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