Files
ark-stronghold-protocol/public/js/render/app/host.js
T

102 lines
4.7 KiB
JavaScript

// 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';
import { diyRecordOf } from '../../../../shared/diy.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;
};
// 0.2.0 自选编队: the composed 自选 record of a DIY slot filled with a pick (shared/diy.js over chess.json + backups.json)
const diys = new Map();
const chessMap = () => {
try { return (src && typeof src.get === 'function' ? src.get('chess') : src && src.chess) || null; } catch { return null; }
};
const diy = (id, pick) => {
const c = look('chess', id);
const b = backups();
if (!c || !c.isDiy || !b || !pick || typeof pick.charId !== 'string') return null;
const key = `${id}|${pick.charId}|${pick.skillIndex ?? ''}|${pick.uniEquipId ?? ''}`;
if (diys.has(key)) return diys.get(key);
let rec;
try { rec = diyRecordOf(c, pick, { chess: chessMap(), backups: b }); } catch { rec = null; }
diys.set(key, rec);
return rec;
};
return {
// (a 自选 operator's summons are data/backups.json tokens, 0.2.0)
chess: (id) => look('chess', id), token: (id) => look('tokens', id) || (backups()?.tokens && Object.hasOwn(backups().tokens, id) ? backups().tokens[id] : null), item: (id) => look('items', id),
enemy: (id) => look('enemies', id), stage: (id) => look('stages', id), bond: (id) => look('bonds', id),
standIn, diy,
};
}
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 };