// Field view loader: mounts the Pixi render engine (public/js/render/app.js → createFieldView, DESIGN §9) // into a host element, falling back to the DOM view (fallbackField.js) when the engine is missing, times // out or throws. Every call into the view goes through a guard so a render bug can never crash the HUD. // The shared asset store gets the game data's copy of the asset manifest (`seedAssets`, public issue #8 item 5), and the // prep cameras the HUD bands they keep clear (`hudBands`; the folded shop's band: public issue #5). // // `?render=fallback` (or globalThis.__SP_RENDER__ = 'fallback') skips the engine (dev / mock harness); // `?render=engine` never falls back silently (errors are logged and the fallback still mounts). // relative, like every other client module (the import map only resolves to this same URL; no bare specifier here) import { useEffect, useRef, useState } from '../../vendor/hooks.module.js'; import { createFallbackView } from './fallbackField.js'; import { data } from '../data.js'; import { audio } from '../audio.js'; import { settingsStore } from './settings.js'; const LOAD_TIMEOUT_MS = 12000; const METHODS = ['setStage', 'setCamera', 'setPrep', 'enterBattle', 'pushSnapshot', 'pushEvents', 'highlightTiles', 'on', 'resize', 'destroy']; // direction-step hooks (ui/facingWheel.js): optional — the wheel falls back to the engine's dev hooks when absent; // setPen (enemy preview pen list), prepField ({ kind, side, mirror } of the Final Assault prep), stripesUnder (the view // stripes range previews under the units itself) — render/app.js; the DOM fallback lacks them (→ null) const OPTIONAL = ['pieceScreenRect', 'setSettings', 'off', 'tileScreen', 'holdPiece', 'setPieceDir', 'setPen', 'prepField', 'stripesUnder']; /** * Camera padding (px) that keeps the field clear of the DOM HUD (top bar + bond strip, team panel, shop bar / * combat switcher, effects column). Sizes follow the rem scale of css/theme.css. * The Final Assault prep ('bossPrep') has the prep HUD (shop bar below) on the boss field: prep padding; the enemy pen * ('pen') is viewed with the shop collapsed. * @param {string} kind 'prep'|'bossPrep'|'pen'|'normal'|'unite'|'boss'|'hidden' * @param {{ width: number, height: number }} size */ export function hudPadding(kind, size) { let rem = 100; try { rem = parseFloat(getComputedStyle(document.documentElement).fontSize) || 100; } catch { /* ignore */ } const h = size?.height || 1080; const clampH = (v) => Math.min(v, h * 0.4); if (kind === 'prep' || kind === 'bossPrep') return { top: clampH(rem * 1.95), bottom: clampH(rem * 3.2), left: rem * 2.25, right: rem * 0.9 }; if (kind === 'boss' || kind === 'hidden' || kind === 'unite') return { top: clampH(rem * 1.9), bottom: clampH(rem * 0.95), left: rem * 2.1, right: rem * 0.95 }; return { top: clampH(rem * 1.95), bottom: clampH(rem * 1.0), left: rem * 2.25, right: rem * 1.05 }; } /** * HUD geometry (rem) the prep cameras keep clear (they mirror the CSS; test/ui/playtest5-ui.test.js checks the rules): * the bond strip's bottom edge (css/screens/game.css .gm__bonds top 1.36rem + a .bslot: disc .52rem + name ≈ * 2.15rem measured) and the shop bar's top edge above the viewport's bottom (css/screens/game-shop.css .shopbar * bottom .2rem + .shopbar__row padding .1rem ×2 + card height 2.24rem, plus its 2 px + 1 px borders). The shop bar * sits on the viewport's bottom edge even on a notched phone (css/devices.css, DESIGN §18.1). * The folded shop (public issue #5): the tab's top edge (.shopbar-tab bottom .2rem + padding .08rem ×2 + its .44rem * button, plus its 2 px + 1 px borders; it sits inside the HUD layer, above the bottom safe-area inset) and the corner * buttons' top edge (css/screens/game.css .gm__corner bottom .24rem + a .56rem row — the fallback when the corner * cannot be measured: on phones its buttons grow to 34 px and below 768 CSS px of width they wrap into two rows, * css/devices.css). */ export const HUD_REM = Object.freeze({ bondStripBottom: 2.16, shopBarTop: 2.64, shopBarBorderPx: 3, shopTabTop: 0.8, shopTabBorderPx: 3, cornerTop: 0.8, }); /** * CSS px of HUD along the top edge (top bar + bond strip) and the bottom edge of the viewport during prep — the own * board ('prep') or the Final Assault half ('bossPrep'); null for every other camera. The prep camera keeps the bench / * temp rows and the field's back row clear of them (render/projection.js clearHud; user playtest #5 item 9: the rem * floor of 40 px makes the HUD relatively taller on phones in landscape and the shop bar covered the bench). * The bottom band is the shop bar's — also for an eliminated player's own board (no shop bar: the band only costs size * there, while a camera following the bar's presence would have to re-frame whenever it appears, e.g. when the private * state arrives after the prep camera was set) — unless `opts.shop === false`: the player folded the shop (收起) and the * own prep board moved to the official shop-collapsed camera (public issue #5: the board did not grow; screens/game.js * asks for it only while a folded bar is shown). Its band is the higher of the folded tab (bottom right) and the corner * buttons' hit areas (交流 / ⚙ / 📖 / ⛶, bottom left, measured by `cornerBand`: on a narrow phone two rows of 34 px buttons * with 44 px touch areas) — under the official collapsed camera the bench's left pads reach under the corner, and with * the tab alone it would cover bench pad 0 at the user's 756×366 Android and the near edge of pads 0–2 at 844×390; both * are 1-D bands like the bar's, so every bench pad stays fully pressable. Scouting a * teammate's board uses the 'normal' camera: no band. An armed shop card (two-tap buy, css/screens/game-shop.css * .scard.is-armed) rises 4 px above the bar's top on a phone and covers the bench pads' near corners by ≈ 3 px while it * stays armed — less than under the unchanged official camera at 1920×1080 (13 px above the bar, ≈ 11 px over the pads). * @param {string} kind * @param {{ width: number, height: number }} size * @param {{ shop?: boolean }} [opts] `shop: false` = the folded shop's band * @returns {{ top: number, bottom: number }|null} */ export function hudBands(kind, size, opts) { if (kind !== 'prep' && kind !== 'bossPrep') return null; const folded = !!opts && opts.shop === false; const h = size?.height || 1080; let rem = 100; let safeTop = 0; let safeBottom = 0; let corner = 0; try { rem = parseFloat(getComputedStyle(document.documentElement).fontSize) || 100; // the HUD layer starts below the top safe-area inset and ends above the bottom one (css/devices.css .gm__hud) const hud = document.querySelector('.gm__hud')?.getBoundingClientRect(); safeTop = Math.max(0, hud?.top || 0); if (folded) { if (hud && hud.bottom > 0) safeBottom = Math.max(0, h - hud.bottom); corner = cornerBand(h); } } catch { /* ignore */ } const bottom = folded ? Math.max(safeBottom + rem * HUD_REM.shopTabTop + HUD_REM.shopTabBorderPx, corner || safeBottom + rem * HUD_REM.cornerTop) : rem * HUD_REM.shopBarTop + HUD_REM.shopBarBorderPx; return { top: Math.min(h * 0.4, safeTop + rem * HUD_REM.bondStripBottom), bottom: Math.min(h * 0.4, bottom), }; } /** * CSS px from the viewport's bottom edge (`h` high) up to the top of the corner buttons' hit areas (交流 / ⚙ / 📖 / ⛶, * .gm__corner), 0 when they are not on the page. On a touch screen every one of them takes taps from an invisible area * of at least --tap-min (44 px) centred on it (css/devices.css touch targets), 5 px above a 34 px phone button — a bench * pad edge there is not pressable. * @param {number} h */ function cornerBand(h) { const btns = document.querySelectorAll('.gm__corner .gm__gear, .gm__corner .ewheel__btn'); if (!btns || !btns.length) return 0; const root = document.documentElement; const tap = root?.classList?.contains('sp-coarse') ? parseFloat(getComputedStyle(root).getPropertyValue('--tap-min')) || 0 : 0; let top = Infinity; for (const b of btns) { const r = b.getBoundingClientRect(); if (r && r.height > 0) top = Math.min(top, r.top + r.height / 2 - Math.max(r.height, tap) / 2); } return top < Infinity ? Math.max(0, h - top) : 0; } function renderPref() { try { const q = new URLSearchParams(globalThis.location?.search || '').get('render'); if (q === 'fallback' || q === 'engine') return q; } catch { /* ignore */ } return globalThis.__SP_RENDER__ === 'fallback' ? 'fallback' : 'auto'; } function abortError(signal) { return signal?.reason ?? new DOMException('Field view initialization cancelled', 'AbortError'); } function checkActive(signal) { if (signal?.aborted) throw abortError(signal); } function withTimeout(p, ms, what, signal) { return new Promise((resolve, reject) => { let settled = false; let timer; const finish = (done, value) => { if (settled) return; settled = true; clearTimeout(timer); signal?.removeEventListener('abort', onAbort); done(value); }; const onAbort = () => finish(reject, abortError(signal)); signal?.addEventListener('abort', onAbort, { once: true }); timer = setTimeout(() => finish(reject, new Error(`${what} timed out`)), ms); // Keep a rejection handler attached even when cancellation wins before this promise settles. Promise.resolve(p).then((value) => finish(resolve, value), (err) => finish(reject, err)); if (signal?.aborted) onAbort(); }); } /** * Wrap a view so no method can throw into the UI (each failing method is logged once). * @param {any} view * @param {'engine'|'fallback'} kind */ export function guardView(view, kind) { const warned = new Set(); const safe = { kind, raw: view }; for (const name of [...METHODS, ...OPTIONAL]) { safe[name] = (...args) => { const fn = view && view[name]; if (typeof fn !== 'function') return name === 'on' ? () => {} : null; try { const out = fn.apply(view, args); if (out && typeof out.then === 'function') out.catch((err) => { if (!warned.has(name)) { warned.add(name); console.warn(`[field] ${name} failed`, err); } }); if (name === 'on') return typeof out === 'function' ? out : () => { try { view.off?.(args[0], args[1]); } catch { /* ignore */ } }; return out; } catch (err) { if (!warned.has(name)) { warned.add(name); console.warn(`[field] ${kind} view ${name} failed`, err); } return name === 'on' ? () => {} : null; } }; } return safe; } /** * Hand the game data's copies of /data/assets.json and /data/local-assets.json (data.js 'assets' / 'local': the match * screen waits for them, gameComponents GAME_FILES) to the asset store, now or when they land: it then never downloads * the manifest a second time — after a page reload (a phone browser discarding a background tab, Chrome's Memory Saver) * that second download was the one createFieldView waited ≤ 4 s for, and a slow or failed one left every operator the * image-less placeholder (public issue #8 item 5). Without a copy the store fetches and retries by itself. * @param {{ seed?: (m: any) => boolean, seedLocal?: (m: any) => boolean }} store public/js/assets.js store */ export function seedAssets(store) { if (!store) return; const give = (name, fn) => { if (typeof fn !== 'function') return; const now = data.get(name); if (now) { fn(now); return; } // still loading (or failed): adopt it if it lands; a later success of the store's own fetch makes this a no-op Promise.resolve(data.load(name)).then((m) => { if (m) fn(m); }, () => {}); }; give('assets', store.seed?.bind(store)); give('local', store.seedLocal?.bind(store)); } /** * Create a field view in `host`: the render engine when available, else the DOM fallback. * @param {HTMLElement} host * @param {{ signal?: AbortSignal }} [options] Cancels a pending mount without creating a fallback. * @returns {Promise>} */ export async function mountFieldView(host, { signal } = {}) { checkActive(signal); const pref = renderPref(); const opts = { data, assets: data.get('assets'), audio, settings: settingsStore.get(), padding: hudPadding, hud: hudBands }; if (pref !== 'fallback') { const controller = new AbortController(); const onAbort = () => controller.abort(abortError(signal)); signal?.addEventListener('abort', onAbort, { once: true }); if (signal?.aborted) onAbort(); let engineView = null; const dispose = (view) => { try { view?.destroy?.(); } catch { /* ignore */ } }; try { checkActive(controller.signal); // the shared asset store (public/js/assets.js) keeps its Spine cache across remounts (next match, reconnect) const am = await withTimeout(import('../assets.js'), LOAD_TIMEOUT_MS, 'asset store import', controller.signal).catch(() => { checkActive(controller.signal); return null; }); checkActive(controller.signal); if (am?.assets && typeof am.assets.ready === 'function') { opts.assets = am.assets; seedAssets(am.assets); } const mod = await withTimeout(import('../render/app.js'), LOAD_TIMEOUT_MS, 'render engine import', controller.signal); checkActive(controller.signal); if (typeof mod?.createFieldView !== 'function') throw new Error('createFieldView missing'); // A factory that ignores cancellation still belongs to this attempt when it eventually returns. const pending = Promise.resolve(mod.createFieldView(host, { ...opts, signal: controller.signal })).then((view) => { if (controller.signal.aborted) dispose(view); else engineView = view; return view; }); const view = await withTimeout(pending, LOAD_TIMEOUT_MS, 'createFieldView', controller.signal); checkActive(controller.signal); const missing = METHODS.filter((k) => typeof view?.[k] !== 'function'); if (missing.length) throw new Error(`view lacks ${missing.join(', ')}`); return guardView(view, 'engine'); } catch (err) { controller.abort(); dispose(engineView); checkActive(signal); console.warn('[field] render engine unavailable, using the simplified view:', err?.message || err); } finally { signal?.removeEventListener('abort', onAbort); } } checkActive(signal); return guardView(createFallbackView(host, { ...opts, assets: data.get('assets') }), 'fallback'); } /** * Preact hook: mount a field view into `hostRef` once; returns { view, kind } (view null while loading). * @param {{ current: HTMLElement|null }} hostRef */ export function useFieldView(hostRef) { const [state, setState] = useState({ view: null, kind: 'loading' }); const [attempt, setAttempt] = useState(0); const retries = useRef(0); const viewRef = useRef(null); useEffect(() => { let dead = false, retrying = false; const host = hostRef.current; if (!host) return undefined; setState({ view: null, kind: 'loading' }); const controller = new AbortController(); mountFieldView(host, { signal: controller.signal }).then((view) => { if (dead) { view.destroy(); return; } viewRef.current = view; if (view.kind === 'engine') retries.current = 0; globalThis.__SP_VIEW__ = view; // dev / E2E introspection (view.raw.stats?.()) setState({ view, kind: view.kind }); }, (err) => { if (!dead && !controller.signal.aborted) console.error('[field] mount failed', err); }); const unsub = settingsStore.subscribe((s) => viewRef.current?.setSettings?.(s)); const onResize = () => viewRef.current?.resize(); // A temporary network/vendor failure must not pin this mounted match to fallback forever. Retry on a useful // user event, at most twice in succession; the effect cleanup disposes the old view before creating its successor. const onRetry = () => { if (dead || retrying || viewRef.current?.kind !== 'fallback' || renderPref() === 'fallback' || document.visibilityState !== 'visible' || globalThis.navigator?.onLine === false || retries.current >= 2) return; retrying = true; retries.current++; setAttempt((n) => n + 1); }; window.addEventListener('resize', onResize); window.addEventListener('online', onRetry); document.addEventListener('visibilitychange', onRetry); return () => { dead = true; controller.abort(); unsub(); window.removeEventListener('resize', onResize); window.removeEventListener('online', onRetry); document.removeEventListener('visibilitychange', onRetry); // the dev hook must not keep the destroyed view — and through its host the whole detached match screen — alive if (viewRef.current && globalThis.__SP_VIEW__ === viewRef.current) globalThis.__SP_VIEW__ = null; viewRef.current?.destroy(); viewRef.current = null; }; }, [attempt]); return state; }