromise = (async () => {
for (let attempt = 0; ; attempt++) {
try {
const json = await fetchOnce();
adopt(json);
return manifest;
} catch (err) {
if (manifest) return manifest; // seeded meanwhile
if (transientFetch(err) && attempt < retryDelays.length) { await wait(retryDelays[attempt]); if (manifest) return manifest; continue; }
if (!warned) { warned = true; console.warn(`[assets] ${url} unavailable (${err?.message || err}); using fallbacks until it loads`); }
// not kept: the next ready() fetches again; the store tries again by itself after a transient failure
if (readyPromise === p) readyPromise = null;
if (transientFetch(err)) scheduleBackoff();
return {};
}
}
return manifest;
})();
}
return readyPromise;
@@ -621,9 +738,9 @@ export function createAssets(options) {
timeout: opts.spineTimeout ?? 20000,
concurrency: opts.spineConcurrency ?? 6,
// memory budget (a parsed skeleton holds ~0.1–12 MB): idle skeletons beyond SPINE_IDLE_BYTES go, and all of
// them once no scene has referenced any for SPINE_QUIET_DELAY_MS (lobby / room), each after a grace that covers a
// prep ⇄ battle switch; evictions run SPINE_EVICT_DELAY_MS after the release that allows them (a scene switch
// takes its models back first)
// them once no scene has referenced or held any for SPINE_QUIET_DELAY_MS (lobby / room / result; a field view in
// battle mode holds the cache — see the header), each after a grace that covers a prep ⇄ battle switch; evictions
// run SPINE_EVICT_DELAY_MS after the release that allows them (a scene switch takes its models back first)
weigh: opts.spineWeigh || ((key, value) => spineDataWeight(value)),
maxIdleWeight: opts.spineIdleBytes ?? SPINE_IDLE_BYTES,
quietWeight: opts.spineQuietBytes ?? 0,
@@ -650,16 +767,16 @@ export function createAssets(options) {
return e.promise;
}
/** Optional local-client art manifest (null when absent: every consumer falls back). Fetched once. */
/** Optional local-client art manifest (null when absent: every consumer falls back). Fetched once (or seeded). */
function local() {
if (!localPromise) {
localPromise = (async () => {
try {
const res = await doFetch(localUrl, { cache: 'no-cache' });
if (!res || !res.ok) return null;
if (!res || !res.ok) return localManifest;
const json = await res.json();
localManifest = isObj(json) && isObj(json.groups) ? json : null;
} catch { localManifest = null; }
if (!localManifest && isObj(json) && isObj(json.groups)) { localManifest = json; notify('local'); }
} catch { /* optional art: absent */ }
return localManifest;
})();
}
@@ -670,6 +787,25 @@ export function createAssets(options) {
return {
ready,
local,
/**
* Adopt the game data's copy of /data/assets.json (data.js 'assets', already loaded by the match screen) unless a
* manifest is loaded: no second download, nothing to wait for. Returns whether it was adopted.
*/
seed: (mf) => adopt(mf),
/** The same for the optional local-client manifest (data.js 'local'; `{ groups }`), unless one is known. */
seedLocal(lm) {
if (localManifest || !isObj(lm) || !isObj(lm.groups)) return false;
localManifest = lm;
localPromise = Promise.resolve(lm);
notify('local');
return true;
},
/** `fn('manifest' | 'local')` when a manifest arrives (seeded or fetched, also late); returns the unsubscribe. */
onChange(fn) {
if (typeof fn !== 'function') return () => {};
listeners.add(fn);
return () => listeners.delete(fn);
},
localUrl: (group, name) => localAssetUrl(localManifest, group, name),
get manifest() { return manifest; },
get loaded() { return !!manifest; },
@@ -709,11 +845,15 @@ export function createAssets(options) {
})));
return { ok, failed: list.length - ok, total: list.length };
},
/** Spine data LRU: acquire(entry) → Promise<spineData>; release(entry); peek(entry). */
/**
* Spine data LRU: acquire(entry, { retry }) → Promise<spineData> (`retry`: load again after a remembered failure);
* release(entry); peek(entry); hold() → release function (a scene that will need its skeletons again: RefLru).
*/
spine: {
acquire: (entry) => (validSpine(entry) ? spine.acquire(entry.skel, entry) : Promise.reject(new Error('no spine entry'))),
acquire: (entry, o) => (validSpine(entry) ? spine.acquire(entry.skel, entry, o) : Promise.reject(new Error('no spine entry'))),
release: (entry) => { if (entry && entry.skel) spine.release(entry.skel); },
peek: (entry) => (entry && entry.skel ? spine.peek(entry.skel) : null),
hold: () => spine.hold(),
stats: () => spine.stats(),
clear: () => spine.clear(),
cache: spine,
+70 -9
View File
@@ -83,9 +83,12 @@
// context fall back to the 2D atlas board. `opts.board`: 'auto' (default) | '3d' | '2d'; `?board=2d|3d` in the URL
// overrides (dev; '3d' also accepts a slow / software GPU). stats().board3d → { on, calls, triangles, cpuMs }.
// three.js is only downloaded when the local-art manifest lists the board atlas. That manifest is awaited with the asset
// manifest (≤ 4 s), so an enemy whose model only the local client has draws it (assets.js spineEntry). The built 3D
// area, the drawn 2D rows and the lit rect follow `viewKind` (a 'prep' camera on the boss rows = the Final Assault
// prep = the boss field).
// manifest (≤ 4 s; the game seeds the store with its own copies, ui/fieldHost.js seedAssets), so an enemy whose model
// only the local client has draws it (assets.js spineEntry). A manifest that arrives later (assets.js onChange) makes
// every view re-resolve its picture and model (UnitView.retryAssets), and so does showing the tab again; battle mode
// holds the Spine cache so a battle begun in a hidden tab keeps its models (holdScene; public issue #8 item 5). The
// built 3D area, the drawn 2D rows and the lit rect follow `viewKind` (a 'prep' camera on the boss rows = the Final
// Assault prep = the boss field).
// Battle device boxes (`ctx.createBox`) follow the board layer (switchableBox), so a 3D ⇄ 2D switch keeps crates.
// Crowds and clipped Spine skeletons render through the shared impostor atlas (render/impostor.js), flushed once per
// frame before the main pass.
@@ -446,13 +449,18 @@ export async function createFieldView(host, options = {}) {
bgMountains2.alpha = 1;
const bgVignette = new P.Sprite(bg.vignette);
backdrop.addChild(bgGrad, bgMountains, bgMountains2, bgGrid, bgVignette);
const mountainUrl = assets.ui ? assets.ui('entry/bg_mountains_tiled') : null;
if (mountainUrl && assets.image) {
let mountainsAsked = false;
/** The backdrop's mountain silhouette (optional art; asked again when the manifest arrives late). */
function loadMountains() {
const mountainUrl = !mountainsAsked && assets.ui ? assets.ui('entry/bg_mountains_tiled') : null;
if (!mountainUrl || !assets.image) return;
mountainsAsked = true;
assets.image(mountainUrl).then((img) => {
if (!img || destroyed) return;
try { const mt = silhouetteTexture(img); bgMountains.texture = mt; bgMountains2.texture = mt; } catch { /* optional art */ }
}, () => {});
}
loadMountains();
// ---- state ----------------------------------------------------------------------------------------------
const listeners = new Map();
@@ -475,6 +483,7 @@ export async function createFieldView(host, options = {}) {
let promoBase = [];
const promotions = []; // the last merges cued by setPrep (fx.promote): { uid, id, area, row, col, idx, copies } — dev / tests
let battleMeta = null;
let sceneHold = null; // release function of the Spine cache hold of battle mode (holdScene)
const infos = new Map(); // battle unit id → UnitInfo
// battle ids whose view finished its death / leak fade: a snapshot may still list them for a moment (the sim keeps
// dead units for DIE_ANIM_TIME), which must not bring the view back; a spawn / deploy / live sample clears it
@@ -628,15 +637,25 @@ export async function createFieldView(host, options = {}) {
const ready = Promise.all([threePromise, packPromise]).then(([THREE, pack]) => (THREE && pack ? enable3d(THREE, pack) : false), () => false);
await withTimeout(ready, 6000);
}
// the official soft shadow sprite replaces the procedural one once loaded (may already be cached)
const shadowUrl = assets.ui ? assets.ui('battle/sprite_shadow') : null;
if (shadowUrl) {
// the official soft shadow sprite replaces the procedural one once loaded (may already be cached; asked again when the
// manifest arrives late)
let shadowAsked = false;
function loadShadow() {
const shadowUrl = !shadowAsked && assets.ui ? assets.ui('battle/sprite_shadow') : null;
if (!shadowUrl) return;
shadowAsked = true;
try {
const t = P.Texture.from(shadowUrl);
const use = () => { if (destroyed) return; ctx.shadowTex = t; for (const v of views.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t; };
const use = () => {
if (destroyed) return;
ctx.shadowTex = t;
for (const v of views.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
for (const v of penViews.values()) if (v.shadow && !v.destroyed) v.shadow.texture = t;
};
if (t.baseTexture.valid) use(); else t.baseTexture.once('loaded', use);
} catch { /* optional */ }
}
loadShadow();
ensureDamageFonts();
// web fonts may land after the first chips were drawn
if (document.fonts?.ready) document.fonts.ready.then(() => { if (!destroyed) refreshTierChips(); }).catch(() => {});
@@ -950,6 +969,7 @@ export async function createFieldView(host, options = {}) {
}
v._home = w;
v.dimmed = false;
if (info.kind === 'item' && v.setIcon) v.setIcon(info.icon); // an icon the manifest named late (onAssets)
if (v.setCount) v.setCount(e.piece.kind === 'token' ? e.piece.count : 0);
if (v.setItems) v.setItems(Array.isArray(e.piece.items) ? e.piece.items.map((it) => { const r = data.item(it?.id); return assets.itemIcon ? assets.itemIcon(r ? { trapId: r.trapId, iconId: r.iconId } : it?.id) : null; }) : []);
v._showFacing = e.area === 'board';
@@ -959,6 +979,7 @@ export async function createFieldView(host, options = {}) {
for (const k of [...views.keys()]) if (String(k).startsWith('p:') && !seen.has(Number(String(k).slice(2)))) dropView(k);
prepPieces = list.filter((e) => e.key && views.has(e.key));
if (dragState && !views.has(dragState.key)) { drag.reset(); endDragVisual(false); }
holdScene(false); // the prep pieces reference their models now (a battle's hold ends here)
return true;
}
@@ -1291,8 +1312,23 @@ export async function createFieldView(host, options = {}) {
// ---- battle ---------------------------------------------------------------------------------------------
/**
* Battle mode holds the Spine cache (assets.js `spine.hold()`, its memory policy): the battle's views are built in
* animation frames, which a hidden tab does not run — a battle that began in a background tab referenced no skeleton, and
* the quiet budget emptied the cache ≈ 18 s later, so back in the tab every unit was an avatar diamond until its model
* downloaded again (public issue #8 item 5). Released once the prep pieces reference their models (setPrep) and on
* destroy; the idle budget still applies meanwhile.
*/
function holdScene(on) {
if (on) { if (!sceneHold && typeof assets.spine?.hold === 'function') sceneHold = assets.spine.hold(); return; }
const release = sceneHold;
sceneHold = null;
if (release) { try { release(); } catch { /* ignore */ } }
}
function enterBattle(meta) {
if (destroyed || !meta || typeof meta !== 'object') return false;
holdScene(true); // before the prep views go: the cache is never "quiet" across the switch
drag.reset();
endDragVisual(false);
clearViews();
@@ -1701,6 +1737,28 @@ export async function createFieldView(host, options = {}) {
let lastDpr = globalThis.devicePixelRatio || 1;
layoutBackdrop();
// ---- late assets, hidden tabs (public issue #8 item 5: operators drawn as image-less placeholders) ----------------------
// The asset manifest (or the local-client one) arrived after views were built — a reload whose manifest fetch was slow or
// failed (assets.js onChange): every view re-resolves what it could not draw (UnitView.retryAssets) and the prep pieces
// re-read their item icons. The tab shown again: a manifest still missing is asked for again and views without a model
// load it again at once (their bounded retries never run while hidden: no frames).
function onAssets() {
if (destroyed) return;
loadShadow();
loadMountains();
if (mode === 'prep' && lastPrep) setPrep(lastPrep.ps, lastPrep.o);
for (const v of views.values()) v.retryAssets?.();
for (const v of penViews.values()) v.retryAssets?.();
}
const offAssets = typeof assets.onChange === 'function' ? assets.onChange(onAssets) : null;
const onVisible = () => {
if (destroyed || globalThis.document?.visibilityState !== 'visible') return;
if (assets.loaded === false && typeof assets.ready === 'function') assets.ready();
for (const v of views.values()) v.retryAssets?.();
for (const v of penViews.values()) v.retryAssets?.();
};
globalThis.document?.addEventListener?.('visibilitychange', onVisible);
// ---- public API ---------------------------------------------------------------------------------------------
const view = {
@@ -1816,6 +1874,8 @@ export async function createFieldView(host, options = {}) {
if (destroyed) return;
destroyed = true;
try { ro?.disconnect(); } catch { /* ignore */ }
try { offAssets?.(); } catch { /* ignore */ }
globalThis.document?.removeEventListener?.('visibilitychange', onVisible);
canvas.removeEventListener('pointerdown', onPointerDown);
canvas.removeEventListener('pointermove', onPointerMove);
canvas.removeEventListener('pointerup', onPointerUp);
@@ -1830,6 +1890,7 @@ export async function createFieldView(host, options = {}) {
drag.reset();
for (const k of [...views.keys()]) dropView(k);
clearPen();
holdScene(false); // no scene any more: the quiet budget may free the skeletons (lobby / room / result)
try { fx.destroy(); } catch { /* ignore */ }
try { tiles.destroy(); } catch { /* ignore */ }
try { impostors.destroy(); } catch { /* ignore */ }
+56 -15
View File
@@ -3,11 +3,13 @@
// UnitView = shadow sprite (shadow layer) + body container (depth-sorted unit layer: elite aura, Spine actor or
// the avatar-in-rarity-diamond fallback) + HUD container (bar layer: HP bar with delayed "ghost" damage, SP bar
// with ready glow / draining skill bar, tier chip, status icons, blocked marker). The fallback shows at once and
// cross-fades to the Spine model when it has loaded; missing or failed models keep the fallback forever (the
// game never blocks on Spine) — except an optional local-client model (assets.js spineEntry `fallback`, DESIGN §13:
// 灼热源石虫 / 炽焰源石虫), which falls back to the web model first; that web alias (the plain 源石虫) is drawn tinted
// toward the slug's own colours (ALIAS_TINT). Every bar is a tinted Texture.WHITE sprite, so HUDs batch into few draw
// calls.
// cross-fades to the Spine model when it has loaded (the game never blocks on Spine); an optional local-client model
// (assets.js spineEntry `fallback`, DESIGN §13: 灼热源石虫 / 炽焰源石虫) falls back to the web model first; that web alias
// (the plain 源石虫) is drawn tinted toward the slug's own colours (ALIAS_TINT). A model that failed or timed out is
// loaded again after SPINE_RETRY_MS (bounded), and `retryAssets()` re-resolves a view's picture and model when the
// asset manifest arrives after the view was built or the tab is shown again (render/app.js; public issue #8 item 5:
// after a reload whose manifest was slow or failed, every operator stayed the image-less placeholder for good). Every
// bar is a tinted Texture.WHITE sprite, so HUDs batch into few draw calls.
//
// Placement: feet anchored at world (x, y, z); scale = camera px-per-tile at the feet × UNIT.modelScale, so
// chibis shrink with distance like the original. An enemy's model is also scaled by its official prefab factor
@@ -84,6 +86,12 @@ export const DIR_STEP = Object.freeze({ UP: [0, 1], RIGHT: [1, 0], DOWN: [0, -1]
const nowMs = () => (globalThis.performance ? globalThis.performance.now() : Date.now());
/** How long a view waits for its avatar before showing the image-less placeholder diamond. */
const PIC_WAIT_MS = 400;
/**
* Waits (ms, real time) before a view loads its Spine model again after the load failed or timed out (assets.js, 20 s)
* — bounded: after the last one the view keeps its diamond until `retryAssets` (a manifest that arrived late, the tab
* shown again). Counted from the failure; a hidden tab runs no frames, so nothing is retried while hidden.
*/
export const SPINE_RETRY_MS = Object.freeze([2000, 6000, 15000, 30000]);
/** Heights above this count as standing on a raised top (bench pads are the lowest raised tiles, 0.16). */
const RAISED_Z = 0.12;
@@ -317,6 +325,9 @@ export class UnitView {
this.body.addChild(this.fallback);
this.actor = null;
this.spineReady = false;
this._spineBusy = false; // a Spine load of this view is in flight
this._spineTries = 0; // failed loads since the last model (SPINE_RETRY_MS)
this._retryAt = 0; // when the next retry is due (ms, performance clock; 0 = none)
this.baseTint = 0xffffff; // the drawn model's own tint (ALIAS_TINT), under the status tints
this.hud = new P.Container();
@@ -365,7 +376,8 @@ export class UnitView {
pic.shown = want;
}
_loadSpine() {
/** @param {boolean} [retry] load again even after a remembered failure (assets.js acquire `{ retry }`) */
_loadSpine(retry = false) {
const a = this.ctx.assets;
if (!a || !a.spineEntry || !a.spine) return;
const id = this.info.spine || this.info.defId;
@@ -374,21 +386,38 @@ export class UnitView {
const entry = id ? a.spineEntry(id, { back }) : null;
if (!entry || this.ctx.settings?.quality === 'low' && this.isEnemy && !this.isBoss && this.ctx.crowded?.()) return;
this.entryBack = back;
this._acquireSpine(entry, id);
this._acquireSpine(entry, id, retry);
}
/**
* Re-resolve what this view could not draw yet (public issue #8 item 5): the picture when it has none (no avatar URL —
* the asset manifest arrived after the view was built — or the image failed) and, at once, the Spine model when none
* is shown and none is loading (no manifest entry then, or a load that failed / timed out). render/app.js calls it for
* every view when a manifest arrives (assets.js onChange) and when the tab is shown again. Nothing to do otherwise.
*/
retryAssets() {
if (this.destroyed) return;
if (!this._pic || this._pic.state === 'none') this._loadPicture();
if (!this.actor && !this._spineBusy) { this._retryAt = 0; this._loadSpine(true); }
}
/**
* Load `entry` and show it. Every acquire is paired with exactly one release: a superseded / failed / post-destroy
* load releases its own entry; the displayed model's entry (`_actorEntry`) is released when that model is replaced or
* destroyed. A model that fails to load keeps the fallback diamond — unless the entry names a `fallback` (an optional
* local-client model, assets.js spineEntry: DESIGN §13), which is loaded in its place.
* destroyed. A model that fails to load falls back to the entry's `fallback` (an optional local-client model,
* assets.js spineEntry: DESIGN §13) when it names one; otherwise the view keeps its fallback diamond and — while no
* model is shown — loads again after SPINE_RETRY_MS (a timed-out or failed download used to stay a diamond for good).
*/
_acquireSpine(entry, id) {
_acquireSpine(entry, id, retry = false) {
const a = this.ctx.assets;
this.entry = entry;
const req = this._spineReq = (this._spineReq || 0) + 1;
a.spine.acquire(entry).then((data) => {
this._spineBusy = true;
a.spine.acquire(entry, retry ? { retry: true } : undefined).then((data) => {
if (req === this._spineReq) this._spineBusy = false;
if (this.destroyed || req !== this._spineReq) { this._releaseEntry(entry); return; }
this._spineTries = 0;
this._retryAt = 0;
let actor = null;
try {
actor = new SpineActor(data, entry);
@@ -421,9 +450,12 @@ export class UnitView {
this.actor.setBase(this._baseFromAnim());
}
}, () => {
if (req === this._spineReq) this._spineBusy = false;
this._releaseEntry(entry);
if (entry.fallback && !this.destroyed && req === this._spineReq) this._acquireSpine(entry.fallback, id);
// else keep the fallback diamond
if (this.destroyed || req !== this._spineReq) return;
if (entry.fallback) { this._acquireSpine(entry.fallback, id, retry); return; }
// keep the fallback diamond (or the model already shown: a failed Front ⇄ Back swap) — and try again later
if (!this.actor && this._spineTries < SPINE_RETRY_MS.length) this._retryAt = nowMs() + SPINE_RETRY_MS[this._spineTries++];
});
}
@@ -729,6 +761,8 @@ export class UnitView {
update(dt, cam, t) {
if (this.destroyed) return;
const P = this.P;
// a failed / timed-out model load is tried again once its wait is over (SPINE_RETRY_MS; frames only: never hidden)
if (this._retryAt && nowMs() >= this._retryAt) { this._retryAt = 0; if (!this.actor && !this._spineBusy) this._loadSpine(true); }
if (this.zTarget != null && this.z !== this.zTarget) {
const d = this.zTarget - this.z;
this.z = Math.abs(d) < 1e-3 ? this.zTarget : this.z + d * Math.min(1, dt * 12);
@@ -1297,10 +1331,17 @@ export class ItemView {
this.plate = new P.Sprite(itemTexture(String(info.defId || 'item'), null, info.color || 0x9aa5a0));
this.plate.anchor.set(0.5, 1);
this.root.addChild(this.plate);
const url = info.icon;
if (url && ctx.assets?.image) ctx.assets.image(url).then((img) => { if (!this.destroyed && img) this.plate.texture = itemTexture(String(info.defId), img, info.color || 0x9aa5a0); }, () => {});
this.info.icon = null;
this.setIcon(info.icon);
this.hud = null;
}
/** Show the item's icon (an URL; the plain plate until it loads) — again when the asset manifest named it late. */
setIcon(url) {
if (this.destroyed || !url || url === this.info.icon) return;
this.info.icon = url;
const a = this.ctx.assets;
if (a?.image) a.image(url).then((img) => { if (!this.destroyed && img && this.info.icon === url) this.plate.texture = itemTexture(String(this.info.defId), img, this.info.color || 0x9aa5a0); }, () => {});
}
setWorld(x, y, z = 0) { this.x = x; this.y = y; this.z = z; }
update(dt, cam, t) {
const lifted = this.lift > 0;
+27 -1
View File
@@ -1,6 +1,8 @@
// Field view loader: mounts the Pixi render engine (public/js/render/app.js → createFieldView, DESIGN §9)
// into a host element, falling back to the DOM view (fallbackField.js) when the engine is missing, times
// out or throws. Every call into the view goes through a guard so a render bug can never crash the HUD.
// The shared asset store gets the game data's copy of the asset manifest (`seedAssets`, public issue #8 item 5), and the
// prep cameras the HUD bands they keep clear (`hudBands`; the folded shop's band: public issue #5).
//
// `?render=fallback` (or globalThis.__SP_RENDER__ = 'fallback') skips the engine (dev / mock harness);
// `?render=engine` never falls back silently (errors are logged and the fallback still mounts).
@@ -160,6 +162,27 @@ export function guardView(view, kind) {
return safe;
}
/**
* Hand the game data's copies of /data/assets.json and /data/local-assets.json (data.js 'assets' / 'local': the match
* screen waits for them, gameComponents GAME_FILES) to the asset store, now or when they land: it then never downloads
* the manifest a second time — after a page reload (a phone browser discarding a background tab, Chrome's Memory Saver)
* that second download was the one createFieldView waited ≤ 4 s for, and a slow or failed one left every operator the
* image-less placeholder (public issue #8 item 5). Without a copy the store fetches and retries by itself.
* @param {{ seed?: (m: any) => boolean, seedLocal?: (m: any) => boolean }} store public/js/assets.js store
*/
export function seedAssets(store) {
if (!store) return;
const give = (name, fn) => {
if (typeof fn !== 'function') return;
const now = data.get(name);
if (now) { fn(now); return; }
// still loading (or failed): adopt it if it lands; a later success of the store's own fetch makes this a no-op
Promise.resolve(data.load(name)).then((m) => { if (m) fn(m); }, () => {});
};
give('assets', store.seed?.bind(store));
give('local', store.seedLocal?.bind(store));
}
/**
* Create a field view in `host`: the render engine when available, else the DOM fallback.
* @param {HTMLElement} host
@@ -172,7 +195,10 @@ export async function mountFieldView(host) {
try {
// the shared asset store (public/js/assets.js) keeps its Spine cache across remounts (next match, reconnect)
const am = await withTimeout(import('../assets.js'), LOAD_TIMEOUT_MS, 'asset store import').catch(() => null);
if (am?.assets && typeof am.assets.ready === 'function') opts.assets = am.assets;
if (am?.assets && typeof am.assets.ready === 'function') {
opts.assets = am.assets;
seedAssets(am.assets);
}
const mod = await withTimeout(import('../render/app.js'), LOAD_TIMEOUT_MS, 'render engine import');
if (typeof mod?.createFieldView !== 'function') throw new Error('createFieldView missing');
const view = await withTimeout(Promise.resolve(mod.createFieldView(host, opts)), LOAD_TIMEOUT_MS, 'createFieldView');
+5 -2
View File
@@ -485,10 +485,13 @@ describe('createAssets store', () => {
assert.equal(a.audio.sfx('battle', 'deploy'), '/sfx/dep.mp3');
const warn = console.warn; console.warn = () => {};
try {
// a failure resolves ready() (fallbacks meanwhile) but is not kept as the manifest (public issue #8 item 5;
// test/render/issue8-placeholders.test.js covers the retries)
const b = createAssets({ fetch: async () => ({ ok: false, status: 404 }) });
await b.ready();
assert.deepEqual(await b.ready(), {});
assert.equal(b.avatar('char_002_amiya'), null);
assert.deepEqual(b.manifest, {});
assert.equal(b.manifest, null);
assert.equal(b.loaded, false);
} finally { console.warn = warn; }
});
+341
View File
@@ -0,0 +1,341 @@
// Public issue #8 item 5 (v0.1.1): "游览器切换页面后所有干员会变成方块+水滴的图标" — after the tab came back every operator was
// the image-less placeholder (diamond + droplet glyph). A plain tab switch did not do it; a reload did (phone browsers
// and Chrome's Memory Saver discard background tabs and reload them on return; the game resumes into the match): the
// asset store fetched /data/assets.json a second time, createFieldView waited ≤ 4 s for it, every view looked its model
// and avatar up once, and a failed fetch kept an empty manifest for the page. Without a reload, a battle that began
// in a hidden tab referenced no skeleton, so the quiet budget emptied the Spine cache ≈ 18 s later.
// public/js/assets.js: seed / ready retries + backoff / onChange / spine acquire { retry } / spine hold;
// public/js/render/units.js: UnitView.retryAssets, bounded Spine retries (SPINE_RETRY_MS), ItemView.setIcon;
// public/js/ui/fieldHost.js seedAssets; public/js/render/app.js (wiring: onChange, visibilitychange, battle hold).
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
import {
createAssets, RefLru, MANIFEST_RETRY_MS, MANIFEST_BACKOFF_MS, SPINE_IDLE_GRACE_MS, SPINE_QUIET_DELAY_MS, SPINE_EVICT_DELAY_MS,
} from '../../public/js/assets.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const read = (p) => readFileSync(path.join(ROOT, p), 'utf8');
const tick = () => new Promise((r) => setImmediate(r));
const quiet = async (fn) => { const w = console.warn; console.warn = () => {}; try { return await fn(); } finally { console.warn = w; } };
/** Fake clock + timers (RefLru `now` / `timers`, the store's backoff `timers`). */
const clock = () => {
const c = { t: 0, pending: [] };
c.now = () => c.t;
c.timers = { set: (fn, ms) => { const h = { fn, at: c.t + ms, ms }; c.pending.push(h); return h; }, clear: (h) => { c.pending = c.pending.filter((x) => x !== h); } };
c.advance = (ms) => { c.t += ms; for (const h of c.pending.filter((x) => x.at <= c.t)) { c.pending = c.pending.filter((x) => x !== h); h.fn(); } };
return c;
};
const SP = (id) => ({ skel: `/assets/spine/${id}.skel`, atlas: `/assets/spine/${id}.atlas`, textures: [`/assets/spine/${id}.png`], anims: { idle: 'Idle' }, animations: { Idle: 1 } });
const M = {
chars: { char_002_amiya: { avatar: '/a/amiya.png', spine: { front: SP('amiya_f') } }, char_010_chen: { avatar: '/a/chen.png', spine: { front: SP('chen_f') } } },
enemies: { enemy_1305_mhslim: { icon: '/e/mh.png', spineLocal: { group: 'spine/enemy/mh', skel: 'mh.skel', atlas: 'mh.atlas', textures: ['mh.png'], anims: { idle: 'Idle' } } } },
items: { trap_1: '/i/1.png' },
ui: {},
};
const LOCAL = { groups: { 'spine/enemy/mh': { 'mh.skel': { path: '/l/mh.skel' }, 'mh.atlas': { path: '/l/mh.atlas' }, 'mh.png': { path: '/l/mh.png' } } } };
const ok = (json) => ({ ok: true, status: 200, json: async () => json });
describe('the manifest: seeded, retried, never kept empty (assets.js)', () => {
test('seed: the game data\'s copy is adopted — no download, ready() resolves it, listeners hear it', async () => {
let fetches = 0;
const a = createAssets({ fetch: async () => { fetches++; return ok(M); } });
const heard = [];
a.onChange((w) => heard.push(w));
assert.equal(a.seed(M), true);
assert.equal(await a.ready(), M);
assert.equal(fetches, 0, 'nothing downloaded');
assert.equal(a.avatar('char_002_amiya'), '/a/amiya.png');
assert.deepEqual(heard, ['manifest']);
assert.equal(a.seed({ chars: {} }), false, 'a loaded manifest is kept');
assert.equal(a.seed(null), false);
});
test('a transient failure is fetched again within the same ready() (MANIFEST_RETRY_MS, like data.js)', async () => {
assert.deepEqual([...MANIFEST_RETRY_MS], [600, 2000]);
const waits = [];
let n = 0;
const a = createAssets({ wait: async (ms) => { waits.push(ms); }, fetch: async () => { n++; if (n < 3) throw new TypeError('Failed to fetch'); return ok(M); } });
assert.equal(await a.ready(), M);
assert.equal(n, 3);
assert.deepEqual(waits, [600, 2000]);
});
test('every try failing: ready() resolves {} (fallbacks), the failure is not kept — the next ready() fetches again', async () => {
let n = 0, up = false;
const c = clock();
const a = createAssets({ wait: async () => {}, timers: c.timers, fetch: async () => { n++; if (!up) return { ok: false, status: 503 }; return ok(M); } });
const heard = [];
a.onChange((w) => heard.push(w));
assert.deepEqual(await quiet(() => a.ready()), {});
assert.equal(n, 3, 'the first try + 2 retries');
assert.equal(a.manifest, null);
assert.equal(a.loaded, false);
assert.equal(a.avatar('char_002_amiya'), null, 'helpers fall back meanwhile');
up = true;
assert.equal(await a.ready(), M, 'asked again: fetched again (no empty manifest kept for the page)');
assert.equal(n, 4);
assert.deepEqual(heard, ['manifest']);
assert.equal(c.pending.length, 0, 'the background try was cancelled by the success');
});
test('after a failed ready() the store tries again by itself, with a bounded backoff', async () => {
assert.ok(MANIFEST_BACKOFF_MS.length >= 3 && MANIFEST_BACKOFF_MS.every((ms, i) => i === 0 || ms >= MANIFEST_BACKOFF_MS[i - 1]));
const c = clock();
let n = 0, up = false;
const a = createAssets({ wait: async () => {}, timers: c.timers, backoff: [100, 200], retryDelays: [], fetch: async () => { n++; if (!up) throw new TypeError('offline'); return ok(M); } });
const heard = [];
a.onChange((w) => heard.push(w));
await quiet(() => a.ready());
assert.equal(n, 1);
assert.deepEqual(c.pending.map((h) => h.ms), [100]);
await quiet(async () => { c.advance(100); await tick(); await tick(); });
assert.equal(n, 2, 'tried again after 100 ms');
assert.deepEqual(c.pending.map((h) => h.ms), [200]);
up = true;
c.advance(200); await tick(); await tick();
assert.equal(n, 3);
assert.equal(a.manifest, M, 'arrived late');
assert.deepEqual(heard, ['manifest'], 'listeners (render/app.js) re-resolve their views now');
// bounded: a store that never gets it stops after the backoff list
const d = clock();
let m = 0;
const b = createAssets({ wait: async () => {}, timers: d.timers, backoff: [10, 20], retryDelays: [], fetch: async () => { m++; throw new TypeError('offline'); } });
await quiet(async () => {
await b.ready();
for (let i = 0; i < 6; i++) { d.advance(50); await tick(); await tick(); }
});
assert.equal(m, 3, 'the first try + 2 background tries');
assert.equal(d.pending.length, 0);
});
test('a 404 or a body that is no JSON: no retry loop, but still not kept (the next ready() asks again)', async () => {
const c = clock();
let n = 0;
const a = createAssets({ wait: async () => {}, timers: c.timers, fetch: async () => { n++; return n === 1 ? { ok: false, status: 404 } : { ok: true, status: 200, json: async () => { throw new SyntaxError('x'); } }; } });
await quiet(() => a.ready());
assert.equal(n, 1);
assert.equal(c.pending.length, 0, 'no background tries for a definite failure');
await quiet(() => a.ready());
assert.equal(n, 2, 'asked again');
assert.equal(a.manifest, null);
});
test('a seed while a fetch is still retrying wins; the late fetch changes nothing', async () => {
let release;
const gate = new Promise((r) => { release = r; });
const a = createAssets({ wait: () => gate, fetch: async () => { throw new TypeError('slow network'); } });
const p = a.ready();
a.seed(M);
release();
assert.equal(await p, M);
assert.equal(await a.ready(), M);
});
test('seedLocal: the local-client manifest from the game data (an enemy\'s local model resolves with it)', async () => {
let fetches = 0;
const a = createAssets({ manifest: M, fetch: async () => { fetches++; return ok(LOCAL); } });
const heard = [];
a.onChange((w) => heard.push(w));
assert.equal(a.spineEntry('enemy_1305_mhslim'), null, 'no web model, no local manifest yet');
assert.equal(a.seedLocal(LOCAL), true);
assert.equal(await a.local(), LOCAL);
assert.equal(fetches, 0);
assert.equal(a.spineEntry('enemy_1305_mhslim').skel, '/l/mh.skel');
assert.deepEqual(heard, ['local']);
assert.equal(a.seedLocal({ groups: {} }), false, 'a known one is kept');
assert.equal(createAssets({ manifest: M }).seedLocal({ nope: 1 }), false, 'not a local manifest');
});
});
describe('Spine cache: retries and the scene hold (RefLru)', () => {
test('a remembered failure is shared until failTtl — acquire { retry } loads again once nobody references it', async () => {
let calls = 0, fail = true;
const lru = new RefLru({ failTtl: 60000, now: () => 0, load: async (k) => { calls++; if (fail) throw new Error('timeout'); return k; } });
await assert.rejects(lru.acquire('a'));
lru.release('a');
await assert.rejects(lru.acquire('a'), 'remembered: no second download for every new view');
lru.release('a');
assert.equal(calls, 1);
fail = false;
assert.equal(await lru.acquire('a', null, { retry: true }), 'a', 'a retry loads again');
assert.equal(calls, 2);
lru.release('a');
// a failure some caller still references is shared (dropping it would make that caller's release hit the new entry)
const b = new RefLru({ load: async () => { throw new Error('x'); } });
const p1 = b.acquire('k');
await assert.rejects(p1);
await assert.rejects(b.acquire('k', null, { retry: true }));
assert.equal(b.map.get('k').refs, 2);
});
test('hold(): no quiet budget while a scene holds the cache; the idle budget still applies; released → quiet again', async () => {
const c = clock(), unloads = [];
const lru = new RefLru({ load: async (k) => k, unload: (k) => unloads.push(k), weigh: (k) => (k === 'big' ? 900 : 100),
maxIdleWeight: 1000, quietWeight: 0, idleGrace: SPINE_IDLE_GRACE_MS, quietDelay: SPINE_QUIET_DELAY_MS, evictDelay: SPINE_EVICT_DELAY_MS,
now: c.now, timers: c.timers });
for (const k of ['op1', 'op2', 'big']) await lru.acquire(k);
// battle mode: the prep views go before the battle's views are built — in a hidden tab, not for a long while
const release = lru.hold();
for (const k of ['op1', 'op2', 'big']) lru.release(k);
c.advance(SPINE_IDLE_GRACE_MS + SPINE_QUIET_DELAY_MS + 10000);
assert.deepEqual(unloads, ['op1'], 'held: only the idle budget (1100 > 1000: the least recently used goes), not the quiet one');
assert.equal(lru.stats().holds, 1);
// the battle's views come back (the tab is shown): their models are still cached
assert.equal(lru.peek('op2'), 'op2');
release();
release(); // twice: no effect
assert.equal(lru.stats().holds, 0);
c.advance(SPINE_QUIET_DELAY_MS - 100);
assert.deepEqual(unloads, ['op1'], 'the quiet delay counts from the release');
c.advance(200 + SPINE_EVICT_DELAY_MS);
assert.deepEqual(unloads.sort(), ['big', 'op1', 'op2'], 'no scene: every idle skeleton goes (the phone gets its memory back)');
});
test('without a hold the old behaviour stays: nothing referenced for the quiet delay → the cache empties', async () => {
const c = clock(), unloads = [];
const lru = new RefLru({ load: async (k) => k, unload: (k) => unloads.push(k), weigh: () => 100, maxIdleWeight: 1e9, quietWeight: 0,
idleGrace: SPINE_IDLE_GRACE_MS, quietDelay: SPINE_QUIET_DELAY_MS, evictDelay: SPINE_EVICT_DELAY_MS, now: c.now, timers: c.timers });
await lru.acquire('op');
lru.release('op');
c.advance(SPINE_IDLE_GRACE_MS + SPINE_QUIET_DELAY_MS + 10);
assert.deepEqual(unloads, ['op']);
});
test('the store exposes them: spine.acquire(entry, { retry }) and spine.hold()', async () => {
let calls = 0, fail = true;
const a = createAssets({ manifest: M, loadSpine: async (e) => { calls++; if (fail) throw new Error('x'); return { animations: [], from: e.skel }; }, unloadSpine: () => {} });
const e = a.spineEntry('char_002_amiya');
await assert.rejects(a.spine.acquire(e)); a.spine.release(e);
fail = false;
await assert.rejects(a.spine.acquire(e)); a.spine.release(e);
assert.equal((await a.spine.acquire(e, { retry: true })).from, e.skel);
assert.equal(calls, 2);
const r = a.spine.hold();
assert.equal(a.spine.stats().holds, 1);
r();
assert.equal(a.spine.stats().holds, 0);
});
});
describe('views re-resolve and retry (render/units.js)', () => {
let fake, UnitView, ItemView, SPINE_RETRY_MS;
before(async () => {
fake = installFakePixi();
({ UnitView, ItemView, SPINE_RETRY_MS } = await import('../../public/js/render/units.js'));
});
after(() => fake.restore());
const cam = () => presetCamera('prep', { width: 1280, height: 720 });
const IMG = { width: 180, height: 180 };
const unit = (assets, info = {}) => new UnitView(fakeViewCtx(fake.P, { assets, cam }), { id: 1, side: 'ally', kind: 'chess', defId: 'char_002_amiya', spine: 'char_002_amiya', avatar: 'char_002_amiya', tier: 3, x: 5, y: 12, maxHp: 1000, ...info }, { prep: true });
test('a view built before the manifest (a slow reload) is a placeholder; when it arrives retryAssets loads the model and avatar', async () => {
const a = createAssets({ fetch: async () => ({ ok: false, status: 503 }), wait: async () => {}, retryDelays: [], backoff: [], loadImage: async () => IMG,
loadSpine: async () => ({ animations: [{ name: 'Idle' }] }), unloadSpine: () => {} });
await quiet(() => a.ready());
const v = unit(a);
await tick(); await tick();
for (let i = 0; i < 3; i++) v.update(1 / 60, cam(), i / 60);
assert.equal(v.actor, null);
assert.equal(v._pic.state, 'none', 'no avatar URL without the manifest');
assert.equal(v._pic.shown, 'placeholder', 'the image-less diamond of the report');
// the manifest arrives (render/app.js calls retryAssets on onChange)
let heard = 0;
a.onChange(() => { heard++; v.retryAssets(); });
a.seed(M);
await tick(); await tick(); await tick();
assert.equal(heard, 1);
assert.ok(v.actor && v.spineReady, 'the Spine model is shown');
assert.equal(v._pic.state, 'img', 'and its avatar is known for the diamond');
});
test('a failed / timed-out model is loaded again after SPINE_RETRY_MS (bounded); a success ends the retries', async () => {
assert.deepEqual([...SPINE_RETRY_MS], [2000, 6000, 15000, 30000]);
let calls = 0, fail = true;
const a = createAssets({ manifest: M, loadImage: async () => IMG, unloadSpine: () => {},
loadSpine: async () => { calls++; if (fail) throw new Error('load timeout'); return { animations: [{ name: 'Idle' }] }; } });
const v = unit(a);
await tick(); await tick();
assert.equal(calls, 1);
assert.equal(v.actor, null);
assert.ok(v._retryAt > 0, 'a retry is due later');
v.update(1 / 60, cam(), 0);
await tick();
assert.equal(calls, 1, 'not before its wait');
// every retry fails until the list runs out
for (let i = 0; i < SPINE_RETRY_MS.length; i++) {
v._retryAt = 1; // due
v.update(1 / 60, cam(), 0);
await tick(); await tick();
}
assert.equal(calls, 1 + SPINE_RETRY_MS.length, 'bypassing the remembered failure (acquire { retry })');
assert.equal(v._retryAt, 0, 'bounded: no more retries');
for (let i = 0; i < 5; i++) v.update(1 / 60, cam(), 0);
await tick();
assert.equal(calls, 1 + SPINE_RETRY_MS.length);
// the tab shown again (render/app.js visibilitychange → retryAssets): loads at once
fail = false;
v.retryAssets();
await tick(); await tick();
assert.ok(v.actor && v.spineReady);
assert.equal(v._spineTries, 0);
assert.equal(a.spine.stats().refs, 1, 'every acquire paired with one release');
// nothing to do for a view that shows its model
v.retryAssets();
await tick();
assert.equal(calls, 2 + SPINE_RETRY_MS.length);
v.destroy();
assert.equal(a.spine.stats().refs, 0);
});
test('retryAssets never doubles a load in flight; a destroyed view retries nothing', async () => {
let resolve, calls = 0;
const a = createAssets({ manifest: M, loadImage: async () => IMG, unloadSpine: () => {}, loadSpine: () => { calls++; return new Promise((r) => { resolve = r; }); } });
const v = unit(a);
v.retryAssets();
v.retryAssets();
assert.equal(calls, 1);
resolve({ animations: [{ name: 'Idle' }] });
await tick(); await tick();
assert.ok(v.actor);
const w = unit(createAssets({ manifest: {}, loadImage: async () => IMG }));
w.destroy();
assert.doesNotThrow(() => w.retryAssets());
});
test('ItemView.setIcon: an icon the manifest named late replaces the plain plate', async () => {
const a = createAssets({ manifest: M, loadImage: async () => IMG });
const it = new ItemView(fakeViewCtx(fake.P, { assets: a, cam }), { id: 'p:9', uid: 9, kind: 'item', defId: 'trap_1', icon: null, color: 0xffffff });
const plain = it.plate.texture;
it.setIcon('/i/1.png');
await tick(); await tick();
assert.notEqual(it.plate.texture, plain);
assert.equal(it.info.icon, '/i/1.png');
});
});
describe('wiring (render/app.js, ui/fieldHost.js)', () => {
test('the field view re-resolves its views on a late manifest and on a shown tab, and holds the cache in battle mode', () => {
const app = read('public/js/render/app.js');
assert.match(app, /const offAssets = typeof assets\.onChange === 'function' \? assets\.onChange\(onAssets\) : null;/);
assert.match(app, /for \(const v of views\.values\(\)\) v\.retryAssets\?\.\(\);/);
assert.match(app, /globalThis\.document\?\.addEventListener\?\.\('visibilitychange', onVisible\);/);
assert.match(app, /globalThis\.document\?\.removeEventListener\?\.\('visibilitychange', onVisible\);/);
assert.match(app, /function enterBattle\(meta\) \{\n {4}if \(destroyed \|\| !meta \|\| typeof meta !== 'object'\) return false;\n {4}holdScene\(true\);/);
assert.match(app, /holdScene\(false\); \/\/ the prep pieces reference their models now/);
assert.match(app, /holdScene\(false\); \/\/ no scene any more/);
});
test('the field host seeds the asset store with the game data\'s copies', () => {
const fh = read('public/js/ui/fieldHost.js');
assert.match(fh, /opts\.assets = am\.assets;\n {8}seedAssets\(am\.assets\);/);
assert.match(fh, /give\('assets', store\.seed\?\.bind\(store\)\);\n {2}give\('local', store\.seedLocal\?\.bind\(store\)\);/);
});
});