Merge upstream 0.2.2 and resolve reroll conflicts (#408)
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@@ -8,9 +8,10 @@
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// Humans and bots take the lowest free seat index; seat indexes never compact.
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// * ▸ Being in a LOBBY room and sending room.create / room.join implicitly leaves it. While your room is
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// in a match, create/join of another room fails with ROOM_STARTED (send g.leave or room.leave first).
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// * Host-only: room.setDifficulty, room.addBot, room.removeBot, room.kick, room.start. ▸ Changing the difficulty
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// un-readies the other humans. ▸ room.start requires every other human to be connected and ready;
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// the host's start counts as the host's ready (the host may still toggle room.ready for display).
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// * Host-only: room.setDifficulty, room.setAiPicksLast, room.addBot, room.removeBot, room.kick, room.start.
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// ▸ Changing the difficulty or the AI-picks-last option (co-op only) un-readies the other humans.
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// ▸ room.start requires every other human to be connected and ready; the host's start counts as the host's
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// ready (the host may still toggle room.ready for display).
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// * room.kick {seat, playerId} (community report #17, owner approved): before the match only, the host removes another
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// human like an AI seat (an AI seat stays room.removeBot's; never the host itself). `playerId` names the player the
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// host confirmed: a seat that changed hands meanwhile (left, someone else joined) is refused with BAD_TARGET. The
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@@ -37,10 +38,10 @@
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// that window coalesce into one deferred resync, so hello spam cannot amplify into ~15 KB per request.
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// * Result replay: the match's final m.public and each human's m.result are kept after the match ends. A
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// human who resyncs (resume after a drop, a reloaded tab, a repeated hello) while the room is back in LOBBY
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// gets room.state followed by those two frames again, until they act in the room (ready, difficulty, AI
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// seats, start), leave it, or a new match starts. A human removed by the lobby grace gets them right after
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// `room.closed {timeout}` on their next resume (Match.onReconnect cannot do this: the lobby drops the
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// match reference at onEnd and disposes it on the next macrotask).
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// gets room.state followed by those two frames again, until they act in the room (ready, difficulty, the
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// AI-picks-last option, AI seats, start), leave it, or a new match starts. A human removed by the lobby grace
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// gets them right after `room.closed {timeout}` on their next resume (Match.onReconnect cannot do this: the
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// lobby drops the match reference at onEnd and disposes it on the next macrotask).
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// * Per-network limits (internet clients only, see net.js clientAddress): at most `maxRoomsPerAddr` rooms
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// created from one network may exist at once and at most `maxMatchesPerAddr` matches started from one
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// network may run at once (room.create / room.start → ERR.RATE). Without them a socket loop could fill
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@@ -64,6 +65,9 @@
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// (or outside a room) it simply replaces the stored one; while the room's match runs it is also handed to
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// match.setLoadout(playerId, loadout), which accepts it only during INFO_CHECK (the 干员调配 entry of the briefing)
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// and refuses it afterwards (WRONG_PHASE: the match's loadout is locked, the stored one applies to the next match).
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// ▸ Its `ops` (0.2.2: the per-operator 潜能 / 练度, shared/protocol.js checkLoadoutOps — an operator of the 干员调配
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// roster or the 自选 owned pool, strict like the entries) travel with it: session.ops / seat.ops / seats[].ops and
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// match.setLoadout(playerId, loadout, ops); a message without `ops` sets none (every operator 潜能 6, 精英2 Lv.60).
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// * Operator ownership (干员持有, 0.2.0 补位, owner's decision 2026-10-05): room.ownership { notOwned } — the base chess
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// ids the player marked as not owned — is checked leniently (shared/protocol.js checkNotOwned: anything that is not
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// a droppable NORMAL chess is dropped, never the whole list; only a malformed list is BAD_MSG) and stored on the
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@@ -96,7 +100,7 @@
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import { randomBytes, randomInt } from 'node:crypto';
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import { ERR, MAX_SEATS, MAX_SPECTATORS, ROOM_CODE_LEN, modeIdFor } from '../shared/constants.js';
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import { checkLoadout, checkNotOwned, checkDiyPicks } from '../shared/protocol.js';
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import { checkLoadout, checkLoadoutOps, cultivationCharIds, checkNotOwned, checkDiyPicks } from '../shared/protocol.js';
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import { encode, isDroppable, isErrCode, sendRaw, sendSession } from './net.js';
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import { getData as defaultGetData, lookup } from './data.js';
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import { Match as DefaultMatch } from './match/Match.js';
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@@ -128,6 +132,7 @@ const noopLog = { info() {}, warn() {}, error() {}, debug() {} };
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/**
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* @typedef {{ seat: number, playerId: string, name: string, isBot: boolean, ready: boolean,
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* connected: boolean, left: boolean, loadout?: Record<string, { skill: number, module: string|null }> | null,
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* ops?: Readonly<Record<string, { potential: number, cultivate: number }>> | null,
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* notOwned?: readonly string[] | null, diy?: Readonly<Record<string, DiyLoadout>> | null }} Seat
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* @typedef {{ charId: string, skillIndex: number, uniEquipId: string|null }} DiyLoadout
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*/
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@@ -139,6 +144,22 @@ function freezeLoadout(loadout) {
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return Object.freeze(out);
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}
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/** Deep-frozen copy of checked operator settings (0.2.2 潜能 / 练度; shared by the session, the seat and the match). */
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function freezeOps(ops) {
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const out = {};
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for (const [id, e] of Object.entries(ops || {})) out[id] = Object.freeze({ potential: e.potential, cultivate: e.cultivate });
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return Object.freeze(out);
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}
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/** The charIds a player may set a potential / 练度 for, per data object (shared/protocol.js cultivationCharIds). */
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const OPS_IDS = new WeakMap();
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function opsCharIds(data) {
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if (!data || typeof data !== 'object') return new Set();
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let ids = OPS_IDS.get(data);
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if (!ids) { ids = cultivationCharIds(data.chess, data.backups); OPS_IDS.set(data, ids); }
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return ids;
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}
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/** Deep-frozen copy of checked 自选 picks (shared by the session, the seat and the match's PlayerState). */
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function freezeDiy(picks) {
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const out = {};
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@@ -153,6 +174,11 @@ export class Room {
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this.code = code;
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this.mode = mode;
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this.difficulty = difficulty;
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/**
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* 「AI 队友最后选择」 (room.setAiPicksLast, GitHub #338; co-op only, off by default): the match's strategy and 机变 drafts
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* put every human seat before every AI seat (Match opts.aiPicksLast). Kept across the room's matches.
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*/
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this.aiPicksLast = false;
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/** @type {string | null} */
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this.hostId = null;
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/** @type {(Seat | null)[]} */
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@@ -202,6 +228,7 @@ export class Room {
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hostId: this.hostId,
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mode: this.mode,
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difficulty: this.difficulty,
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aiPicksLast: this.aiPicksLast,
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inMatch: !!this.match,
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seats: this.seats.map((s) => (s
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? { seat: s.seat, playerId: s.playerId, name: s.name, isBot: s.isBot, ready: s.ready, connected: s.connected && !s.left }
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@@ -311,6 +338,7 @@ export class Lobby {
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case 'room.leave': return this.leave(session);
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case 'room.ready': return this.ready(session, msg);
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case 'room.setDifficulty': return this.setDifficulty(session, msg);
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case 'room.setAiPicksLast': return this.setAiPicksLast(session, msg);
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case 'room.addBot': return this.addBot(session);
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case 'room.removeBot': return this.removeBot(session, msg);
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case 'room.kick': return this.kick(session, msg);
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@@ -501,6 +529,22 @@ export class Lobby {
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return OK;
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}
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/** 「AI 队友最后选择」 (GitHub #338): host-only, before the match, co-op rooms only (a solo room has no AI seat). */
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setAiPicksLast(session, { on }) {
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const room = this.roomOf(session);
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if (!room) return fail(ERR.NOT_IN_ROOM);
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if (room.hostId !== session.playerId) return fail(ERR.NOT_HOST);
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if (room.match) return fail(ERR.ROOM_STARTED);
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if (room.mode === 'solo') return fail(ERR.BAD_TARGET, 'solo rooms have no AI teammates');
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this.dropReplay(room, session.playerId);
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if (room.aiPicksLast !== on) {
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room.aiPicksLast = on;
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for (const s of room.seats) if (s && !s.isBot && s.playerId !== room.hostId) s.ready = false;
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this.broadcastState(room);
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}
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return OK;
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}
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addBot(session) {
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const room = this.roomOf(session);
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if (!room) return fail(ERR.NOT_IN_ROOM);
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@@ -589,24 +633,30 @@ export class Lobby {
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}
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/**
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* room.loadout (DESIGN §16): check the operator loadout against the game data, store it on the session and the seat,
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* and — while a match runs — hand it to the match (accepted only during INFO_CHECK, see the header).
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* room.loadout (DESIGN §16): check the operator loadout — and its per-operator 潜能 / 练度 `ops` (0.2.2) — against the
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* game data, store both on the session and the seat, and — while a match runs — hand them to the match (accepted only
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* during INFO_CHECK, see the header). Either part refused: nothing is stored.
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*/
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loadout(session, { entries }) {
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loadout(session, { entries, ops }) {
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const data = this.safeData();
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const res = checkLoadout(entries, (id) => lookup('chess', id, data));
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if (!res || res.error) return fail(res && isErrCode(res.error) ? res.error : ERR.BAD_MSG, res && res.detail);
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const ids = opsCharIds(data);
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const resOps = checkLoadoutOps(ops, (id) => ids.has(id));
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if (!resOps || resOps.error) return fail(resOps && isErrCode(resOps.error) ? resOps.error : ERR.BAD_MSG, resOps && resOps.detail);
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const loadout = freezeLoadout(res.loadout);
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const opsSet = freezeOps(resOps.ops);
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session.loadout = loadout;
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session.ops = opsSet;
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const room = this.roomOf(session);
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if (!room) return OK;
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const seat = room.seatOf(session.playerId);
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if (seat) seat.loadout = loadout;
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if (seat) { seat.loadout = loadout; seat.ops = opsSet; }
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if (!room.match || !seat) return OK; // a spectator's loadout stays on its session, never reaching the match
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if (typeof room.match.setLoadout !== 'function') return fail(ERR.ROOM_STARTED, 'stored for the next match');
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let r;
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try {
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r = room.match.setLoadout(session.playerId, loadout);
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r = room.match.setLoadout(session.playerId, loadout, opsSet);
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} catch (e) {
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this.log.error(`[lobby] ${room.code} match.setLoadout threw`, e);
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return fail(ERR.INTERNAL);
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@@ -668,8 +718,9 @@ export class Lobby {
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if (host) host.ready = true;
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const seats = room.seats.filter(Boolean).map((s) => ({
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seat: s.seat, playerId: s.playerId, name: s.name, isBot: s.isBot, connected: s.connected,
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// DESIGN §16: the human's checked operator loadout (bots fight with the defaults)
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// DESIGN §16: the human's checked operator loadout and (0.2.2) per-operator 潜能 / 练度 (bots fight with the defaults)
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loadout: s.isBot ? null : s.loadout || null,
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ops: s.isBot ? null : s.ops || null,
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// 0.2.0 补位: the chess the human marked as not owned (bots own every operator)
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notOwned: s.isBot ? null : s.notOwned || null,
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// 0.2.0 自选编队: the human's checked DIY picks (bots field no 自选 piece [ASSUMED])
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@@ -685,6 +736,8 @@ export class Lobby {
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mode: room.mode,
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difficulty: room.difficulty,
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modeId: modeIdFor(room.mode, room.difficulty),
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// 「AI 队友最后选择」 (GitHub #338): fixed for the match
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aiPicksLast: room.mode !== 'solo' && room.aiPicksLast === true,
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seats,
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// the spectator seats (header): watched like eliminated players, never players
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spectators: room.spectators.map((s) => s.playerId),
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@@ -932,6 +985,7 @@ export class Lobby {
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return {
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seat: idx, playerId: session.playerId, name: session.name, isBot: false, ready: false, connected: session.connected, left: false,
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loadout: session.loadout || null,
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ops: session.ops || null,
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notOwned: session.notOwned || null,
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diy: session.diy || null,
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};
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