feat: TS 构建管线、Spine 抓取器与 wallpapers/ 唯一真相来源
把项目从「手写 dist/」改成「wallpapers/ 是唯一真相来源,dist/ 由 pnpm build 生成」,
并补上配套的类型、门禁与抓取器。一次提交落地整条管线,因为拆开会留下不能构建的中间态。
- src/:运行时与模拟器源码(TS,strict),编译到 build/ 再拷进各分发
- tools/:build / dev / check-{syntax,paths,dist},以及抓取器与回归门禁 tools/checks/
(.scratch/ 下那批一次性脚本移入 tools/checks/ 并入库为长期门禁)
- wallpapers/:七档壁纸的源数据 + README.md(id/音频/预设的完整规范)
- docs/adr/0005-0008:构建管线与分发拓扑、模拟器契约、自包含 sim、每骨架资源布局
- .gitignore:排除 .scratch/ 的参考资料副本(上游 spine 整仓克隆 ~1.2 GB、
抓取侦查数据 ~680 MB)与调试转储;这些是本地调查材料,补偿会让仓库无法克隆
- 归一化 .gitignore/CONTEXT.md 行尾(工作区 CRLF、索引 LF 造成的整文件假 diff)
同时修掉三档卡住构建的未完工壁纸:
- kv45 的 meta.json 里 id 还是抓取期场景名 scene_main,经 downloader promote 正名为 kv45
- shajin / zhigengniao_juheye 的 meta.json 误用了骨架描述文件(name/spine/animations/pages)、
且都缺 preset.template.json;现按规范重建:骨架沉到 spines/<名>/(spine-ts 按 atlas 所在
目录解析贴图页)、补上元数据与单骨架预设,并清掉 zhigengniao 骨架里指向作者机的绝对路径
- 顺带 promote 已在 sources.yml 里的 kv46(月升之前,与兽共舞)
pnpm check 五道门全绿:10 个分发 / 7 档壁纸 / 141 处引用自包含。
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// Issue 05 验收:bgm 音源 combo 与 fps 限流。
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//
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// A 段验音源优先级:用户自填 URL > bgm 选择(仅当本壁纸声明过)> 本壁纸默认音源;
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// 且 bgm 选择跨壁纸时"音频回落、选择保留"。
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// B 段验 fps:WE 不替壁纸限流,得自己门控。关键是限流只该丢帧,
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// 不该改变动画相位推进速度——用同一段真实时间里 trackTime 前进了多少来判定。
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import { withPage, sleep } from "../cdp.mjs";
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// 服务地址:默认 8190(调试服常用端口),可用 SIM_BASE 覆盖。
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// 写死端口会在换了端口或换成分发目录时静默测错东西——它只是"连不上",
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// 看起来像功能坏了,实际是脚本连错了地方。
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const BASE = process.env.SIM_BASE ?? "http://127.0.0.1:8190/";
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const name = (src) => (src ? decodeURIComponent(String(src).split("/").pop()) : "(空)");
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let failures = 0;
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const check = (ok, msg, detail) => {
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if (!ok) failures++;
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console.log(` ${ok ? "✓" : "✗"} ${msg}${detail !== undefined ? ` → ${String(detail)}` : ""}`);
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};
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// ───────────────────────── A 段:音源 ─────────────────────────
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console.log("=== A 段:bgm 音源选择与回落 ===");
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await withPage({ width: 1280, height: 720 }, async ({ send, evaluate, exceptions }) => {
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await send("Page.navigate", { url: BASE + "?__freeze=1" });
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const deadline = Date.now() + 30000;
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while (Date.now() < deadline) {
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if (await evaluate('!!(window.__test && (window.__test.successAt || window.__test.error))')) break;
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await sleep(150);
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}
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await sleep(600);
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const src = () => evaluate('document.getElementById("background-music").src');
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const preset = (v) => evaluate(`window.wallpaperPropertyListener.applyUserProperties({ preset: { value: ${JSON.stringify(v)} } })`);
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const bgm = (v) => evaluate(`window.wallpaperPropertyListener.applyUserProperties({ bgm: { value: ${JSON.stringify(v)} } })`);
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const file = (v) => evaluate(`window.wallpaperPropertyListener.applyUserProperties({ audio_file: { value: ${JSON.stringify(v)} } })`);
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// 「使用自定义音乐」是 audio_file 的总开关:关着时填了 URL 也不该生效。
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const customAudio = (v) => evaluate(`window.wallpaperPropertyListener.applyUserProperties({ use_custom_audio: { value: ${JSON.stringify(v)} } })`);
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const seen = [];
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const step = async (label, action, expected) => {
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await action();
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await sleep(350);
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const got = name(await src());
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seen.push(`${label}=${got}`);
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check(got === expected, label, `期望 ${expected},实得 ${got}`);
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};
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// 载入即 xilian,默认音源应是「再度和你」
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check(name(await src()) === "zaiduheni.flac", "初始默认音源 = 昔涟立绘默认", name(await src()));
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// 无损是否真的可用,取决于 CEF 能不能解 FLAC——不能只看路径对不对。
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// readyState>=1(HAVE_METADATA) 说明容器与编码被接受,duration>0 说明解析出了正确时长。
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const healthProbe = `(function(){
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var a = document.getElementById("background-music");
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return { rs: a.readyState, dur: a.duration, net: a.networkState,
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err: a.error ? a.error.code : null, flac: a.canPlayType("audio/flac") };
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})()`;
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let h = null;
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for (let i = 0; i < 40; i++) {
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h = await evaluate(healthProbe);
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if (h.rs >= 1 || h.err !== null) break;
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await sleep(250);
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}
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check(h.flac === "probably" || h.flac === "maybe", "CEF 支持 audio/flac", h.flac || "(不支持)");
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check(h.err === null, "音频无解码错误", h.err === null ? "无" : `MediaError.code=${h.err}`);
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check(h.rs >= 1, "FLAC 已解析出元数据(readyState≥1)", `readyState=${h.rs}`);
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check(h.dur > 100 && h.dur < 300, "解析出的时长符合源文件", `${h.dur?.toFixed(1)} 秒`);
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// 元数据能解析 ≠ 真的在放。等一会儿看播放头有没有前进——这才是"无损可用"的终局证据。
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await sleep(1500);
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const pb = await evaluate(`(function(){
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var a = document.getElementById("background-music");
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return { paused: a.paused, t: a.currentTime, loop: a.loop, vol: a.volume };
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})()`);
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check(!pb.paused, "音频处于播放状态", pb.paused ? "仍暂停" : "播放中");
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check(pb.t > 0.5, "播放头已前进(确实在解码播放)", `currentTime=${Number(pb.t).toFixed(2)} s`);
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check(pb.loop === true, "循环播放已开启", String(pb.loop));
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// 音源 id 是 build 自增分配的(不再是 zaiduheni / xilian / pv37 这种手写名):
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// 分配顺序 = 游戏 → 共享音频 → 各壁纸(按 id 排序),所以 kv37 的「版本 PV」拿到 "1",
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// xilian 的「「再度和你」」是 "2"、「昔涟」是 "3"。顺序变了这些数字就会变——这正是
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// 自增 id 的代价,改音源清单时要回来同步这里。
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await step("bgm 选「昔涟」", () => bgm("3"), "xilian-src.flac");
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await step("切到 kv37(选择不属于它)→ 回落", () => preset("kv37"), "pv37.mp3");
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await step("bgm 选「版本 PV」(属于 kv37)", () => bgm("1"), "pv37.mp3");
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await step("切回 xilian(pv37 不属于它)→ 回落", () => preset("xilian"), "zaiduheni.flac");
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await step("bgm 选「「再度和你」」", () => bgm("2"), "zaiduheni.flac");
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await step("bgm 回到「随预设」", () => bgm("auto"), "zaiduheni.flac");
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// 用户自填 URL 优先级最高——但要先打开「使用自定义音乐」这个总开关。
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await step("开关关着时填 URL 不生效(回落预设默认)", async () => {
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await customAudio(false);
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await file("https://example.com/ignored.mp3");
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}, "zaiduheni.flac");
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await step("打开开关后 URL 生效", async () => {
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await customAudio(true);
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await file("https://example.com/custom-track.mp3");
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}, "custom-track.mp3");
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await step("切壁纸不得清掉自定义 URL", () => preset("kv37"), "custom-track.mp3");
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await step("关掉开关 + 清空 URL → 回到预设默认", async () => {
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await customAudio(false);
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await file("");
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}, "pv37.mp3");
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console.log(` 音源轨迹: ${seen.join(" | ")}`);
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console.log(` 未捕获异常: ${exceptions.length ? exceptions.join(" | ") : "无 ✓"}`);
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if (exceptions.length) failures++;
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});
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// ───────────────────────── B 段:fps ─────────────────────────
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console.log("\n=== B 段:fps 限流 ===");
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await withPage({ width: 1280, height: 720 }, async ({ send, evaluate, exceptions }) => {
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// 空 __props 只用来触发测试驱动注入(不带它就不会注入),既不冻结也不改属性
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await send("Page.navigate", { url: BASE + "?__props=%7B%7D" });
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const deadline = Date.now() + 30000;
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while (Date.now() < deadline) {
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if (await evaluate('!!(window.__test && (window.__test.successAt || window.__test.error))')) break;
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await sleep(150);
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}
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await sleep(1200); // 让动画先跑起来,避开启动瞬态
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const probe = `(function(){
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var p = window.__player;
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var e = p.animationState.getCurrent(0);
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return { trackTime: e.trackTime, duration: e.animation.duration,
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draws: window.__test.drawCalls, t: performance.now() };
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})()`;
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const sample = async (seconds) => {
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const a = await evaluate(probe);
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await sleep(seconds * 1000);
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const b = await evaluate(probe);
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const wall = (b.t - a.t) / 1000;
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let phase = b.trackTime - a.trackTime;
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if (phase < 0) phase += b.duration; // 动画正好绕回
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return { wall, draws: b.draws - a.draws, fps: (b.draws - a.draws) / wall, phaseRate: phase / wall };
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};
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const setFps = async (v) => {
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await evaluate(`window.wallpaperPropertyListener.applyGeneralProperties({ fps: ${v} })`);
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await sleep(400);
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};
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const results = [];
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const run = async (label, target) => {
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const r = await sample(2.0);
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const row = { label, target, ...r };
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results.push(row);
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console.log(
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` ${label.padEnd(16)} 实测 ${r.fps.toFixed(1)} fps` +
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(target ? `(目标 ${target})` : "(不限流)") +
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` 动画相位推进 ${r.phaseRate.toFixed(3)} 倍速`,
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);
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return row;
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};
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const base = await run("不限流", 0);
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await setFps(30);
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const f30 = await run("限 30 fps", 30);
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await setFps(20);
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const f20 = await run("限 20 fps", 20);
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await setFps(0);
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const back = await run("恢复不限流", 0);
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check(Math.abs(f30.fps - 30) / 30 < 0.25, "限 30 fps 生效", `实测 ${f30.fps.toFixed(1)}`);
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check(Math.abs(f20.fps - 20) / 20 < 0.25, "限 20 fps 生效", `实测 ${f20.fps.toFixed(1)}`);
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check(f30.fps < base.fps * 0.75, "限流确实减少了绘制次数", `${base.fps.toFixed(1)} → ${f30.fps.toFixed(1)}`);
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check(back.fps > f30.fps * 1.5, "取消限流后帧率恢复", `${f30.fps.toFixed(1)} → ${back.fps.toFixed(1)}`);
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for (const r of [f30, f20, back]) {
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check(
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Math.abs(r.phaseRate - base.phaseRate) / base.phaseRate < 0.1,
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`动画相位推进速度未受 ${r.label} 影响`,
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`${r.phaseRate.toFixed(3)} vs 基准 ${base.phaseRate.toFixed(3)}`,
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);
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}
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console.log(` 未捕获异常: ${exceptions.length ? exceptions.join(" | ") : "无 ✓"}`);
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if (exceptions.length) failures++;
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});
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console.log(`\n结论:${failures === 0 ? "全部通过 ✓" : `${failures} 项失败 ✗`}`);
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process.exit(failures === 0 ? 0 : 1);
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