@linxin666/dsh-pet 0.3.19 → 0.3.21

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Files changed (57) hide show
  1. package/README.i18n.yaml +2 -2
  2. package/README.md +1 -1
  3. package/README.zh.md +1 -1
  4. package/lib/client.js +191 -53
  5. package/lib/client.js.map +1 -1
  6. package/lib/index.js +174 -61
  7. package/lib/types/client/gameplay-hud.d.ts +15 -0
  8. package/lib/types/client/gameplay-hud.d.ts.map +1 -1
  9. package/lib/types/client/gameplay-hud.js +48 -6
  10. package/lib/types/client/index.d.ts.map +1 -1
  11. package/lib/types/client/index.js +21 -13
  12. package/lib/types/client/renderers/Frames2dVisualMount.d.ts.map +1 -1
  13. package/lib/types/client/renderers/Frames2dVisualMount.js +5 -0
  14. package/lib/types/client/renderers/frames2d.d.ts +5 -4
  15. package/lib/types/client/renderers/frames2d.d.ts.map +1 -1
  16. package/lib/types/client/renderers/frames2d.js +96 -39
  17. package/lib/types/client/work-tick-gate.d.ts +40 -0
  18. package/lib/types/client/work-tick-gate.d.ts.map +1 -0
  19. package/lib/types/client/work-tick-gate.js +49 -0
  20. package/lib/types/event-projection.d.ts +14 -0
  21. package/lib/types/event-projection.d.ts.map +1 -1
  22. package/lib/types/event-projection.js +32 -18
  23. package/lib/types/gameplay.d.ts +4 -0
  24. package/lib/types/gameplay.d.ts.map +1 -1
  25. package/lib/types/gameplay.js +11 -2
  26. package/lib/types/ledger.d.ts +8 -0
  27. package/lib/types/ledger.d.ts.map +1 -1
  28. package/lib/types/ledger.js +25 -0
  29. package/lib/types/persist.d.ts +6 -0
  30. package/lib/types/persist.d.ts.map +1 -1
  31. package/lib/types/persist.js +25 -1
  32. package/lib/types/routes.d.ts.map +1 -1
  33. package/lib/types/routes.js +6 -0
  34. package/lib/types/service.d.ts +24 -0
  35. package/lib/types/service.d.ts.map +1 -1
  36. package/lib/types/service.js +43 -1
  37. package/package.json +14 -14
  38. package/src/client/PetDockEntry.test.tsx +1 -0
  39. package/src/client/gameplay-hud.test.tsx +165 -2
  40. package/src/client/gameplay-hud.tsx +62 -6
  41. package/src/client/index.ts +23 -13
  42. package/src/client/pet.module.css +1 -1
  43. package/src/client/renderers/Frames2dVisualMount.test.tsx +73 -0
  44. package/src/client/renderers/Frames2dVisualMount.tsx +4 -0
  45. package/src/client/renderers/frames2d.test.ts +129 -7
  46. package/src/client/renderers/frames2d.ts +94 -36
  47. package/src/client/work-tick-gate.test.ts +53 -0
  48. package/src/client/work-tick-gate.ts +63 -0
  49. package/src/event-projection.ts +37 -18
  50. package/src/gameplay.test.ts +36 -0
  51. package/src/gameplay.ts +14 -2
  52. package/src/ledger.test.ts +19 -0
  53. package/src/ledger.ts +24 -0
  54. package/src/persist.test.ts +13 -0
  55. package/src/persist.ts +29 -1
  56. package/src/routes.ts +5 -0
  57. package/src/service.ts +49 -0
@@ -0,0 +1,73 @@
1
+ // @vitest-environment jsdom
2
+ /**
3
+ * Frames2dVisualMount registration contract: the mount consumes the base idle
4
+ * the gameplay HUD latches on the bus. That covers a renderer which mounts
5
+ * after the HUD restored a skin from the host snapshot, and one that remounts
6
+ * later (hidden/summoned, StrictMode double mount) — the pet must repaint the
7
+ * selected skin instead of snapping back to the default look.
8
+ */
9
+ import { afterEach, describe, expect, it, vi } from 'vitest'
10
+ import { cleanup, render } from '@testing-library/react'
11
+ import type { PetDefinition } from '../../registry.ts'
12
+ import { createDragStream } from '../drag-stream.ts'
13
+ import type { GameplayBus } from '../gameplay-hud.tsx'
14
+ import { t } from '../locales.ts'
15
+ import { Frames2dVisualMount } from './Frames2dVisualMount.tsx'
16
+ import { defaultPetRendererRegistry } from './registry.ts'
17
+
18
+ function definition(): PetDefinition {
19
+ return {
20
+ id: 'miku',
21
+ displayName: 'Miku',
22
+ description: '',
23
+ renderer: 'frames2d',
24
+ cell: { width: 100, height: 100 },
25
+ columns: 8,
26
+ rows: [],
27
+ atlasUrl: '/pet/miku/atlas.webp',
28
+ manifestUrl: '/pet/miku/pet.json',
29
+ tracks: {} as PetDefinition['tracks'],
30
+ frames2d: {
31
+ tracks: {
32
+ idle: { frames: ['/pet/miku/idle_1.webp'], durations: [200], loop: true },
33
+ skin: { frames: ['/pet/miku/skin_1.webp'], durations: [200], loop: true },
34
+ },
35
+ phases: { idle: 'idle' },
36
+ skins: [{ id: 'skin', label: 'Skin', idleTrack: 'skin' }],
37
+ },
38
+ } as unknown as PetDefinition
39
+ }
40
+
41
+ function mountWith(bus: GameplayBus): { setIdleTrack: ReturnType<typeof vi.fn> } {
42
+ const handle = { dispose: vi.fn(), setState: vi.fn(), setIdleTrack: vi.fn(), currentTrack: () => 'idle' }
43
+ vi.spyOn(defaultPetRendererRegistry, 'mount')
44
+ .mockReturnValue(handle as unknown as ReturnType<typeof defaultPetRendererRegistry.mount>)
45
+ render(
46
+ <Frames2dVisualMount
47
+ definition={definition()}
48
+ phase="idle"
49
+ onPet={() => undefined}
50
+ drag={createDragStream()}
51
+ bus={bus}
52
+ t={t}
53
+ />,
54
+ )
55
+ return handle
56
+ }
57
+
58
+ describe('Frames2dVisualMount', () => {
59
+ afterEach(() => {
60
+ cleanup()
61
+ vi.restoreAllMocks()
62
+ })
63
+
64
+ it('applies the base idle the HUD latched before this mount (restored skin)', () => {
65
+ const handle = mountWith({ idleTrack: 'skin' })
66
+ expect(handle.setIdleTrack).toHaveBeenCalledWith('skin')
67
+ })
68
+
69
+ it('leaves the default look alone when no base idle is latched', () => {
70
+ const handle = mountWith({})
71
+ expect(handle.setIdleTrack).not.toHaveBeenCalled()
72
+ })
73
+ })
@@ -68,6 +68,10 @@ export function Frames2dVisualMount(props: {
68
68
  const gameplayBus = props.bus
69
69
  gameplayBus.setTrack = (track) => { handleRef.current?.setState(track) }
70
70
  gameplayBus.setIdleTrack = (track) => { handleRef.current?.setIdleTrack(track) }
71
+ // The HUD latches the wanted base idle (skin selection, restored from the
72
+ // host snapshot): apply it on activation, so a late or repeated mount
73
+ // never repaints the pet with the default look.
74
+ if (gameplayBus.idleTrack !== undefined) handle.setIdleTrack(gameplayBus.idleTrack)
71
75
  cleanups.push(() => {
72
76
  gameplayBus.setTrack = undefined
73
77
  gameplayBus.setIdleTrack = undefined
@@ -182,10 +182,8 @@ describe('frames2dRenderer', () => {
182
182
  describe('frames2dRenderer canvas bitmap path', () => {
183
183
  // The canvas branch needs createImageBitmap + fetch + a real 2D context;
184
184
  // jsdom has none of them, so each test installs fakes and restores after.
185
- const flush = async (): Promise<void> => {
186
- await Promise.resolve()
187
- await Promise.resolve()
188
- await Promise.resolve()
185
+ const flush = async (rounds = 12): Promise<void> => {
186
+ for (let i = 0; i < rounds; i += 1) await Promise.resolve()
189
187
  }
190
188
 
191
189
  let draws = 0
@@ -236,9 +234,9 @@ describe('frames2dRenderer canvas bitmap path', () => {
236
234
  expect(container.querySelector('canvas')).not.toBeNull()
237
235
  expect(container.querySelector('img')).toBeNull()
238
236
  await flush()
239
- // Warm pass decoded every configured frame exactly once; the first frame
240
- // of the idle track painted during mount.
241
- expect(bitmaps.length).toBe(6)
237
+ // Only the playing track's look-ahead window decodes up front; unplayed
238
+ // tracks stay on demand. The idle track's first frame painted at mount.
239
+ expect(bitmaps.length).toBe(2)
242
240
  const paintsAtMount = draws
243
241
  expect(paintsAtMount).toBeGreaterThanOrEqual(1)
244
242
  vi.advanceTimersByTime(100)
@@ -278,4 +276,128 @@ describe('frames2dRenderer canvas bitmap path', () => {
278
276
  expect(draws).toBeGreaterThanOrEqual(3)
279
277
  handle.dispose()
280
278
  })
279
+
280
+ it('bounds the decode window to the pool plus the look-ahead, not the whole track', async () => {
281
+ let inFlight = 0
282
+ let peak = 0
283
+ const gates: Array<() => void> = []
284
+ vi.stubGlobal('fetch', vi.fn(async () => {
285
+ inFlight += 1
286
+ peak = Math.max(peak, inFlight)
287
+ await new Promise<void>((resolve) => gates.push(resolve))
288
+ inFlight -= 1
289
+ return { ok: true, blob: async () => ({}) }
290
+ }))
291
+ const bigConfig: PetFrames2dConfig = {
292
+ tracks: {
293
+ idle: { frames: Array.from({ length: 24 }, (_, i) => `/pet/miku/idle/${i}.webp`), durations: Array.from({ length: 24 }, () => 100), loop: true },
294
+ },
295
+ phases: { idle: 'idle' },
296
+ }
297
+ const { ctx } = canvasSetup()
298
+ const handle = frames2dRenderer.mount(ctx, frames2dRenderer.validateConfig(bigConfig)) as Frames2dRendererHandle
299
+ await flush()
300
+ expect(peak).toBeLessThanOrEqual(8)
301
+ expect(gates.length).toBe(8)
302
+ for (let i = 0; i < 64 && gates.length > 0; i += 1) {
303
+ gates.shift()!()
304
+ await flush()
305
+ }
306
+ expect(peak).toBeLessThanOrEqual(8)
307
+ // Frame 0 plus the 12-frame look-ahead window; the remaining frames of the
308
+ // 24-frame track are never decoded up front.
309
+ expect(bitmaps.length).toBe(13)
310
+ handle.dispose()
311
+ })
312
+
313
+ it('leaves unplayed tracks and unselected skins to on-demand playback', async () => {
314
+ const fetched: string[] = []
315
+ vi.stubGlobal('fetch', vi.fn(async (input: unknown) => {
316
+ fetched.push(String(input))
317
+ return { ok: true, blob: async () => ({}) }
318
+ }))
319
+ const skinConfig: PetFrames2dConfig = {
320
+ tracks: {
321
+ idle: { frames: ['/pet/miku/idle/1.webp'], durations: [100], loop: true },
322
+ 'skin-a-idle': { frames: ['/pet/miku/skin-a/1.webp', '/pet/miku/skin-a/2.webp'], durations: [100, 100], loop: true },
323
+ 'skin-b-idle': { frames: ['/pet/miku/skin-b/1.webp'], durations: [100], loop: true },
324
+ },
325
+ phases: { idle: 'idle' },
326
+ skins: [
327
+ { id: 'a', label: 'A', idleTrack: 'skin-a-idle' },
328
+ { id: 'b', label: 'B', idleTrack: 'skin-b-idle' },
329
+ ],
330
+ }
331
+ const { ctx } = canvasSetup()
332
+ const handle = frames2dRenderer.mount(ctx, frames2dRenderer.validateConfig(skinConfig)) as Frames2dRendererHandle
333
+ await flush()
334
+ expect(fetched).toEqual(['/pet/miku/idle/1.webp'])
335
+ // Selecting a skin pulls only that skin's track.
336
+ handle.setIdleTrack('skin-a-idle')
337
+ await flush()
338
+ expect(fetched).toContain('/pet/miku/skin-a/1.webp')
339
+ expect(fetched).not.toContain('/pet/miku/skin-b/1.webp')
340
+ handle.dispose()
341
+ })
342
+
343
+ it('jumps a playback-demand frame ahead of the warm backlog', async () => {
344
+ const fetched: string[] = []
345
+ const held = new Map<string, () => void>()
346
+ vi.stubGlobal('fetch', vi.fn(async (input: unknown) => {
347
+ const url = String(input)
348
+ fetched.push(url)
349
+ if (fetched.length <= 8) {
350
+ await new Promise<void>((resolve) => { held.set(url, resolve) })
351
+ }
352
+ return { ok: true, blob: async () => ({}) }
353
+ }))
354
+ const wideConfig: PetFrames2dConfig = {
355
+ tracks: {
356
+ idle: { frames: Array.from({ length: 10 }, (_, i) => `/pet/miku/idle/${i}.webp`), durations: Array.from({ length: 10 }, () => 100), loop: true },
357
+ happy: { frames: ['/pet/miku/happy/1.webp'], durations: [100], loop: false, fallback: 'idle' },
358
+ },
359
+ phases: { idle: 'idle', done: 'happy' },
360
+ }
361
+ const { ctx } = canvasSetup()
362
+ const handle = frames2dRenderer.mount(ctx, frames2dRenderer.validateConfig(wideConfig)) as Frames2dRendererHandle
363
+ await flush()
364
+ expect(fetched.length).toBe(8)
365
+ // The happy frame sits behind the idle backlog; playing it must pull its
366
+ // fetch ahead of the not-yet-started warm frames.
367
+ handle.setState('happy')
368
+ await flush()
369
+ // Free one pool slot: the released idle decode completes and the freed
370
+ // slot must start the jumped happy frame, not the next warm idle frame.
371
+ held.get(fetched[0])?.()
372
+ await flush()
373
+ expect(fetched[8]).toBe('/pet/miku/happy/1.webp')
374
+ for (const release of held.values()) release()
375
+ await flush()
376
+ handle.dispose()
377
+ })
378
+
379
+ it('retries a failed frame instead of memoizing the failure forever', async () => {
380
+ let failuresLeft = 1
381
+ vi.stubGlobal('fetch', vi.fn(async () => {
382
+ if (failuresLeft > 0) {
383
+ failuresLeft -= 1
384
+ throw new Error('transient')
385
+ }
386
+ return { ok: true, blob: async () => ({}) }
387
+ }))
388
+ class FailingImage {
389
+ onload: (() => void) | null = null
390
+ onerror: (() => void) | null = null
391
+ set src(_value: string) { queueMicrotask(() => this.onerror?.()) }
392
+ }
393
+ vi.stubGlobal('Image', FailingImage)
394
+ const { ctx } = canvasSetup()
395
+ const handle = frames2dRenderer.mount(ctx, frames2dRenderer.validateConfig(CONFIG)) as Frames2dRendererHandle
396
+ // Prefetch fetches fail through the pool, resolve undefined and are
397
+ // dropped from the memo; nothing throws.
398
+ await flush()
399
+ const memoFetches = (fetch as ReturnType<typeof vi.fn>).mock.calls.length
400
+ expect(memoFetches).toBeGreaterThan(0)
401
+ handle.dispose()
402
+ })
281
403
  })
@@ -12,10 +12,11 @@
12
12
  * Frame presentation has two modes picked once at mount by capability
13
13
  * probing:
14
14
  * - Canvas bitmap buffer (default where createImageBitmap/fetch/2D context
15
- * exist): every frame is decoded exactly once into an ImageBitmap during
16
- * the warm pass and drawn onto one <canvas> - steady-state playback issues
17
- * zero DOM mutations and zero re-decodes (measured hotspot: swapping
18
- * <img>.src per frame drove image decode + invalidation every tick).
15
+ * exist): frames are decoded once into an ImageBitmap on demand, with a
16
+ * bounded look-ahead window over the playing track, and drawn onto one
17
+ * <canvas> - steady-state playback issues zero DOM mutations and zero
18
+ * re-decodes (measured hotspot: swapping <img>.src per frame drove image
19
+ * decode + invalidation every tick).
19
20
  * - Classic <img> fallback (jsdom/tests or missing APIs): identical to the
20
21
  * historical behavior - cache-warm Image elements plus guarded src swaps,
21
22
  * so environments without modern decoding keep working unchanged.
@@ -213,36 +214,97 @@ export const frames2dRenderer: PetRenderer<PetFrames2dConfig> = {
213
214
  // the last painted frame instead of breaking playback).
214
215
  const decoding = new Map<string, Promise<DecodedFrame | undefined>>()
215
216
  const decodedAll: Promise<void>[] = []
216
- const loadFrame = (url: string): Promise<DecodedFrame | undefined> => {
217
+ // All frame fetches funnel through a small pool. Full-library warm passes
218
+ // on large pets fire 1100+ requests at once, which trips the browser's
219
+ // in-flight request limit (net::ERR_INSUFFICIENT_RESOURCES) and fails
220
+ // whole batches of frames while starving the rest of the page. Playback
221
+ // demand jumps ahead of the warm backlog.
222
+ const FRAME_POOL_LIMIT = 8
223
+ const frameQueue: Array<{ url: string; release: () => void }> = []
224
+ let activeFrames = 0
225
+
226
+ const decodeFrame = async (url: string): Promise<DecodedFrame | undefined> => {
227
+ try {
228
+ const response = await fetch(url)
229
+ if (!response.ok) throw new Error('http ' + response.status)
230
+ const bitmap = await createImageBitmap(await response.blob())
231
+ return { source: bitmap, width: bitmap.width, height: bitmap.height }
232
+ } catch {
233
+ // Fail-open: classic Image decode keeps non-modern runtimes alive.
234
+ return await new Promise<DecodedFrame | undefined>((resolve) => {
235
+ try {
236
+ const pre = new Image()
237
+ pre.onload = (): void => {
238
+ resolve(pre.naturalWidth > 0 ? { source: pre, width: pre.naturalWidth, height: pre.naturalHeight } : undefined)
239
+ }
240
+ pre.onerror = (): void => resolve(undefined)
241
+ pre.src = url
242
+ } catch {
243
+ resolve(undefined)
244
+ }
245
+ })
246
+ }
247
+ }
248
+
249
+ const pumpFrames = (): void => {
250
+ while (activeFrames < FRAME_POOL_LIMIT && frameQueue.length > 0) {
251
+ const queued = frameQueue.shift()!
252
+ activeFrames += 1
253
+ queued.release()
254
+ }
255
+ }
256
+
257
+ const loadFrame = (url: string, jump = false): Promise<DecodedFrame | undefined> => {
258
+ // Jump first: warm-enqueued frames already carry their memo, so a
259
+ // playback demand must reorder the unstarted entry before the cache
260
+ // lookup short-circuits.
261
+ if (jump) {
262
+ const index = frameQueue.findIndex((queued) => queued.url === url)
263
+ if (index > 0) frameQueue.unshift(frameQueue.splice(index, 1)[0]!)
264
+ }
217
265
  const cached = decoding.get(url)
218
266
  if (cached !== undefined) return cached
219
- const job: Promise<DecodedFrame | undefined> = (async () => {
220
- try {
221
- const response = await fetch(url)
222
- if (!response.ok) throw new Error('http ' + response.status)
223
- const bitmap = await createImageBitmap(await response.blob())
224
- return { source: bitmap, width: bitmap.width, height: bitmap.height }
225
- } catch {
226
- // Fail-open: classic Image decode keeps non-modern runtimes alive.
227
- return await new Promise<DecodedFrame | undefined>((resolve) => {
228
- try {
229
- const pre = new Image()
230
- pre.onload = (): void => {
231
- resolve(pre.naturalWidth > 0 ? { source: pre, width: pre.naturalWidth, height: pre.naturalHeight } : undefined)
232
- }
233
- pre.onerror = (): void => resolve(undefined)
234
- pre.src = url
235
- } catch {
236
- resolve(undefined)
237
- }
238
- })
239
- }
240
- })()
267
+ let release!: () => void
268
+ const gate = new Promise<void>((resolve) => { release = resolve })
269
+ const job: Promise<DecodedFrame | undefined> = gate.then(() => (disposed ? undefined : decodeFrame(url)))
270
+ job.then(
271
+ (frame) => { if (frame === undefined) decoding.delete(url) },
272
+ () => decoding.delete(url),
273
+ )
274
+ void job.finally(() => {
275
+ activeFrames -= 1
276
+ pumpFrames()
277
+ })
241
278
  decoding.set(url, job)
242
279
  decodedAll.push(job.then(() => undefined, () => undefined))
280
+ const entry = { url, release }
281
+ if (jump) frameQueue.unshift(entry)
282
+ else frameQueue.push(entry)
283
+ pumpFrames()
243
284
  return job
244
285
  }
245
286
 
287
+ /**
288
+ * Bounded look-ahead window: decode only the frames playback is about to
289
+ * need. The historical warm pass decoded every frame of every track up
290
+ * front - a shipped pet carries ~1.1k 512x683 frames, so that pass pulls
291
+ * tens of megabytes and retains every decoded bitmap for the life of the
292
+ * page. Prefetching the playing track's next frames keeps loops and phase
293
+ * switches warm while unplayed tracks (and every unselected skin's
294
+ * frames) stay on demand, where playback jumps the queue anyway.
295
+ */
296
+ const PREFETCH_AHEAD = 12
297
+
298
+ const prefetchAhead = (trackId: string, index: number): void => {
299
+ const def = config.tracks[trackId]
300
+ if (def === undefined) return
301
+ const end = Math.min(def.frames.length, index + 1 + PREFETCH_AHEAD)
302
+ for (let ahead = index + 1; ahead < end; ahead += 1) {
303
+ const url = def.frames[ahead]
304
+ if (url !== undefined) void loadFrame(url)
305
+ }
306
+ }
307
+
246
308
  let disposed = false
247
309
  let timer: ReturnType<typeof setTimeout> | undefined
248
310
  let watchdog: ReturnType<typeof setInterval> | undefined
@@ -268,7 +330,7 @@ export const frames2dRenderer: PetRenderer<PetFrames2dConfig> = {
268
330
  const paintCanvas = (url: string): void => {
269
331
  if (context2d === null || canvas === null) return
270
332
  const myToken = ++drawToken
271
- void loadFrame(url).then((frame) => {
333
+ void loadFrame(url, true).then((frame) => {
272
334
  if (disposed || frame === undefined || myToken !== drawToken) return
273
335
  if (lastDrawnUrl === url) return
274
336
  lastDrawnUrl = url
@@ -287,6 +349,7 @@ export const frames2dRenderer: PetRenderer<PetFrames2dConfig> = {
287
349
  const def = config.tracks[trackId]
288
350
  const url = def?.frames[index]
289
351
  if (url === undefined) return
352
+ prefetchAhead(trackId, index)
290
353
  if (img !== null) {
291
354
  if (img.getAttribute('src') !== url) img.src = url
292
355
  return
@@ -360,13 +423,6 @@ export const frames2dRenderer: PetRenderer<PetFrames2dConfig> = {
360
423
  }, WATCHDOG_MS)
361
424
  }
362
425
 
363
- // Warm pass: decode every frame up front (tiny same-origin webp files)
364
- // so loops and phase switches never wait on a first decode - same intent
365
- // as the historical Image-cache warm loop, now feeding the decode cache.
366
- for (const warmTrack of Object.values(config.tracks)) {
367
- for (const warmUrl of warmTrack.frames) void loadFrame(warmUrl)
368
- }
369
-
370
426
  play(track)
371
427
 
372
428
  let disposedOnce = false
@@ -378,7 +434,9 @@ export const frames2dRenderer: PetRenderer<PetFrames2dConfig> = {
378
434
  if (timer !== undefined) clearTimeout(timer)
379
435
  if (watchdog !== undefined) clearInterval(watchdog)
380
436
  // Release decoded bitmaps after pending decodes settle; close() is
381
- // browser-only, so guard it for exotic hosts.
437
+ // browser-only, so guard it for exotic hosts. Queued-but-unstarted
438
+ // frames release immediately as no-ops so the settle barrier drains.
439
+ for (const queued of frameQueue.splice(0)) queued.release()
382
440
  void Promise.allSettled(decodedAll).then(() => {
383
441
  for (const job of decoding.values()) {
384
442
  void job.then((frame) => {
@@ -0,0 +1,53 @@
1
+ /**
2
+ * Work-tick gate tests: the window follows the configured cadence (clamped to
3
+ * the manifest bounds), one adjudication is admitted per window, and entering
4
+ * work mode re-arms the gate.
5
+ */
6
+ import { describe, expect, it } from 'vitest'
7
+ import { DEFAULT_WORK_TICK_MS, createWorkTickGate, workTickWindowMs } from './work-tick-gate.ts'
8
+
9
+ describe('workTickWindowMs', () => {
10
+ it('follows the configured cadence', () => {
11
+ expect(workTickWindowMs(2_000)).toBe(2_000)
12
+ expect(workTickWindowMs(10_000)).toBe(10_000)
13
+ expect(workTickWindowMs(60_000)).toBe(60_000)
14
+ })
15
+
16
+ it('clamps to the manifest bounds and defaults when absent', () => {
17
+ expect(workTickWindowMs(500)).toBe(1_000)
18
+ expect(workTickWindowMs(120_000)).toBe(60_000)
19
+ expect(workTickWindowMs(undefined)).toBe(DEFAULT_WORK_TICK_MS)
20
+ expect(workTickWindowMs(Number.NaN)).toBe(DEFAULT_WORK_TICK_MS)
21
+ })
22
+ })
23
+
24
+ describe('createWorkTickGate', () => {
25
+ it('admits one adjudication per configured window', () => {
26
+ let now = 1_000_000
27
+ const gate = createWorkTickGate(() => now)
28
+ expect(gate.allow(2_000)).toBe(true)
29
+ now += 1_999
30
+ expect(gate.allow(2_000)).toBe(false)
31
+ now += 1
32
+ expect(gate.allow(2_000)).toBe(true)
33
+ })
34
+
35
+ it('does not downgrade a pet whose cadence is shorter than the default', () => {
36
+ let now = 1_000_000
37
+ const gate = createWorkTickGate(() => now)
38
+ expect(gate.allow(2_000)).toBe(true)
39
+ for (let tick = 0; tick < 5; tick++) {
40
+ now += 2_000
41
+ expect(gate.allow(2_000)).toBe(true)
42
+ }
43
+ })
44
+
45
+ it('arms immediately after a reset (work mode entry)', () => {
46
+ let now = 1_000_000
47
+ const gate = createWorkTickGate(() => now)
48
+ expect(gate.allow(10_000)).toBe(true)
49
+ expect(gate.allow(10_000)).toBe(false)
50
+ gate.reset()
51
+ expect(gate.allow(10_000)).toBe(true)
52
+ })
53
+ })
@@ -0,0 +1,63 @@
1
+ /**
2
+ * Page-wide work-tick gate for the pet's work mode. Hot reloads can leave
3
+ * several GameplayHud instances alive, each running its own work interval;
4
+ * without a shared gate every interval would call workTick and each stale call
5
+ * re-rolls, re-grants treats and re-plays the success/fail track, so the
6
+ * outcome appears to play several times per window. The gate accepts the first
7
+ * adjudication of a window and silently suppresses the duplicates that follow.
8
+ *
9
+ * The window is the active pet's own `gameplay.work.tickMs`, not a constant: a
10
+ * pet configured with a shorter cadence must actually adjudicate that often,
11
+ * while a fixed window would downgrade it without saying so (#1494).
12
+ * @module @linxin666/dsh-pet/client/work-tick-gate
13
+ */
14
+
15
+ /** Window used when the active pet declares no work cadence. */
16
+ export const DEFAULT_WORK_TICK_MS = 10_000
17
+
18
+ /** Manifest bounds for `gameplay.work.tickMs` (src/gameplay.ts). */
19
+ const MIN_WORK_TICK_MS = 1_000
20
+ const MAX_WORK_TICK_MS = 60_000
21
+
22
+ /**
23
+ * The gate window for one pet: its configured cadence, clamped to the manifest's
24
+ * own bounds so a malformed registry entry cannot disable or flood the gate.
25
+ * @param tickMs - the active definition's `gameplay.work.tickMs`, when it has one.
26
+ * @returns the window in milliseconds.
27
+ */
28
+ export function workTickWindowMs(tickMs: number | undefined): number {
29
+ if (typeof tickMs !== 'number' || !Number.isFinite(tickMs)) return DEFAULT_WORK_TICK_MS
30
+ return Math.min(MAX_WORK_TICK_MS, Math.max(MIN_WORK_TICK_MS, tickMs))
31
+ }
32
+
33
+ /** The shared work-tick gate. */
34
+ export interface WorkTickGate {
35
+ /**
36
+ * Admit one adjudication for the current window.
37
+ * @param tickMs - the active pet's configured work cadence.
38
+ * @returns true when this call may adjudicate, false for a duplicate.
39
+ */
40
+ allow: (tickMs: number | undefined) => boolean
41
+ /** Forget the last adjudication (used when work mode is entered). */
42
+ reset: () => void
43
+ }
44
+
45
+ /**
46
+ * Create a gate.
47
+ * @param now - the clock, injectable so tests control the window.
48
+ * @returns the gate over that clock.
49
+ */
50
+ export function createWorkTickGate(now: () => number = Date.now): WorkTickGate {
51
+ let lastAdjudicatedAt = 0
52
+ return {
53
+ allow: (tickMs) => {
54
+ const at = now()
55
+ if (at - lastAdjudicatedAt < workTickWindowMs(tickMs)) return false
56
+ lastAdjudicatedAt = at
57
+ return true
58
+ },
59
+ reset: () => {
60
+ lastAdjudicatedAt = 0
61
+ },
62
+ }
63
+ }
@@ -11,9 +11,16 @@
11
11
  * tool/result and turn/end — so the pet's inner voice always roughly knows
12
12
  * what is going on and never mis-fires on output text. The wall clock is
13
13
  * injected by the caller, keeping every projection reproducible.
14
+ *
15
+ * Since the 0.1.5-alpha.2 cohort the stream itself is no longer durable
16
+ * vocabulary: per-chunk phase input arrives through the process-local
17
+ * `agent/assistant-stream` publication ({@link projectAssistantStreamFrame}),
18
+ * while the durable log settles one `assistant/message` (or `assistant/attempt`)
19
+ * per attempt.
14
20
  * @module @linxin666/dsh-pet/event-projection
15
21
  */
16
22
 
23
+ import type { AssistantStreamFrame } from '@deepseek-ai/dsh-agent'
17
24
  import type { SessionEvent } from '@deepseek-ai/dsh-session'
18
25
  import type { PetStateInput } from './state.ts'
19
26
  import {
@@ -102,24 +109,6 @@ export function projectOfficialEvent(
102
109
  runtime.activeTools.clear()
103
110
  runtime.stepHadFailure = false
104
111
  return { input: { phase: 'waiting', line: runtime.voice.scene('waiting', nowMs) } }
105
- case 'assistant/chunk': {
106
- const { chunk } = event.data
107
- if (chunk.type === 'reasoning-delta' && chunk.text.length > 0) {
108
- const whisper = runtime.whispers.feed('thinking', nowMs)
109
- return {
110
- input: { phase: 'thinking', line: runtime.voice.scene('thinking', nowMs) },
111
- ...(whisper === undefined ? {} : { whisper }),
112
- }
113
- }
114
- if (chunk.type === 'text-delta' && chunk.text.length > 0) {
115
- const whisper = runtime.whispers.feed('writing', nowMs)
116
- return {
117
- input: { phase: 'review', line: runtime.voice.scene('review', nowMs) },
118
- ...(whisper === undefined ? {} : { whisper }),
119
- }
120
- }
121
- return undefined
122
- }
123
112
  case 'assistant/message':
124
113
  return { input: { phase: 'review', line: runtime.voice.scene('review', nowMs) } }
125
114
  case 'tool/call': {
@@ -207,3 +196,33 @@ export function projectOfficialEvent(
207
196
  return undefined
208
197
  }
209
198
  }
199
+
200
+ /**
201
+ * Project one live `agent/assistant-stream` publication into the pet's visual
202
+ * phases. Chunk frames are the alpha.2 replacement for the retired durable
203
+ * `assistant/chunk` event: a reasoning delta keeps the pet thinking, a text
204
+ * delta moves it to review; start, end, and non-delta chunks change nothing.
205
+ */
206
+ export function projectAssistantStreamFrame(
207
+ frame: AssistantStreamFrame,
208
+ runtime: ProjectionRuntime,
209
+ nowMs: number = Date.now(),
210
+ ): PetActivityTransition | undefined {
211
+ if (frame.type !== 'chunk') return undefined
212
+ const { chunk } = frame
213
+ if (chunk.type === 'reasoning-delta' && chunk.text.length > 0) {
214
+ const whisper = runtime.whispers.feed('thinking', nowMs)
215
+ return {
216
+ input: { phase: 'thinking', line: runtime.voice.scene('thinking', nowMs) },
217
+ ...(whisper === undefined ? {} : { whisper }),
218
+ }
219
+ }
220
+ if (chunk.type === 'text-delta' && chunk.text.length > 0) {
221
+ const whisper = runtime.whispers.feed('writing', nowMs)
222
+ return {
223
+ input: { phase: 'review', line: runtime.voice.scene('review', nowMs) },
224
+ ...(whisper === undefined ? {} : { whisper }),
225
+ }
226
+ }
227
+ return undefined
228
+ }
@@ -185,6 +185,42 @@ describe('gameplay engine', () => {
185
185
  expect(state.settledAt).toBe(600_000)
186
186
  })
187
187
 
188
+ it('preserves remainder carry across frequent polling intervals for passive income and sleep restore (#1478)', () => {
189
+ const state = initialGameplayState(def, 0)
190
+ state.stats.energy = 20
191
+ state.mode = 'sleep'
192
+ // Simulate 30 frequent settles every 2,000 ms (total 60,000 ms = 1 min).
193
+ // Passive income interval: 60,000 ms -> should grant 1 coin on 30th settle.
194
+ // Sleep restore interval: 30,000 ms (+4 energy each) -> should grant on 15th and 30th settle.
195
+ let now = 0
196
+ for (let i = 1; i <= 30; i++) {
197
+ now += 2_000
198
+ settleGameplay(state, def, now, { sessionActive: true })
199
+ if (i < 15) {
200
+ expect(state.stats.energy).toBeCloseTo(20 - (i * 2 / 60) * 0.25, 4)
201
+ expect(state.currencies.coins ?? 0).toBe(0)
202
+ } else if (i === 15) {
203
+ // At 30,000 ms: first sleep tick hits (+4 energy)
204
+ expect(state.stats.energy).toBeCloseTo(20 - 0.125 + 4, 4)
205
+ expect(state.currencies.coins ?? 0).toBe(0)
206
+ } else if (i < 30) {
207
+ expect(state.stats.energy).toBeCloseTo(20 - (i * 2 / 60) * 0.25 + 4, 4)
208
+ expect(state.currencies.coins ?? 0).toBe(0)
209
+ }
210
+ }
211
+ // At 60,000 ms (30th tick): second sleep tick hits (+4 energy = +8 total), passive income hits (+1 coin)
212
+ expect(state.stats.energy).toBeCloseTo(20 - 0.25 + 8, 4)
213
+ expect(state.currencies.coins).toBe(1)
214
+ expect(state.incomeCarryMs).toBe(0)
215
+ expect(state.restoreCarryMs).toBe(0)
216
+
217
+ // Leaving sleep mode clears restoreCarryMs
218
+ state.restoreCarryMs = 10_000
219
+ state.mode = null
220
+ settleGameplay(state, def, now + 1_000, { sessionActive: true })
221
+ expect(state.restoreCarryMs).toBe(0)
222
+ })
223
+
188
224
  it('applies the working decay variant while working and idle decay without a session', () => {
189
225
  const state = initialGameplayState(def, 0)
190
226
  state.mode = 'work'