界面部分。后端在前一个提交里,这一提交把它接上,并删掉 client/。 用户端: - 底部胶囊血条(宽度/数字/阈值/脉动可配),未接入时显示占位说明而不是 0; - 瞄准器画在 canvas 上并与画面共用同一次变换计算——位置跟着缩放走、大小不跟, 像真瞄具;偏移校准存的是画面比例而不是像素,换分辨率不会失效; - 命中反馈:整屏闪红 + 抖动 + 准星旁的伤害数字。大号数字刻意不放画面正中: 第一版放了,正好压住瞄准点。掉血事件由相邻两次读数之差派生(主板只报"现在多少血"); - 摄像头/装甲板下拉绑定、队伍号、镜像;改动要密码,退出/关闭也要。 裁判端: - 两路等宽(flex: 1 1 0 + min-width: 0)各自独立缩放; - 装甲板发现列表:id、地址、自报队伍、血量、四条齐不齐、静默多久、分到哪个槽位; - 截图 PNG + ffmpeg 录 mp4,界面内回放(资源协议白名单外的目录给"用系统播放器打开"的退路)。 密码:Argon2id PHC,首启强制设置,会话内解锁一次。执行点在 Rust 侧命令里,界面上的 解锁对话框只是入口。故意不做 --camera-id 这类命令行覆盖:那是一条不用密码就能改绑的路。 其它: - 配置换成 serde + toml,字段名统一 camelCase(磁盘=IPC=TS),仍然拒绝未知键名, 原子写;旧客户端配置首次启动导入并备份成 .bak(只在默认路径下做); - 演示模式(CAM_DEMO=1)合成协议数据报喂进真实接收路径,没有板子也能把整条链路跑起来; - 仅 dev 的浏览器预览(?preview=referee),两重门保证不进正式产物(已验证); - CSP 收紧成白名单,验证方式是"前端能不能连上后端":clients 从 0 变成 1 同时证明 JS 加载、IPC、WebSocket、React effect 四件事。 删掉 client/:它的功能全部被 desktop/ 覆盖,且其中有几处真 bug 在新实现里改掉了 (槽位分配会让两格显示同一块板子、帧率窗口基线、密码哈希截断被当成密码错、录制文件名 同秒互相覆盖)。注意 client/ 里那几处**未提交**的改动随之丢弃,历史里的版本还在。 测试:protocol 15、cam-core 69、src-tauri 30;前端 tsc + vite build 通过。
499 lines
14 KiB
TypeScript
499 lines
14 KiB
TypeScript
/**
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* 仅开发用的浏览器预览。
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*
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* # 它解决什么问题
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*
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* Tauri 的界面跑在 WKWebView 里,改一行 CSS 要走一次 cargo 构建;而且截图要靠 macOS 的
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* 屏幕录制权限。预览模式让同一套 React 组件在浏览器里跑起来:状态由本文件合成,画面用
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* `createImageBitmap` 从一块 canvas 上取——`VideoSurface`、血条、瞄准器、命中反馈全都是
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* 真代码,只有"后端"是假的。
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*
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* # 它绝不可能进到正式构建里
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*
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* 两重门:
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*
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* 1. `import.meta.env.DEV` —— 只在 `vite dev` 下为真;`vite build` 时是 false,
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* 2. 并且页面里没有 Tauri 注入的 `__TAURI_INTERNALS__`。
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*
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* 调用点还用 `await import(...)`:条件为假时整个模块不会被打进产物,而不是打进去再靠
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* 运行时不走。
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*
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* # 用法
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*
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* ```sh
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* pnpm dev # 用户端
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* open 'http://127.0.0.1:1420/?preview=referee' # 裁判端
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* ```
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*/
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import type { StreamClient } from "./stream";
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import type {
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ConfigView,
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HudView,
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Snapshot,
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WireMsg,
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} from "./types";
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/** 页面里有没有 Tauri 注入。 */
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function hasTauri(): boolean {
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return typeof window !== "undefined" && "__TAURI_INTERNALS__" in window;
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}
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/** 现在是不是在预览模式。 */
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export function isPreview(): boolean {
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return import.meta.env.DEV && !hasTauri();
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}
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const params = new URLSearchParams(typeof location === "undefined" ? "" : location.search);
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const startAsReferee = params.get("preview") === "referee";
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// ---------------------------------------------------------------------------
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// 可变状态:设置面板里的改动会落到这里,界面因此是可交互的
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// ---------------------------------------------------------------------------
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const DEFAULT_HUD: HudView = {
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health: {
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visible: true,
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showNumbers: true,
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showTeamName: true,
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lowThreshold: 30,
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pulse: true,
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width: 0.42,
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},
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crosshair: {
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visible: true,
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style: "cross-dot",
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size: 0.045,
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thickness: 0.004,
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gap: 0.012,
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color: "#3dff88",
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offsetX: 0,
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offsetY: 0,
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},
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grid: { visible: false, style: "thirds", divisions: 6, opacity: 0.22 },
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hitFeedback: { flash: true, shake: true, marker: true, intensity: 1 },
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showZoom: true,
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showStats: true,
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};
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const CAMERA_A = 0x0de0_0001;
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const CAMERA_B = 0x0de0_0002;
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const ARMOR_A = 0x0a20_0001;
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const ARMOR_B = 0x0a20_0002;
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interface PreviewState {
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role: "team" | "referee";
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hud: HudView;
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cameraId: number | null;
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armorId: number | null;
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team: number;
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mirror: boolean;
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unlocked: boolean;
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password: string | null;
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calibrating: boolean;
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recordings: { camera: number; frames: number; startedMs: number }[];
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hp: [number, number];
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}
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const state: PreviewState = {
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role: startAsReferee ? "referee" : "team",
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hud: structuredClone(DEFAULT_HUD),
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cameraId: startAsReferee ? null : CAMERA_A,
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armorId: startAsReferee ? null : ARMOR_A,
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team: 0,
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mirror: true,
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// 预览里直接是已解锁状态,免得每次刷新都要输密码。
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unlocked: false,
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password: "1234",
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calibrating: false,
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recordings: [],
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hp: [100, 100],
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};
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// ---------------------------------------------------------------------------
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// 假的命令实现
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// ---------------------------------------------------------------------------
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/** 供 `ipc.ts` 在有 Tauri 时不会走到的分支上用。 */
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export async function previewInvoke<T>(command: string, args?: Record<string, unknown>): Promise<T> {
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const value = handle(command, args ?? {});
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return value as T;
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}
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function handle(command: string, args: Record<string, unknown>): unknown {
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switch (command) {
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case "stream_info":
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return { url: "preview://", port: 0, clients: 1 };
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case "get_snapshot":
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return snapshot();
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case "get_config":
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return configView();
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case "list_media_files":
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return [];
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case "config_path":
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return "/预览模式/没有真实配置文件";
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case "unlock":
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state.unlocked = String(args.password) === state.password;
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return state.unlocked;
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case "lock":
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state.unlocked = false;
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return undefined;
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case "set_password":
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state.password = String(args.fresh);
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state.unlocked = true;
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return configView();
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case "set_discovery_open":
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return undefined;
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case "bind_camera":
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guard();
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state.cameraId = (args.cameraId as number | null) ?? null;
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return configView();
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case "bind_armor":
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guard();
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state.armorId = (args.armorId as number | null) ?? null;
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return configView();
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case "set_team":
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guard();
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state.team = Number(args.team);
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return configView();
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case "set_role":
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state.role = args.role as "team" | "referee";
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return configView();
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case "set_mirror":
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state.mirror = Boolean(args.mirror);
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return configView();
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case "save_hud":
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state.hud = args.hud as HudView;
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return configView();
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case "set_referee_slots":
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return configView();
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case "set_recording_options":
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return configView();
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case "screenshot":
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return "/预览模式/没有截图";
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case "start_recording": {
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const cameras = (args.cameras as number[]) ?? [];
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const startedMs = Date.now();
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for (const camera of cameras) {
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if (!state.recordings.some((r) => r.camera === camera)) {
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state.recordings.push({ camera, frames: 0, startedMs });
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}
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}
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return recordings();
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}
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case "stop_recording": {
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const cameras = (args.cameras as number[]) ?? [];
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state.recordings = cameras.length
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? state.recordings.filter((r) => !cameras.includes(r.camera))
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: [];
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return recordings();
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}
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case "refresh":
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case "reveal":
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case "open_file":
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return undefined;
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case "clear_config":
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return "预览模式:没有真实配置可清空";
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case "quit":
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return undefined;
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default:
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throw new Error(`预览模式没有实现命令 ${command}`);
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}
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}
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/** 预览里模拟后端的密码闸门,好让解锁流程也能被看到。 */
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function guard() {
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if (state.role === "team" && state.password !== null && !state.unlocked) {
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throw new Error("这个改动需要密码。先解锁(预览模式里密码是 1234)。");
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}
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}
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function configView(): ConfigView {
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return {
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role: state.role,
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roleChosen: true,
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team: state.team,
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cameraId: state.cameraId,
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cameraIdText: state.cameraId === null ? null : hex(state.cameraId),
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armorId: state.armorId,
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armorIdText: state.armorId === null ? null : hex(state.armorId),
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mirror: state.mirror,
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passwordSet: state.password !== null,
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hud: structuredClone(state.hud),
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recordingDir: "/预览模式/recordings",
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ffmpeg: "ffmpeg",
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};
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}
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function recordings() {
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return state.recordings.map((recording) => ({
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camera: recording.camera,
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cameraText: hex(recording.camera),
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active: true,
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path: `/预览模式/rec-${recording.camera.toString(16)}.mp4`,
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inputFps: 20,
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framesWritten: recording.frames,
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framesDropped: 0,
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startedMs: recording.startedMs,
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error: null,
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}));
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}
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function hex(id: number): string {
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return `0x${id.toString(16).toUpperCase().padStart(8, "0")}`;
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}
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function snapshot(): Snapshot {
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const cameras = [
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{ id: CAMERA_A, team: 0 },
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{ id: CAMERA_B, team: 1 },
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].map(({ id, team }) => ({
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id,
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idText: hex(id),
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addr: team === 0 ? "192.168.1.41" : "192.168.1.42",
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online: true,
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silenceMs: 120,
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firmware: 3,
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}));
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const boards = [
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{ id: ARMOR_A, team: 0 },
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{ id: ARMOR_B, team: 1 },
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].map(({ id, team }, index) => ({
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id,
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idText: hex(id),
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addr: team === 0 ? "192.168.1.51" : "192.168.1.52",
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online: true,
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team,
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hp: state.hp[index],
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platesSeen: 4,
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reportsAllPlates: true,
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silenceMs: 90,
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}));
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const stats = cameras.map((camera) => ({
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camera: camera.id,
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cameraText: camera.idText,
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online: true,
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status: camera.idText,
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hasFrames: true,
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fps: 20,
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width: 640,
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height: 480,
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framesShown: 1000,
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framesDropped: 3,
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lossPercent: 0.3,
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datagrams: 17000,
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lastFrameBytes: 22000,
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gapMs: 50,
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}));
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const healthFor = (team: number) => {
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const hp = state.hp[team];
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const board = team === 0 ? ARMOR_A : ARMOR_B;
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return {
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team,
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name: team === 0 ? "队伍一" : "队伍二",
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available: true,
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placeholder: "",
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hp,
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hps: [hp, hp, hp, hp],
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board,
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boardText: hex(board),
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critical: hp === 0 || hp <= state.hud.health.lowThreshold,
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};
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};
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return {
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role: state.role,
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team: state.team,
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mirrored: state.mirror,
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demo: true,
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diagnostics: true,
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unlocked: state.unlocked || state.role === "referee",
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discoveryOpen: true,
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uptimeMs: performance.now(),
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clients: 1,
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config: configView(),
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cameras,
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armorBoards: boards,
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stats,
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slots: {
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cameraA: state.role === "referee" ? CAMERA_A : state.cameraId,
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cameraB: state.role === "referee" ? CAMERA_B : null,
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armorA: state.role === "referee" ? ARMOR_A : state.armorId,
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armorB: state.role === "referee" ? ARMOR_B : null,
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manual: false,
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},
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health: state.role === "referee" ? [healthFor(0), healthFor(1)] : [healthFor(state.team)],
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recordings: recordings(),
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notes: ["这是浏览器预览:状态与画面都是本文件合成的,不是真实链路。"],
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};
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}
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// ---------------------------------------------------------------------------
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// 假的画面与心跳
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// ---------------------------------------------------------------------------
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/** 启动预览的数据源:每 200ms 一份快照,每 50ms 一帧画面。 */
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export function startPreview(client: StreamClient, emit: (msg: WireMsg) => void) {
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let frameId = 0;
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const started = performance.now();
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// 快照。
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const snapshotTimer = window.setInterval(() => {
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emit({ t: "snapshot", ...snapshot() } as WireMsg);
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}, 200);
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// 两路画面,各 20fps。
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const canvases = new Map<number, HTMLCanvasElement>();
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const render = async (camera: number, team: number) => {
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const canvas = canvases.get(camera) ?? makeCanvas();
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canvases.set(camera, canvas);
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draw(canvas, team, frameId);
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const bitmap = await createImageBitmap(canvas);
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client.injectFrame(camera, frameId, canvas.width, canvas.height, bitmap);
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};
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const frameTimer = window.setInterval(() => {
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frameId += 1;
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const cameras =
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state.role === "referee"
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? [
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[CAMERA_A, 0],
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[CAMERA_B, 1],
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]
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: [[state.cameraId ?? CAMERA_A, state.team]];
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for (const [camera, team] of cameras as [number, number][]) {
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void render(camera, team);
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}
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for (const recording of state.recordings) recording.frames += 1;
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}, 50);
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// 掉血:每 3 秒一次,轮流打两块板子,顺便把命中反馈也验证了。
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let tick = 0;
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const hitTimer = window.setInterval(() => {
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tick += 1;
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const team = tick % 2;
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const damage = 3 + ((tick * 7) % 20);
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const from = state.hp[team];
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const to = from === 0 ? 100 : Math.max(0, from - damage);
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// 打空之后重置成满血:界面上"已击毁"的状态要真的能看到。
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state.hp[team] = to;
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if (to >= from) return;
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emit({
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t: "hit",
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board: team === 0 ? ARMOR_A : ARMOR_B,
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team,
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index: 0,
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from,
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to,
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damage: from - to,
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atMs: Date.now(),
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} as WireMsg);
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}, 3000);
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// 第一帧不必等 200ms。
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emit({ t: "snapshot", ...snapshot() } as WireMsg);
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return () => {
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window.clearInterval(snapshotTimer);
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window.clearInterval(frameTimer);
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window.clearInterval(hitTimer);
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void started;
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};
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}
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function makeCanvas(): HTMLCanvasElement {
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const canvas = document.createElement("canvas");
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canvas.width = 640;
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canvas.height = 480;
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return canvas;
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}
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/** 与 `src-tauri/src/demo.rs` 画的是同一类东西:底色区分两路、中心靶心、二进制帧号。 */
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function draw(canvas: HTMLCanvasElement, team: number, frameId: number) {
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const ctx = canvas.getContext("2d");
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if (!ctx) return;
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const { width, height } = canvas;
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const tint = team === 0 ? [0, 46, 40] : [58, 30, 0];
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const gradient = ctx.createLinearGradient(0, 0, 0, height);
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gradient.addColorStop(0, `rgb(${18 + tint[0] / 3}, ${18 + tint[1] / 3}, ${22 + tint[2] / 3})`);
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gradient.addColorStop(1, `rgb(${78 + tint[0] / 3}, ${78 + tint[1] / 3}, ${82 + tint[2] / 3})`);
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ctx.fillStyle = gradient;
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||
ctx.fillRect(0, 0, width, height);
|
||
|
||
ctx.strokeStyle = "rgba(255,255,255,0.07)";
|
||
ctx.lineWidth = 1;
|
||
for (let x = 0; x < width; x += 40) {
|
||
ctx.beginPath();
|
||
ctx.moveTo(x + 0.5, 0);
|
||
ctx.lineTo(x + 0.5, height);
|
||
ctx.stroke();
|
||
}
|
||
for (let y = 0; y < height; y += 40) {
|
||
ctx.beginPath();
|
||
ctx.moveTo(0, y + 0.5);
|
||
ctx.lineTo(width, y + 0.5);
|
||
ctx.stroke();
|
||
}
|
||
|
||
const cx = width / 2;
|
||
const cy = height / 2;
|
||
ctx.strokeStyle = "#c8c8d2";
|
||
ctx.lineWidth = 2;
|
||
ctx.beginPath();
|
||
ctx.arc(cx, cy, 60, 0, Math.PI * 2);
|
||
ctx.stroke();
|
||
ctx.strokeStyle = "#96969f";
|
||
ctx.beginPath();
|
||
ctx.arc(cx, cy, 28, 0, Math.PI * 2);
|
||
ctx.stroke();
|
||
|
||
ctx.strokeStyle = "#78788a";
|
||
for (const [dx, dy] of [
|
||
[1, 0],
|
||
[-1, 0],
|
||
[0, 1],
|
||
[0, -1],
|
||
]) {
|
||
ctx.beginPath();
|
||
ctx.moveTo(cx + dx * 40, cy + dy * 40);
|
||
ctx.lineTo(cx + dx * 90, cy + dy * 90);
|
||
ctx.stroke();
|
||
}
|
||
|
||
for (let bit = 0; bit < 16; bit += 1) {
|
||
const on = ((frameId >> bit) & 1) === 1;
|
||
ctx.fillStyle = on ? "#78ffa0" : "#34343c";
|
||
ctx.fillRect(12 + bit * 14, 12, 10, 10);
|
||
}
|
||
|
||
const t = frameId / 20;
|
||
const phase = team === 0 ? 0 : 1.7;
|
||
ctx.fillStyle = "#ffd25a";
|
||
ctx.beginPath();
|
||
ctx.arc(cx + 250 * Math.sin(t * 0.9 + phase), cy + 150 * Math.cos(t * 1.3 + phase), 26, 0, Math.PI * 2);
|
||
ctx.fill();
|
||
|
||
ctx.fillStyle = "#5ac8ff";
|
||
ctx.fillRect(((t * 60) % (width - 80)) | 0, height - 24, 60, 8);
|
||
|
||
ctx.font = "600 20px ui-monospace, monospace";
|
||
ctx.fillStyle = "#e8e8ec";
|
||
ctx.fillText(team === 0 ? "PREVIEW · TEAM 1" : "PREVIEW · TEAM 2", 14, height - 40);
|
||
ctx.font = "500 16px ui-monospace, monospace";
|
||
ctx.fillStyle = "#8a8a95";
|
||
ctx.fillText(`frame ${frameId}`, 14, height - 16);
|
||
}
|