Compare commits
1 Commits
| Author | SHA1 | Date | |
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| d5982f15f9 |
@@ -35,6 +35,7 @@ htmlcov/
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.codex/
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.codex/
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*.swp
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*.swp
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*.swo
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*.swo
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.codex/
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# debug resources
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# debug resources
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debug/
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debug/
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@@ -0,0 +1,81 @@
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# Texas Hold X 回放视图设计方案
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## 目标
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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。
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## 架构
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新增 `texas_holdem_replay` 包:
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- `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。
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- `texas_holdem_replay/static/index.html`:独立页面入口。
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- `texas_holdem_replay/static/styles.css`:像素风牌桌、卡牌、座位和响应式布局。
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- `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。
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运行方式:
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```bash
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python -m texas_holdem_replay.server --host 127.0.0.1 --port 8088
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```
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也可以通过安装后的脚本启动:
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```bash
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texas-holdem-replay --host 127.0.0.1 --port 8088
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```
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## 数据输入
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视图支持三种输入方式:
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1. 填写核心游戏服务地址和 `game_id`,点击“获取”。
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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。
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2. 上传静态 JSON 文件。
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文件在浏览器本地解析,不依赖核心服务。
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3. 开启自动获取。
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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。
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`/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。
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## 数据模型与归一化
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当前游戏详情返回结构包含:
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- `players`:玩家最终状态。
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- `hands`:历史手牌列表。
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- 每手 `actions`:行动记录,包含 `street`、`player_id`、`action`、`amount`、行动后 `street_bet` 和 `stack`。
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- `awards`:底池分配。
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- `showdown_hands`:摊牌玩家手牌。
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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:
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- 根据 `players` 和 `actions` 得到座位顺序。
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- 从 `starting_stack` 开始,按历史 `actions.stack` 和 `awards` 推演每手牌开始时的筹码。
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- 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。
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- 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。
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- 非 showdown 玩家手牌显示卡背。
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- 已预留 `hand.hole_cards[player_id]` 和 `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。
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## 动画与交互
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牌桌采用卡通像素风格:
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- 椭圆绿色牌桌、木质像素边框、像素筹码状态条。
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- 玩家围绕牌桌分布,当前行动玩家高亮并显示冒泡文字。
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- 公共牌按 flop / turn / river 分阶段发出。
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- 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。
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- 支持上一帧、下一帧、播放/暂停、重置、选择指定手牌。
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## 响应式设计
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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。
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## 解耦边界
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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。
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## 后续适配
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- 核心服务返回非 showdown 玩家手牌后,只需要让每手 JSON 包含 `hole_cards` 或 `private_hands` 映射,前端现有归一化会优先读取。
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- 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。
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@@ -9,6 +9,10 @@ dependencies = []
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texas-holdem-server = "texas_holdem.server:main"
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texas-holdem-server = "texas_holdem.server:main"
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texas-holdem-human = "texas_holdem.human_client:main"
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texas-holdem-human = "texas_holdem.human_client:main"
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texas-holdem-ai = "texas_holdem.ai_client:main"
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texas-holdem-ai = "texas_holdem.ai_client:main"
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texas-holdem-replay = "texas_holdem_replay.server:main"
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[tool.setuptools.package-data]
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texas_holdem_replay = ["static/*"]
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[tool.pytest.ini_options]
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[tool.pytest.ini_options]
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testpaths = ["tests"]
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testpaths = ["tests"]
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@@ -0,0 +1,28 @@
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from __future__ import annotations
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import unittest
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from texas_holdem_replay.server import build_game_url
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class ReplayServerTests(unittest.TestCase):
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def test_build_game_url_from_base_and_game_id(self) -> None:
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self.assertEqual(
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build_game_url({"base_url": ["http://127.0.0.1:8000/"], "game_id": ["game 1"]}),
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"http://127.0.0.1:8000/games/game%201",
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)
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def test_build_game_url_accepts_full_url(self) -> None:
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self.assertEqual(
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build_game_url({"url": ["https://example.test/games/demo"]}),
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"https://example.test/games/demo",
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)
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def test_build_game_url_rejects_non_http_url(self) -> None:
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with self.assertRaises(ValueError):
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build_game_url({"url": ["file:///tmp/game.json"]})
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if __name__ == "__main__":
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unittest.main()
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"""Standalone web replay viewer for Texas Hold X game snapshots."""
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@@ -0,0 +1,153 @@
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from __future__ import annotations
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import argparse
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import json
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import mimetypes
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from http import HTTPStatus
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from http.server import BaseHTTPRequestHandler, ThreadingHTTPServer
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from pathlib import Path
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from typing import Any
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from urllib.error import HTTPError, URLError
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from urllib.parse import quote, unquote, urlparse, parse_qs
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from urllib.request import Request, urlopen
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STATIC_DIR = Path(__file__).with_name("static")
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def build_game_url(query: dict[str, list[str]]) -> str:
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raw_url = _first(query, "url")
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if raw_url:
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return _validate_http_url(raw_url)
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base_url = _first(query, "base_url")
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game_id = _first(query, "game_id")
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if not base_url or not game_id:
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raise ValueError("provide either url or both base_url and game_id")
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base = _validate_http_url(base_url).rstrip("/")
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safe_game_id = quote(game_id.strip("/"), safe="")
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return f"{base}/games/{safe_game_id}"
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class ReplayRequestHandler(BaseHTTPRequestHandler):
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server_version = "TexasHoldemReplay/0.1"
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def do_GET(self) -> None:
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parsed = urlparse(self.path)
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if parsed.path == "/api/health":
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self._json({"ok": True, "service": "texas-holdem-replay"})
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return
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if parsed.path == "/api/fetch-game":
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self._handle_fetch_game(parsed.query)
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return
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self._serve_static(parsed.path)
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def do_OPTIONS(self) -> None:
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self.send_response(HTTPStatus.NO_CONTENT)
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self._cors_headers()
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self.end_headers()
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def log_message(self, format: str, *args: Any) -> None:
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return
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def _handle_fetch_game(self, raw_query: str) -> None:
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query = parse_qs(raw_query)
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try:
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target = build_game_url(query)
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timeout = float(_first(query, "timeout") or 8)
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request = Request(target, headers={"Accept": "application/json"})
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with urlopen(request, timeout=max(1, min(timeout, 30))) as response:
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payload = response.read()
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content_type = response.headers.get("Content-Type", "")
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try:
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data = json.loads(payload.decode("utf-8"))
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except json.JSONDecodeError as exc:
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raise ValueError("target did not return valid JSON") from exc
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if not isinstance(data, dict):
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raise ValueError("target JSON must be an object")
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self._json({"source": target, "content_type": content_type, "game": data})
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except HTTPError as exc:
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body = exc.read().decode("utf-8", errors="replace")[:600]
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self._json(
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{"error": f"upstream returned HTTP {exc.code}", "detail": body},
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HTTPStatus.BAD_GATEWAY,
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)
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except (URLError, TimeoutError) as exc:
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self._json({"error": "failed to reach upstream", "detail": str(exc)}, HTTPStatus.BAD_GATEWAY)
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except ValueError as exc:
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self._json({"error": str(exc)}, HTTPStatus.BAD_REQUEST)
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def _serve_static(self, raw_path: str) -> None:
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relative = unquote(raw_path.lstrip("/")) or "index.html"
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if relative.endswith("/"):
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relative += "index.html"
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candidate = (STATIC_DIR / relative).resolve()
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root = STATIC_DIR.resolve()
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if root not in candidate.parents and candidate != root:
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self._json({"error": "not found"}, HTTPStatus.NOT_FOUND)
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return
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if not candidate.is_file():
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candidate = STATIC_DIR / "index.html"
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body = candidate.read_bytes()
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content_type = mimetypes.guess_type(candidate.name)[0] or "application/octet-stream"
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self.send_response(HTTPStatus.OK)
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self._cors_headers()
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self.send_header("Content-Type", content_type)
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self.send_header("Cache-Control", "no-store" if candidate.name == "index.html" else "public, max-age=60")
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self.send_header("Content-Length", str(len(body)))
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self.end_headers()
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self.wfile.write(body)
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def _json(self, payload: dict[str, Any], status: HTTPStatus = HTTPStatus.OK) -> None:
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body = json.dumps(payload, ensure_ascii=False).encode("utf-8")
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self.send_response(status)
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self._cors_headers()
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self.send_header("Content-Type", "application/json; charset=utf-8")
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self.send_header("Content-Length", str(len(body)))
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self.end_headers()
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self.wfile.write(body)
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def _cors_headers(self) -> None:
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self.send_header("Access-Control-Allow-Origin", "*")
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self.send_header("Access-Control-Allow-Methods", "GET, OPTIONS")
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self.send_header("Access-Control-Allow-Headers", "Content-Type")
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def create_server(host: str, port: int) -> ThreadingHTTPServer:
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return ThreadingHTTPServer((host, port), ReplayRequestHandler)
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def main() -> None:
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parser = argparse.ArgumentParser(description="Run the standalone Texas Hold X replay web viewer.")
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|
parser.add_argument("--host", default="127.0.0.1")
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parser.add_argument("--port", default=8088, type=int)
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args = parser.parse_args()
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server = create_server(args.host, args.port)
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print(f"Texas Hold X replay viewer listening on http://{args.host}:{args.port}")
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try:
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server.serve_forever()
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|
except KeyboardInterrupt:
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pass
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|
finally:
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server.server_close()
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def _first(query: dict[str, list[str]], key: str) -> str | None:
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values = query.get(key)
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|
if not values:
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return None
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|
value = values[0].strip()
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|
return value or None
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|
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|
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def _validate_http_url(value: str) -> str:
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|
parsed = urlparse(value.strip())
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|
if parsed.scheme not in {"http", "https"} or not parsed.netloc:
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|
raise ValueError("url must be an absolute http(s) URL")
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|
return value.strip()
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|
|
||||||
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|
||||||
|
if __name__ == "__main__":
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|
main()
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@@ -0,0 +1,936 @@
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// =============================================================================
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|
// Texas Hold X Replay — viewer logic
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||||||
|
// -----------------------------------------------------------------------------
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|
// Architecture overview:
|
||||||
|
// * `state` — single mutable runtime store; never read directly by render
|
||||||
|
// 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
|
||||||
|
// 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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||||||
|
// * Terminal — renderFrame() writes a fixed-width command-line view into
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|
// <pre>, keeping all fetch/upload/replay processing unchanged.
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||||||
|
// =============================================================================
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||||||
|
|
||||||
|
const state = {
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||||||
|
game: null,
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||||||
|
hands: [],
|
||||||
|
currentHandIndex: 0,
|
||||||
|
frames: [],
|
||||||
|
frameIndex: 0,
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||||||
|
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", `第 ${hand.hand_number} 手牌开始`, null, "setup"));
|
||||||
|
|
||||||
|
const revealStreet = (nextStreet) => {
|
||||||
|
const counts = { flop: 3, turn: 4, river: 5 };
|
||||||
|
const nextCount = counts[nextStreet] || boardCount;
|
||||||
|
for (const player of players) player.street_bet = 0;
|
||||||
|
if (nextCount > boardCount) {
|
||||||
|
street = nextStreet;
|
||||||
|
boardCount = Math.min(nextCount, (hand.board || []).length);
|
||||||
|
frames.push(snapshot("deal", `${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("&", "&")
|
||||||
|
.replaceAll("<", "<")
|
||||||
|
.replaceAll(">", ">")
|
||||||
|
.replaceAll('"', """)
|
||||||
|
.replaceAll("'", "'");
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
@@ -0,0 +1,122 @@
|
|||||||
|
<!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> 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>
|
||||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user