characters invisible on human vs bot fight entrance fix

This commit is contained in:
Dorian
2026-03-11 09:17:20 +00:00
parent bcbcd17fce
commit 974566778e
3 changed files with 39 additions and 7 deletions
+26 -6
View File
@@ -1,5 +1,9 @@
import { ref, type Ref } from 'vue'
// Buffer to ensure client timer finishes BEFORE server timer
// (accounts for SSE delivery delay + network latency)
const CLIENT_TIMER_BUFFER_MS = 1500
export function useHumanChallenge(
fightId: Ref<string>,
myBotId: Ref<string | null>,
@@ -18,6 +22,7 @@ export function useHumanChallenge(
const humanChoices = ref<string[]>([])
const roundCooldown = ref(0)
const pendingChallengeData = ref<{ data: any; receivedAt: number } | null>(null)
const entrancePlaying = ref(false)
let humanPollHandle: ReturnType<typeof setInterval> | null = null
let timerHandle: ReturnType<typeof setInterval> | null = null
@@ -25,10 +30,11 @@ export function useHumanChallenge(
function applyChallenge(data: any, receivedAt?: number) {
const elapsed = receivedAt ? Date.now() - receivedAt : 0
// Cap timeout for multiple choice — you're just tapping a button, not typing
// Use server-computed remainingMs when available (from polling), otherwise derive from timeoutMs
const hasChoices = data.choices && data.choices.length > 0
const baseTimeout = hasChoices ? Math.min(data.timeoutMs || 8000, 10000) : (data.timeoutMs || 8000)
const remaining = Math.max(1000, baseTimeout - elapsed)
const rawTimeout = data.remainingMs || (hasChoices ? Math.min(data.timeoutMs || 8000, 10000) : (data.timeoutMs || 8000))
// Subtract buffer so client always submits before server times out
const remaining = Math.max(1000, rawTimeout - elapsed - CLIENT_TIMER_BUFFER_MS)
humanChallenge.value = {
type: data.type,
label: data.label,
@@ -51,7 +57,6 @@ export function useHumanChallenge(
if (humanTimer.value <= 0) {
if (timerHandle) clearInterval(timerHandle)
if (!humanSubmitted.value) {
// BUG-9: Submit empty timeout instead of random choice
humanSubmitted.value = true
void submitTimeout()
}
@@ -113,7 +118,8 @@ export function useHumanChallenge(
const data = await res.json()
if (data.pending) {
if (roundCooldown.value > 0) {
// Queue if entrance is playing or cooldown active
if (entrancePlaying.value || roundCooldown.value > 0) {
if (!pendingChallengeData.value || (data.roundNumber && data.roundNumber > (pendingChallengeData.value.data.roundNumber || 0))) {
pendingChallengeData.value = { data, receivedAt: Date.now() }
}
@@ -179,10 +185,22 @@ export function useHumanChallenge(
humanChoices.value = []
roundCooldown.value = 0
pendingChallengeData.value = null
entrancePlaying.value = false
}
/** Mark entrance as playing — queues any challenges that arrive during animation */
function setEntrancePlaying(playing: boolean) {
entrancePlaying.value = playing
// When entrance finishes, flush any queued challenge
if (!playing && pendingChallengeData.value) {
applyChallenge(pendingChallengeData.value.data, pendingChallengeData.value.receivedAt)
pendingChallengeData.value = null
}
}
function handleSSEChallenge(sseData: any) {
if (roundCooldown.value > 0) {
// Queue challenges during entrance animation or round cooldown
if (entrancePlaying.value || roundCooldown.value > 0) {
pendingChallengeData.value = { data: sseData, receivedAt: Date.now() }
} else {
applyChallenge(sseData)
@@ -197,6 +215,7 @@ export function useHumanChallenge(
humanChoices,
roundCooldown,
pendingChallengeData,
entrancePlaying,
applyChallenge,
submitHumanAnswer,
submitChoice,
@@ -206,6 +225,7 @@ export function useHumanChallenge(
startCooldown,
clearChallenge,
resetState,
setEntrancePlaying,
handleSSEChallenge,
}
}
+6
View File
@@ -49,6 +49,7 @@ const {
roundCooldown, pendingChallengeData,
applyChallenge, submitChoice, startHumanPolling, stopHumanPolling,
startCooldown, clearChallenge, resetState: resetChallengeState, handleSSEChallenge,
setEntrancePlaying,
} = challenge
// Live scene state
@@ -155,6 +156,10 @@ async function initLiveScene() {
await ensureAudioContext()
liveScene.startMusic()
}
// Let Kaplay register game objects before entrance (prevents invisible fighters)
await new Promise(r => requestAnimationFrame(() => requestAnimationFrame(r)))
// Block challenges during entrance so the animation plays fully
setEntrancePlaying(true)
announceDeepIntro()
try {
await liveScene.playEntrance()
@@ -163,6 +168,7 @@ async function initLiveScene() {
}
// Safety: ensure fighters are visible after entrance (prevents invisible characters on mobile)
liveScene._resetPositions()
setEntrancePlaying(false)
}
liveLogItems.value.push(
+7 -1
View File
@@ -30,6 +30,10 @@ const trashTalk = ref('')
const remainingSeconds = ref(45)
const showTrashTalk = ref(false)
// Buffer to ensure client timer finishes BEFORE server timer
// (accounts for polling delivery delay + network latency)
const CLIENT_TIMER_BUFFER_MS = 1500
// Feedback state
const feedback = ref<'correct' | 'wrong' | null>(null)
const feedbackTimer = ref<ReturnType<typeof setTimeout> | null>(null)
@@ -197,7 +201,9 @@ async function pollForChallenge() {
feedback.value = null
phase.value = 'challenge'
// Cap timer for multiple choice — just tapping a button, not typing
const timerMs = (data.choices?.length > 0) ? Math.min(data.remainingMs, 10000) : data.remainingMs
// Subtract buffer so client always submits before server times out
const rawMs = (data.choices?.length > 0) ? Math.min(data.remainingMs, 10000) : data.remainingMs
const timerMs = Math.max(1000, rawMs - CLIENT_TIMER_BUFFER_MS)
startTimer(timerMs)
await nextTick()
if (!hasChoices.value) answerInput.value?.focus()