348 Commits
Author SHA1 Message Date
herryyun 7c25c89992 实现账号绑定、持久登录与跨设备对局恢复
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2026-10-14 23:22:50 +08:00
sganggs 205f3bb7f7 0.2.6: the device slabs stay drawn on an official scene (GitHub #569) — 射击台, 特制水上平台 and 封印的地面 lived only in the procedural board's bucket that a scene replaces, so 战场#03's raised tiles by the blue gate were flat and 战场#05(上半)'s water platforms read as open water; buildBoard repeats them into buckets.raised / raisedDecal with sides reaching under the scene's ground and setStage draws just those on a scene (the 'h' high ground is the scenes' own and is not repeated); DESIGN §31.11, client §15; golden: unchanged 2026-10-13 17:45:04 +08:00
sganggs 1df530f2b9 0.2.6-dev: a piece has no screen rect until it is first drawn — pieceScreenRect returned a just-built view's unprojected (0, 0) record, so a browser test grabbed a piece bought that frame at the canvas corner (the intermittent .fwheel__dia timeout in coop.e2e / real.e2e); the tests' piecePoint waits for a drawn piece that holds still; golden: unchanged 2026-10-13 15:54:40 +08:00
sganggs a1f0d1bb6e 0.2.6-dev: merge claude/r37-impostor — GitHub #542: impostor boxes from each skeleton's measured clip bounds (idle core, played clips within limits, the rest drawn directly while they play), every slot drawn inside its own scissor, frozen models posed at their clip's first frame, PIXI's pooled batch buffers (no Apple GPU stall from the per-slot flushes); golden: unchanged
# Conflicts:
#	CHANGELOG.md
#	docs/design/client.md
#	docs/history/0.2.6.md
2026-10-13 06:30:53 +08:00
sganggs 47004a3651 0.2.6-dev: impostor review follow-ups (#542) — a skeleton stays in the clip-bounds queue only while an actor uses it (the last one destroyed drops its pending clips, the clip in progress and its scratch skeleton; a later actor queues them again), a clip whose sampling throws is recorded as not measurable and drawn directly while it plays instead of counting as empty, and a frozen model's first update counts as posed only when it succeeded; DESIGN §31.6 updated; golden: unchanged 2026-10-13 06:29:20 +08:00
sganggs 0ceb6641ec 0.2.6-dev: PR #416 by Cromemadnd — every landing of a round start is heard: prep landing sounds take a voice of their own pool (LAND_VOICES 3, the oldest fading out over 30 ms) instead of being dropped by the battle limiter, which let only the first two of a chain sound since 192 of 210 operators share the 1.41 s b_char_set (Grok's review); per-piece cooldown, SFX volume and mute kept, the battle sounds' limiting unchanged, the generic files fetched ahead when a match view comes up; DESIGN §31.8; golden: unchanged 2026-10-13 05:46:29 +08:00
sganggs c973c1a1ad 0.2.6-dev: impostor boxes without the setup-pose floor (#542) — a model frozen before its first update (built while stunned without a stun clip, or dead without a death or idle clip) shows its clip's first frame instead of its setup pose, the box's core is the idle clip (looping clips up to 5× it, one-off clips 2×), and PIXI gets a vertex buffer per batch flush (the per-slot scissor's flushes stalled Apple GPUs: 42–58 → 60 fps for 120 units at 1920 × 1080); golden: unchanged 2026-10-13 05:26:04 +08:00
sganggs 461a7747e1 0.2.6-dev: port PR #552 by IceCodeNew — an optional 「弹药数量」 setting (default off: the official HUD has no such number, the maintainer's decision of 2026-10-13) shows an ammo skill's rounds left / magazine under its bar, from the exact b.snap ammo counts; sanitised with the other settings, applied by the field view live, all four language packs, the diagnostics line; the simplified board has no ammo bar; DESIGN §31.9; golden: unchanged 2026-10-13 04:43:39 +08:00
sganggs 231da0efbc 0.2.6-dev: port PR #416 by Cromemadnd — at every round start the own board's pieces replay their Start clip and landing sound one after another in deployment order (the maintainer's confirmation from official play, 2026-10-13), and a purchase or a move onto / across the board plays them too ([ASSUMED], the PR author's account); one sound per landing, idle prep pieces only, the round marked once the view took the sequence, own board only, timers cleared when prep mode ends and on destroy; DESIGN §31.8; golden: unchanged 2026-10-13 04:36:56 +08:00
sganggs 47b9e5b63e 0.2.6-dev: the official battlefield scenes use the extracted light at full strength — SCENE_LIGHT direct and indirect 1 instead of 0.2.5's eye-tuned 0.8 / 0.4 (GitHub #549, the light half of PR #554 by xcdoge; its emissive change to the metal board is not taken); DESIGN §31.7; golden: unchanged 2026-10-13 03:48:47 +08:00
sganggs c45d86f70c 0.2.6-dev: impostor slots sized from every clip a unit plays and clipped to themselves (GitHub #542 by @ImPQlc: in a crowd 野鬃's idle flag, 浊心斯卡蒂's S3 flight and 隐现's pistol were cut, offset or left stray pixels) — spine.js measures each skeleton's clips once within a 2.5 ms frame budget, units.js impostorBox covers the setup pose and the played clips (a clip past 4× / 2× of that core is drawn directly while it plays, the slot kept), impostor.js draws each slot's skeleton under a scissor rect of the slot; golden: unchanged 2026-10-13 03:30:48 +08:00
sganggs e825254850 0.2.6-dev: the render demo's stress scene takes &ops=<chessId>,… — up to 6 given chess in the crowd's front row (ids 6, 8, 10, …), a given model inside an impostor-rendered crowd (#542); golden: unchanged 2026-10-13 03:30:48 +08:00
sganggs 77865e6bc2 0.2.6-dev: merge PR #546 by Xinglan233 — the strategy draft enables 跳过 only while another unpicked player remains (finished players stay in the shown order but are not skip targets) 2026-10-13 01:43:55 +08:00
星闌 c919794724 fix: 禁用最后一个选策略的玩家的跳过按钮 2026-10-12 19:38:19 +08:00
sganggs 3d5d6b380d 0.2.6-dev: merge claude/bw-l01 — host bandwidth layers 0 and 1 (no BGM download while the music is silent, WebSocket permessage-deflate, lossless WebP 玩法说明 pages, traffic counters, content-hashed asset URLs with immutable caching, brotli q5) on top of the 0.2.5 release; its note becomes DESIGN §31 in docs/history/0.2.6.md, CHANGELOG 0.2.6-dev, version 0.2.6-dev; golden: unchanged 2026-10-12 18:28:50 +08:00
sganggs 658f0fc392 0.2.5-dev: merge PR #490 by D-Roote — Korean: 「恢复本机对局」 reads 게임 복귀 (the PR's latest commit; its earlier commits are already connected) 2026-10-12 18:13:28 +08:00
sganggs 3bb7fef74c 0.2.5-dev: official scenes merge chunks that share a material / lightmap into one mesh at load (draw calls on the 3D board back within budget, e.g. act2autochess_m02 prep 22 → 13); the boss-round real-server test reads the actual random pairing instead of assuming the host on the left half; golden: unchanged 2026-10-12 17:48:31 +08:00
sganggs 35b09bb63b 0.2.6-dev: the client fetches a served manifest's content-hashed audio as /media/~<hash>/… (download-manager route kept), and the token death sound derived beside charDie drops charDie's hash — host bandwidth layer 1.3; golden: unchanged 2026-10-12 16:25:16 +08:00
sganggs be8d382c05 0.2.6-dev: traffic counters — HTTP body bytes by category (assets / audio / code / data) and WebSocket wire / payload bytes since the start at GET /healthz?traffic=1, and the page's own downloads (Resource Timing transferSize) as a traffic line in the 问题反馈 diagnostics (host bandwidth layer 0.4); golden: unchanged 2026-10-12 16:05:49 +08:00
sganggs 05b0dba8b5 0.2.6-dev: the 19 local 玩法说明 pages get a lossless WebP copy in tools/local-extract (25.6 → 17.4 MB; lossy waits for the owner's comparison) and the guide preloads only the next page (host bandwidth layer 0.3); golden: unchanged 2026-10-12 16:00:08 +08:00
sganggs 69011d2b54 0.2.6-dev: no BGM download while the music is muted or at BGM volume 0; the wanted track is fetched once it is audible again (host bandwidth layer 0.1); golden: unchanged 2026-10-12 15:45:38 +08:00
sganggs a8ff5e7c1d 0.2.5-dev: merge claude/036-touch
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs bb88031256 0.2.5-dev: merge claude/036-scene
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs 537b1ec517 0.2.5-dev: merge claude/036-ui2
# Conflicts:
#	docs/history/0.2.5.md
2026-10-12 14:59:34 +08:00
sganggs d482fbb8ba 0.2.5-dev: official battlefield scenes on the 3D board — a local fetch / extract step for the season scene bundles, per-field scene rendering with the metal board as fallback, the full bundle can include the extracted scenes and setup can fetch them (--scenes); nothing official is stored in the repository (PR #533 by @andrew05060414, ported; the owner's decision of 2026-10-12); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs a3e8460bb0 0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule (#412, the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page (#543); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs 37e0fffb34 0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR #523 and its detail opens in the preparation phase (PR #523 by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md) 2026-10-12 14:59:19 +08:00
sganggs 52b70434d0 0.2.5-dev: a restore-defaults loadout sync is never overwritten by an older in-flight sync (PR #540 by @Xinglan233, ported); importing a loadout with ops is refused before writing when the DIY data is missing (PR #538 by @Xinglan233, ported); the player package's package.json keeps only scripts whose files ship (#531) and its docs link unshipped files to the release tag on GitHub (#530); golden: unchanged 2026-10-12 14:45:01 +08:00
sganggs 8d59ad3ef9 0.2.5-dev: merge PR #534 by Andrew Wang — local-extract: derive the board normal map from both layouts 2026-10-12 14:08:09 +08:00
sganggs c438323596 0.2.5-dev: merge PR #524 by xcdoge — 敌方血条偏高:头顶高度按"原点以上的高度"ç 2026-10-12 14:08:09 +08:00
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00
Andrew Wang b92a0bf3c2 local-extract: derive the board normal map from both layouts a client holds — BC5 (R = X) and DXT5nm (A = X, R = 1), read as Unity unpacks them (x = R·A); a client with the older map_autochess bundle got Z = 0 everywhere and a grey 3D board 2026-10-11 19:30:10 -04:00
xcdoge 7b4f512ce9 敌方血条偏高:头顶高度按"原点以上的高度"算(bounds.y + bounds.height),而不是包围盒高度
玩家反馈:逐腐兽的血条明显偏高。

原因:单位血条/名字牌的头顶高度用的是 spine setup-pose 包围盒的**高度**(units.js headTilesForUnit 里
`bounds.height × 1/320 × 模型系数 × 0.92`)。这个公式默认包围盒是**脚锚定**的 —— 大多数敌人确实如此
(猎狗pro y=−3.7、大鲍勃 y=−2.6,height 与"脚以上高度"几乎相等)。但有些模型的**原点在身体中间**:
逐腐兽的包围盒是 y=−404.7 / height=722.6,锏是 y=−798 / height=1183 —— 对它们,包围盒高度比可见顶端多出
大半个模型,于是血条被顶到上限 2.2 格(非 Boss)之上,看起来就是"明显偏高"。

改法:定位改用**原点以上的高度**(`Number.isFinite(b.y) ? b.y + b.height : b.height`,仍按 20…900 夹取)。
同时把这段计算从 UnitView 内联代码提成一个纯函数 `headTilesForUnit()`(放 units.js,紧挨 UNIT/EL_BAR 常量),
入参只有 isEnemy / isBoss / spineShown / bounds / modelK / modelKY,便于直接测;UnitView 仍然保留
"没显示 spine 就不看模型"的短路语义。spine.js 的 `height` getter 语义不变(别处也用它,例如替身的纵向拉伸)。

影响面(用真实 bounds 扫过 167 个有模型数据的敌人):
  逐腐兽 / 疯狂的逐腐兽   1.85 → 0.81 格(降 1.03)
  锏(Boss)             2.59 → 1.11 格(降 1.48)
  萨卡兹大剑手 / 组长     1.54 → 1.23 格(降 0.31)
  枯朽之种 0.72 → 0.55、萨卡兹百夫长 1.51 → 1.34、妖怪MKII 0.71 → 0.55
  其余 103 / 167 个敌人的变化 ≤ 0.02 格(脚锚定模型几乎无感)

测试:
  test/render/bar-head.test.js(新增 5 条):用真实的逐腐兽 / 猎狗pro / 大鲍勃 / 锏 包围盒断言新公式、
  夹取上限、以及三个回退分支(无 bounds 用 chibi 余量 × 系数、Boss 无模型用 2.2、干员与召唤物用固定余量),
  并做源码断言把"y + height"这条规则钉住。
  test/render/playtest6-enemies.test.js:两条 prefab 测试的期望值原本写死 `390 × …`(合成夹具的 bounds 是
  y=−150 / height=390,即当年就把这个 bug 当成了正确行为),现在改为从**被测 view 自己的 bounds** 推导
  (240 而不是 390),夹具本身不动。
  test/render 全量 552 项 / 546 通过 / 0 失败;test/ui + test/render 1279 项 / 1265 通过 / 0 失败。

未触碰 server/sim,test/golden 无变动。
2026-10-11 22:49:56 +08:00
D-Roote d34fe2e59f fix: improve Korean localization 2026-10-11 18:39:02 +09:00
D-Roote 1985a87a76 fix: correct Korean localization 2026-10-11 13:31:16 +09:00
sganggs 6bfc08270c 0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00
sganggs 9ec84f36a0 0.2.3: the install icon keeps the 0.2.x mint rook (the owner's choice), refined: a narrower tower, lighter base and more padding so it sits well among launcher icons; manifest sizes, maskable and favicons re-exported (the ICO keeps its transparent mask) 2026-10-10 02:36:12 +08:00
sganggs 9042125430 0.2.3: 重绘系列通用安装图标并记录功能审核决定(#413、#77/#408、#444、#407) 2026-10-10 02:11:23 +08:00
sganggs ba5b998a72 0.2.3: Clementia S2 releases a dead, hidden, uncarriable or pathless rider at once (slot and weight back before the same tick's boarding checks); same-browser match recovery never takes the seat of a window that is reloading or still starting (a tab keeps its own session token; seats are stamped at the server's welcome, the older welcome wins); golden: diy-135 moves (outcome unchanged) 2026-10-10 01:58:06 +08:00
sganggs 708caf7d06 fix: correct community-reported combat and strategy draft behavior
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.

Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
2026-10-10 00:45:41 +08:00
sganggs 77cd29f07a Keep lobby settings next to the guide when install controls appear (#413) 2026-10-09 23:57:05 +08:00
sganggs f3658a0dd4 0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative
card preferences and emotes, skill sound banks, per-operator voice choices,
text sizing, install prompts, closed-tab recovery and unanimous setup rerolls.
Retain late deployment elapsed time and resolve echo/counter pulses without
recursive hook overflow. Independent final review remains pending.

Golden: roster-016, roster-035, roster-036, roster-045;
boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair,
hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence.
diy-132: Necras extra activation targets.
coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes.
hidden-boss_10-solo: echo pulse FIFO resolution.
See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
2026-10-09 22:55:24 +08:00
sganggs 0b0ce4fbd7 Update expanded roster checks and register Clementia impact visuals 2026-10-09 17:46:07 +08:00
sganggs 4980ee786f Preserve enemy facing through push and pull slides (#418, #427) 2026-10-09 17:16:49 +08:00
sganggs 2fdc565c7c Reuse held Spine poses and redeploy countdown textures (#434) 2026-10-09 17:14:50 +08:00
sganggs 6adea28e58 Update Korean wording and default contribution template (#414, #432) 2026-10-09 17:14:19 +08:00
sganggs 8a8db0eb94 Fix clipboard fallback selection inside dialogs (#433) 2026-10-09 17:11:03 +08:00
sganggs 775d4f8515 feedback7: merge fb7-dragsnap — a dragged operator stands on the tile under the pointer while that is a legal target, as in the owner's recording of the official deployment (the report in PR #403 by @bubububaoshe; the pick, highlight, wheel and drop stay the pointer's tile); §27.62; golden: unchanged 2026-10-09 01:43:00 +08:00
sganggs 9405aae60c feedback7 R23-DRAGSNAP: a dragged operator stands on the tile under the pointer while that is a legal target (a board tile or a bench slot: render/drag.js dragStandTile), as in the official deploy drag (the owner's recording of 2026-10-09), and is held under the pointer elsewhere (an illegal tile, the shop bar); the pick, highlight, tileHover, wheel and drop stay the pointer's tile — the report in PR #403 by @bubububaoshe (not merged); §27.62; golden: unchanged 2026-10-09 01:38:57 +08:00
sganggs 8c76309796 feedback7 R23-TOAST: 拟态物质 / 简易通讯机 / 寻呼模块 that grant nothing say why — 「{who}:卡池中已没有{name}」 (拟态物质 with 2 copies owned and the shared pool out: 1 elite + 2 normal 溯光星源 hold all 5 of the Ⅵ阶's copies) or 「{who}:没有可获得的同盟约干员」; the item is still destroyed (装备时销毁). GitHub #401, the owner's OK of 2026-10-09; en / ja / ko / zh-TW; golden: unchanged 2026-10-09 01:05:07 +08:00