Commit Graph
8 Commits
Author SHA1 Message Date
sganggs 51e0e60b6e feedback7 stats: a match left right away stays in the history but does not count; bounded storage, corrupt-data handling, the page reworked as 干员调配-style tabs, the settlement re-view without the app store (PR #323 by @2321Robin, owner's decision of 2026-10-08); golden: unchanged
Counting rule (ui/stats.js countsTowardStats, the owner's decision of 2026-10-08: do not count the matches entered and left
right away, but keep them in the history): a settled match (m.result arrived) always counts; a match given up (放弃模拟)
counts once at least one of the player's battles had finished — a round cleared (the server's own rule, platform.js
_quit: leaving while round k runs has passed k - 1, in its settlement k) or already eliminated. Anything earlier is
history only: marked 中途退出 and 不计入统计, dimmed, listed in 对局记录, left out of every aggregate (games, wins, win
rate, strategy table, titles, rounds, time, combat totals); 总览 says how many were left out.
- A leaver gets no m.result, so the page records the match itself: quitMatch (放弃模拟) → recordQuit builds an
  `end: 'quit'` record from the app state and a tracker (observeMatch, installed in main.js) that remembers when the page
  first saw the match and the last round the player was seen alive in. No record for a spectator seat, a match with its
  settlement already there, a match the page never saw; matches the server ended and closed tabs are not recorded.

Defects of PR #323 as submitted, reproduced (scratchpad/w7-stats-notes/repro-pr-bugs.mjs, loads-check*.mjs) and fixed:
- the title screen loaded all 16 game data files (5.3 MB) at boot: <StatsHost/> called useGameData() at mount; now the
  host renders nothing until opened, the overview reads config / bands / assets and the settlement re-view loads the rest
  when opened (the title screen loads the same 3 files as before);
- importing a file put the list oldest first (the page shows the first 20 as the newest and the cap would drop the
  newest); the list is newest first everywhere, also when loaded from storage;
- recordResult wrote over the envelope of a NEWER build (a downgrade, against the PR's own rule); it refuses now, as
  saveStats does;
- 1000 four-player records are ~7.2 M characters (the PR's ~1.5 kB/record is a solo match) against a ~2.5 M-character
  quota: MAX_RECORDS 1000 stays, plus a 800 000-character budget (the oldest go first), and only the newest 30 records
  keep their rows (lineup, bonds, teammates' names; the replay needs them) — older ones are compacted to the player's own
  summary row (~620 characters), a refused write retries with half the history; unknown fields and oversized values are
  dropped (a strict schema), import files are bounded (8 MB);
- the re-view clobbered the app store (match.public / match.result, the route, the music); ResultScreen is split into
  ResultScreen (the store) and ResultView (props: result, myId, back label), so the stats page renders a stored match
  itself; a 自选 pick and a 补位 stand-in were dropped from the stored lineup (the replayed card drew the plain
  operator); DIFFICULTY_NAMES were not translated; a band cell was a display:flex <td>; the overlay stayed open when a
  co-op match started; the 清空 two-step blink was replaced by the shared confirm dialog.
- Corrupt storage: unreadable data is moved to sp.pref.stats.damaged and the page says so; damaged rows are dropped and
  counted; duplicates, an oversized or unsorted list are repaired on load; a pre-`end` (PR-era) envelope reads as settled.

UI: a full-screen overlay in the grammar of 干员调配 (top bar with 返回 / four tabs 总览 · 策略 · 战斗累计 · 对局记录 /
导出 导入 清空, a note line saying the data stays in this browser and that teammates' names are stored too), text sizes
with max(.xxrem, N px) for phones in landscape, a 50-row history page with 显示更多, a pass-rate bar, a per-difficulty
table in order; the entries use a new `chart` icon (not the ping bars), the title screen's sits beside the language menu
(the connection row has no room: it squeezed the gear and wrapped the status text), the lobby / room buttons show the
icon alone below 700 px (the room's title ran under the label at 640 px). docs/PLAYING.md §12, README row; 41 + 25 UI
strings in en / ja / ko / zh-TW (the PR's four unused ones removed).

Tests: test/ui/stats.test.js 44 / 44 (counting rule per phase, quit records, bounds, corrupt / old / newer storage,
import order, aggregation, the replay payload); test/ui/stats.e2e.test.js (opt-in SP_E2E=1, real server, headless Chrome:
seeded history on 1920×1080 and 844×390, the re-view, export / import / clear, corrupt and newer storage, and the real
flows: a solo match given up in the briefing is history only, one given up after round 1 counts, a settled match is
recorded once and not again after a reload) 6 / 6; lint 0 errors, i18n extract 0 / check --all --strict clean,
check:imports, typecheck, docs and version tests, golden unchanged.
2026-10-08 20:36:41 +08:00
sganggs ebbbfe70ef feedback5 CB1: the result card no longer prints the hidden layers of 调和 / 协防干员 / 独行 / 绝技 — they stack, the game never shows them (community report 「独行这种盟约是不能叠层的(顺便排查下还有没有类似的)」, item 21)
Not a rule change: PRTS 卫戍协议:盟约 下半/PRTS盟约记录, its header, 「下述盟约中部分盟约不会显示叠加层数,但是叠加层数的特质/
策略/装备等效果仍然对其生效」 — the four bonds.json `noStack` bonds take layers from 助力 / 余 / 华法琳 / traits like every
other, and their effects do not read them (research 02 §2.2, 0.1.4 PR #66, GitHub #139's answer). PR #66 hid the count on
the bond strip and popup; the result card (screens/result.js) still showed 「独行 24」 and ranked its six bonds by it.
resultBonds: a noStack bond carries no number and no rank by its hidden count. No sim change; golden unchanged. Test:
test/ui/feedback5-result-bonds.test.js. Docs: PLAYING.md (层数), research 02 §2.2.
2026-10-07 02:01:12 +08:00
sganggs 0025ceac16 feedback5 W5S: i18n phase 2, match texts the server sends — a 机变 card's and an effect entry's name and description, the draft's name, a reward offer's label and the result title are shown from the localized data when the server's Chinese text is the data record's own (data.lookupRaw + ui/lang.js sentText; names through tName), a text the server reworded (a multi-round 悬赏) stays as sent; Chinese output unchanged by construction (in Chinese the localized record is the raw one); test/i18n-server.test.js covers it 2026-10-06 18:27:13 +08:00
sganggs 166c4fbbfb feedback5 W5S: i18n phase 2, screens — band draft, briefing, game screen and its overlays, 干员调配 / 干员持有, result through t() / tParts() (sentences with a number or a <strong> inside stay whole), English for the 58 new msgids; Chinese output unchanged (zh render proof: only ownership's 阶 heading is a text node instead of a <span>, same text and layout) 2026-10-06 17:52:19 +08:00
sganggs 0e8004a382 feedback5 WN: 补位 display follows the official game (the owner's recall of 2026-10-06) — a chess the player does not own is shown as its stand-in wherever the player's copy appears: shop and reward cards (the stand-in's portrait, name, class and backup skill; the chess's bonds, tier and price; a small 「替补」 mark), the hand and 临时整备区 pieces (the stand-in's model, a 「替补」 tag; the board already was), the detail card (the stand-in's portrait, name, skill, talents and module with the chess's bonds and 特质, 「银灰的替补」 under the name [ASSUMED]), bond popups (own and a teammate's by UnitInfo standInFor through ownerBoard / ownerOps), the result lineup (m.result standInFor), prep scouting of the bench, the equip-replace dialog, the elite and gift tickers; rules unchanged (bonds, price, tier, merges, pools and 特质 stay the chess's); new strings through t() with English; tests updated (standin-ui 15, standin-ownership 7, watch-bonds wiring) and the e2e now ends on the result screen (fastServer SP_FINISH_AFTER); golden unchanged 2026-10-06 02:40:38 +08:00
sganggs 0def7babfd feedback5 WK: 自选编队 in the browser — the 干员调配 overlay's third tab 自选编队 (5阶 ×2, 6阶 ×2 slots; the slot picker lists the kitted picks of the tier with avatar, name, class, derived bonds and a 原型 / 已持有 tag; an owned pick chooses its skill and module — 集成战略 modules left out —, a prototype shows its locked skill; sp.pref.diy, export / import, 全部清空, synced as room.diy through the shared engine, welcome.diyKitted kept), the operator on shop / reward cards, own pieces (「自选」 tag, its model on bench and board), the detail card (pick's skill and module), placement and range previews, bond popups (own and a teammate's 自选 member), the result screen; new UI strings through t() with English; the e2e fast server's SP_START_LEVEL hook
Bonds of 自选 pieces checked everywhere membership is decided (the owner's reminder of 2026-10-05): the match's counts through the player's data view (煌 in 炎 and 维多利亚, one member per slot, 绝技 elites), the sim's bond effects through def.bonds (叙拉古 on deployment, 协防 ×1.2 / elite ×1.4), the client's strip, popups, cards and detail card. Golden unchanged.
Tests: test/ui/diy-ui.test.js (15), test/match/diy-bonds.test.js (4), test/i18n.test.js pins screens/diy.js; test/ui/diy.e2e.test.js (SP_E2E=1, run once: pass).
2026-10-06 00:13:31 +08:00
sganggs d9750d8aba feedback5 R2: docs and comments follow the split — DESIGN §2 and META list server/match/match/ and server/match/player/ (the classes: constructor + method install), research 09 / 11 name the new homes (Match.watch in match/watch.js, the settle in match/settle.js, the facing changes in player/placement.js / items.js), code comments that pointed at moved code say where it lives now (shared constants, client bandDraft / observe / result / hud / teamPanel / underframe / game-mock, test comments); .git-blame-ignore-revs lists the two pure-move commits. DESIGN §17–§23 history citations, the "before" column and the proposal of research 11, tools/build-data.mjs (Match.js still exports BAND_TURN_SECONDS) and public/js/ui/gameLogic.js (in the client stream R5) are left as they are 2026-10-05 17:18:22 +08:00
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00