refactor: 资源按 游戏/壁纸 分层,预设拆进各自壁纸目录

- assets/<游戏>/<壁纸>/{effects,images,audios}/,每档壁纸自包含
- 每档壁纸自带 preset.js:用 import.meta.url 推导自身资源路径,目录可整体搬走;
  目录名用显示名(含「」),代码键用稳定 id(xilian/kv37,与 WE 属性值绑定)
- preset-store.js -> presets.js:静态 import 两份预设并建 id 索引
- 新增 CONTEXT.md 术语表与 ADR-0001/0002
- 新增 check-paths / compare / heatmap 三个验证工具;serve.mjs 改为每帧强制动画相位归零

验证:check-paths 11/11 路径存在(含此前零引用的 昔涟.flac);浏览器 0 个真实 404;
与基线 worktree 同冻结设置对拍,9 对跨版本比较中 4 对逐像素完全相同(差异 0),
其余 ≤0.19/255,远低于基线自身的双模态抖动(2.27/255)。
This commit is contained in:
Shuery committed 2026-09-19 19:26:46 +08:00
1 parent 399f99edd7
commit 09ff322fe8
29 files changed
+388 -127

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+49
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@@ -0,0 +1,49 @@
// 静态检查:每份 preset.js 里声明的每一个资源路径是否真实存在。
// 这能抓到"运行时才会暴露"的拼写错误(比如某首备用 BGM 从未被加载过,写错了也不会有人发现)。
// 用法:node tools/check-paths.mjs
import { stat } from "node:fs/promises";
import { fileURLToPath, pathToFileURL } from "node:url";
import { glob } from "node:fs/promises";
import { resolve } from "node:path";
const root = resolve("dist");
const presetFiles = [];
for await (const f of glob("assets/**/preset.js", { cwd: root })) presetFiles.push(f);
let ok = 0;
let bad = 0;
for (const rel of presetFiles.sort()) {
const mod = await import(pathToFileURL(resolve(root, rel)).href);
const preset = mod.default;
const urls = [];
const walk = (value, path) => {
if (typeof value === "string" && /^(file|https?):/.test(value)) urls.push([path, value]);
else if (value && typeof value === "object") {
for (const [k, v] of Object.entries(value)) walk(v, `${path}.${k}`);
} else if (Array.isArray(value)) value.forEach((v, i) => walk(v, `${path}[${i}]`));
};
walk(preset, preset.id);
console.log(`\n${rel} (id=${preset.id}, name=${preset.name})`);
for (const [path, url] of urls) {
const u = new URL(url);
if (u.protocol !== "file:") {
console.log(` ? ${path} -> 非本地路径,跳过: ${url}`);
continue;
}
const file = fileURLToPath(u);
const info = await stat(file).catch(() => null);
if (info?.isFile()) {
console.log(` ok ${path} (${(info.size / 1024).toFixed(1)} KB)`);
ok++;
} else {
console.log(` MISSING ${path} -> ${file}`);
bad++;
}
}
}
console.log(`\n${ok} 个路径存在,${bad} 个缺失`);
process.exit(bad ? 1 : 0);
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// 对拍比较:把两批截图逐对做差值,给出"改完到底有没有动到画面"的判定。
// 用法:node tools/compare.mjs <A目录> <B目录> [--tag A] [--tag B] [--threshold 1.0]
// 例: node tools/compare.mjs before after
import { spawn } from "node:child_process";
import { readdir } from "node:fs/promises";
import { resolve } from "node:path";
const argv = process.argv.slice(2);
const [dirA, dirB] = argv;
if (!dirA || !dirB) {
console.error("usage: node tools/compare.mjs <dirA> <dirB> [--threshold 1.0]");
process.exit(2);
}
const opt = (name, dflt) => {
const i = argv.indexOf(`--${name}`);
return i >= 0 ? argv[i + 1] : dflt;
};
const threshold = Number(opt("threshold", "1.0"));
function run(cmd, args) {
return new Promise((resolve) => {
const p = spawn(cmd, args, { stdio: ["ignore", "pipe", "pipe"] });
let out = "";
p.stdout.on("data", (d) => (out += d));
p.stderr.on("data", (d) => (out += d));
p.on("close", () => resolve(out));
});
}
const A = resolve("tools/shots", dirA);
const B = resolve("tools/shots", dirB);
const files = (await readdir(A)).filter((f) => f.endsWith(".png") && !f.endsWith(".ref.png")).sort();
let worst = 0;
let worstName = "";
let failed = 0;
for (const f of files) {
const a = resolve(A, f);
const b = resolve(B, f);
const out = await run(process.execPath, ["tools/diff.mjs", a, b]);
const m = out.match(/mean\|diff\|=([\d.]+)/);
const mean = m ? Number(m[1]) : NaN;
const verdict = Number.isNaN(mean) ? "MISSING" : mean < threshold ? "same" : "CHANGED";
if (Number.isNaN(mean)) failed++;
else if (mean > worst) {
worst = mean;
worstName = f;
}
console.log(`${f.padEnd(28)} mean|diff|=${String(mean).padStart(7)} ${verdict}`);
}
console.log(`\n${dirA} → ${dirB}:${files.length} 对;最大差异 ${worst.toFixed(3)}/255(${worstName || "无"});判定阈值 ${threshold}`);
if (failed) {
console.log(`${failed} 对缺少对照文件`);
process.exit(1);
}
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// 把两张图的差异降采样成 ASCII 热力图,好在纯文本里看出"差异落在画面哪里"。
// 用法:node tools/heatmap.mjs <a.png> <b.png> [cols] [rows]
import { spawn } from "node:child_process";
const [a, b, cols = "48", rows = "20"] = process.argv.slice(2);
if (!a || !b) {
console.error("usage: node tools/heatmap.mjs <a.png> <b.png> [cols] [rows]");
process.exit(2);
}
const W = Number(cols);
const H = Number(rows);
const RAMP = " .:-=+*#%@";
const buf = await new Promise((resolve) => {
const p = spawn(
"ffmpeg",
[
"-hide_banner", "-loglevel", "error",
"-i", a, "-i", b,
"-lavfi", `blend=all_mode=difference,format=gray,scale=${W}:${H}:flags=area`,
"-f", "rawvideo", "-pix_fmt", "gray", "-",
],
{ stdio: ["ignore", "pipe", "pipe"] },
);
const chunks = [];
p.stdout.on("data", (d) => chunks.push(d));
p.on("close", () => resolve(Buffer.concat(chunks)));
});
if (buf.length < W * H) {
console.error(`ffmpeg 只返回 ${buf.length} 字节,期望 ${W * H}`);
process.exit(1);
}
console.log(`${a} vs ${b} (${W}x${H} 降采样,越亮=差异越大)`);
console.log(" +" + "-".repeat(W) + "+");
for (let y = 0; y < H; y++) {
let line = "";
for (let x = 0; x < W; x++) {
const v = buf[y * W + x];
line += RAMP[Math.min(RAMP.length - 1, Math.round((v / 255) * (RAMP.length - 1) * 2))];
}
console.log(String(y).padStart(3) + " |" + line + "|");
}
console.log(" +" + "-".repeat(W) + "+");
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@@ -84,6 +84,16 @@ const DRIVER = (q) => `<script>
var origDraw = proto.drawFrame;
proto.drawFrame = function () {
state.drawCalls = (state.drawCalls || 0) + 1;
// 冻结只做一次是不够的:相位可能在成功回调前后被推进过一帧。这里每帧都强制归零,
// 保证"同一份代码的任何两次截图"是同一相位,对拍才有意义。
if (freeze) {
try {
var cur = this.animationState && this.animationState.getCurrent(0);
if (cur) cur.trackTime = 0;
if (this.skeleton) this.skeleton.updateWorldTransform(2);
this.viewportTransitionStart = performance.now() - 1e6;
} catch (e) { state.error = "freeze-frame: " + e; }
}
return origDraw.apply(this, arguments);
};
}
@@ -94,6 +104,9 @@ const DRIVER = (q) => `<script>
var cur = p.animationState && p.animationState.getCurrent(0);
if (cur) cur.trackTime = 0;
if (p.skeleton) p.skeleton.updateWorldTransform(2);
// 视口过渡(transitionTime 默认 0.25s)是时间相关的插值,会把"冻结"变得不彻底:
// 把它推到足够久以前,transitionAlpha >= 1,直接使用 currentViewport。
p.viewportTransitionStart = performance.now() - 1e6;
state.info = {
animations: p.skeleton ? p.skeleton.data.animations.map(function (a) { return a.name; }) : [],
skin: p.skeleton ? p.skeleton.data.skins.map(function (s) { return s.name; }) : [],