1 Commits

Author SHA1 Message Date
mamamiyear 5899ea0b89 Revert "feat: add replay server and web client"
This reverts commit 3c027eae0b.
2026-05-21 09:22:04 +08:00
9 changed files with 0 additions and 2673 deletions
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@@ -35,7 +35,6 @@ htmlcov/
.codex/
*.swp
*.swo
.codex/
# debug resources
debug/
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# Texas Hold X 回放视图设计方案
## 目标
构建一个与核心游戏服务和 Agent 解耦的独立 Web 服务,用于读取游戏详情 JSON 并以动画方式回放 Texas Hold'em 对局。它可以部署在任意能运行 Python 标准库 HTTP 服务的环境中,不要求核心服务增加前端路由,也不改变 Human HTTP Agent / AI HTTP Agent 协议。
## 架构
新增 `texas_holdem_replay` 包:
- `texas_holdem_replay.server`:标准库 HTTP 服务,负责托管静态前端文件,并提供 `/api/fetch-game` 抓取代理。
- `texas_holdem_replay/static/index.html`:独立页面入口。
- `texas_holdem_replay/static/styles.css`:像素风牌桌、卡牌、座位和响应式布局。
- `texas_holdem_replay/static/app.js`:数据归一化、手牌时间轴生成、动画播放、上传 JSON、手动抓取和自动轮询。
运行方式:
```bash
python -m texas_holdem_replay.server --host 127.0.0.1 --port 8088
```
也可以通过安装后的脚本启动:
```bash
texas-holdem-replay --host 127.0.0.1 --port 8088
```
## 数据输入
视图支持三种输入方式:
1. 填写核心游戏服务地址和 `game_id`,点击“获取”。
前端请求自身的 `/api/fetch-game?base_url=...&game_id=...`,由回放服务去访问核心服务的 `/games/{game_id}`,避免浏览器跨域限制。
2. 上传静态 JSON 文件。
文件在浏览器本地解析,不依赖核心服务。
3. 开启自动获取。
按指定秒数轮询同一个核心服务和 `game_id`,用于观察正在运行的游戏快照。新快照会先尝试和当前回放位置合并;如果当前手牌追加了 action、showdown 或 award,回放会接续到新增 frame,而不是重头播放。
`/api/fetch-game` 也支持传入完整 `url`,便于未来接入网关或静态 JSON 服务。
## 数据模型与归一化
当前游戏详情返回结构包含:
- `players`:玩家最终状态。
- `hands`:历史手牌列表。
- 每手 `actions`:行动记录,包含 `street``player_id``action``amount`、行动后 `street_bet``stack`
- `awards`:底池分配。
- `showdown_hands`:摊牌玩家手牌。
前端不会依赖核心服务内部对象,只读取 JSON 字段并做归一化:
- 根据 `players``actions` 得到座位顺序。
-`starting_stack` 开始,按历史 `actions.stack``awards` 推演每手牌开始时的筹码。
- 每手牌生成一组离散 frame:开局、跨街发公共牌、玩家行动、摊牌、结算。
- 每个 frame 都有稳定 key。上传 JSON、手动获取和自动获取都会复用同一套合并逻辑:同一 `game_id` 且能找到当前手牌时,保留当前 frame;如果用户停在最新进度末尾,且当前手牌或后续手牌出现新增 frame,则从当前位置接续播放增量。用户正在查看历史手牌时,不会被新轮询强制跳走。
- 非 showdown 玩家手牌显示卡背。
- 已预留 `hand.hole_cards[player_id]``hand.private_hands[player_id]` 兼容点,后续核心服务返回非 showdown 手牌时可直接展示。
## 动画与交互
牌桌采用卡通像素风格:
- 椭圆绿色牌桌、木质像素边框、像素筹码状态条。
- 玩家围绕牌桌分布,当前行动玩家高亮并显示冒泡文字。
- 公共牌按 flop / turn / river 分阶段发出。
- 动作之间默认保留约 1.1-1.5 秒间隔,用户可用“节奏”滑杆调慢或调快。
- 支持上一帧、下一帧、播放/暂停、重置、选择指定手牌。
## 响应式设计
桌面端为三栏布局:数据控制、牌桌、事件日志。中等屏幕下事件日志下移,手机和平板窄屏下改为单列,牌桌高度固定到可观看的移动端比例,座位尺寸通过 CSS clamp 控制,避免文字和控件溢出。
## 解耦边界
回放服务只消费核心服务的公开 HTTP JSON,不导入 `texas_holdem.engine``service` 或 Agent 代码,也不要求游戏服务开放 CORS。未来可以单独部署在 CDN + 轻量代理、容器或任意 Python 运行环境中。
## 后续适配
- 核心服务返回非 showdown 玩家手牌后,只需要让每手 JSON 包含 `hole_cards``private_hands` 映射,前端现有归一化会优先读取。
- 如果服务端未来提供增量事件流,可以在 `app.js` 增加一个 source adapter,把事件流转成同样的 frame 列表,动画层无需重写。
-4
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@@ -9,10 +9,6 @@ dependencies = []
texas-holdem-server = "texas_holdem.server:main"
texas-holdem-human = "texas_holdem.human_client:main"
texas-holdem-ai = "texas_holdem.ai_client:main"
texas-holdem-replay = "texas_holdem_replay.server:main"
[tool.setuptools.package-data]
texas_holdem_replay = ["static/*"]
[tool.pytest.ini_options]
testpaths = ["tests"]
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@@ -1,28 +0,0 @@
from __future__ import annotations
import unittest
from texas_holdem_replay.server import build_game_url
class ReplayServerTests(unittest.TestCase):
def test_build_game_url_from_base_and_game_id(self) -> None:
self.assertEqual(
build_game_url({"base_url": ["http://127.0.0.1:8000/"], "game_id": ["game 1"]}),
"http://127.0.0.1:8000/games/game%201",
)
def test_build_game_url_accepts_full_url(self) -> None:
self.assertEqual(
build_game_url({"url": ["https://example.test/games/demo"]}),
"https://example.test/games/demo",
)
def test_build_game_url_rejects_non_http_url(self) -> None:
with self.assertRaises(ValueError):
build_game_url({"url": ["file:///tmp/game.json"]})
if __name__ == "__main__":
unittest.main()
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"""Standalone web replay viewer for Texas Hold X game snapshots."""
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from __future__ import annotations
import argparse
import json
import mimetypes
from http import HTTPStatus
from http.server import BaseHTTPRequestHandler, ThreadingHTTPServer
from pathlib import Path
from typing import Any
from urllib.error import HTTPError, URLError
from urllib.parse import quote, unquote, urlparse, parse_qs
from urllib.request import Request, urlopen
STATIC_DIR = Path(__file__).with_name("static")
def build_game_url(query: dict[str, list[str]]) -> str:
raw_url = _first(query, "url")
if raw_url:
return _validate_http_url(raw_url)
base_url = _first(query, "base_url")
game_id = _first(query, "game_id")
if not base_url or not game_id:
raise ValueError("provide either url or both base_url and game_id")
base = _validate_http_url(base_url).rstrip("/")
safe_game_id = quote(game_id.strip("/"), safe="")
return f"{base}/games/{safe_game_id}"
class ReplayRequestHandler(BaseHTTPRequestHandler):
server_version = "TexasHoldemReplay/0.1"
def do_GET(self) -> None:
parsed = urlparse(self.path)
if parsed.path == "/api/health":
self._json({"ok": True, "service": "texas-holdem-replay"})
return
if parsed.path == "/api/fetch-game":
self._handle_fetch_game(parsed.query)
return
self._serve_static(parsed.path)
def do_OPTIONS(self) -> None:
self.send_response(HTTPStatus.NO_CONTENT)
self._cors_headers()
self.end_headers()
def log_message(self, format: str, *args: Any) -> None:
return
def _handle_fetch_game(self, raw_query: str) -> None:
query = parse_qs(raw_query)
try:
target = build_game_url(query)
timeout = float(_first(query, "timeout") or 8)
request = Request(target, headers={"Accept": "application/json"})
with urlopen(request, timeout=max(1, min(timeout, 30))) as response:
payload = response.read()
content_type = response.headers.get("Content-Type", "")
try:
data = json.loads(payload.decode("utf-8"))
except json.JSONDecodeError as exc:
raise ValueError("target did not return valid JSON") from exc
if not isinstance(data, dict):
raise ValueError("target JSON must be an object")
self._json({"source": target, "content_type": content_type, "game": data})
except HTTPError as exc:
body = exc.read().decode("utf-8", errors="replace")[:600]
self._json(
{"error": f"upstream returned HTTP {exc.code}", "detail": body},
HTTPStatus.BAD_GATEWAY,
)
except (URLError, TimeoutError) as exc:
self._json({"error": "failed to reach upstream", "detail": str(exc)}, HTTPStatus.BAD_GATEWAY)
except ValueError as exc:
self._json({"error": str(exc)}, HTTPStatus.BAD_REQUEST)
def _serve_static(self, raw_path: str) -> None:
relative = unquote(raw_path.lstrip("/")) or "index.html"
if relative.endswith("/"):
relative += "index.html"
candidate = (STATIC_DIR / relative).resolve()
root = STATIC_DIR.resolve()
if root not in candidate.parents and candidate != root:
self._json({"error": "not found"}, HTTPStatus.NOT_FOUND)
return
if not candidate.is_file():
candidate = STATIC_DIR / "index.html"
body = candidate.read_bytes()
content_type = mimetypes.guess_type(candidate.name)[0] or "application/octet-stream"
self.send_response(HTTPStatus.OK)
self._cors_headers()
self.send_header("Content-Type", content_type)
self.send_header("Cache-Control", "no-store" if candidate.name == "index.html" else "public, max-age=60")
self.send_header("Content-Length", str(len(body)))
self.end_headers()
self.wfile.write(body)
def _json(self, payload: dict[str, Any], status: HTTPStatus = HTTPStatus.OK) -> None:
body = json.dumps(payload, ensure_ascii=False).encode("utf-8")
self.send_response(status)
self._cors_headers()
self.send_header("Content-Type", "application/json; charset=utf-8")
self.send_header("Content-Length", str(len(body)))
self.end_headers()
self.wfile.write(body)
def _cors_headers(self) -> None:
self.send_header("Access-Control-Allow-Origin", "*")
self.send_header("Access-Control-Allow-Methods", "GET, OPTIONS")
self.send_header("Access-Control-Allow-Headers", "Content-Type")
def create_server(host: str, port: int) -> ThreadingHTTPServer:
return ThreadingHTTPServer((host, port), ReplayRequestHandler)
def main() -> None:
parser = argparse.ArgumentParser(description="Run the standalone Texas Hold X replay web viewer.")
parser.add_argument("--host", default="127.0.0.1")
parser.add_argument("--port", default=8088, type=int)
args = parser.parse_args()
server = create_server(args.host, args.port)
print(f"Texas Hold X replay viewer listening on http://{args.host}:{args.port}")
try:
server.serve_forever()
except KeyboardInterrupt:
pass
finally:
server.server_close()
def _first(query: dict[str, list[str]], key: str) -> str | None:
values = query.get(key)
if not values:
return None
value = values[0].strip()
return value or None
def _validate_http_url(value: str) -> str:
parsed = urlparse(value.strip())
if parsed.scheme not in {"http", "https"} or not parsed.netloc:
raise ValueError("url must be an absolute http(s) URL")
return value.strip()
if __name__ == "__main__":
main()
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// =============================================================================
// Texas Hold X Replay — viewer logic
// -----------------------------------------------------------------------------
// Architecture overview:
// * `state` — single mutable runtime store; never read directly by render
// helpers, instead passed via the active frame snapshot.
// * `el` — cached DOM references (set once on load, not per render).
// * Frames — pre-computed, immutable per-hand snapshots produced by
// buildFrames(). Each frame carries the full visual state
// (board cards, pot, players, active speaker, action kind),
// making renderFrame() a pure function of state.frameIndex.
// * Terminal — renderFrame() writes a fixed-width command-line view into
// <pre>, keeping all fetch/upload/replay processing unchanged.
// =============================================================================
const state = {
game: null,
hands: [],
currentHandIndex: 0,
frames: [],
frameIndex: 0,
playing: false,
timer: null,
pollTimer: null,
source: "",
};
const THEME_STORAGE_KEY = "txh-replay-theme";
const el = {
subtitle: document.querySelector("#subtitle"),
sourceBadge: document.querySelector("#sourceBadge"),
pollBadge: document.querySelector("#pollBadge"),
themeMode: document.querySelector("#themeMode"),
serverUrl: document.querySelector("#serverUrl"),
gameId: document.querySelector("#gameId"),
fetchBtn: document.querySelector("#fetchBtn"),
fileInput: document.querySelector("#fileInput"),
autoPoll: document.querySelector("#autoPoll"),
pollSeconds: document.querySelector("#pollSeconds"),
handSelect: document.querySelector("#handSelect"),
pace: document.querySelector("#pace"),
prevBtn: document.querySelector("#prevBtn"),
playBtn: document.querySelector("#playBtn"),
nextBtn: document.querySelector("#nextBtn"),
resetBtn: document.querySelector("#resetBtn"),
progressBar: document.querySelector("#progressBar"),
gameStatus: document.querySelector("#gameStatus"),
playerCount: document.querySelector("#playerCount"),
handCount: document.querySelector("#handCount"),
blindLevel: document.querySelector("#blindLevel"),
handBadge: document.querySelector("#handBadge"),
streetLabel: document.querySelector("#streetLabel"),
potLabel: document.querySelector("#potLabel"),
frameLabel: document.querySelector("#frameLabel"),
tableOutput: document.querySelector("#tableOutput"),
eventLog: document.querySelector("#eventLog"),
};
// ---------------------------------------------------------------------------
// Static label tables. Kept module-scope so render functions are fully pure.
// ---------------------------------------------------------------------------
const STREET_LABELS = {
setup: "准备",
preflop: "翻牌前",
flop: "翻牌",
turn: "转牌",
river: "河牌",
showdown: "摊牌",
awards: "结算",
};
const ACTION_LABELS = {
small_blind: "小盲",
big_blind: "大盲",
fold: "弃牌",
check: "过牌",
call: "跟注",
bet: "下注",
raise: "加注",
all_in: "全下",
award: "赢得",
showdown: "亮牌",
deal: "发牌",
};
// Bubble color category — bucket many actions into a few visual classes.
// (The .speech.kind-* CSS classes paint distinct backgrounds for fold/
// call/check/bet/raise/all_in/award. Blinds are rendered as bet-style.)
// ---------------------------------------------------------------------------
// Pixel avatar palette — picked from a small 8-bit-friendly set so every
// player is visually distinct. Derivation is deterministic via FNV-1a over
// player_id, so a given player always renders with the same colors across
// frames and hands.
// ---------------------------------------------------------------------------
const AVATAR_PALETTE = {
skin: ["#f7c98a", "#e2a96b", "#c98c5a", "#8b5a3c", "#f2d4ad"],
hair: ["#2a1e16", "#5b3a23", "#a85d2a", "#d8a13a", "#7a3b8e", "#3a4d8a", "#b9362f"],
shirt: ["#c44c4c", "#3a7fbf", "#3a9b62", "#b87a1f", "#7a3b8e", "#2a3a5a", "#d8a13a"],
};
/**
* Hash a string into a non-negative 32-bit integer using FNV-1a.
* Used to deterministically pick avatar palette entries from player_id.
*/
function fnv1a(value) {
let hash = 0x811c9dc5;
const text = String(value);
for (let i = 0; i < text.length; i += 1) {
hash ^= text.charCodeAt(i);
hash = Math.imul(hash, 0x01000193) >>> 0;
}
return hash >>> 0;
}
/**
* Pick a deterministic avatar palette for the given player_id.
* Returns an object with { skin, hair, shirt } CSS colors.
*/
function avatarPalette(playerId) {
const hash = fnv1a(playerId);
const pickFrom = (list, salt) => list[(hash >>> salt) % list.length];
return {
skin: pickFrom(AVATAR_PALETTE.skin, 0),
hair: pickFrom(AVATAR_PALETTE.hair, 5),
shirt: pickFrom(AVATAR_PALETTE.shirt, 11),
};
}
// 8x8 sprite map for the player portrait.
// . = transparent / dark frame backdrop
// H = hair S = skin E = eye M = mouth (red) T = shirt body
// Two side hair pixels on rows 2-3 give a cohesive helmet shape; row 5 mouth
// adds personality. Row 7 is full shirt body so the avatar reads as a bust.
const AVATAR_SPRITE = [
".HHHHHH.",
"HHHHHHHH",
"HSSSSSSH",
".SESSESS",
".SSSSSS.",
".SSMMSS.",
".TTTTTT.",
"TTTTTTTT",
];
/**
* Build an inline SVG string for a pixel-art avatar using the player's
* deterministic palette. Each filled cell becomes a 1x1 <rect> in an 8x8
* viewBox; SVG `shape-rendering="crispEdges"` keeps the squares sharp.
*/
function avatarSvg(playerId) {
const palette = avatarPalette(playerId);
const colors = {
H: palette.hair,
S: palette.skin,
E: "#1c0e08",
M: "#b9362f",
T: palette.shirt,
};
let rects = "";
for (let y = 0; y < AVATAR_SPRITE.length; y += 1) {
const row = AVATAR_SPRITE[y];
for (let x = 0; x < row.length; x += 1) {
const ch = row[x];
const fill = colors[ch];
if (!fill) continue;
rects += `<rect x="${x}" y="${y}" width="1" height="1" fill="${fill}"/>`;
}
}
return `<svg viewBox="0 0 8 8" preserveAspectRatio="xMidYMid meet" xmlns="http://www.w3.org/2000/svg" shape-rendering="crispEdges">${rects}</svg>`;
}
// ---------------------------------------------------------------------------
// Card rendering helpers.
// ---------------------------------------------------------------------------
function cardParts(raw) {
if (!raw || raw === "back") return { rank: "", suit: "", red: false, back: true };
const suitCode = raw.slice(-1).toLowerCase();
const rank = raw.slice(0, -1).toUpperCase();
const suits = { h: "♥", d: "♦", c: "♣", s: "♠" };
return {
rank,
suit: suits[suitCode] || suitCode,
red: suitCode === "h" || suitCode === "d",
back: false,
};
}
function renderCard(raw) {
const parts = cardParts(raw);
const card = document.createElement("div");
card.className = `card${parts.red ? " red" : ""}${parts.back ? " back" : ""}`;
if (!parts.back) {
card.innerHTML = `<span class="rank">${parts.rank}</span><span class="suit">${parts.suit}</span><span class="rank bottom">${parts.rank}</span>`;
}
return card;
}
function money(value) {
return Number(value || 0).toLocaleString("en-US");
}
// ---------------------------------------------------------------------------
// Game normalization: hydrate the raw JSON into a uniform shape with
// player list and per-hand starting stacks.
// ---------------------------------------------------------------------------
function uniquePlayers(game) {
const byId = new Map();
for (const player of game.players || []) {
byId.set(player.player_id, {
player_id: player.player_id,
name: player.name || player.player_id,
seat: Number(player.seat || 0),
stack: Number(player.stack || 0),
});
}
for (const hand of game.hands || []) {
for (const action of hand.actions || []) {
if (!byId.has(action.player_id)) {
byId.set(action.player_id, {
player_id: action.player_id,
name: action.player_id,
seat: byId.size,
stack: Number(game.starting_stack || 0),
});
}
}
}
return Array.from(byId.values()).sort((a, b) => a.seat - b.seat);
}
function inferHandStarts(game) {
const players = uniquePlayers(game);
const stacks = new Map(players.map((player) => [player.player_id, Number(game.starting_stack || player.stack || 0)]));
const starts = new Map();
for (const hand of game.hands || []) {
starts.set(hand.hand_number, new Map(stacks));
for (const action of hand.actions || []) {
if (stacks.has(action.player_id)) stacks.set(action.player_id, Number(action.stack || 0));
}
for (const award of hand.awards || []) {
const winners = award.winners || [];
const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0;
for (const winner of winners) stacks.set(winner, Number(stacks.get(winner) || 0) + share);
}
}
return starts;
}
function normalizeGame(raw) {
const game = raw.game && raw.game.hands ? raw.game : raw;
if (!game || !Array.isArray(game.hands)) throw new Error("JSON 中未找到 hands 数组");
const players = uniquePlayers(game);
const starts = inferHandStarts(game);
const hands = game.hands.map((hand) => ({ ...hand, startingStacks: starts.get(hand.hand_number) || new Map() }));
return { ...game, players, hands };
}
function clonePlayersForHand(game, hand) {
return game.players.map((player) => ({
...player,
stack: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0),
folded: false,
all_in: false,
in_hand: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0) > 0,
street_bet: 0,
total_bet: 0,
hole_cards: [],
}));
}
// ---------------------------------------------------------------------------
// Frame builder — converts a hand's chronological action list into a list of
// fully-resolved frame snapshots. Each frame is independent and renderable.
// ---------------------------------------------------------------------------
function buildFrames(game, hand) {
const players = clonePlayersForHand(game, hand);
const byId = new Map(players.map((player) => [player.player_id, player]));
const frames = [];
const pot = { value: 0 };
let street = "preflop";
let boardCount = 0;
// `actionKind` is what drives the seat sprite animation classes. It maps
// the raw action verb (fold/call/raise/...) onto a CSS animation token.
const snapshot = (type, message, activePlayerId = null, key = `${type}:${frames.length}`, extras = {}) => ({
key: `hand:${hand.hand_number}:${key}`,
type,
message,
activePlayerId,
street,
pot: pot.value,
board: (hand.board || []).slice(0, boardCount),
players: players.map((player) => ({ ...player, hole_cards: [...player.hole_cards] })),
...extras,
});
frames.push(snapshot("setup", `${hand.hand_number} 手牌开始`, null, "setup"));
const revealStreet = (nextStreet) => {
const counts = { flop: 3, turn: 4, river: 5 };
const nextCount = counts[nextStreet] || boardCount;
for (const player of players) player.street_bet = 0;
if (nextCount > boardCount) {
street = nextStreet;
boardCount = Math.min(nextCount, (hand.board || []).length);
frames.push(snapshot("deal", `${STREET_LABELS[nextStreet]}发出`, null, `deal:${nextStreet}:${boardCount}`));
} else {
street = nextStreet;
}
};
for (const [actionIndex, action] of (hand.actions || []).entries()) {
if (action.street !== street && action.street !== "preflop") revealStreet(action.street);
const player = byId.get(action.player_id);
if (!player) continue;
const previousTotal = Number(player.total_bet || 0);
player.street_bet = Number(action.street_bet || 0);
player.stack = Number(action.stack || 0);
if (action.action === "fold") player.folded = true;
if (action.action === "all_in" || player.stack === 0) player.all_in = true;
player.total_bet = previousTotal + Math.max(0, Number(action.amount || 0));
pot.value += Math.max(0, Number(action.amount || 0));
frames.push(snapshot(
"action",
actionText(action),
action.player_id,
actionKey(action, actionIndex),
{ actionKind: action.action, bubbleText: bubbleTextFor(action) },
));
}
if ((hand.board || []).length > boardCount) {
for (const nextStreet of ["flop", "turn", "river"]) {
if (({ flop: 3, turn: 4, river: 5 }[nextStreet] || 0) > boardCount) revealStreet(nextStreet);
}
}
const shown = hand.showdown_hands || {};
for (const [playerId, cards] of Object.entries(shown)) {
const player = byId.get(playerId);
if (player) player.hole_cards = cards;
}
if (Object.keys(shown).length) {
street = "showdown";
frames.push(snapshot("showdown", "摊牌亮牌", null, `showdown:${Object.keys(shown).sort().join(",")}`));
}
street = "awards";
for (const [awardIndex, award] of (hand.awards || []).entries()) {
const winners = award.winners || [];
const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0;
const remainder = winners.length ? Number(award.amount || 0) % winners.length : 0;
winners.forEach((winnerId, index) => {
const player = byId.get(winnerId);
if (player) player.stack += share + (index < remainder ? 1 : 0);
});
pot.value = Math.max(0, pot.value - Number(award.amount || 0));
frames.push(snapshot(
"award",
awardText(award),
winners[0] || null,
awardKey(award, awardIndex),
{ actionKind: "award", bubbleText: `赢得 ${money(award.amount)}` },
));
}
if (frames.length === 1) frames.push(snapshot("empty", "这手牌没有可回放动作", null, "empty"));
return frames;
}
function actionKey(action, index) {
return [
"action", index, action.street, action.player_id, action.action,
Number(action.amount || 0), Number(action.street_bet || 0), Number(action.stack || 0),
].join(":");
}
function awardKey(award, index) {
return [
"award", index, Number(award.amount || 0),
(award.winners || []).join(","),
award.hand_value?.name || "",
].join(":");
}
function actionText(action) {
const label = ACTION_LABELS[action.action] || action.action;
if (["check", "fold"].includes(action.action)) return `${action.player_id} ${label}`;
return `${action.player_id} ${label} ${money(action.amount)}`;
}
/**
* Build a SHORT speech-bubble label (player_id is implicit since the bubble
* already points at the seat). Keeps text readable inside narrow bubbles.
*/
function bubbleTextFor(action) {
const label = ACTION_LABELS[action.action] || action.action;
if (["check", "fold"].includes(action.action)) return label;
return `${label} ${money(action.amount)}`;
}
function awardText(award) {
const winners = (award.winners || []).join(", ");
const handName = award.hand_value?.name ? ` · ${award.hand_value.name}` : "";
return `${winners} 赢得 ${money(award.amount)}${handName}`;
}
// ---------------------------------------------------------------------------
// Seat layout — six radial presets, with mobile fallback.
// Returned (x, y) values are percentages relative to the poker-table box
// (NOT the felt-shell). The poker-table reserves vertical padding so the
// top/bottom seats and their bubbles never overlap the table headers.
// ---------------------------------------------------------------------------
function seatPosition(index, count) {
const mobile = window.matchMedia("(max-width: 760px)").matches;
const presets = mobile ? mobileSeatPreset(count) : desktopSeatPreset(count);
if (presets[index]) return presets[index];
const radiusX = mobile ? 36 : 39;
const radiusY = mobile ? 41 : 39;
const start = -90;
const angle = (start + index * (360 / Math.max(count, 1))) * Math.PI / 180;
return {
x: 50 + Math.cos(angle) * radiusX,
y: 50 + Math.sin(angle) * radiusY,
};
}
// 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) : "idle";
el.potLabel.textContent = hasData ? `pot ${money(frame.pot)}` : "pot 0";
el.frameLabel.textContent = hasData ? `frame ${state.frameIndex + 1}/${state.frames.length}` : "frame 0/0";
el.progressBar.style.width = hasData ? `${((state.frameIndex + 1) / state.frames.length) * 100}%` : "0";
el.tableOutput.textContent = hasData
? renderTerminalFrame(game, hand, frame)
: [
"$ txh-replay --status idle",
"",
"source: none",
"event : waiting for game data",
"",
"load: fetch from a game service or upload a replay json snapshot",
].join("\n");
renderLog();
syncControls();
}
function renderTerminalFrame(game, hand, frame) {
const active = frame.activePlayerId || "-";
const command = [
"$ txh-replay",
`--game ${game.game_id || "-"}`,
`--hand ${hand.hand_number}`,
`--frame ${state.frameIndex + 1}/${state.frames.length}`,
].join(" ");
const lines = [
command,
"",
`source: ${state.source || "-"}`,
`status: ${game.status || "-"} | street: ${STREET_LABELS[frame.street] || frame.street} | pot: ${money(frame.pot)}`,
`board : ${formatCards(frame.board, 5)}`,
`event : ${frame.message}`,
`actor : ${active}`,
"",
"players",
`${pad("seat", 4)} ${pad("flag", 4)} ${pad("player", 22)} ${pad("stack", 10, "right")} ${pad("street", 10, "right")} ${pad("total", 10, "right")} cards`,
`${"-".repeat(4)} ${"-".repeat(4)} ${"-".repeat(22)} ${"-".repeat(10)} ${"-".repeat(10)} ${"-".repeat(10)} ${"-".repeat(13)}`,
];
for (const player of frame.players) {
const playerName = player.name && player.name !== player.player_id
? `${player.name}/${player.player_id}`
: player.player_id;
lines.push([
pad(player.seat, 4),
pad(playerFlags(player, hand, frame), 4),
pad(playerName, 22),
pad(money(player.stack), 10, "right"),
pad(money(player.street_bet), 10, "right"),
pad(money(player.total_bet), 10, "right"),
formatCards(knownCardsForPlayer(player, hand, frame), 2),
].join(" "));
}
lines.push(
"",
"flags: > active | D dealer | F folded | A all-in",
);
return lines.join("\n");
}
function playerFlags(player, hand, frame) {
const flags = [];
if (player.player_id === frame.activePlayerId) flags.push(">");
if (player.seat === hand.button_seat) flags.push("D");
if (player.folded) flags.push("F");
if (player.all_in) flags.push("A");
return flags.join("") || ".";
}
function formatCards(cards, minimum = 0) {
const output = (cards || []).map(cardText);
while (output.length < minimum) output.push("[--]");
return output.join(" ");
}
function cardText(raw) {
if (!raw || raw === "back") return "[??]";
const parts = cardParts(raw);
return `[${parts.rank}${parts.suit}]`;
}
function pad(value, width, align = "left") {
const text = truncate(value, width);
const gap = Math.max(0, width - text.length);
return align === "right" ? `${" ".repeat(gap)}${text}` : `${text}${" ".repeat(gap)}`;
}
function truncate(value, width) {
const text = String(value ?? "");
if (text.length <= width) return text;
return `${text.slice(0, Math.max(0, width - 1))}~`;
}
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() {
el.eventLog.replaceChildren();
if (!state.frames.length) return;
let currentLi = null;
state.frames.forEach((frame, index) => {
const li = document.createElement("li");
li.textContent = `${String(index + 1).padStart(2, "0")} ${frame.type.padEnd(8, " ")} ${frame.message}`;
if (index < state.frameIndex) li.classList.add("past");
if (index === state.frameIndex) {
li.classList.add("current");
currentLi = li;
}
el.eventLog.appendChild(li);
});
// Keep the focused event visible without yanking the page when an event
// is already in view.
if (currentLi) {
const behavior = window.matchMedia("(prefers-reduced-motion: reduce)").matches ? "auto" : "smooth";
currentLi.scrollIntoView({ block: "nearest", behavior });
}
}
function syncControls() {
const loaded = Boolean(state.game);
const hasPreviousFrame = state.frameIndex > 0 || state.currentHandIndex > 0;
const hasNextFrame = state.frameIndex < state.frames.length - 1 || state.currentHandIndex < state.hands.length - 1;
el.playBtn.disabled = !loaded;
el.prevBtn.disabled = !loaded || !hasPreviousFrame;
el.nextBtn.disabled = !loaded || !hasNextFrame;
el.resetBtn.disabled = !loaded;
el.playBtn.textContent = state.playing ? "pause" : "play";
}
// ---------------------------------------------------------------------------
// Game lifecycle: load / merge / select hand / step / play.
// ---------------------------------------------------------------------------
function loadGame(raw, source, options = {}) {
const nextGame = normalizeGame(raw);
const wasPlaying = state.playing;
const mergeResult = options.allowMerge !== false ? mergeGame(nextGame) : { merged: false, advanced: false };
if (!mergeResult.merged) {
pause();
state.game = nextGame;
state.hands = state.game.hands;
state.currentHandIndex = Math.max(0, state.hands.length - 1);
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
state.frameIndex = 0;
}
state.source = source;
el.sourceBadge.textContent = source;
el.subtitle.textContent = `${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?.blinds?.current || game?.blinds || game || {};
const smallBlind = blinds.small_blind ?? blinds.small ?? blinds.sb;
const bigBlind = blinds.big_blind ?? blinds.big ?? blinds.bb;
el.gameStatus.textContent = game?.status || "-";
el.playerCount.textContent = game?.players?.length ?? "-";
el.handCount.textContent = game?.hands?.length ?? "-";
el.blindLevel.textContent = game ? `${money(smallBlind)} / ${money(bigBlind)}` : "-";
}
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 ${el.pollSeconds.value}s` : "Auto Off";
if (!enabled) return;
const interval = Math.max(5, Number(el.pollSeconds.value || 12)) * 1000;
state.pollTimer = window.setInterval(() => {
fetchFromServer().catch((error) => showMessage(error.message));
}, interval);
}
function showMessage(message) {
el.tableOutput.textContent = [
"$ txh-replay --status error",
"",
`error: ${message}`,
].join("\n");
el.sourceBadge.textContent = "ERROR";
el.frameLabel.textContent = "frame 0/0";
}
function escapeHtml(value) {
return String(value)
.replaceAll("&", "&amp;")
.replaceAll("<", "&lt;")
.replaceAll(">", "&gt;")
.replaceAll('"', "&quot;")
.replaceAll("'", "&#039;");
}
function applyTheme(mode) {
const theme = ["auto", "dark", "light"].includes(mode) ? mode : "auto";
document.documentElement.dataset.theme = theme;
if (el.themeMode) el.themeMode.value = theme;
}
function initTheme() {
let stored = "auto";
try {
stored = window.localStorage.getItem(THEME_STORAGE_KEY) || "auto";
} catch {
stored = "auto";
}
applyTheme(stored);
}
// ---------------------------------------------------------------------------
// Wiring.
// ---------------------------------------------------------------------------
el.themeMode.addEventListener("change", () => {
const mode = el.themeMode.value;
applyTheme(mode);
try {
window.localStorage.setItem(THEME_STORAGE_KEY, mode);
} catch {
// Ignore storage failures; the current session still applies the theme.
}
});
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 · ${file.name}`);
} catch (error) {
showMessage(error.message);
} finally {
event.target.value = "";
}
});
el.autoPoll.addEventListener("change", () => setAutoPoll(el.autoPoll.checked));
el.pollSeconds.addEventListener("change", () => setAutoPoll(el.autoPoll.checked));
el.handSelect.addEventListener("change", () => selectHand(Number(el.handSelect.value)));
el.playBtn.addEventListener("click", () => state.playing ? pause() : play());
el.nextBtn.addEventListener("click", () => nextFrame());
el.prevBtn.addEventListener("click", () => prevFrame());
el.resetBtn.addEventListener("click", () => selectHand(state.currentHandIndex));
window.addEventListener("resize", () => renderFrame());
initTheme();
syncControls();
renderFrame();
-122
View File
@@ -1,122 +0,0 @@
<!doctype html>
<html lang="zh-CN" data-theme="auto">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>Texas Hold X Replay</title>
<link rel="stylesheet" href="/styles.css" />
</head>
<body>
<div class="app-shell">
<header class="terminal-header">
<div class="window-row" aria-hidden="true">
<span class="window-dot red"></span>
<span class="window-dot yellow"></span>
<span class="window-dot green"></span>
<span class="window-title">txh-replay@web:~</span>
</div>
<div class="title-row">
<div>
<h1>Texas Hold X Replay</h1>
<p id="subtitle">awaiting game snapshot</p>
</div>
<div class="status-strip" aria-live="polite">
<span id="sourceBadge" class="status-pill">NO DATA</span>
<span id="pollBadge" class="status-pill">AUTO OFF</span>
<label class="theme-control">
<span>theme</span>
<select id="themeMode" aria-label="Theme mode">
<option value="auto">auto</option>
<option value="dark">dark</option>
<option value="light">light</option>
</select>
</label>
</div>
</div>
</header>
<main class="terminal-grid">
<section class="terminal-panel source-panel" aria-label="数据源">
<div class="panel-title"><span>$</span> /source</div>
<label>
<span>game service</span>
<input id="serverUrl" type="url" value="http://127.0.0.1:8000" placeholder="http://127.0.0.1:8000" />
</label>
<label>
<span>game id</span>
<input id="gameId" type="text" value="game1" placeholder="game1" />
</label>
<div class="button-row">
<button id="fetchBtn" class="primary-btn" type="button">fetch</button>
<label class="file-btn">
upload json
<input id="fileInput" type="file" accept="application/json,.json" />
</label>
</div>
<div class="auto-grid">
<label class="toggle-line">
<input id="autoPoll" type="checkbox" />
<span>auto poll</span>
</label>
<label>
<span>seconds</span>
<input id="pollSeconds" type="number" min="5" max="300" value="12" />
</label>
</div>
</section>
<section class="terminal-panel controls-panel" aria-label="回放控制">
<div class="panel-title"><span>$</span> /replay</div>
<label>
<span>hand</span>
<select id="handSelect"></select>
</label>
<label>
<span>pace</span>
<input id="pace" type="range" min="0.75" max="1.8" step="0.05" value="1" />
</label>
<div class="transport-row">
<button id="prevBtn" type="button">prev</button>
<button id="playBtn" class="primary-btn" type="button">play</button>
<button id="nextBtn" type="button">next</button>
<button id="resetBtn" type="button">reset</button>
</div>
<div class="progress-shell" aria-hidden="true">
<div id="progressBar"></div>
</div>
</section>
<section class="terminal-panel summary-panel" aria-label="牌局摘要">
<div class="panel-title"><span>$</span> /state</div>
<dl class="stat-list">
<div><dt>status</dt><dd id="gameStatus">-</dd></div>
<div><dt>players</dt><dd id="playerCount">-</dd></div>
<div><dt>hands</dt><dd id="handCount">-</dd></div>
<div><dt>blinds</dt><dd id="blindLevel">-</dd></div>
</dl>
</section>
<section class="terminal-panel display-panel" aria-label="命令行牌局回放">
<div class="display-head">
<div>
<span id="handBadge" class="prompt-chip">hand -</span>
<span id="streetLabel" class="prompt-chip">idle</span>
<span id="potLabel" class="prompt-chip">pot 0</span>
</div>
<span id="frameLabel" class="frame-label">frame 0/0</span>
</div>
<div class="terminal-screen" tabindex="0">
<pre id="tableOutput" class="table-output">txh-replay&gt; waiting for game data</pre>
</div>
</section>
<aside class="terminal-panel log-panel" aria-label="事件日志">
<div class="panel-title"><span>$</span> /events</div>
<ol id="eventLog" class="event-log"></ol>
</aside>
</main>
</div>
<script src="/app.js" type="module"></script>
</body>
</html>
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