// public/js/render/app/host.js — asset lookup, data lookup and GL teardown for one field view. import { createAssets, assets as defaultAssets } from '../../assets.js'; import { standInRecord } from '../../../../shared/standIn.js'; function withTimeout(p, ms) { return Promise.race([p, new Promise((resolve) => setTimeout(resolve, ms))]); } /** Wrap whatever the caller passed as `assets` into the store API of public/js/assets.js. */ function resolveAssets(a) { if (a && typeof a === 'object' && typeof a.ready === 'function' && typeof a.spineEntry === 'function') return a; if (a && typeof a === 'object' && (a.chars || a.enemies || a.version)) return createAssets({ manifest: a }); return defaultAssets; } function makeData(src) { const look = (file, id) => { if (id == null || id === '') return null; try { if (src && typeof src.lookup === 'function') return src.lookup(file, id) || null; const m = src && src[file]; if (m instanceof Map) return m.get(id) || null; if (m && typeof m === 'object' && Object.hasOwn(m, id)) return m[id] || null; } catch { /* ignore */ } return null; }; // 0.2.0 补位: the composed stand-in record of a chess (shared/standIn.js over data/backups.json), cached per chess const standIns = new Map(); const backups = () => { try { return (src && typeof src.get === 'function' ? src.get('backups') : src && src.backups) || null; } catch { return null; } }; const standIn = (id) => { const c = look('chess', id); const b = backups(); if (!c || !b) return null; if (standIns.has(c)) return standIns.get(c); let rec; try { rec = standInRecord(c, b); } catch { rec = null; } standIns.set(c, rec); return rec; }; return { chess: (id) => look('chess', id), token: (id) => look('tokens', id), item: (id) => look('items', id), enemy: (id) => look('enemies', id), stage: (id) => look('stages', id), bond: (id) => look('bonds', id), standIn, }; } const QUALITY_RES = { high: 2, medium: 1.5, low: 1 }; /** Pixel-ratio cap of the 3D board canvas per quality (its fill cost is the PBR board, not the sprites). */ const BOARD_RES = { high: 2, medium: 1.25, low: 1 }; /** * Before a renderer is destroyed: free its GL copies of every texture / buffer / geometry / framebuffer it * uploaded. Module-level textures (FX atlas, tier chips, backdrop, diamonds, Spine pages, PIXI.Texture.WHITE…) * outlive the view; PIXI 7 leaves their per-context GL entries and 'dispose' listeners pointing at the dead * renderer, which kept every unmounted view's renderer, canvas and WebGL context reachable. */ export function releaseGl(renderer) { const ts = renderer && renderer.texture; if (ts && Array.isArray(ts.managedTextures) && typeof ts.destroyTexture === 'function') { for (const bt of ts.managedTextures.slice()) { try { ts.destroyTexture(bt, true); } catch { /* ignore */ } } ts.managedTextures.length = 0; } for (const sys of [renderer?.geometry, renderer?.buffer, renderer?.framebuffer]) { try { if (sys && typeof sys.disposeAll === 'function') sys.disposeAll(false); } catch { /* ignore */ } } // shader programs are cached globally by source (PIXI.utils.ProgramCache) with one GLProgram per context const uid = renderer?.CONTEXT_UID, gl = renderer?.gl; const programs = globalThis.PIXI?.utils?.ProgramCache; if (uid != null && programs && typeof programs === 'object') { for (const prog of Object.values(programs)) { const g = prog && prog.glPrograms && prog.glPrograms[uid]; if (!g) continue; try { if (gl && g.program) gl.deleteProgram(g.program); } catch { /* ignore */ } delete prog.glPrograms[uid]; } } } export { withTimeout, resolveAssets, makeData, QUALITY_RES, BOARD_RES };