feedback7 R22-HUD: the cached-atlas refreshes of a crowded battle take their turns from this frame's update order, not random phases — each frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units (step 1 of GitHub #327, PR #334 by @Cloudnyco); golden: unchanged

Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no dependency).
UnitView._updateImpostor refreshed a unit when (frame + phase) % interval === 0 with a random phase per unit, so the
refreshes of a frame were binomial: reproduced on the parent with 7 pen figures at interval 3 — 5 1 1 5 1 1 … and
2 4 1 2 4 1 … refreshes per frame instead of 2 / 3. Now render/app.js hands every impostor unit the next slot of the frame
(ctx.impostorSlot, a counter reset in frameBody), the unit refreshes when (frame + slot) % interval === 0, and a unit
whose slot keeps moving with the frame (the units before it culled on and off in step) is still refreshed after 2
intervals (imp.last); a context without slots keeps the random phase. Each unit's rate and the total work are unchanged;
no sim or pixel-as-state change.
Step 2 of #327 (a time budget by priority) is not part of this and still needs a decision.

- Tests: test/render/unitview.test.js 'impostor refresh slots' (3: slots in update order — fails on the parent, the
  starvation cap, the no-slots context); unit view / render suites unchanged.
- Docs: design/client.md. Golden: unchanged (client only).
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Cloudnyco authored and sganggs committed 2026-10-08 19:22:08 +08:00
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@@ -279,6 +279,77 @@ describe('enemy preview pen figures (lod idle)', () => {
});
});
// The impostor refreshes of a frame are spread evenly over the interval (app.js impostorSlot: each frame the impostor
// units take slots 0, 1, 2 … in update order): a frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units. With a random phase per
// unit, the busiest frame did 20–66% more refreshes than that (16–48 units, intervals 2–6) — the frame-time peaks of a
// crowded battle on a slow device.
describe('impostor refresh slots', () => {
/** n pen figures (lod idle: interval 3) in one context; `slotOf(frame, i)` gives view i its slot, or null: no slots. */
async function crowd(n, slotOf) {
let frame = 0;
let i = 0;
const atlas = {
alloc: (w, h) => ({ w, h, tex: new fake.P.Texture(), clip: false }),
free() {}, park(o) { o.visible = false; }, unpark(o) { o.visible = true; }, draw() {},
};
const ctx = fakeViewCtx(fake.P, {
assets: store({ spine: true }), cam, frameNo: () => frame, impostors: atlas,
renderer: { resolution: 1, render() {} },
...(slotOf ? { impostorSlot: () => slotOf(frame, i) } : {}),
});
const views = [];
for (let k = 0; k < n; k++) {
views.push(new UnitView(ctx, { id: `e:${k}`, side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', tier: 1, x: 9, y: 15, maxHp: 1, facing: -1 }, { prep: true, lod: 'idle' }));
}
await tick(); await tick();
const refreshed = views.map(() => []);
views.forEach((v, k) => {
assert.ok(v.spineReady, 'spine ready');
const upd = v.actor.update.bind(v.actor);
v.actor.update = (dt) => { refreshed[k].push(frame); return upd(dt); };
});
const step = () => { views.forEach((v, k) => { i = k; v.update(1 / 60, cam(), frame / 60); }); frame++; };
return { step, refreshed, frames: () => frame };
}
const perFrame = (refreshed, from, to) => {
const c = new Map();
for (const list of refreshed) for (const f of list) if (f >= from && f < to) c.set(f, (c.get(f) || 0) + 1);
return Array.from({ length: to - from }, (_, j) => c.get(from + j) || 0);
};
test('slots in update order: every frame refreshes ⌊n/3⌋ or ⌈n/3⌉ units, each unit every 3rd frame', async () => {
for (const n of [7, 16, 24]) {
const { step, refreshed } = await crowd(n, (frame, k) => k);
for (let f = 0; f < 31; f++) step();
// frame 0: every new impostor is drawn once (dirty); from frame 1 on, the interval rules
const counts = perFrame(refreshed, 1, 31);
assert.ok(counts.every((c) => c === Math.floor(n / 3) || c === Math.ceil(n / 3)), `${n} units: ${counts.join(' ')}`);
for (const list of refreshed) {
const after = list.filter((f) => f >= 1);
assert.equal(after.length, 10, `each unit refreshed 10 times in 30 frames (${after.join(',')})`);
assert.ok(after.every((f, j) => j === 0 || f - after[j - 1] === 3), 'exactly every 3rd frame');
}
}
});
test('a slot that moves with the frame never starves a unit: refreshed at least every 2 intervals', async () => {
// (frame + slot) % 3 is never 0: the turn alone would never come
const { step, refreshed } = await crowd(3, (frame) => 4 - (frame % 3));
for (let f = 0; f < 31; f++) step();
for (const list of refreshed) {
const after = list.filter((f) => f >= 1);
assert.ok(after.length >= 5, `refreshed ${after.length} times`);
assert.ok([0, ...after].every((f, j, a) => j === 0 || f - a[j - 1] <= 6), `gaps ≤ 6 frames (${after.join(',')})`);
}
});
test('without slots (a context that has none) the random phase still refreshes every 3rd frame', async () => {
const { step, refreshed } = await crowd(5, null);
for (let f = 0; f < 31; f++) step();
for (const list of refreshed) assert.equal(list.filter((f) => f >= 1).length, 10);
});
});
// Player report 2026-10-05: 「无人机等飞行单位贴图位置明显偏低」, and the follow-up "绝对不止 0.35" with an official
// screenshot of 帝国炮火先兆者 over a tile (PR #211 by @xcdoge; the owner's decision of 2026-10-06). The lift is the
// official client's own single constant — Vector3(0, 0.35, 0) written by Torappu.Battle.CharacterAnimator's constructor