Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency, no
shipped eval). The leak was real on feedback7: mountFieldView raced createFieldView against a timeout and, on failure,
removed every child of the host while the factory kept running — Pixi finished later and appended its canvas over the
simplified view (taking its clicks); the host wipe could also delete a newer view mounted by the same hook.
- ui/fieldHost.js: mountFieldView(host, { signal }) owns an AbortController; the timeout, a failed import or an invalid
view aborts it, a view a factory returns after that is destroyed, an outer abort (useFieldView's cleanup) rejects
without a fallback; nothing clears the host's children any more.
- render/app.js createFieldView takes the signal: the Pixi load / manifest / font waits end on abort, the synchronous
build registers its disposables (setupCleanup) so a throw releases the app, tiles, fx, impostors, listeners and
observers it made, the board-art and 3D-board waits moved after the view exists (aborting them is view.destroy(),
idempotent), destroy() also removes the canvas. render/app/host.js withTimeout(p, ms, signal).
- Tests: test/ui/fieldHost-lifecycle.test.js (5, node vm, fake timers: all fail on the parent) and the opt-in real-browser
test/render/initialization.browser.test.js (6 scenarios in headless Chrome, 5 fail on the parent: a late Pixi load
covering the fallback — with a factory that honours the signal and one that ignores it —, art timeout, a setup
exception, an unmount racing a newer mount); test/ui/playtest2.test.js's source pin takes the new indentation.
fieldview / browser suites in Chrome unchanged (the two 4× throttled fps tests flake when two Chrome files run
at once, pass alone).
- The createFieldView body stays unindented inside its new try (the PR's choice, to keep the diff reviewable).
- Docs: design/client.md §9. Golden: unchanged (client lifecycle only).
A reload (a phone browser or Chrome's Memory Saver discarding the background tab) made the asset store download
/data/assets.json a second time; createFieldView waited at most 4 s for it, every view looked its model and avatar up
once, and a failed download kept an empty manifest for the page. Now the field host seeds the store with the game
data's copies (seedAssets); without one, ready() retries like data.js, never keeps a failure and tries again with a
bounded backoff, and onChange makes every view re-resolve (UnitView.retryAssets, ItemView.setIcon). A failed or
timed-out Spine load is retried by its view (SPINE_RETRY_MS, acquire { retry }) and at once when the tab is shown.
Battle mode holds the Spine cache (spine.hold()), so a battle that began in a hidden tab keeps its models; the idle
budget still applies and the quiet budget still frees everything in the lobby, room and result.
While the own prep board is shown and the shop bar is folded, the game asks for the prep camera with shop: false
(left_prepare_camera_param / the boss prepare params) and the view keeps the bench above the folded shop's HUD band:
the higher of the folded tab and the corner buttons' hit areas (hudBands(kind, size, { shop: false }), cornerBand).
Unfolding returns to the shop camera. Never over the pen, a teammate's board or a battle; deferred while a piece is
dragged or its direction is chosen (gameLogic prepCameraFor / foldCamera). Below 768 px of width the corner stays on
one row while the bar is folded. Tile px at row 10: 1920x1080 109.8 -> 130.7, 844x390 35.9 -> 44.3,
756x366 31.4 -> 40.1, every bench pad fully pressable.
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated