// Operator loadout + ownership + 自选编队 state and server sync (DESIGN §16; 干员持有 — 0.2.0 补位; 自选编队 — 0.2.0 DIY). // // `loadoutStore` holds the per-browser loadout (`entries`, persisted in localStorage through store.js savePref), the // per-browser not-owned list of the 干员持有 tab (`notOwned`, likewise), the 自选编队 picks (`diy`, likewise; with // `diyKitted` = the operators the server lets a DIY slot field, from every `welcome`) and the overlay's screen state // (open / origin / tab / selection / filters). `installLoadoutSync()` / `installOwnershipSync()` / `installDiySync()` // (called once by main.js) keep the server's copies current — one sync engine (installPrefSync), three settings: after // every `welcome` (new or resumed // session — the server keeps them on the session and on the seat, so joining a room needs no resend) and after every // edit (debounced; a pending edit goes out at once when the overlay closes), they send `room.loadout { entries }` // (sanitised against the loaded data/chess.json: ui/loadoutModel.js sanitizeEntries — a stale entry is dropped, never // the whole loadout), `room.ownership { notOwned }` (sent as stored: the server keeps the droppable chess and drops // the rest, so no data is needed) and `room.diy { picks }` (sent as stored, structurally clean: the server keeps the // legal picks). Replies: RATE → retried later; WRONG_PHASE / ROOM_STARTED → the running match keeps what it took (the // loadout locks when INFO_CHECK ends; the ownership and the 自选 picks never change during a match) — stored for the // next match, not an error for the player; anything else is logged. `sync` / `ownSync` / `diySync` ∈ 'idle' | // 'pending' | 'sending' | 'synced' | 'locked' | 'error' are mirrored into the store for the screen's status line. import { createStore, loadPref, savePref } from '../store.js'; import { data } from '../data.js'; import { LOADOUT_PREF, parseStored, toStored, sanitizeEntries } from './loadoutModel.js'; import { OWNERSHIP_PREF, parseStoredOwnership, toStoredOwnership, cleanIds, sanitizeNotOwned } from './ownershipModel.js'; import { DIY_PREF, parseStoredDiy, toStoredDiy, cleanPicks, sanitizeDiyPicks } from './diyModel.js'; import { toast } from './toasts.js'; import { t, N_ } from '../../../shared/i18n.js'; export const SYNC_DEBOUNCE_MS = 500; export const RETRY_MS = 1500; function readStored() { try { return parseStored(loadPref(LOADOUT_PREF, null)); } catch { return {}; } } function readStoredOwnership() { try { return parseStoredOwnership(loadPref(OWNERSHIP_PREF, null)); } catch { return []; } } function readStoredDiy() { try { return parseStoredDiy(loadPref(DIY_PREF, null)); } catch { return {}; } } /** Loadout + ownership + screen state (separate from the app store: it must survive room / match resets). */ export const loadoutStore = createStore({ entries: readStored(), notOwned: readStoredOwnership(), // 干员持有: base chess ids marked 未持有 (sorted; [] = every operator owned) diy: readStoredDiy(), // 自选编队: { [slotBaseId]: { charId, skillIndex?, uniEquipId? } } ({} = every slot empty) diyKitted: null, // the operators a DIY slot may field (welcome.diyKitted; null before the first welcome) open: false, from: null, // 'lobby' | 'room' | 'briefing' tab: 'loadout', // 'loadout' (干员调配) | 'ownership' (干员持有) | 'diy' (自选编队) sel: null, // selected base chess id filters: { tier: null, prof: null, bond: null, query: '', changedOnly: false }, sync: 'idle', ownSync: 'idle', diySync: 'idle', }); /** Replace the stored entries (persisted at once; the sync picks the change up). */ export function setEntries(entries) { const next = entries && typeof entries === 'object' ? entries : {}; savePref(LOADOUT_PREF, toStored(next)); loadoutStore.set({ entries: next }); } /** * Apply a parsed entry map (an imported preset). Sanitised against the loaded data first, then persisted and synced * like any ordinary edit — so a preset from another build never sends the server an entry it would refuse. An import * that keeps nothing (every chess unknown, or every choice already the default) changes NOTHING: wiping the current * loadout over it would be a loss the player never asked for. * @param {Record} entries `parseImport(...).entries` * @param {(id: string) => any} lookup chess lookup * @returns {{ applied: number, dropped: number }} entries kept / entries that were not imported */ export function applyLoadoutEntries(entries, lookup) { const asked = Object.keys(entries || {}).length; const clean = sanitizeEntries(entries, lookup); const applied = Object.keys(clean).length; if (applied) setEntries(clean); return { applied, dropped: Math.max(0, asked - applied) }; } /** Replace the stored not-owned list (干员持有; persisted at once, the sync picks the change up). */ export function setNotOwned(list) { const next = cleanIds(list); savePref(OWNERSHIP_PREF, toStoredOwnership(next)); loadoutStore.set({ notOwned: next }); } /** * Apply an imported not-owned list (parseOwnershipImport(...).notOwned), sanitised against the loaded data (droppable * chess only), persisted and synced like an edit. An empty list is a valid import (= every operator owned). * @param {string[]} list @param {(id: string) => any} lookup chess lookup * @returns {{ applied: number, dropped: number }} */ export function applyOwnershipImport(list, lookup) { const asked = cleanIds(list).length; const clean = sanitizeNotOwned(list, lookup); setNotOwned(clean); return { applied: clean.length, dropped: Math.max(0, asked - clean.length) }; } /** Replace the stored 自选编队 picks (persisted at once, the sync picks the change up). */ export function setDiyPicks(picks) { const next = cleanPicks(picks); try { savePref(DIY_PREF, toStoredDiy(next)); } catch { /* private mode: the session keeps it */ } loadoutStore.set({ diy: next }); } /** * Apply an imported roster (parseDiyImport(...).picks), sanitised against the loaded data and the kit list (the picks * the server would keep), persisted and synced like an edit. An empty roster is a valid import (= every slot empty). * @param {Record} picks @param {any} data `{ chess, backups }` @param {Iterable|null} kitted * @returns {{ applied: number, dropped: number }} */ export function applyDiyImport(picks, data, kitted) { const asked = Object.keys(cleanPicks(picks)).length; const clean = sanitizeDiyPicks(picks, data, kitted); setDiyPicks(clean); const applied = Object.keys(clean).length; return { applied, dropped: Math.max(0, asked - applied) }; } /** * Open the 干员调配 overlay. @param {'lobby'|'room'|'briefing'} from @param {string|null} [sel] * @param {'loadout'|'ownership'|'diy'|null} [tab] the tab to show (default: the last one) */ export function openLoadout(from = 'lobby', sel = null, tab = null) { data.load('chess'); data.load('bonds'); data.load('assets'); data.load('local'); data.load('backups'); loadoutStore.set({ open: true, from, ...(sel ? { sel } : {}), ...(tab === 'loadout' || tab === 'ownership' || tab === 'diy' ? { tab } : {}) }); } export const closeLoadout = () => loadoutStore.set({ open: false }); /** * One setting kept in sync with the server (see the header): `key` = the store field, `stateKey` = its sync state field, * `msgType` / `field` = the C2S message, `prepare()` → the payload to send (may await data; null = the data is missing: * nothing is sent, state 'error'), `lockedText` = what a refused edit tells the player. */ function installPrefSync({ net, timers, target, notify, key, stateKey, msgType, field, prepare, lockedText, tag }) { const T = timers || { setTimeout: (fn, ms) => globalThis.setTimeout(fn, ms), clearTimeout: (id) => globalThis.clearTimeout(id) }; // (`lockedText` is a msgid: the toast is translated when it shows — docs/I18N.md) const tell = notify || ((text) => toast(t(text), 'warn')); let timer = null; let seq = 0; // requests sent (the reply of an older one never overrides a newer one's state) let pendingJson = null; // JSON of the newest request still awaiting its reply let lastSent = null; // JSON of the last payload the server accepted (on this session) let edited = false; // an edit is waiting to be sent (a lock refusal is then worth telling the player) let disposed = false; const setState = (sync) => { if (target.get()[stateKey] !== sync) target.set({ [stateKey]: sync }); }; const schedule = (ms = SYNC_DEBOUNCE_MS) => { if (disposed) return; T.clearTimeout(timer); setState('pending'); timer = T.setTimeout(() => { timer = null; void flush(); }, ms); }; // Review fix: a send is never held back behind one still in flight. The socket is ordered and the server applies // the frames in order, so the newest payload always wins; holding the edit until the previous reply arrived let a // click right after closing the overlay (准备就绪 → INFO_CHECK ends) overtake it, and the edit silently missed the match. async function flush() { if (disposed) return; if (net.status !== 'online') { setState('idle'); return; } // the next welcome resends try { const payload = await prepare(); if (disposed) return; // never sanitise against missing data: every entry would be dropped and the server's copy cleared if (payload == null) { setState('error'); return; } const json = JSON.stringify(payload); if (json === pendingJson) return; // the same content is already on its way if (json === lastSent && pendingJson == null) { edited = false; setState('synced'); return; } const my = ++seq; const wasEdit = edited; edited = false; pendingJson = json; setState('sending'); try { await net.request(msgType, { [field]: payload }); if (my !== seq) return; pendingJson = null; lastSent = json; setState('synced'); } catch (err) { if (my !== seq) return; pendingJson = null; const code = err && err.code; if (code === 'WRONG_PHASE' || code === 'ROOM_STARTED') { // the server stored it for the next match; the running one keeps what it took lastSent = json; setState('locked'); if (wasEdit) tell(lockedText); } else if (code === 'RATE' || code === 'TIMEOUT' || code === 'OFFLINE') { edited = edited || wasEdit; schedule(RETRY_MS); } else { console.warn(`[${tag}] ${msgType} refused`, code, err && err.detail); setState('error'); } } } catch (e) { console.warn(`[${tag}] sync failed`, e); setState('error'); } } const offWelcome = net.on('welcome', () => { lastSent = null; pendingJson = null; seq++; schedule(50); }); const offStore = target.subscribe((s, prev) => { if (s[key] !== prev[key]) { edited = true; schedule(); } // closing the overlay sends a pending edit at once (review fix): the player's next click — 准备就绪 in the solo // briefing, 开始模拟 in the room — must not overtake the debounced message (the match locks its loadout when // INFO_CHECK ends, so a late edit would silently only apply to the next match). Same socket ⇒ ordered. if (prev.open && !s.open && timer != null) { T.clearTimeout(timer); timer = null; void flush(); } }); // a match leaving INFO_CHECK locks the loadout; a new match (the room back in LOBBY / a new INFO_CHECK) accepts it again const offRoom = net.on('room.state', (msg) => { if (msg && !msg.inMatch && target.get()[stateKey] === 'locked') { lastSent = null; schedule(); } }); return { flush, dispose() { disposed = true; T.clearTimeout(timer); offWelcome?.(); offStore?.(); offRoom?.(); }, }; } /** * Wire the loadout sync once. Dependencies are injectable for tests. * @param {{ net: any, getChessReady?: () => Promise, lookupChess?: (id: string) => any, * timers?: { setTimeout: Function, clearTimeout: Function }, target?: ReturnType }} deps * @returns {{ flush: () => Promise, dispose: () => void }} */ export function installLoadoutSync({ net, getChessReady, lookupChess, timers, target = loadoutStore, notify } = {}) { const ready = getChessReady || (() => data.load('chess')); const lookup = lookupChess || ((id) => data.lookup('chess', id)); return installPrefSync({ net, timers, target, notify, key: 'entries', stateKey: 'sync', msgType: 'room.loadout', field: 'entries', tag: 'loadout', lockedText: N_('本局的干员调配已锁定,修改将在下一局生效'), async prepare() { const current = target.get().entries; // an empty loadout needs no data (nothing to sanitise): a player who never opened 干员调配 does not download // chess.json in the lobby just for this if (!current || Object.keys(current).length === 0) return {}; const loaded = await ready(); if (loaded == null) return null; return sanitizeEntries(target.get().entries, lookup); }, }); } /** * Wire the 干员持有 sync once (0.2.0 补位): `room.ownership { notOwned }` after every welcome and edit. The list goes as * stored (structurally clean); the server keeps its droppable chess. During a match the server stores it for the next * one (ROOM_STARTED → 'locked'): the setting is out of match. * @param {{ net: any, timers?: { setTimeout: Function, clearTimeout: Function }, target?: ReturnType, * notify?: (text: string) => void }} deps */ export function installOwnershipSync({ net, timers, target = loadoutStore, notify } = {}) { return installPrefSync({ net, timers, target, notify, key: 'notOwned', stateKey: 'ownSync', msgType: 'room.ownership', field: 'notOwned', tag: 'ownership', lockedText: N_('干员持有是局外设置,修改将在下一局生效'), prepare: async () => cleanIds(target.get().notOwned), }); } /** * Wire the 自选编队 sync once (0.2.0 DIY): `room.diy { picks }` after every welcome and edit. The picks go as stored * (structurally clean); the server keeps the legal ones. During a match the server stores them for the next one * (ROOM_STARTED → 'locked'): the setting is out of match. Every `welcome` also brings the operators a DIY slot may field * (`diyKitted`, the picker's list). * @param {{ net: any, timers?: { setTimeout: Function, clearTimeout: Function }, target?: ReturnType, * notify?: (text: string) => void }} deps */ export function installDiySync({ net, timers, target = loadoutStore, notify } = {}) { const offKit = net.on('welcome', (msg) => { const list = msg && Array.isArray(msg.diyKitted) ? msg.diyKitted.filter((x) => typeof x === 'string') : null; target.set({ diyKitted: list }); }); const sync = installPrefSync({ net, timers, target, notify, key: 'diy', stateKey: 'diySync', msgType: 'room.diy', field: 'picks', tag: 'diy', lockedText: N_('自选编队是局外设置,修改将在下一局生效'), prepare: async () => cleanPicks(target.get().diy), }); return { flush: sync.flush, dispose() { offKit?.(); sync.dispose(); } }; }