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feat # 新增日志功能
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@@ -1,67 +1,89 @@
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// Candidate external coordinator. Finish callbacks return a boolean, NEVER a drain promise.
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import { getDiagnostics } from "../../diagnostics/index.js";
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const copy = value => JSON.parse(JSON.stringify(value));
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export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMap, showEnding, quiesce, releaseSkills = async () => {}, presentVictory = async () => {}}) {
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export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMap, showEnding, quiesce, releaseSkills = async () => {}, releaseBattle = () => {}, presentVictory = async () => {}}) {
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let state = "map", active = null, work = null, job = null, error = null;
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let phase = "map", attempt = 0;
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const diagnostics = getDiagnostics().scope("mengsan.flow", () => ({
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state, phase, attempt, sessionId: active?.session.id,
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sessionState: active?.session.state,
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pendingTasks: active?.session.pendingCount,
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runId: active?.run.runId, revision: active?.run.revision,
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nodeId: active?.node.id, settlementId: job?.pending?.id,
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outcome: job?.input?.outcome, commitReceipt: !!job?.committed,
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skillsReleased: !!job?.skillsReleased, delivered: !!job?.delivered,
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}));
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const step = (name, action, wait = true) => {
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phase = name;
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return diagnostics.step(name, action, {}, { observeWait: wait });
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};
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async function drive() {
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try {
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state = "draining";
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await active.session.drain();
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await step("drain", () => active.session.drain());
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// Allow mode-start/parent frames and foreign pauses to unwind; never resume them.
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await quiesce();
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if (!job.pending) job.pending = await settlement.prepare(job.input);
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await step("quiesce.beforePrepare", quiesce);
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if (!job.pending) job.pending = await step("prepare", () => settlement.prepare(job.input));
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if (job.pending.outcome === "victory" && !job.victoryPresented) {
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await presentVictory(copy(job.pending));
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await step("victoryDialogue", () => presentVictory(copy(job.pending)), false);
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job.victoryPresented = true;
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}
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if (job.pending.state !== "chosen") {
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state = "choosing";
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if (!job.hasChoice) {
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job.choiceId = job.pending.outcome === "defeat" ? await chooseDefeat(copy(job.pending.base))
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: await chooseReward(copy(job.pending.choices), {
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job.choiceId = await step("rewardSelection", () => job.pending.outcome === "defeat" ? chooseDefeat(copy(job.pending.base))
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: chooseReward(copy(job.pending.choices), {
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boss: job.pending.boss,
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elite: job.pending.elite,
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fixedRewards: copy(job.pending.fixedRewards || []),
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rewardPackage: copy(job.pending.rewardPackage || null),
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});
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}), false);
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if (job.pending.outcome !== "defeat" && !job.pending.rewardPackage &&
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job.choiceId !== null &&
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!job.pending.choices.some(c => c.id === job.choiceId && c.kind !== "gold")) throw new Error("Invalid reward selection");
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job.hasChoice = true;
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}
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job.pending = await settlement.choose(job.input.run.runId, job.pending.id, job.choiceId);
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job.pending = await step("applyChoice", () => settlement.choose(job.input.run.runId, job.pending.id, job.choiceId));
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}
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if (!job.committed) {
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state = "committing";
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job.committed = await settlement.commit(job.input.run.runId, job.pending.id);
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job.committed = await step("commit", () => settlement.commit(job.input.run.runId, job.pending.id));
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}
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if (!job.skillsReleased) {
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state = "releasingSkills";
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await releaseSkills();
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await step("releaseSkills", releaseSkills);
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job.skillsReleased = true;
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await quiesce();
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await step("quiesce.afterSkills", quiesce);
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}
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state = "cleaning";
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await active.session.dispose(); // Failed cleanup retry does NOT replay a committed reward.
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await quiesce();
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await step("dispose", () => active.session.dispose()); // Failed cleanup retry does NOT replay a committed reward.
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await step("quiesce.afterDispose", quiesce);
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if (!job.battleReleased) {
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await step("releaseBattle", releaseBattle);
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job.battleReleased = true;
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}
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if (!job.delivered) {
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state = "presenting";
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if (job.committed.route === "map") {
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const mapRun = copy(job.committed.run);
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job.nextNode = await showMap(mapRun);
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job.nextNode = await step("showMap", () => showMap(mapRun), false);
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job.committed.run = mapRun;
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}
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else if (job.committed.route !== "new") {
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await showEnding(job.committed.route, copy(job.committed.run));
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await step("showEnding", () => showEnding(job.committed.route, copy(job.committed.run)), false);
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}
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job.delivered = true;
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}
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state = job.committed.route === "map" ? "map" : "ended";
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diagnostics.info("settlement.complete", { route: job.committed.route });
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return {...copy(job.committed), nextNode:copy(job.nextNode ?? null)};
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} catch (cause) {
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diagnostics.error("settlement.failed", cause, { failedPhase: phase });
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error = cause; state = "retryable"; throw cause;
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}
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}
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function launch() {
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attempt++;
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error = null; state = "draining";
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work = Promise.resolve().then(drive);
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// The engine callback is fire-and-forget; keep failure observable without unhandled rejection.
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@@ -76,24 +98,33 @@ export function createBattleFlow({settlement, chooseReward, chooseDefeat, showMa
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if (!saved || saved.runId !== run.runId || saved.revision !== run.revision) throw new Error("Stale battle input");
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state = "starting";
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try {
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await quiesce();
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await step("quiesce.beforeBattle", quiesce);
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active = {session, run, node:copy(node), encounter:copy(encounter)};job = null;work = null;
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// start MUST schedule only; it must not await the battle root's completion.
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state = "battle"; start();
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} catch (cause) { state = "blocked"; error = cause; throw cause; }
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state = "battle"; attempt = 0; start();
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diagnostics.info("battle.started");
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} catch (cause) {
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diagnostics.error("battle.start.failed", cause, { runId: run.runId, nodeId: node.id });
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state = "blocked"; error = cause; throw cause;
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}
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},
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requestFinish({session, hp, outcome = "victory", defeatedEnemies = 1}) {
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if (state !== "battle" || session !== active.session) return false;
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if (state !== "battle" || session !== active.session) {
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diagnostics.info("finish.ignored", { requestedSessionId: session?.id, outcome });
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return false;
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}
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if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown outcome");
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if (!Number.isInteger(defeatedEnemies) || defeatedEnemies < 0) throw new Error("Invalid defeated enemy count");
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job = {input:{run:copy(active.run),node:copy(active.node),encounter:{...copy(active.encounter),defeatedEnemies},hp,outcome}};
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state = "stopping";
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diagnostics.info("finish.accepted", { hp, defeatedEnemies });
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active.session.requestStop();
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launch();
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return true; // No game.pause/resume: stop loop, let current body unwind, then open rewards.
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},
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retry() {
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if (state !== "retryable") throw new Error("No failed settlement to retry");
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diagnostics.info("settlement.retry");
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launch(); return work;
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},
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wait() { if (!work) throw new Error("No settlement requested"); return work; },
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