- With HTTP(S)_PROXY set, Node 22.0–22.20 / 23 cannot route the built-in fetch through it; the port of #289 made
fetch-assets (and so setup) fail there. Before 0.2.2 those downloads went direct, and a proxy variable left over
from another tool must not stop a player's first start: restartForEnvProxy now logs the reason and returns false
(go on in this process), guardDefaultFetch warns once and fetches. A Node that can proxy (≥ 22.21 / ≥ 24) still
restarts once with NODE_USE_ENV_PROXY=1 and never fetches around the proxy.
- restartForEnvProxy takes an injectable `version` for the test. Tests: assets-env-proxy 9 / 9 (a new case for the
old-Node path).
Did not apply the patch. It set a global dispatcher on the npm undici package and rewrote the lockfile. Node's built-in fetch does not use that dispatcher, and node:undici is not importable. fetch() reads HTTP_PROXY, HTTPS_PROXY and NO_PROXY only at startup, and only when that startup had NODE_USE_ENV_PROXY=1 (or --use-env-proxy). That is Node >=22.21.0 and >=24.0.0.
tools/fetch-assets.mjs restarts itself once with NODE_USE_ENV_PROXY=1 before downloading. The default fetch in the downloader and the index cache rejects when a proxy is set but this process cannot use it, including Node 22.0–22.20 and 23, instead of fetching directly. No new dependency. Engines stay >=22.
Tests: node --test test/assets-env-proxy.test.js — 8 pass, 0 fail. node --test test/asset-network.test.js test/assets-diy.test.js test/fetch-assets-shrink.test.js test/assets.test.js — 84 pass, 0 fail. Before this commit: npm run -s lint — 0 errors (135 existing warnings); npm run -s typecheck — ok; npm run -s check:imports — exit 0 (3 pre-existing sim-node notes). docs, version and package tests: 46 pass and 1 fail while env-proxy.mjs was still untracked; after git add, node --test test/package.test.js — 10 pass, 0 fail.
- tools/local-extract/extract.py TOKEN_SPINES (`--only spine/token`): each token's battle prefab in the
battle token packs (pkgrps/btl_pfb_tokens_*.ab; the Windows build has all 39, the iOS build lacks
btl_pfb_tokens_0), the skeleton of its Front (or only) Spine renderer, written to
public/assets/local/spine/token/<id>/ like the enemy models (sized pma atlas, premultiplied pages;
the newer RGBA pages keep their own alpha). The enemy writer is shared (write_spine; the two enemy
models re-extract byte for byte). The skinpack job of 乌尔比安's block is gone: it extracted
nothing, and that token draws no model in the game (nor do 圣聆初雪's, 酒神's, 贝洛内's and
予愿安洁莉娜's hidden tokens: no Spine renderer, no avatar in either install).
- tools/assets/local-token-spines.json (committed, `fetch-assets --local-spines`) → data/assets.json
tokens[id].spineLocal for 35 自选 summons, 凯瑟琳's 爬行号·防护单元 and 凛御银灰's three 风雪之眼; the
manifest is the same with or without the extraction (JSON diff: only the 39 spineLocal entries and
the hash). spine.mjs LOCAL_SPINE_ROLES maps clips the resolver cannot read (电弧's 戴乌 C_Skill1_*,
酒神's 本能的召唤 Loop / End, 白铁's platforms End, 战术锚点 on its Default pose) [ASSUMED where named].
- assets.js spineEntry: a token resolves its spineLocal like an enemy (no web model behind it: the
diamond stays when it is not listed or fails to load). Scale as the web tokens (UNIT.modelScale).
- setup reports an extraction without the summon models; docs: ASSETS.md "Token models from the local
client", DEPLOY.md §6, DESIGN §13 (design/client.md), README.
- Tests: test/local-token-models.test.js (new), test/local-extract.test.js (job table, prefab walk,
alpha merge), test/assets.test.js (the local token models load like the client does),
test/package.test.js (the full zip ships them), test/static-local-art.test.js. Golden unchanged.
The official data spells one DEC X module 'dec-X' (uniequip_003_aglina) and the others 'dec-x' (WAH-Y is the other
mixed-case type id), and the asset plan stored each under its own case: module/dec-X.png and module/dec-x.png. On
Windows / macOS those are one file, so a release zip built there could hold only one of them and a case-sensitive
server (a Linux VPS) would miss the other — the release packager found it ("planned but not staged"). The local file
is now module/{typeIcon in lower case}.png; the upstream names keep their order (the id as spelled, then lower case).
data/assets.json regenerated offline (node tools/fetch-assets.mjs --offline --add-only). JSON diff: modules.dec-X
/assets/module/dec-X.png -> /assets/module/dec-x.png, modules.WAH-Y /assets/module/WAH-Y.png -> /assets/module/wah-y.png,
hash, stats.files 6979 -> 6978, stats.bytes 458334505 -> 458333444; nothing else.
fetch-assets compares its orphans (what --prune deletes) without case: on Windows / macOS module/WAH-Y.png on disk is
the listed module/wah-y.png and must not be deleted (orphanFiles, exported).
Tests: test/assets-diy.test.js (one lower-case file per type, no two manifest URLs differing only in case, orphans).
docs/ASSETS.md: the module icon file name.
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #185's TERRAIN_TIPS / terrainInfo went into the new
public/js/ui/gameLogic/terrain.js (the barrel gains one re-export line); closesOnFieldPress 'terrain' into
ui/gameLogic/shortcuts.js.
- i18n (docs/I18N.md): every new user-visible string goes through t() with an English entry in public/i18n/en.json
(42, after the 补位 strings): the terrain names / tags / fact table are N_() and translated where terrainInfo hands
them out, the mechanism lines are msgids with their numbers as params (a line with an optional half is two whole
msgids, the list joins use an array param), the card's 地形机制 / 这一格 titles in ui/detailPanel.js. Official EN
terms where the EN client has them (stage_table tileInfo: Active Originium, Mire, Exhaust Grille, Deep Water Zone,
Incursion Point, Protection Objective, Tunnel Entry / Exit, High Ground; Camouflage). The Chinese output is
byte-identical to feedback4's terrainInfo on all 5187 tiles of the 13 stages and on synthetic stages.
- public/js/screens/game.js (MatchScreen still lives there): the import keeps feedback5's names plus terrainInfo /
fieldTile; the terrain stage is the one view.setStage gets, so it includes feedback5's fieldStage — a 联防 field is
played on its own map (GitHub #41), and a tap there explains that map's tile, not the round stage's. The tileClick
handler and render/app.js emitTileClick / ui/fallbackField.js auto-merged in place. terrainInfo reads the stage only,
so a 补位 / 自选 board explains its tiles the same way (their pieces only change a piece's art and name).
- public/js/ui/detailPanel.js: the terrain branch of resolveDetail before feedback5's stand-in / 自选 helpers.
- public/js/screens/title.js (#183): feedback5's LangToggle / t() imports plus GIcon / SettingsModal; the gear
button's aria-label / title are t('设置') (en.json already has "Settings").
- tools/fetch-assets.mjs / tools/assets/downloader.mjs: --add-only (keepExisting, the font skip) beside #24's
--asset-source / SP_ASSET_SOURCE and the shared MirrorPolicy; feedback5's extraOperators / moduleTypes and the
voice plan unchanged.
- data/assets.json: feedback5's manifest plus #134's audio.sfx.battle.leak (after heal, the plan order); stats files
6993 → 6994 and bytes +23 240 as measured on feedback4; the hash recomputed with the generator's contentHash
(c01aa739a2d3 → 6a547fc5c937). A field-wise JSON diff against feedback5 shows only those four fields.
- docs: DESIGN §24 intro and §24.5 / §24.6 as on feedback4 (the rest of DESIGN.md is feedback5's); ASSETS.md,
DEPLOY.md, PLAYING.md auto-merged.
- Auto-merged and checked: audio.js (the sim still emits ['leak', id], server/sim/battle/deploy.js), render/style.js,
textures.js, tiles.js, board3d/materials.js, boardArt.js, tools/assets/*, tools/setup.mjs, extract.py, the tests.
Checks: the PRs' unit tests (audio 22, gameLogic 44, terrain-detail 1, originium-art 4, boardart 15,
board3d-extract 9, asset-network 21, fetch-assets-shrink 4), i18n 9 / i18n-data 8 / i18n-server 4, client-static 313,
docs-consistency 24, kits_layout 6 pass; lint 0 errors (no new warnings), check:imports, typecheck; golden: all 283
scenarios match, nothing regenerated.
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #73's DEFAULT_SETTINGS / sanitizeSettings `voice`
hunk went into public/js/ui/gameLogic/settings.js.
- public/js/screens/game.js: MatchScreen still lives there, so #73's onResult (battleRunner 'result' → resultSpeaker /
resultVoiceSlot) and `voice=${combat}` on the DetailPanel auto-merged in place. feedback5's game.js no longer
imported `store` (the split moved its other users), so onResult's store.get() would have thrown into its
try/catch and the 结算 line would never have played: `store` is imported again. `localAsset` stays dropped.
- public/js/ui/settings.js (i18n phase 1): the slider is `label=${t('干员语音')}`, public/i18n/en.json
"干员语音": "Operator Voices" (next to Music / Sound Effects).
- tools/assets/plan.mjs: buildPlan takes #73's charword / voiceLang / voiceSlots and feedback5's extraOperators /
moduleTypes; the template has `modules` and audio { bgm, bossBgm, voice, sfx }. `chars` now includes the 自选 picks,
so the voice loop's comment says so (the next `npm run assets` plans their lines too).
- tools/fetch-assets.mjs: parseArgs keeps --add-only beside --voice-lang / --voice-all.
- data/assets.json: feedback5's manifest plus #73's audio.voice (120 operators, after bossBgm, the plan order);
stats files +1680 and bytes +42 041 118 as measured on feedback4, voiceChars 120; the hash is recomputed with
the generator's contentHash. No other entry changed.
- docs/ASSETS.md: the stats line lists modules and voiceChars. DESIGN §21.30 stays where feedback4 put it; SIM.md's
'engage' line and docs-consistency's §21.30 test auto-merged (game.js / detailPanel.js still hold the pinned code).
- Auto-merged and checked: audio.js, battle/runner.js emit('result'), components.js mic icon, detailPanel.js voice
prop, shared/protocol.js EV.ENGAGE, server/sim/ai.js, tools/assets/audio.mjs / cache.mjs, #73's tests.
Where #73 met feedback5 work:
- 补位: a chess fielded as its stand-in shows the stand-in in the detail card, and audio.js keys battle lines by
UnitInfo spine (the stand-in's model). The 选中干员 line now takes detail.standIn.charId first, so the stand-in
speaks, not the operator it replaces (test/ui/standin-ui.test.js pins it). A 自选 record is already the pick's.
- The sim's 'engage': stand-in and 自选 units attack through the same performAttack, so it fires for them as well.
Golden regenerated: every moved scenario differs only in events.engage (the new event's count; no gameplay change),
proven by a field-path diff against feedback5:
- roster: all 49; bonds: all 46; fields: all 22; standins: all 10 (the stand-ins engage).
- diy: 101 of 109. Unmoved: diy-010/011/012/092/093 (闪灵, 夜莺, 凯尔希 squads: they only heal, and a heal never
engages) and diy-077 (薇薇安娜), diy-080/081 (赫德雷), whose picks make no attack in those battles (already so on
feedback5).
- matches: unchanged.
Deploy, skill and result lines come from the operators' official voice slots; a newer line takes the channel over (stale callbacks of the replaced line no longer release it), and the result line is spoken by an operator of the player's own battle. Contributed by @Convey123.
Downloaded 1,295 files, 127.2 MB (133,426,089 bytes) into the shared public/assets; no existing file changed or removed. data/assets.json only gains entries: 72 chars (all with avatar, portrait, Front and Back Spine), 38 tokens (avatars; no Spine — upstream has skin variants only), 208 skill icons, 10 sub-profession icons, 102 SFX units, 131 module type icons.
A rebuilt manifest leaves out every entry whose files are missing on that machine, so a run
with failed downloads silently dropped entries from the tracked file (PR #7 carried one 42
audio entries short; all 42 still resolve upstream). The run now keeps the current manifest,
prints the entries it would drop (also in the report) and exits 1. The tool runs main only as
a script so the guard and parseArgs can be tested; ASSETS.md documents the flag.
data/assets.json pointed 灼热源石虫 / 炽焰源石虫 at /assets/local/ files that only exist
where tools/local-extract ran, with no fallback: without the extraction the
asset tests failed, setup re-ran fetch-assets (rewriting the tracked manifest)
and the slugs drew as icon diamonds.
- The web model stays the 源石虫 alias (spine + spineAliasOf). The official
model is enemies[id].spineLocal: file names in the data/local-assets.json
group spine/enemy/<id> plus the parsed metadata, from the committed
tools/assets/local-enemy-spines.json (fetch-assets --local-spines refreshes
it from the extracted files, read only). The manifest is byte-identical with
or without the extraction and has no /assets/local/ URL.
- Client: assets.js spineEntry uses spineLocal only when the local manifest
lists every file (createFieldView awaits assets.local() with the manifest);
UnitView loads the web model when the local one fails.
- extract.py writes the atlas with size: / pma: true itself (the same text as
atlas.mjs normalizeAtlas), so the extraction is usable without a fetch pass.
- setup notes when an older extraction lacks the enemy models.
灼热源石虫 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT faction's slugs) were drawn with
the plain 源石虫 skeleton: no community dump carries their models, so the asset plan aliased
them to enemy_1007_slime. tools/local-extract/extract.py now extracts their official skeletons
from the client's enemy art bundles (ENEMY_SPINES, pages merged with their alpha textures) into
public/assets/local/spine/enemy/, and fetch-assets plans such a model before any alias
(spine.mjs findLocalEnemyModels, plan.mjs localEnemyModels). public/assets/local is never
pruned. An audit of all 249 enemies against the client's prefabs found no other enemy drawn
with another enemy's model.