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# DESIGN §31 — 0.2.6-dev
Part of [DESIGN.md](../DESIGN.md). Development after the 0.2.5 release.
## 31. Host bandwidth (layers 0 and 1) and community follow-up
Unreleased. The maintainer's decision of 2026-10-12 on the bandwidth study (its measurements: a new player's first match costs the
host about 52 MB, audio ≈ 40 % of it; returning players re-download after a re-extraction, a `setup --force`, a Docker
rebuild or a changed tunnel address): do layer 0 (small fixes) and layer 1 (content-hashed URLs, long caching, brotli)
first. Later layers (WebP / Opus variants, an asset-only service worker, a desktop client mode, importing an asset pack in
the browser) are agreed and not part of this note. Nothing here touches the battle sim, the protocol messages or the
committed data.
### 31.1 Layer 0 — small fixes
- **No BGM while the music is silent.** Muted, or the BGM volume at 0, `AudioManager.playBgm` only remembers the wanted
track (a different one still playing stops); `setVolumes` fetches and starts it once the music is audible again. SFX
and voices were already gated. Normative line: design/client.md Audio.
- **WebSocket permessage-deflate** (`server/http/websocket.js WS_DEFLATE`): frames from 1 KB, no server context
takeover, a 2 KB server window, zlib memLevel 7 (about 72 KB of zlib state per connection). [ASSUMED] the parameters
come from measured solo sessions (the server counters: 173 KB of frames → 60 KB on the wire; replaying 216 captured
frames, windows above 2 KB gained nothing); co-op messages are the same kinds. A client that offers a narrower server
window than 2 KB, which ws would refuse with a 400, connects uncompressed instead (`narrowDeflateOffer`). Normative
line: design/network.md §8 Transport.
- **玩法说明 pages as WebP.** `tools/local-extract/extract.py` writes a WebP copy beside each of the 19 local pages and
the manifest lists it (`GUIDE_WEBP_MODE`); the guide preloads only the next page instead of both neighbours. The
copies are lossy at quality 90: 25.6 MB → 4.2 MB on the CN client's pages (lossless would be 17.4 MB). Tutorial pages
could go lossy only after a side-by-side comparison; the maintainer looked at 2× crops of four pages on 2026-10-12 and
chose quality 90 (`GUIDE_WEBP_MODE`; `extract.py --webp` rewrites existing copies). Normative lines: design/client.md
§13, ASSETS.md Post-processing.
- **Traffic counters.** `GET /healthz?traffic=1` adds `traffic` (HTTP body bytes and requests by category — assets,
audio, code, data, other — and 304s; WebSocket wire bytes after compression and payload bytes before it) and
`assetHashes` (the index state). The 问题反馈 diagnostics gain a `traffic:` line: the page's Resource Timing
`transferSize` by the same categories (`shared/assetPaths.js trafficCategory`), other sites apart. Nothing is stored
or uploaded. The maintainer's decision of 2026-10-12: only a loopback or private-network client gets the counters
(`server/http/routes.js`, the address from `net.js clientAddress`, so TRUST_PROXY applies as for the WebSocket
limits); any other client — also a visitor that a tunnel or proxy on this machine forwards — gets the plain report.
- **DEPLOY.md**: a stable address keeps every player's cache, settings and reconnect token (a quick tunnel's new domain
is a new site to the browser); HTTP/2 through the proxy saves round trips, not bytes; browsers offer brotli on HTTPS
pages and localhost only; a Cloudflare cache rule for `/assets/`, `/fonts/`, `/media/` (with the risk note).
### 31.2 Layer 1 — content-hashed URLs, long caching, brotli
- **Content-hash index** (`server/http/assetIndex.js`): 1 s after the start, SHA-256 (16 hex) of every file under
`public/assets/` and `public/fonts/` (dot names skipped, linked folders followed once), computed off the main thread,
cached in `.cache/asset-hashes.json` by path + size + mtime (12,691 files / 724 MB here: 1.3 s the first time, 0.25 s
after). A file whose size or mtime differs from its record is never vouched for; serving it asks for a rescan (at most
one per 10 s). [ASSUMED] the 1 s delay and the 10 s rescan gap. A name that differs from a file's only in case finds
that file (the manifest's `/assets/module/wah-y.png` is `WAH-Y.png` on this machine). `SP_ASSET_INDEX=0` turns it off.
- **Served manifests** (`server/http/assetViews.js`): `/data/assets.json` and `/data/local-assets.json` go out with every
art URL carrying its file's hash as the first segment (`/assets/~<hash>/…`, `/fonts/~<hash>/…`; audio stays
`/assets/~<hash>/audio/….mp3`). A Spine model — a `{ skel, atlas, textures }` object of data/assets.json, a `spine/…`
group of data/local-assets.json — carries one hash for all its files, since pixi-spine finds the atlas and the pages
next to the skeleton. `no-cache` with the view's own ETag; rebuilt in memory when a manifest or the hashes change; the
committed files are never written. Until the index is ready, without it, or on a static host: the files as committed.
- **The `~hash` routes**: `static.js` strips the segment for `/assets/`, `/fonts/` and `/media/`; a hash that names the
file's current bytes (its own or its model's) answers `public, max-age=31536000, immutable`, any other the current
file with `no-cache` (an old page keeps working). Every indexed file's ETag is its content hash, on plain URLs too.
Path segments, never `?v=`: `validSpine`'s `/\.skel$/`, `SKILL_MODE_FILE`'s `.mp3`, pixi-spine's basename and folder
resolution all need the URL to end in the file name.
- **Media**: `public/js/media.js` turns `/assets/~<hash>/audio/x.mp3` into `/media/~<hash>/x`; `server/http/media.js`
resolves it like `/media/x`. The token death sound derived next to `charDie` drops `charDie`'s hash (`unhashedUrl`).
- **Brotli** (`server/http/files.js`): quality 5 on the fly with the same memory cache (one entry per file and
encoding), for clients that name `br` at least as high as gzip; gzip for the rest (`*` alone never picks brotli
[ASSUMED]); `-br` / `-gz` ETag suffixes. Measured against gzip-6 on this repository: `.skel` −27 %, `data/*.json`
−26 %, vendor −14 %, `public/js` and `server/sim` −5 %, `.atlas` −7 %.
### 31.3 Measured sample session
Measured sample session (headless Chrome, a fresh profile, `test/e2e/fastServer.mjs` solo match from round 3 to the
result after round 5, host bytes only, response headers included; the shop and the enemies vary between runs):
| session | code | data | assets | audio | WebSocket (server → client) | host total |
|---|---:|---:|---:|---:|---:|---:|
| before, music on | 3.16 MB | 0.67 MB | 9.0–9.7 MB | 7.9 MB | 163–179 KB (no compression) | 20.8–21.4 MB |
| after, music on | 2.95 MB | 0.62 MB | 9.5 MB | 8.0 MB | 60 KB on the wire (173 KB payload) | 21.1 MB |
| before, muted | 3.16 MB | 0.67 MB | 9.6 MB | 7.3 MB (BGM) | 165 KB | 20.7 MB |
| after, muted | 2.95 MB | 0.62 MB | 9.5 MB | 0 | 57 KB on the wire | 13.1 MB |
A first visit with music on saves little (brotli on code and data, the WebSocket); a muted player saves the BGM. The
caching gains are for returning players: within a day both versions answer from the browser cache, but after that the
old version revalidated every asset of the session (≈ 340 requests here) and re-downloaded everything whose mtime had
changed, while a hashed URL is never asked for again until its bytes change.
### 31.4 Open items and tests
Open: `/fonts/fonts.css` (linked by index.html) and the woff2 files it names keep plain URLs (content ETags only); the
optional versioned vendor URLs (layer 1.5) are not done.
Tests: `test/ui/audio.test.js` (BGM gating; hashed audio through `/media/~hash/`), `test/ws-compression.test.js`,
`test/local-extract.test.js` (guide WebP), `test/ui/localArt.test.js` (next-page preload), `test/traffic.test.js`,
`test/asset-paths.test.js`, `test/diag.test.js` (traffic line), `test/asset-index.test.js` (index, views, `~hash`
routes), `test/lobby.test.js` (brotli negotiation, streamed brotli, content ETags), `test/media-url.test.js`,
`test/content/tokens_summons.test.js`; the browser suites `test/render/browser.test.js` (Spine through hashed URLs,
`RENDER_E2E=1`), `test/ui/bond-audio.e2e.test.js` (`SP_E2E=1`, the cue through `/media/~hash/`) and
`test/ui/real.e2e.test.js` (`SP_REAL_E2E=1`: the co-op run loads Spine, audio and art through hashed URLs). The e2e
servers wait for the asset index before the first page (`test/e2e/client.mjs startRealServer`, the in-process ones in
their `before`), so the browser suites see the URLs a player sees. Golden: unchanged.
### 31.5 Strategy skip eligibility
PR #546 by @Xinglan233. The strategy-selection page only enables skipping while another unpicked player remains. The published order
keeps finished players for display, so its total length cannot establish that a skip has a recipient. The client
counts order entries absent from `draft.picks`, alongside the existing turn and quota checks. The server's
`skipBand` already rejects the final player with `BAD_TARGET / nobody to pass to`; its rule remains unchanged.
Regression covers normal two-, three- and four-human browser flows, the final turn, and exhausted quota.
### 31.7 Official scene light gains (#549)
GitHub #549 (@xcdoge, confirmed by other players): the official battlefield scenes of 0.2.5 read much darker than the
official client. 0.2.5 scaled the two light terms of `sceneMaterial` below the values the extractor stores —
`SCENE_LIGHT.direct` 0.8 and `.indirect` 0.4, tuned by eye against one PRTS screenshot and marked [ASSUMED]. From 0.2.6
both are 1: the key light at the scene's `light.intensity` and the lightmap's baked linear light as decoded
(`scenes.py decode_rgbm`). The maintainer compared the two on 2026-10-13 and chose the official values. PR #554 by
@xcdoge also raised `LIGHTING.emissive` from 0.25 to 1; that part is not taken: it retunes the procedural metal board
and its glass, which were matched to screenshots, and does not touch the scene meshes. `ambient` 0.2 (a mesh without a
lightmap page) stays [ASSUMED]. The water (#549's second half, PR #555) is unchanged here.
Tests: `test/render/board3d-scene.test.js`; the 3D board browser suite with the extracted scenes.
### 31.8 Deploy animation replays (PR #416)
PR #416 by @Cromemadnd, written against 0.2.2 and ported onto the current files.
**Seen.** A prep piece never played its Spine Start clip or a landing sound outside a battle. A piece put on the board
through the direction wheel played nothing: the state that shows the move arrives while the wheel's hold still pins the
piece on its tile, so `setPrep`'s branch for a piece entering the board was never reached. A purchase only flashed
(`fx.deploy`), and the board rebuilt after every battle stood still.
**Official / decision.** The maintainer confirmed from official play on 2026-10-13 that at the start of every round the
operators on the board replay their Start animation and landing sound one after another in deployment order. The PR also
plays them when an operator is bought and when it enters the board or swaps tiles; its author says the official client
does so. Those two triggers are [ASSUMED] on that account. The PR's late-model case (a deploy asked before the Spine model
has loaded) was fixed in 0.2.3 (§28.22: the late model continues Start at the elapsed game time) and stays as it is.
**Now.**
- `UnitView.land()` (render/units.js) plays the piece's Start clip again through `onDeploy` (its fade-in and the late-model
continuation) and asks `audio.deployCue` for the landing sound: the piece's battle deploy sound (`deploySfxUrl`: its own
ON_UNIT_BORN file at its bank gain, else b_char_set / b_char_tokenset at 0.5) through the SFX channel's volume and mute
and the battle limiter (≤ 2 copies of one sound, a 160 ms cooldown per piece). One landing makes one sound: a piece
whose Start still plays keeps it and sounds nothing more, whether the clip runs on its model, is owed to a model still
loading, or was cued less than a clip length ago. That covers a purchase followed by a move, and the round start's replay
reaching a piece just put down. Only an idle prep piece lands. A battle unit never does: the sim's `deploy` events keep
the silent `onDeploy`, and audio.handleBattleEvents makes their sound (the PR's view-side sound would have doubled every
battle deployment). Nor does a piece that is attacking, dying, lifted by a drag or in another clip, or any piece while the
tab is hidden (the clip and the suspended audio would play it stale on return).
- Round start (`ui/gameLogic roundStartReplay`, `screens/game.js`, `render/app.js replayDeploys`). During 回合开始 the own
board's pieces land one after another in deployment order, each turn chained 50 ms after the one before. The order is the
battle's (`deployOrder`, as Battle.start): operators by column from the left, top to bottom within a column, then the
summons the same way, in board coordinates. The PR used the m.private board list, which is reading order. The screen
asks after its field-view wiring effect, so the view already holds the round's pieces, and it marks the round only once
the view has taken the sequence. A view still loading or a board not built yet is asked again on the next render of
回合开始; the PR marked the round first, so a late view never replayed. A re-pushed state (a reconnect's resync) or a
re-render of the same round plays nothing more, and nothing is replayed outside 回合开始. The timers end with prep mode
(`enterBattle`, which a scouted board also uses), with a fresh prep scene and with `destroy()`; a turn whose piece is
gone or rebuilt passes over it.
- Spectators and watched boards: the replay plays on the viewer's own board only. A scouted or watched teammate's prep
board, a spectator seat (no m.private), an eliminated player and the boss partner's half in a Final Assault prep get none.
- Purchase and board triggers (`render/app.js setPrep`). An operator that has just arrived on the bench lands: a purchase,
a reward or a grant, and a merge's elite on its bench slot or on the copy's tile. A summon that arrives with its owner's
placement does not, nor does an item. A piece that a new state puts on a board tile it was not on lands when that state
arrives, whether it came from the bench, from another tile or as the partner of a swap. The PR also landed a piece at
the wheel's confirm, which sounded twice whenever the server answered after 0.3 s, and on every move on the bench and
every retreat. Here turning in place, a retreat and bench moves do not land. That is narrower than the PR's wheel hook,
which fired on every confirm. The deploy flash (`fx.deploy`) is unchanged.
**[ASSUMED]** The purchase and board triggers (the PR author's account). The 50 ms gap (`DEPLOY_REPLAY_MS`, the PR's
value; no source gives the official one). Summon pieces taking part in the replay after the operators, as in the battle's
deployment. The clip length a landing counts as playing when the model's own is unknown (`START_CLIP_FALLBACK` 1 s; the
operators' Start clips run 0.77–1.2 s). A page reloaded during 回合开始 replays once in the new page.
**Tests.** `test/render/deploy-replay.test.js` (the clip, one sound, a second trigger, a late model, the refusals, a hidden
tab; the app.js wiring), `test/ui/deploy-replay.test.js` (`deployOrder`, `roundStartReplay`, the screen wiring; `deployCue`:
the files, the limiter keys, volume and mute), `test/render/playtest6-promote.test.js` (the elite's cue), and the browser
check `test/ui/deploy-replay.e2e.test.js` (`SP_E2E=1`, mock harness: SETTLE → 回合开始 replays the board in deployment order
about 50 ms apart with one sound each, once per round and again the next round; in the 休整期 a purchase lands, a move
within its Start sounds nothing more, a later move lands, a turn in place does not). Golden: unchanged (client only).