feedback6 R21G: a b.start is registered as pending before the sim loads, so a b.end (takeover / forced, the first end counts), a second b.start of the same battle, b.pool and the solo pause that arrive during the load or the silent catch-up are applied to it in order once the Battle exists (they were dropped); a superseded authority is still built, the next prep's clear stops the preparation (PR #266 by @siruimei07, re-implemented on the current runner); docs/design/network.md §14 Client runner + b.end; golden: unchanged

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@@ -79,7 +79,7 @@ Piece = { uid, kind: 'chess'|'item'|'token', id, golden: bool, tier, items: [ {
- C→S `b.progress { battleId, gt, killed, total, leaks?, left?, bossDmg?, by?, done? }` — authoritative clients, ~1 Hz (boss fields 4 Hz). Normal/联防: `leaks` = counted leaks so far; 联防: `left` = per leaker its enemies still standing (`spec.js uniteLeft`, clamped by the server to `fields.js uniteBillBounds`; §20.6). Boss: `bossDmg` = cumulative damage of this field to the shared pool, `by` = the same per player, `leaks` = the field's cumulative LP cost (leaks × `lpr` + leader "扣除目标生命" effects; `spec.js attachLpMeter`). The server applies deltas (never twice). Stale reports (unknown battle, not the authority, after the match ended) are ignored, never answered with an error; the platform never answers a rid-less `b.progress` with an error frame (it would surface as a toast).
- C→S `b.result { battleId, result }` — authoritative client at battle end; `result` = `compactResult(BattleResult)` (the fields the match consumes; ≤ 4 players, ≤ 400 leaks, ≤ 64 unitsEnd, ≤ 160 unitStats, ≤ 40 layer gains; `fitResult` keeps the frame ≤ 60 KB: unit statistics, then leak mods, then — boss only — leak entries go first). Structural checks in `isBattleResult`; `server/net.js` routes `b.*` frames to the match (lobby `routeGame`).
- S→C `b.pool { hp, max, teamLp, acked: { [fieldId]: cumulative damage counted } }` (boss rounds, ≤ 4 Hz; exact numbers, never rounded) — clients reconcile their `LocalBossPool`: displayed pool = server hp − (local cumulative damage − acked). Pools never hold less than 1 HP (`BOSS_POOL_MIN_HP`: `SharedBossPool` and `LocalBossPool`; a browser pool reads any finite rest below 1 as 0 — §20.5); the 'cleared'-result dust rule (a boss field whose client result is `'cleared'` while < 1 HP is left on the server empties the pool) only catches noise at that boundary.
- S→C `b.end { battleId, fieldId, reason }` — `'cleared'` (pool 0) / `'forced'` (team LP 0): the client calls `battle.forceEnd` and reports; `'takeover'`: stop reporting, keep displaying.
- S→C `b.end { battleId, fieldId, reason }` — `'cleared'` (pool 0) / `'forced'` (team LP 0): the client calls `battle.forceEnd` and reports; `'takeover'`: stop reporting, keep displaying. Both also reach a battle the client is still preparing (the sim loading, the silent catch-up): Client runner below.
- `m.public.fields[]` gains `progress: { killed, total, done }`; `m.public.combatMode`; `m.public.paused: boolean` (always present; solo pause below).
- `b.snap` / `b.ev` are **not sent for combat** in client mode. `g.watch` rules: see Spectating.
@@ -91,7 +91,7 @@ Piece = { uid, kind: 'chess'|'item'|'token', id, golden: bool, tier, items: [ {
**Spectating (research 09 §3.1 / §6.3).** No live spectating while your own normal battle runs (`g.watch` → `WRONG_PHASE 'own battle running'`; the UI toasts "作战中无法查看队友"). After your own battle ends you see "⌛ 作战结束,等待队友完成作战" with each teammate's live progress (`m.public.fields[].progress`); tapping a teammate's avatar expands **前往查看** → `g.watch` → `b.start` (display replica fast-forwarded to the field clock); the own row shows **返回战场**. Prep: the same flow shows the teammate's board (`m.field` with `prep: true`) and sends it again when that board changes (GitHub #87). In a boss round's prep that board is built on the boss field — the player's half (rows − 7, the right half mirrored with RIGHT ↔ LEFT, `server/match/finalAssault.js bossFieldPlacement`), `kind: 'boss'`, `side`, the leader in `nextEnemies` at its spawn tile — and framed by the boss-field prep camera of that side, so a watcher sees the leader as the players do (0.2.0, community report item 55). The scout is framed by the prep camera in its shop-folded form and renders the teammate’s hand (整备区) and 临时整备区 as units on their rows — the own prep bench’s exact look (user playtest #2 item 1, the GitHub #44 suggestion; the spectator seat's scout view is the same, §23.19's never-a-private-view staying the no-`m.private` rule). While scouting, the 本局信息 drawer shows the watched player's 策略 in place of one's own (`game.js scoutPid` → `enemyDrawer.js InfoTab bandId / bandOwner`, labelled "X 的策略"; user playtest #2 item 2), and the right effects column follows the watched field too: the scout meta carries the player's effects view, a display-replica battle derives it from the spec's `playerEffects` (`battle/observe.js spectateEffects`) — undefined (empty column, never one's own) for 联防 / boss pair fields and server-run watched fields. 联防: every human receives the unite spec (helpers + observers). Final Assault: each human sees its own pair field; the other pair → `BAD_TARGET 'other group hidden'`. In 联防/FA fields the ‹ › pill switches the camera LEFT half / 全景 / RIGHT half ("你自己" / "👁 name" / "全景" / "无人在家"); there is **no** view switcher during normal combat. Eliminated players and spectator seats follow a player through every phase reset (0.2.0, community report item 56; the official DeadAutoObDn { obIndex, state, preparation }; the idea of PR #189): the player they last watched with a manual `g.watch` (`Match.watchPref`; a shared field records the `playerId` tapped, else nobody), else the first player still in (seat order, AI seats included) — the round start pushes that player's prep board (`Match._followScout`, adopted by the screen like a 前往查看 tap: `battle/observe.js followedScout`; kept through 机变 and 休整期), each battle starts on that player's field, a resync / a spectator joining in prep gets the board again; they may watch any field.
**Client runner.** `public/js/battle/runner.js` owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most `max(8, 4·speed)` ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same `snapshot()`/`drainEvents()` wire formats every frame (`view.setLocalFeed` shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + `local`, `battleId`, `players`, `sides`, `speed`) into `store.match.field` and its state into `store.match.battle` (with `leaks: { [fieldId]: counted leaks so far }` of every normal field it simulates and, while the 联防 field is on screen, `uniteLeft` per leaker (§20.6), authoritative or display replica — the settle rule's count, `/sim/spec.js battleProgress`; published in the frame a count changes: the live LP of §17.5), sends `b.progress`/`b.result` when authoritative (results retried once on timeout; a result lost with the socket — the request failed `DISCONNECTED` / `OFFLINE` or timed out twice — is kept and sent again when the session is back online and whenever a `b.start` still names that finished battle `authoritative: true`; the server answers a duplicate `ok` and changes nothing; a server refusal is final), follows `m.public.paused` (solo pause: every local clock stands still, resume shifts it by the paused time), handles `b.pool`/`b.end`, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; the server deadline + takeover cover extreme cases). Catch-up frames keep the state events and every enemy form fx (`keepsState`); while hidden, the battle on screen holds them for the first frame back (`hold`; past `HELD_MAX` the superseded status / skill toggles are dropped, `compactHeld`, and only a backlog still past it re-enters the view from the field meta), and a battle that ended while hidden delivers them when the tab is shown; a catch-up frame or a hidden step drains its events every `EV_SLICE` (15) ticks, each batch stamped with its own game time (`gt`), so a late form fx reaches the render engine as late as it is; the game screen's pre-entry buffer (`keepEarly`, also while a re-sent field meta re-enters the field on screen) and the render engine's event queue (`render/interp.js isCosmeticEvent`) never drop a form fx either (§21.4). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next `b.start` retries and the server's deadline covers the field meanwhile. `public/js/battle/observe.js` holds the observing rules and labels.
**Client runner.** `public/js/battle/runner.js` owns the local Battles: fixed-step clock at the battle speed (60 ticks per real second at 2×, at most `max(8, 4·speed)` ticks per frame, bounded fast-forward of ≤ 240 ticks per frame when far behind; a new battle is caught up silently before it is shown), feeds the existing renderer through the same `snapshot()`/`drainEvents()` wire formats every frame (`view.setLocalFeed` shrinks the interpolation buffer to ~2 frames), publishes the field meta (m.field shape + `local`, `battleId`, `players`, `sides`, `speed`) into `store.match.field` and its state into `store.match.battle` (with `leaks: { [fieldId]: counted leaks so far }` of every normal field it simulates and, while the 联防 field is on screen, `uniteLeft` per leaker (§20.6), authoritative or display replica — the settle rule's count, `/sim/spec.js battleProgress`; published in the frame a count changes: the live LP of §17.5), sends `b.progress`/`b.result` when authoritative (results retried once on timeout; a result lost with the socket — the request failed `DISCONNECTED` / `OFFLINE` or timed out twice — is kept and sent again when the session is back online and whenever a `b.start` still names that finished battle `authoritative: true`; the server answers a duplicate `ok` and changes nothing; a server refusal is final), follows `m.public.paused` (solo pause: every local clock stands still, resume shifts it by the paused time), handles `b.pool`/`b.end`, fast-forwards on reconnect/observe, and survives tab backgrounding (a 250 ms interval pump keeps authoritative battles on their clock while hidden; the server deadline + takeover cover extreme cases). A `b.start` is registered as pending the moment it arrives — while the sim module still loads and while the new battle is built and caught up — so what comes for that battle meanwhile is applied to it in order once it exists (0.2.1, PR #266 by @siruimei07; before, such messages were dropped): `b.end takeover` stops its reports; a forced / timeout `b.end` (the first end counts) ends it as soon as the Battle is built, without catching up, and an authority reports it; a second `b.start` of the same battle updates its flags (one Battle per `battleId`); `b.pool` and the solo pause reach it. A `b.start` of another field supersedes it: an authority, or a battle the server already ended, is still built and kept (a superseded authority catches up in the background), a display replica is dropped; the next prep's clear drops it (nothing of it is built, stepped or reported afterwards). Catch-up frames keep the state events and every enemy form fx (`keepsState`); while hidden, the battle on screen holds them for the first frame back (`hold`; past `HELD_MAX` the superseded status / skill toggles are dropped, `compactHeld`, and only a backlog still past it re-enters the view from the field meta), and a battle that ended while hidden delivers them when the tab is shown; a catch-up frame or a hidden step drains its events every `EV_SLICE` (15) ticks, each batch stamped with its own game time (`gt`), so a late form fx reaches the render engine as late as it is; the game screen's pre-entry buffer (`keepEarly`, also while a re-sent field meta re-enters the field on screen) and the render engine's event queue (`render/interp.js isCosmeticEvent`) never drop a form fx either (§21.4). Sim content errors are logged as console warnings (the server logs its own). The sim loader fetches the ten data files (one retry each) and fails when any is missing — a battle on partial data would report a plausible wrong result — so the next `b.start` retries and the server's deadline covers the field meanwhile. `public/js/battle/observe.js` holds the observing rules and labels.
**Corrections from research 08/09 (normative):**
- Waves: official generator (research 08 §2): 3 of 6 types, each owns exactly 3 of the 15 round slots, SPECIAL the rest (shuffled per match); per round one type + one weighted special entry (half by round); each template SPAWN **action** becomes `clamp(roundHalfEven(n·P(t)/P(new)), 1, 5)` units over the same window; placeholder actions of the other movement class are skipped. Stage per match from the mode's list (标准 = 战场#01 only, §6.5). No custom balance multipliers (`data/tuning.json` keeps only titles); co-op boss pool = `bloodPoint[difficulty]` unscaled.