@linxin666/dsh-pet 0.3.20 → 0.3.21
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/client.js +127 -26
- package/lib/client.js.map +1 -1
- package/lib/index.js +99 -4
- package/lib/types/client/gameplay-hud.d.ts +15 -0
- package/lib/types/client/gameplay-hud.d.ts.map +1 -1
- package/lib/types/client/gameplay-hud.js +48 -6
- package/lib/types/client/index.d.ts.map +1 -1
- package/lib/types/client/index.js +21 -13
- package/lib/types/client/renderers/Frames2dVisualMount.d.ts.map +1 -1
- package/lib/types/client/renderers/Frames2dVisualMount.js +5 -0
- package/lib/types/client/renderers/frames2d.d.ts +5 -4
- package/lib/types/client/renderers/frames2d.d.ts.map +1 -1
- package/lib/types/client/renderers/frames2d.js +27 -18
- package/lib/types/client/work-tick-gate.d.ts +40 -0
- package/lib/types/client/work-tick-gate.d.ts.map +1 -0
- package/lib/types/client/work-tick-gate.js +49 -0
- package/lib/types/gameplay.d.ts +4 -0
- package/lib/types/gameplay.d.ts.map +1 -1
- package/lib/types/gameplay.js +11 -2
- package/lib/types/ledger.d.ts +8 -0
- package/lib/types/ledger.d.ts.map +1 -1
- package/lib/types/ledger.js +25 -0
- package/lib/types/persist.d.ts +6 -0
- package/lib/types/persist.d.ts.map +1 -1
- package/lib/types/persist.js +25 -1
- package/lib/types/routes.d.ts.map +1 -1
- package/lib/types/routes.js +6 -0
- package/lib/types/service.d.ts +24 -0
- package/lib/types/service.d.ts.map +1 -1
- package/lib/types/service.js +32 -0
- package/package.json +1 -1
- package/src/client/PetDockEntry.test.tsx +1 -0
- package/src/client/gameplay-hud.test.tsx +165 -2
- package/src/client/gameplay-hud.tsx +62 -6
- package/src/client/index.ts +23 -13
- package/src/client/pet.module.css +1 -1
- package/src/client/renderers/Frames2dVisualMount.test.tsx +73 -0
- package/src/client/renderers/Frames2dVisualMount.tsx +4 -0
- package/src/client/renderers/frames2d.test.ts +38 -6
- package/src/client/renderers/frames2d.ts +27 -19
- package/src/client/work-tick-gate.test.ts +53 -0
- package/src/client/work-tick-gate.ts +63 -0
- package/src/gameplay.test.ts +36 -0
- package/src/gameplay.ts +14 -2
- package/src/ledger.test.ts +19 -0
- package/src/ledger.ts +24 -0
- package/src/persist.test.ts +13 -0
- package/src/persist.ts +29 -1
- package/src/routes.ts +5 -0
- package/src/service.ts +38 -0
package/lib/client.js
CHANGED
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@@ -75,6 +75,55 @@ window.__ModuleLoader__.load({
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return previous !== null && JSON.stringify(previous) === JSON.stringify(next);
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}
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//#endregion
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+
//#region src/client/work-tick-gate.ts
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/**
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* Page-wide work-tick gate for the pet's work mode. Hot reloads can leave
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* several GameplayHud instances alive, each running its own work interval;
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* without a shared gate every interval would call workTick and each stale call
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* re-rolls, re-grants treats and re-plays the success/fail track, so the
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* outcome appears to play several times per window. The gate accepts the first
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* adjudication of a window and silently suppresses the duplicates that follow.
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*
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* The window is the active pet's own `gameplay.work.tickMs`, not a constant: a
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* pet configured with a shorter cadence must actually adjudicate that often,
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* while a fixed window would downgrade it without saying so (#1494).
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* @module @linxin666/dsh-pet/client/work-tick-gate
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*/
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/** Window used when the active pet declares no work cadence. */
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const DEFAULT_WORK_TICK_MS = 1e4;
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/** Manifest bounds for `gameplay.work.tickMs` (src/gameplay.ts). */
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const MIN_WORK_TICK_MS = 1e3;
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const MAX_WORK_TICK_MS = 6e4;
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/**
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* The gate window for one pet: its configured cadence, clamped to the manifest's
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* own bounds so a malformed registry entry cannot disable or flood the gate.
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* @param tickMs - the active definition's `gameplay.work.tickMs`, when it has one.
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* @returns the window in milliseconds.
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*/
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function workTickWindowMs(tickMs) {
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if (typeof tickMs !== "number" || !Number.isFinite(tickMs)) return DEFAULT_WORK_TICK_MS;
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return Math.min(MAX_WORK_TICK_MS, Math.max(MIN_WORK_TICK_MS, tickMs));
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}
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/**
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* Create a gate.
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* @param now - the clock, injectable so tests control the window.
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* @returns the gate over that clock.
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*/
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function createWorkTickGate(now = Date.now) {
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let lastAdjudicatedAt = 0;
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return {
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allow: (tickMs) => {
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const at = now();
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if (at - lastAdjudicatedAt < workTickWindowMs(tickMs)) return false;
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lastAdjudicatedAt = at;
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return true;
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},
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reset: () => {
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lastAdjudicatedAt = 0;
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}
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};
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}
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//#endregion
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//#region ../../node_modules/.pnpm/clsx@2.1.1/node_modules/clsx/dist/clsx.mjs
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function r(e) {
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var t, f, n = "";
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@@ -1095,6 +1144,7 @@ window.__ModuleLoader__.load({
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gameplayBus.setIdleTrack = (track) => {
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handleRef.current?.setIdleTrack(track);
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};
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if (gameplayBus.idleTrack !== void 0) handle.setIdleTrack(gameplayBus.idleTrack);
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cleanups.push(() => {
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gameplayBus.setTrack = void 0;
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gameplayBus.setIdleTrack = void 0;
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@@ -1208,6 +1258,7 @@ window.__ModuleLoader__.load({
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const def = definition.gameplay;
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const view = ui.snapshot?.gameplay;
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const phase = ui.snapshot?.phase ?? "idle";
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const persistedSkin = ui.snapshot?.skin;
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const [open, setOpen] = (0, react.useState)(false);
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const [page, setPage] = (0, react.useState)("root");
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const [skinId, setSkinId] = (0, react.useState)(void 0);
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@@ -1400,20 +1451,24 @@ window.__ModuleLoader__.load({
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(0, react.useEffect)(() => {
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const work = def?.work;
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if (def === void 0 || work === void 0 || view?.mode !== "work") return void 0;
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-
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const skinGameplay = definition.frames2d?.skins?.find((skin) => skin.id === skinIdRef.current)?.gameplayTracks;
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/** The state's track, swapped for the skin's override when it declares one. */
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const trackOf = (state) => skinGameplay?.[state] ?? state;
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bus.setTrack?.(trackOf(work.state));
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let resultTimer = 0;
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const timer = window.setInterval(() => {
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if (busyRef.current) return;
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busyRef.current = true;
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api.workTick().then((result) => {
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busyRef.current = false;
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if (modeRef.current !== "work") return;
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applyResult(result);
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if (result.ok !== true || result.outcome === void 0) return;
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-
const resultTrack = result.outcome === "success" ? work.successState : work.failState;
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const resultTrack = trackOf(result.outcome === "success" ? work.successState : work.failState);
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const hold = result.outcome === "success" ? work.resultMs?.success ?? 1300 : work.resultMs?.fail ?? 1900;
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bus.setTrack?.(resultTrack);
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resultTimer = window.setTimeout(() => {
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if (modeRef.current === "work") bus.setTrack?.(work.state);
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if (modeRef.current === "work") bus.setTrack?.(trackOf(work.state));
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}, hold);
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}, () => {
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busyRef.current = false;
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@@ -1427,7 +1482,8 @@ window.__ModuleLoader__.load({
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}, [
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definition.id,
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def,
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view?.mode
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view?.mode,
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skinId
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]);
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(0, react.useEffect)(() => {
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const sleep = def?.sleep;
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const setMode = (next) => {
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api.setMode(next).then(applyResult, () => void 0);
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};
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(0, react.useEffect)(() => {
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setSkinId(persistedSkin);
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}, [definition.id, persistedSkin]);
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(0, react.useEffect)(() => {
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const skin = definition.frames2d?.skins?.find((candidate) => candidate.id === skinId);
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bus.idleTrack = skin?.idleTrack;
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bus.setIdleTrack?.(skin?.idleTrack);
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}, [
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definition.id,
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skinId,
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persistedSkin
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]);
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const skins = definition.frames2d?.skins;
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/** The base idle track one skin id resolves to (undefined = default look). */
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const skinTrackOf = (id) => id === void 0 ? void 0 : definition.frames2d?.skins?.find((candidate) => candidate.id === id)?.idleTrack;
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const selectSkin = (skin) => {
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setSkinId(skin?.id);
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bus.setIdleTrack?.(skin?.idleTrack);
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const restore = () => {
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setSkinId(persistedSkin);
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bus.setIdleTrack?.(skinTrackOf(persistedSkin));
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};
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api.setSkin(skin?.id).then((result) => {
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if (result.ok) return;
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restore();
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}, restore);
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};
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return /* @__PURE__ */ (0, react_jsx_runtime.jsxs)("div", {
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ref: hudRef,
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@@ -2000,10 +2078,11 @@ window.__ModuleLoader__.load({
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* Frame presentation has two modes picked once at mount by capability
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* probing:
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* - Canvas bitmap buffer (default where createImageBitmap/fetch/2D context
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* exist):
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* the
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* zero DOM mutations and zero
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* <img>.src per frame drove image
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* exist): frames are decoded once into an ImageBitmap on demand, with a
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* bounded look-ahead window over the playing track, and drawn onto one
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* <canvas> - steady-state playback issues zero DOM mutations and zero
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* re-decodes (measured hotspot: swapping <img>.src per frame drove image
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* decode + invalidation every tick).
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* - Classic <img> fallback (jsdom/tests or missing APIs): identical to the
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* historical behavior - cache-warm Image elements plus guarded src swaps,
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* so environments without modern decoding keep working unchanged.
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@@ -2187,6 +2266,25 @@ window.__ModuleLoader__.load({
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pumpFrames();
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return job;
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};
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/**
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* Bounded look-ahead window: decode only the frames playback is about to
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* need. The historical warm pass decoded every frame of every track up
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* front - a shipped pet carries ~1.1k 512x683 frames, so that pass pulls
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* tens of megabytes and retains every decoded bitmap for the life of the
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* page. Prefetching the playing track's next frames keeps loops and phase
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* switches warm while unplayed tracks (and every unselected skin's
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* frames) stay on demand, where playback jumps the queue anyway.
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*/
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const PREFETCH_AHEAD = 12;
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const prefetchAhead = (trackId, index) => {
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const def = config.tracks[trackId];
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if (def === void 0) return;
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const end = Math.min(def.frames.length, index + 1 + PREFETCH_AHEAD);
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for (let ahead = index + 1; ahead < end; ahead += 1) {
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const url = def.frames[ahead];
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if (url !== void 0) loadFrame(url);
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}
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};
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let disposed = false;
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let timer;
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let watchdog;
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@@ -2221,6 +2319,7 @@ window.__ModuleLoader__.load({
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const show = (trackId, index) => {
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const url = config.tracks[trackId]?.frames[index];
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if (url === void 0) return;
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prefetchAhead(trackId, index);
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if (img !== null) {
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if (img.getAttribute("src") !== url) img.src = url;
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return;
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@@ -2277,11 +2376,6 @@ window.__ModuleLoader__.load({
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const expected = (def.durations[frameIndex] ?? 200) + WATCHDOG_MS;
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if (Date.now() - lastAdvance > expected) tick();
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}, WATCHDOG_MS);
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const warmTrackIds = [.../* @__PURE__ */ new Set([...Object.values(config.phases), config.phases.idle])];
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for (const warmTrack of [...warmTrackIds, ...Object.keys(config.tracks)].map((id) => config.tracks[id])) {
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if (warmTrack === void 0) continue;
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for (const warmUrl of warmTrack.frames) loadFrame(warmUrl);
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}
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play(track);
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let disposedOnce = false;
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const dispose = () => {
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@@ -3656,7 +3750,7 @@ window.__ModuleLoader__.load({
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/** The building package's version, when the bundle carries it. */
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function bakedVersion() {
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try {
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-
return "0.3.
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+
return "0.3.21";
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} catch {
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return;
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}
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@@ -3739,6 +3833,7 @@ window.__ModuleLoader__.load({
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setConfig: (patch) => petFetch("/api/pet/set-config", patch),
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setName: (name) => petFetch("/api/pet/set-name", { name }),
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setPet: (petId) => petFetch("/api/pet/set-pet", { petId }),
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setSkin: (skin) => petFetch("/api/pet/set-skin", skin === void 0 ? {} : { skin }),
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gameplayTouch: (zone) => petFetch("/api/pet/gameplay/touch", zone === void 0 ? {} : { zone }),
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gameplaySetMode: (mode) => petFetch("/api/pet/gameplay/mode", { mode }),
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gameplayWorkTick: () => petFetch("/api/pet/gameplay/work-tick", {}),
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@@ -3763,16 +3858,17 @@ window.__ModuleLoader__.load({
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* first-level settings section.
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* @param ctx - client root context.
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*/
|
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3861
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+
/** The page-wide work-tick gate; its window follows the active pet's cadence. */
|
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+
const workTickGate = createWorkTickGate();
|
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/**
|
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-
*
|
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3768
|
-
*
|
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3769
|
-
*
|
|
3770
|
-
* call re-rolls, re-grants treats and re-plays the success/fail track, so
|
|
3771
|
-
* the outcome appears to play several times per window. This shared marker
|
|
3772
|
-
* accepts the first adjudication of a window and silently suppresses the
|
|
3773
|
-
* duplicates that follow. Reset when (re-)entering work mode.
|
|
3864
|
+
* The work cadence the active pet declares, when its registry entry is known.
|
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3865
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+
* @param store - the pet store holding the host snapshot and the registry list.
|
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* @returns the configured `gameplay.work.tickMs`, or undefined when unknown.
|
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*/
|
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3775
|
-
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+
function activeWorkTickMs(store) {
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|
+
const state = store.getSnapshot();
|
|
3870
|
+
return state.pets.find((entry) => entry.id === state.snapshot?.pet.id)?.gameplay?.work?.tickMs;
|
|
3871
|
+
}
|
|
3776
3872
|
function apply(ctx) {
|
|
3777
3873
|
reportDailyHeartbeat([{ name: "@linxin666/dsh-pet" }]);
|
|
3778
3874
|
ctx.effect(() => {
|
|
@@ -3934,14 +4030,19 @@ window.__ModuleLoader__.load({
|
|
|
3934
4030
|
},
|
|
3935
4031
|
gameplay: {
|
|
3936
4032
|
touch: (zone) => petApi.gameplayTouch(zone),
|
|
4033
|
+
setSkin: (skin) => petApi.setSkin(skin).then((result) => {
|
|
4034
|
+
if (result.ok) pollNow();
|
|
4035
|
+
return result;
|
|
4036
|
+
}, () => ({
|
|
4037
|
+
ok: false,
|
|
4038
|
+
error: "transport"
|
|
4039
|
+
})),
|
|
3937
4040
|
setMode: async (mode) => {
|
|
3938
|
-
if (mode === "work")
|
|
4041
|
+
if (mode === "work") workTickGate.reset();
|
|
3939
4042
|
return petApi.gameplaySetMode(mode);
|
|
3940
4043
|
},
|
|
3941
4044
|
workTick: async () => {
|
|
3942
|
-
|
|
3943
|
-
if (now - lastWorkTickAt < 8500) return { ok: true };
|
|
3944
|
-
lastWorkTickAt = now;
|
|
4045
|
+
if (!workTickGate.allow(activeWorkTickMs(petStore))) return { ok: true };
|
|
3945
4046
|
return petApi.gameplayWorkTick();
|
|
3946
4047
|
},
|
|
3947
4048
|
buy: (item) => petApi.gameplayBuy(item)
|