feat: add replay server and web client
This commit is contained in:
@@ -0,0 +1,832 @@
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// =============================================================================
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// Texas Hold X Replay — viewer logic
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// -----------------------------------------------------------------------------
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// Architecture overview:
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// * `state` — single mutable runtime store; never read directly by render
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// helpers, instead passed via the active frame snapshot.
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// * `el` — cached DOM references (set once on load, not per render).
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// * Frames — pre-computed, immutable per-hand snapshots produced by
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// buildFrames(). Each frame carries the full visual state
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// (board cards, pot, players, active speaker, action kind),
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// making renderFrame() a pure function of state.frameIndex.
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// * Avatars — pixel-art sprites styled in CSS via 8x8 box-shadow grids.
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// Per-player palette is derived deterministically from
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// player_id so the same player always looks identical.
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// * Animation — seat sprites get a transient `act-${kind}` class that maps
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// to an avatar @keyframes animation in styles.css.
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// =============================================================================
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const state = {
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game: null,
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hands: [],
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currentHandIndex: 0,
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frames: [],
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frameIndex: 0,
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playing: false,
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timer: null,
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pollTimer: null,
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source: "",
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};
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const el = {
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subtitle: document.querySelector("#subtitle"),
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sourceBadge: document.querySelector("#sourceBadge"),
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pollBadge: document.querySelector("#pollBadge"),
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serverUrl: document.querySelector("#serverUrl"),
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gameId: document.querySelector("#gameId"),
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fetchBtn: document.querySelector("#fetchBtn"),
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fileInput: document.querySelector("#fileInput"),
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autoPoll: document.querySelector("#autoPoll"),
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pollSeconds: document.querySelector("#pollSeconds"),
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handSelect: document.querySelector("#handSelect"),
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pace: document.querySelector("#pace"),
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prevBtn: document.querySelector("#prevBtn"),
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playBtn: document.querySelector("#playBtn"),
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nextBtn: document.querySelector("#nextBtn"),
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resetBtn: document.querySelector("#resetBtn"),
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progressBar: document.querySelector("#progressBar"),
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gameStatus: document.querySelector("#gameStatus"),
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playerCount: document.querySelector("#playerCount"),
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handCount: document.querySelector("#handCount"),
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blindLevel: document.querySelector("#blindLevel"),
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handBadge: document.querySelector("#handBadge"),
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streetLabel: document.querySelector("#streetLabel"),
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potLabel: document.querySelector("#potLabel"),
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boardCards: document.querySelector("#boardCards"),
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tableMessage: document.querySelector("#tableMessage"),
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seatLayer: document.querySelector("#seatLayer"),
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eventLog: document.querySelector("#eventLog"),
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};
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// ---------------------------------------------------------------------------
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// Static label tables. Kept module-scope so render functions are fully pure.
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// ---------------------------------------------------------------------------
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const STREET_LABELS = {
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setup: "准备",
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preflop: "翻牌前",
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flop: "翻牌",
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turn: "转牌",
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river: "河牌",
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showdown: "摊牌",
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awards: "结算",
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};
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const ACTION_LABELS = {
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small_blind: "小盲",
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big_blind: "大盲",
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fold: "弃牌",
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check: "过牌",
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call: "跟注",
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bet: "下注",
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raise: "加注",
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all_in: "全下",
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award: "赢得",
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showdown: "亮牌",
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deal: "发牌",
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};
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// Bubble color category — bucket many actions into a few visual classes.
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// (The .speech.kind-* CSS classes paint distinct backgrounds for fold/
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// call/check/bet/raise/all_in/award. Blinds are rendered as bet-style.)
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// ---------------------------------------------------------------------------
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// Pixel avatar palette — picked from a small 8-bit-friendly set so every
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// player is visually distinct. Derivation is deterministic via FNV-1a over
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// player_id, so a given player always renders with the same colors across
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// frames and hands.
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// ---------------------------------------------------------------------------
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const AVATAR_PALETTE = {
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skin: ["#f7c98a", "#e2a96b", "#c98c5a", "#8b5a3c", "#f2d4ad"],
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hair: ["#2a1e16", "#5b3a23", "#a85d2a", "#d8a13a", "#7a3b8e", "#3a4d8a", "#b9362f"],
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shirt: ["#c44c4c", "#3a7fbf", "#3a9b62", "#b87a1f", "#7a3b8e", "#2a3a5a", "#d8a13a"],
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};
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/**
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* Hash a string into a non-negative 32-bit integer using FNV-1a.
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* Used to deterministically pick avatar palette entries from player_id.
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*/
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function fnv1a(value) {
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let hash = 0x811c9dc5;
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const text = String(value);
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for (let i = 0; i < text.length; i += 1) {
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hash ^= text.charCodeAt(i);
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hash = Math.imul(hash, 0x01000193) >>> 0;
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}
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return hash >>> 0;
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}
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/**
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* Pick a deterministic avatar palette for the given player_id.
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* Returns an object with { skin, hair, shirt } CSS colors.
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*/
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function avatarPalette(playerId) {
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const hash = fnv1a(playerId);
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const pickFrom = (list, salt) => list[(hash >>> salt) % list.length];
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return {
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skin: pickFrom(AVATAR_PALETTE.skin, 0),
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hair: pickFrom(AVATAR_PALETTE.hair, 5),
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shirt: pickFrom(AVATAR_PALETTE.shirt, 11),
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};
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}
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// 8x8 sprite map for the player portrait.
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// . = transparent / dark frame backdrop
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// H = hair S = skin E = eye M = mouth (red) T = shirt body
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// Two side hair pixels on rows 2-3 give a cohesive helmet shape; row 5 mouth
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// adds personality. Row 7 is full shirt body so the avatar reads as a bust.
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const AVATAR_SPRITE = [
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".HHHHHH.",
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"HHHHHHHH",
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"HSSSSSSH",
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".SESSESS",
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".SSSSSS.",
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".SSMMSS.",
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".TTTTTT.",
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"TTTTTTTT",
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];
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/**
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* Build an inline SVG string for a pixel-art avatar using the player's
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* deterministic palette. Each filled cell becomes a 1x1 <rect> in an 8x8
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* viewBox; SVG `shape-rendering="crispEdges"` keeps the squares sharp.
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*/
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function avatarSvg(playerId) {
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const palette = avatarPalette(playerId);
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const colors = {
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H: palette.hair,
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S: palette.skin,
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E: "#1c0e08",
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M: "#b9362f",
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T: palette.shirt,
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};
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let rects = "";
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for (let y = 0; y < AVATAR_SPRITE.length; y += 1) {
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const row = AVATAR_SPRITE[y];
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for (let x = 0; x < row.length; x += 1) {
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const ch = row[x];
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const fill = colors[ch];
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if (!fill) continue;
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rects += `<rect x="${x}" y="${y}" width="1" height="1" fill="${fill}"/>`;
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}
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}
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return `<svg viewBox="0 0 8 8" preserveAspectRatio="xMidYMid meet" xmlns="http://www.w3.org/2000/svg" shape-rendering="crispEdges">${rects}</svg>`;
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}
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// ---------------------------------------------------------------------------
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// Card rendering helpers.
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// ---------------------------------------------------------------------------
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function cardParts(raw) {
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if (!raw || raw === "back") return { rank: "", suit: "", red: false, back: true };
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const suitCode = raw.slice(-1).toLowerCase();
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const rank = raw.slice(0, -1).toUpperCase();
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const suits = { h: "♥", d: "♦", c: "♣", s: "♠" };
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return {
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rank,
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suit: suits[suitCode] || suitCode,
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red: suitCode === "h" || suitCode === "d",
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back: false,
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};
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}
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function renderCard(raw) {
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const parts = cardParts(raw);
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const card = document.createElement("div");
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card.className = `card${parts.red ? " red" : ""}${parts.back ? " back" : ""}`;
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if (!parts.back) {
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card.innerHTML = `<span class="rank">${parts.rank}</span><span class="suit">${parts.suit}</span><span class="rank bottom">${parts.rank}</span>`;
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}
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return card;
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}
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function money(value) {
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return Number(value || 0).toLocaleString("en-US");
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}
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// ---------------------------------------------------------------------------
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// Game normalization: hydrate the raw JSON into a uniform shape with
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// player list and per-hand starting stacks.
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// ---------------------------------------------------------------------------
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function uniquePlayers(game) {
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const byId = new Map();
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for (const player of game.players || []) {
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byId.set(player.player_id, {
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player_id: player.player_id,
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name: player.name || player.player_id,
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seat: Number(player.seat || 0),
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stack: Number(player.stack || 0),
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});
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}
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for (const hand of game.hands || []) {
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for (const action of hand.actions || []) {
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if (!byId.has(action.player_id)) {
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byId.set(action.player_id, {
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player_id: action.player_id,
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name: action.player_id,
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seat: byId.size,
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stack: Number(game.starting_stack || 0),
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});
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}
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}
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}
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return Array.from(byId.values()).sort((a, b) => a.seat - b.seat);
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}
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function inferHandStarts(game) {
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const players = uniquePlayers(game);
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const stacks = new Map(players.map((player) => [player.player_id, Number(game.starting_stack || player.stack || 0)]));
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const starts = new Map();
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for (const hand of game.hands || []) {
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starts.set(hand.hand_number, new Map(stacks));
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for (const action of hand.actions || []) {
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if (stacks.has(action.player_id)) stacks.set(action.player_id, Number(action.stack || 0));
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}
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for (const award of hand.awards || []) {
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const winners = award.winners || [];
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const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0;
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for (const winner of winners) stacks.set(winner, Number(stacks.get(winner) || 0) + share);
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}
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}
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return starts;
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}
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function normalizeGame(raw) {
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const game = raw.game && raw.game.hands ? raw.game : raw;
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if (!game || !Array.isArray(game.hands)) throw new Error("JSON 中未找到 hands 数组");
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const players = uniquePlayers(game);
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const starts = inferHandStarts(game);
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const hands = game.hands.map((hand) => ({ ...hand, startingStacks: starts.get(hand.hand_number) || new Map() }));
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return { ...game, players, hands };
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}
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function clonePlayersForHand(game, hand) {
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return game.players.map((player) => ({
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...player,
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stack: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0),
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folded: false,
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all_in: false,
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in_hand: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0) > 0,
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street_bet: 0,
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total_bet: 0,
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hole_cards: [],
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}));
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}
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// ---------------------------------------------------------------------------
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// Frame builder — converts a hand's chronological action list into a list of
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// fully-resolved frame snapshots. Each frame is independent and renderable.
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// ---------------------------------------------------------------------------
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function buildFrames(game, hand) {
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const players = clonePlayersForHand(game, hand);
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const byId = new Map(players.map((player) => [player.player_id, player]));
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const frames = [];
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const pot = { value: 0 };
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let street = "preflop";
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let boardCount = 0;
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// `actionKind` is what drives the seat sprite animation classes. It maps
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// the raw action verb (fold/call/raise/...) onto a CSS animation token.
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const snapshot = (type, message, activePlayerId = null, key = `${type}:${frames.length}`, extras = {}) => ({
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key: `hand:${hand.hand_number}:${key}`,
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type,
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message,
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activePlayerId,
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street,
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pot: pot.value,
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board: (hand.board || []).slice(0, boardCount),
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players: players.map((player) => ({ ...player, hole_cards: [...player.hole_cards] })),
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...extras,
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});
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frames.push(snapshot("setup", `第 ${hand.hand_number} 手牌开始`, null, "setup"));
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const revealStreet = (nextStreet) => {
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const counts = { flop: 3, turn: 4, river: 5 };
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const nextCount = counts[nextStreet] || boardCount;
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for (const player of players) player.street_bet = 0;
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if (nextCount > boardCount) {
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street = nextStreet;
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boardCount = Math.min(nextCount, (hand.board || []).length);
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frames.push(snapshot("deal", `${STREET_LABELS[nextStreet]}发出`, null, `deal:${nextStreet}:${boardCount}`));
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} else {
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street = nextStreet;
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}
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};
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for (const [actionIndex, action] of (hand.actions || []).entries()) {
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if (action.street !== street && action.street !== "preflop") revealStreet(action.street);
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const player = byId.get(action.player_id);
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if (!player) continue;
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const previousTotal = Number(player.total_bet || 0);
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player.street_bet = Number(action.street_bet || 0);
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player.stack = Number(action.stack || 0);
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if (action.action === "fold") player.folded = true;
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if (action.action === "all_in" || player.stack === 0) player.all_in = true;
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player.total_bet = previousTotal + Math.max(0, Number(action.amount || 0));
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pot.value += Math.max(0, Number(action.amount || 0));
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frames.push(snapshot(
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"action",
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actionText(action),
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action.player_id,
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actionKey(action, actionIndex),
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{ actionKind: action.action, bubbleText: bubbleTextFor(action) },
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));
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}
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if ((hand.board || []).length > boardCount) {
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for (const nextStreet of ["flop", "turn", "river"]) {
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if (({ flop: 3, turn: 4, river: 5 }[nextStreet] || 0) > boardCount) revealStreet(nextStreet);
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}
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}
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const shown = hand.showdown_hands || {};
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for (const [playerId, cards] of Object.entries(shown)) {
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const player = byId.get(playerId);
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if (player) player.hole_cards = cards;
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}
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if (Object.keys(shown).length) {
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street = "showdown";
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frames.push(snapshot("showdown", "摊牌亮牌", null, `showdown:${Object.keys(shown).sort().join(",")}`));
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}
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street = "awards";
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for (const [awardIndex, award] of (hand.awards || []).entries()) {
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const winners = award.winners || [];
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const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0;
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const remainder = winners.length ? Number(award.amount || 0) % winners.length : 0;
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winners.forEach((winnerId, index) => {
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const player = byId.get(winnerId);
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if (player) player.stack += share + (index < remainder ? 1 : 0);
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});
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pot.value = Math.max(0, pot.value - Number(award.amount || 0));
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frames.push(snapshot(
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"award",
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awardText(award),
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winners[0] || null,
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awardKey(award, awardIndex),
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{ actionKind: "award", bubbleText: `赢得 ${money(award.amount)}` },
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));
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}
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if (frames.length === 1) frames.push(snapshot("empty", "这手牌没有可回放动作", null, "empty"));
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return frames;
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}
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function actionKey(action, index) {
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return [
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"action", index, action.street, action.player_id, action.action,
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Number(action.amount || 0), Number(action.street_bet || 0), Number(action.stack || 0),
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].join(":");
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}
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function awardKey(award, index) {
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return [
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"award", index, Number(award.amount || 0),
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(award.winners || []).join(","),
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award.hand_value?.name || "",
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].join(":");
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}
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function actionText(action) {
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const label = ACTION_LABELS[action.action] || action.action;
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if (["check", "fold"].includes(action.action)) return `${action.player_id} ${label}`;
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return `${action.player_id} ${label} ${money(action.amount)}`;
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}
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/**
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* Build a SHORT speech-bubble label (player_id is implicit since the bubble
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* already points at the seat). Keeps text readable inside narrow bubbles.
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*/
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function bubbleTextFor(action) {
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const label = ACTION_LABELS[action.action] || action.action;
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if (["check", "fold"].includes(action.action)) return label;
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return `${label} ${money(action.amount)}`;
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}
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function awardText(award) {
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const winners = (award.winners || []).join(", ");
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const handName = award.hand_value?.name ? ` · ${award.hand_value.name}` : "";
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return `${winners} 赢得 ${money(award.amount)}${handName}`;
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}
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// ---------------------------------------------------------------------------
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// Seat layout — six radial presets, with mobile fallback.
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// Returned (x, y) values are percentages relative to the poker-table box
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// (NOT the felt-shell). The poker-table reserves vertical padding so the
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// top/bottom seats and their bubbles never overlap the table headers.
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// ---------------------------------------------------------------------------
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function seatPosition(index, count) {
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const mobile = window.matchMedia("(max-width: 760px)").matches;
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const presets = mobile ? mobileSeatPreset(count) : desktopSeatPreset(count);
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if (presets[index]) return presets[index];
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const radiusX = mobile ? 36 : 39;
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const radiusY = mobile ? 41 : 39;
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const start = -90;
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const angle = (start + index * (360 / Math.max(count, 1))) * Math.PI / 180;
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return {
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x: 50 + Math.cos(angle) * radiusX,
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y: 50 + Math.sin(angle) * radiusY,
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};
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}
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|
||||
// Coordinates expressed in percent of the poker-table box (which already
|
||||
// includes vertical padding around the felt). `y < ~25` lands above the
|
||||
// felt (top rail), `y > ~75` lands below the felt (bottom rail).
|
||||
function desktopSeatPreset(count) {
|
||||
const presets = {
|
||||
2: [{ x: 50, y: 18 }, { x: 50, y: 82 }],
|
||||
3: [{ x: 50, y: 18 }, { x: 80, y: 72 }, { x: 20, y: 72 }],
|
||||
4: [{ x: 50, y: 18 }, { x: 84, y: 60 }, { x: 50, y: 84 }, { x: 16, y: 60 }],
|
||||
5: [{ x: 50, y: 18 }, { x: 84, y: 44 }, { x: 72, y: 84 }, { x: 28, y: 84 }, { x: 16, y: 44 }],
|
||||
6: [{ x: 50, y: 18 }, { x: 82, y: 33 }, { x: 82, y: 70 }, { x: 50, y: 86 }, { x: 18, y: 70 }, { x: 18, y: 33 }],
|
||||
};
|
||||
return presets[count] || [];
|
||||
}
|
||||
|
||||
function mobileSeatPreset(count) {
|
||||
const presets = {
|
||||
2: [{ x: 50, y: 16 }, { x: 50, y: 84 }],
|
||||
3: [{ x: 50, y: 15 }, { x: 80, y: 78 }, { x: 20, y: 78 }],
|
||||
4: [{ x: 50, y: 14 }, { x: 83, y: 60 }, { x: 50, y: 86 }, { x: 17, y: 60 }],
|
||||
};
|
||||
return presets[count] || [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Map a seat coordinate to a `seat-top|bottom|left|right|mid` zone class.
|
||||
* The CSS uses this to flip the speech bubble below the seat for top-rail
|
||||
* seats so it never extends outside the visible table area.
|
||||
*/
|
||||
function seatZone(pos) {
|
||||
if (pos.y < 32) return "seat-top";
|
||||
if (pos.y > 70) return "seat-bottom";
|
||||
if (pos.x < 34) return "seat-left";
|
||||
if (pos.x > 66) return "seat-right";
|
||||
return "seat-mid";
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// DOM rendering: assemble a single seat element from a frame's player snapshot.
|
||||
// Extracted into its own function so renderFrame stays declarative.
|
||||
// ---------------------------------------------------------------------------
|
||||
function renderSeat(player, position, frame, hand) {
|
||||
const zone = seatZone(position);
|
||||
const isActive = player.player_id === frame.activePlayerId;
|
||||
const isDealer = player.seat === hand.button_seat;
|
||||
const isCurrentActor = isActive && (frame.type === "action" || frame.type === "award");
|
||||
|
||||
const seat = document.createElement("div");
|
||||
seat.className = [
|
||||
"seat",
|
||||
zone,
|
||||
isActive ? "active" : "",
|
||||
player.folded ? "folded" : "",
|
||||
isDealer ? "dealer-seat" : "",
|
||||
// The transient act-* class is what triggers the avatar's reaction
|
||||
// animation (shake/nod/fold/cheer). Only apply on the actor's frame.
|
||||
isCurrentActor && frame.actionKind ? `act-${frame.actionKind}` : "",
|
||||
].filter(Boolean).join(" ");
|
||||
seat.style.setProperty("--x", `${position.x}%`);
|
||||
seat.style.setProperty("--y", `${position.y}%`);
|
||||
|
||||
// Speech bubble — shown on the active player's action/award frames using
|
||||
// a SHORT label (e.g. "加注 50") so it fits the small bubble width.
|
||||
const bubbleHtml = (isCurrentActor && frame.bubbleText)
|
||||
? `<div class="speech kind-${frame.actionKind || "info"}">${escapeHtml(frame.bubbleText)}</div>`
|
||||
: "";
|
||||
|
||||
// Avatar — inline SVG pixel-art sprite, deterministic per player_id so
|
||||
// the same player keeps a stable look across hands.
|
||||
const avatarMarkup = `<div class="avatar" aria-hidden="true">${avatarSvg(player.player_id)}</div>`;
|
||||
|
||||
seat.innerHTML = `
|
||||
${bubbleHtml}
|
||||
<div class="player-box">
|
||||
<div class="player-head">
|
||||
${avatarMarkup}
|
||||
<span class="player-name">${escapeHtml(player.name || player.player_id)}</span>
|
||||
<span class="dealer">D</span>
|
||||
</div>
|
||||
<div class="player-meta">
|
||||
<span class="stack">Stack ${money(player.stack)}</span>
|
||||
<span class="bet">${player.folded ? "Folded" : player.all_in ? "All In" : player.street_bet ? `Bet ${money(player.street_bet)}` : ""}</span>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
// Hole cards live inside the player-box so they share its layout flow.
|
||||
const hole = document.createElement("div");
|
||||
hole.className = "card-row hole-cards";
|
||||
for (const card of knownCardsForPlayer(player, hand, frame)) hole.appendChild(renderCard(card));
|
||||
seat.querySelector(".player-box").appendChild(hole);
|
||||
|
||||
return seat;
|
||||
}
|
||||
|
||||
function renderFrame() {
|
||||
const hand = state.hands[state.currentHandIndex];
|
||||
const frame = state.frames[state.frameIndex];
|
||||
const game = state.game;
|
||||
const hasData = Boolean(game && hand && frame);
|
||||
|
||||
el.handBadge.textContent = hasData ? `Hand ${hand.hand_number}` : "Hand -";
|
||||
el.streetLabel.textContent = hasData ? (STREET_LABELS[frame.street] || frame.street) : "未加载";
|
||||
el.potLabel.textContent = hasData ? `Pot ${money(frame.pot)}` : "Pot 0";
|
||||
el.tableMessage.textContent = hasData ? frame.message : "上传 JSON 或从游戏服务获取快照";
|
||||
el.tableMessage.style.display = hasData ? "" : "block";
|
||||
el.progressBar.style.width = hasData ? `${((state.frameIndex + 1) / state.frames.length) * 100}%` : "0";
|
||||
|
||||
el.boardCards.replaceChildren();
|
||||
for (const card of hasData ? frame.board : []) el.boardCards.appendChild(renderCard(card));
|
||||
|
||||
el.seatLayer.replaceChildren();
|
||||
if (hasData) {
|
||||
frame.players.forEach((player, index) => {
|
||||
const position = seatPosition(index, frame.players.length);
|
||||
el.seatLayer.appendChild(renderSeat(player, position, frame, hand));
|
||||
});
|
||||
}
|
||||
|
||||
renderLog();
|
||||
syncControls();
|
||||
}
|
||||
|
||||
function knownCardsForPlayer(player, hand, frame) {
|
||||
const futureHoleCards = hand.hole_cards?.[player.player_id] || hand.private_hands?.[player.player_id];
|
||||
const canRevealShowdown = ["showdown", "awards"].includes(frame.street) || ["showdown", "award"].includes(frame.type);
|
||||
const showdownCards = canRevealShowdown ? hand.showdown_hands?.[player.player_id] : null;
|
||||
const shown = futureHoleCards || showdownCards || player.hole_cards;
|
||||
if (shown && shown.length) return shown;
|
||||
if (!player.in_hand && !player.folded) return [];
|
||||
return ["back", "back"];
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Event log — one line per visible event, with auto-scroll keeping the
|
||||
// current item in view. Items past the current frame index are dimmed via
|
||||
// the `.past` class.
|
||||
// ---------------------------------------------------------------------------
|
||||
function renderLog() {
|
||||
const hand = state.hands[state.currentHandIndex];
|
||||
el.eventLog.replaceChildren();
|
||||
if (!hand) return;
|
||||
const events = [
|
||||
{ text: `第 ${hand.hand_number} 手牌开始`, kind: "setup" },
|
||||
...(hand.actions || []).map((action) => ({ text: actionText(action), kind: "action" })),
|
||||
...(hand.awards || []).map((award) => ({ text: awardText(award), kind: "award" })),
|
||||
];
|
||||
let currentLi = null;
|
||||
events.forEach((event, index) => {
|
||||
const li = document.createElement("li");
|
||||
li.textContent = `${index + 1}. ${event.text}`;
|
||||
if (index < state.frameIndex) li.classList.add("past");
|
||||
if (index === state.frameIndex) {
|
||||
li.classList.add("current");
|
||||
currentLi = li;
|
||||
}
|
||||
el.eventLog.appendChild(li);
|
||||
});
|
||||
// Keep the focused event visible without yanking the page when an event
|
||||
// is already in view.
|
||||
if (currentLi) {
|
||||
currentLi.scrollIntoView({ block: "nearest", behavior: "smooth" });
|
||||
}
|
||||
}
|
||||
|
||||
function syncControls() {
|
||||
const loaded = Boolean(state.game);
|
||||
const hasPreviousFrame = state.frameIndex > 0 || state.currentHandIndex > 0;
|
||||
const hasNextFrame = state.frameIndex < state.frames.length - 1 || state.currentHandIndex < state.hands.length - 1;
|
||||
el.playBtn.disabled = !loaded;
|
||||
el.prevBtn.disabled = !loaded || !hasPreviousFrame;
|
||||
el.nextBtn.disabled = !loaded || !hasNextFrame;
|
||||
el.resetBtn.disabled = !loaded;
|
||||
el.playBtn.textContent = state.playing ? "Ⅱ" : "▶";
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Game lifecycle: load / merge / select hand / step / play.
|
||||
// ---------------------------------------------------------------------------
|
||||
function loadGame(raw, source, options = {}) {
|
||||
const nextGame = normalizeGame(raw);
|
||||
const wasPlaying = state.playing;
|
||||
const mergeResult = options.allowMerge !== false ? mergeGame(nextGame) : { merged: false, advanced: false };
|
||||
if (!mergeResult.merged) {
|
||||
pause();
|
||||
state.game = nextGame;
|
||||
state.hands = state.game.hands;
|
||||
state.currentHandIndex = Math.max(0, state.hands.length - 1);
|
||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
||||
state.frameIndex = 0;
|
||||
}
|
||||
state.source = source;
|
||||
el.sourceBadge.textContent = source;
|
||||
el.subtitle.textContent = `${state.game.game_id || "未命名游戏"} · ${state.hands.length} hands`;
|
||||
renderSummary();
|
||||
populateHands();
|
||||
el.handSelect.value = String(state.currentHandIndex);
|
||||
renderFrame();
|
||||
if (mergeResult.merged && (wasPlaying || mergeResult.advanced)) play();
|
||||
}
|
||||
|
||||
function mergeGame(nextGame) {
|
||||
if (!state.game || state.game.game_id !== nextGame.game_id) return { merged: false, advanced: false };
|
||||
const currentHand = state.hands[state.currentHandIndex];
|
||||
const nextHandIndex = nextGame.hands.findIndex((hand) => hand.hand_number === currentHand?.hand_number);
|
||||
if (nextHandIndex < 0) return { merged: false, advanced: false };
|
||||
|
||||
const oldFrame = state.frames[state.frameIndex];
|
||||
const nextFrames = buildFrames(nextGame, nextGame.hands[nextHandIndex]);
|
||||
const oldKeyIndex = oldFrame ? nextFrames.findIndex((frame) => frame.key === oldFrame.key) : -1;
|
||||
const atKnownFrame = oldKeyIndex >= 0;
|
||||
const wasAtTail = state.frameIndex >= state.frames.length - 1;
|
||||
const hadNewFramesOnCurrentHand = nextFrames.length > state.frames.length;
|
||||
const currentWasLatestHand = state.currentHandIndex >= state.hands.length - 1;
|
||||
const hasNewLaterHandFromCurrent = currentWasLatestHand && nextGame.hands.length > state.hands.length;
|
||||
let advanced = false;
|
||||
|
||||
state.game = nextGame;
|
||||
state.hands = nextGame.hands;
|
||||
state.currentHandIndex = nextHandIndex;
|
||||
state.frames = nextFrames;
|
||||
|
||||
if (atKnownFrame) {
|
||||
advanced = shouldStepIntoIncrement(wasAtTail, hadNewFramesOnCurrentHand, hasNewLaterHandFromCurrent);
|
||||
state.frameIndex = advanced
|
||||
? Math.min(oldKeyIndex + 1, nextFrames.length - 1)
|
||||
: oldKeyIndex;
|
||||
} else {
|
||||
state.frameIndex = Math.min(state.frameIndex, nextFrames.length - 1);
|
||||
}
|
||||
|
||||
if (state.frameIndex >= state.frames.length - 1 && hasNewLaterHandFromCurrent) {
|
||||
state.currentHandIndex += 1;
|
||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
||||
state.frameIndex = 0;
|
||||
advanced = true;
|
||||
}
|
||||
|
||||
return { merged: true, advanced };
|
||||
}
|
||||
|
||||
function shouldStepIntoIncrement(wasAtTail, hadNewFramesOnCurrentHand, hasLaterHands) {
|
||||
return wasAtTail && (hadNewFramesOnCurrentHand || hasLaterHands);
|
||||
}
|
||||
|
||||
function renderSummary() {
|
||||
const game = state.game;
|
||||
const hand = state.hands[state.currentHandIndex];
|
||||
const blinds = hand?.blinds || game;
|
||||
el.gameStatus.textContent = game?.status || "-";
|
||||
el.playerCount.textContent = game?.players?.length ?? "-";
|
||||
el.handCount.textContent = game?.hands?.length ?? "-";
|
||||
el.blindLevel.textContent = game ? `${money(blinds.small_blind)} / ${money(blinds.big_blind)}` : "-";
|
||||
}
|
||||
|
||||
function populateHands() {
|
||||
el.handSelect.replaceChildren();
|
||||
state.hands.forEach((hand, index) => {
|
||||
const option = document.createElement("option");
|
||||
option.value = String(index);
|
||||
option.textContent = `Hand ${hand.hand_number} · ${hand.actions?.length || 0} actions`;
|
||||
el.handSelect.appendChild(option);
|
||||
});
|
||||
}
|
||||
|
||||
function selectHand(index) {
|
||||
pause();
|
||||
state.currentHandIndex = Math.max(0, Math.min(index, state.hands.length - 1));
|
||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
||||
state.frameIndex = 0;
|
||||
el.handSelect.value = String(state.currentHandIndex);
|
||||
renderSummary();
|
||||
renderFrame();
|
||||
}
|
||||
|
||||
function nextFrame() {
|
||||
if (!state.frames.length) return;
|
||||
if (state.frameIndex < state.frames.length - 1) {
|
||||
state.frameIndex += 1;
|
||||
renderFrame();
|
||||
return;
|
||||
}
|
||||
if (state.currentHandIndex < state.hands.length - 1) {
|
||||
state.currentHandIndex += 1;
|
||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
||||
state.frameIndex = 0;
|
||||
el.handSelect.value = String(state.currentHandIndex);
|
||||
renderSummary();
|
||||
renderFrame();
|
||||
return;
|
||||
}
|
||||
pause();
|
||||
}
|
||||
|
||||
function prevFrame() {
|
||||
pause();
|
||||
if (state.frameIndex === 0 && state.currentHandIndex > 0) {
|
||||
state.currentHandIndex -= 1;
|
||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
||||
state.frameIndex = state.frames.length - 1;
|
||||
el.handSelect.value = String(state.currentHandIndex);
|
||||
renderSummary();
|
||||
renderFrame();
|
||||
return;
|
||||
}
|
||||
state.frameIndex = Math.max(0, state.frameIndex - 1);
|
||||
renderFrame();
|
||||
}
|
||||
|
||||
function play() {
|
||||
if (!state.game || state.playing) return;
|
||||
state.playing = true;
|
||||
tick();
|
||||
renderFrame();
|
||||
}
|
||||
|
||||
function pause() {
|
||||
state.playing = false;
|
||||
if (state.timer) window.clearTimeout(state.timer);
|
||||
state.timer = null;
|
||||
syncControls();
|
||||
}
|
||||
|
||||
function tick() {
|
||||
if (!state.playing) return;
|
||||
const frame = state.frames[state.frameIndex];
|
||||
const baseDelay = frame?.type === "deal" || frame?.type === "award" ? 1500 : 1150;
|
||||
const delay = baseDelay * Number(el.pace.value || 1);
|
||||
state.timer = window.setTimeout(() => {
|
||||
nextFrame();
|
||||
tick();
|
||||
}, delay);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Network / file I/O.
|
||||
// ---------------------------------------------------------------------------
|
||||
async function fetchFromServer() {
|
||||
const base = el.serverUrl.value.trim();
|
||||
const gameId = el.gameId.value.trim();
|
||||
if (!base || !gameId) throw new Error("请填写游戏服务地址和 Game ID");
|
||||
const url = `/api/fetch-game?${new URLSearchParams({ base_url: base, game_id: gameId })}`;
|
||||
const response = await fetch(url);
|
||||
const payload = await response.json();
|
||||
if (!response.ok) throw new Error(payload.error || "获取失败");
|
||||
loadGame(payload.game, `Server · ${gameId}`);
|
||||
}
|
||||
|
||||
function setAutoPoll(enabled) {
|
||||
if (state.pollTimer) window.clearInterval(state.pollTimer);
|
||||
state.pollTimer = null;
|
||||
el.pollBadge.textContent = enabled ? `Auto ${el.pollSeconds.value}s` : "Auto Off";
|
||||
if (!enabled) return;
|
||||
const interval = Math.max(5, Number(el.pollSeconds.value || 12)) * 1000;
|
||||
state.pollTimer = window.setInterval(() => {
|
||||
fetchFromServer().catch((error) => showMessage(error.message));
|
||||
}, interval);
|
||||
}
|
||||
|
||||
function showMessage(message) {
|
||||
el.tableMessage.textContent = message;
|
||||
el.sourceBadge.textContent = "Error";
|
||||
}
|
||||
|
||||
function escapeHtml(value) {
|
||||
return String(value)
|
||||
.replaceAll("&", "&")
|
||||
.replaceAll("<", "<")
|
||||
.replaceAll(">", ">")
|
||||
.replaceAll('"', """)
|
||||
.replaceAll("'", "'");
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Wiring.
|
||||
// ---------------------------------------------------------------------------
|
||||
el.fetchBtn.addEventListener("click", () => {
|
||||
fetchFromServer().catch((error) => showMessage(error.message));
|
||||
});
|
||||
|
||||
el.fileInput.addEventListener("change", async (event) => {
|
||||
const file = event.target.files?.[0];
|
||||
if (!file) return;
|
||||
try {
|
||||
const raw = JSON.parse(await file.text());
|
||||
loadGame(raw, `File · ${file.name}`);
|
||||
} catch (error) {
|
||||
showMessage(error.message);
|
||||
} finally {
|
||||
event.target.value = "";
|
||||
}
|
||||
});
|
||||
|
||||
el.autoPoll.addEventListener("change", () => setAutoPoll(el.autoPoll.checked));
|
||||
el.pollSeconds.addEventListener("change", () => setAutoPoll(el.autoPoll.checked));
|
||||
el.handSelect.addEventListener("change", () => selectHand(Number(el.handSelect.value)));
|
||||
el.playBtn.addEventListener("click", () => state.playing ? pause() : play());
|
||||
el.nextBtn.addEventListener("click", () => nextFrame());
|
||||
el.prevBtn.addEventListener("click", () => prevFrame());
|
||||
el.resetBtn.addEventListener("click", () => selectHand(state.currentHandIndex));
|
||||
window.addEventListener("resize", () => renderFrame());
|
||||
|
||||
syncControls();
|
||||
Reference in New Issue
Block a user