137 lines
10 KiB
Plaintext
137 lines
10 KiB
Plaintext
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> numberswipe-main@1.0.0 check
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> npm run build && npm test && npm run smoke
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> numberswipe-main@1.0.0 build
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> node build.mjs
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Built campaign-200-r2: 200 levels
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> numberswipe-main@1.0.0 test
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> node --test *.test.mjs
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✔ 手机没有浏览器音频接口时,原生播放器仍能播放全部 36 步和六类反馈音 (8.9435ms)
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✔ 关闭音效停止播放;再次开启会试听并保存偏好;后台中断停止所有播放器 (1.1639ms)
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✔ 延迟通关音在静音或进入后台时取消,不在返回后突然播放 (47.0186ms)
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✔ 音频错误可诊断,不再静默吞掉 (0.8142ms)
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✔ 所有音频均为非静音 PCM;原版第13步比第1步高一个八度 (49.8985ms)
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✔ 教学和组合规则用具体动作及奇偶例子解释,没有未解释的术语 (39.0574ms)
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✔ 过关提示同步使用实际播放起点,非请求时间 (1.1057ms)
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✔ 过关短句使用用户提供的3秒WAV,不与旧和弦叠加 (7.5766ms)
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✔ jingle end, cancellation and playback error restore BGM without restarting (6.6654ms)
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✔ muted effects never duck BGM and unrelated effect errors cannot end jingle ducking (0.5332ms)
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✔ hide and music preference do not revive playback through a late jingle callback (0.5819ms)
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✔ BGMB is absent from the runtime manifest and music package (0.9783ms)
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✔ merged irregular outlines retain holes and never draw internal unit edges (187.7866ms)
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✔ all 200 boards fit four screen budgets with stable safe anchors and real shared entrances (1687.1491ms)
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✔ guides through every irregular block stay inside its occupied shape (67.4851ms)
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✔ visited, conflicting and hinted category cells retain their material identity (15.4878ms)
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✔ five font subsets match their manifest and fit the package budget (6.3089ms)
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✔ upstream adapter fails closed if the inspected render seams change (4.4174ms)
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✔ procedural cushion pixels preserve holes and light the upper bevel without a border (39.8189ms)
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✔ visible glyph bounds are centered independently of font ascent and side bearings (2.0616ms)
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✔ stage with zero depth casts alpha shadows without painting a solid backing (12.7032ms)
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✔ native width-only TextMetrics still centers the rasterized glyph ink (5.3524ms)
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✔ fixed channels remain anchored at their block centers after number enlargement (2251.9192ms)
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✔ checkpoint ribbons trigger on correct arrival only and never duplicate per frame (7.9589ms)
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✔ checkpoint pulse is small, centered in time and settles without looping (0.8892ms)
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✔ event batches preserve every landing and sequence but commit only highest audio and haptic (8.628ms)
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✔ completion waits at most 120ms and ignores late audio callbacks (0.7635ms)
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✔ light haptics are limited, checkpoint replaces light, and completion adds only one delayed short pulse (0.9155ms)
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✔ unsupported graded haptic falls back to one short pulse, never long vibration (4.573ms)
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✔ haptic disable, preview and lifecycle cancellation suppress delayed or expired work (1.2133ms)
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✔ late failed haptic requests cannot revive old pulses and ungraded completion falls back once (16.0315ms)
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✔ rectangles, concave shapes and hexagons require geometric inward distance without treating internal seams as walls (58.0774ms)
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✔ one high-speed native move records all intermediate cells and completion without duplicate final node (333.9406ms)
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✔ legal but off-solution moves use public rules, while invalid clues only produce error (513.6096ms)
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✔ drag near a previous-block boundary cannot undo; deeper entry can, and undo button remains immediate (263.342ms)
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✔ tutorial, redraw, hint and restored saved routes do not generate player feedback (316.5441ms)
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✔ pressure and rebound have bounded amplitude and duration (0.7293ms)
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✔ interpolation cannot duplicate the same failed-cell event within one native movement (0.4654ms)
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✔ nodes are driven by explicit events even when multiple arrive before rendering; at most two ribbons survive (54.316ms)
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✔ audio fast moves merge to latest pitch and completion stops the whole four-channel pool (4.2573ms)
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✔ settings persist haptic preference independently and chapter cards always use three columns (196.5803ms)
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✔ original audio is preserved and high pitches lose energy rather than growing sharper (20.3321ms)
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✔ empty, partial and wrong routes reveal the first incomplete full segment (8.1753ms)
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✔ completion hides the hint; repeat clicks cannot skip; undo and restart return to earlier segments (1.1961ms)
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✔ all 200 levels reveal consecutive segments without changing the player path (3772.7025ms)
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✔ hint draws skip player edges and mask visited cells on their own layer; compositing is restored (3.0586ms)
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✔ parity is a segment anchor; colour is not; flow moves continuously across cells (2.7027ms)
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✔ soft teaching ribbon preserves visited masks without arrows in reduced motion (3.0311ms)
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✔ hint rounds shared guide junctions and keeps separate runs disconnected (2.0014ms)
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✔ 实际教学关动画:basic (5.7751ms)
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✔ 实际教学关动画:walls (1.3457ms)
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✔ 实际教学关动画:straight (3.5357ms)
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✔ 实际教学关动画:vertical (5.928ms)
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✔ 实际教学关动画:corner (2.104ms)
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✔ 实际教学关动画:colour (1.229ms)
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✔ 实际教学关动画:parity (0.7272ms)
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✔ 实际教学关动画:rhythm-door (2.0488ms)
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✔ 实际教学关动画:hex (16.839ms)
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✔ 实际教学关动画:unknown-start (8.1501ms)
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✔ 200关的组合规则均能找到对应真实教学关 (146.9163ms)
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✔ 教学减速,结束停留1秒后自动循环 (3.789ms)
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✔ music loops independently, persists mute and cancels in background (2.5341ms)
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✔ old arrows retain distance, rush to endpoint and fresh arrows move at base speed (1.0276ms)
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✔ settings have exactly three independent preferences, and hint has its own cue (531.0682ms)
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✔ actual fixed numeric node uses checkpoint pitch, final cell uses complete chord (357.6796ms)
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✔ selected menu and BGMA loop are stereo PCM WAV with complete musical durations (12.9153ms)
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✔ selected runtime WAVs retain the original durations after sample-rate adaptation (46.8893ms)
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✔ gameplay ambient uses lower scene volume and keeps independent mute and resume behavior (0.7041ms)
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✔ all 200 levels: valid numeric, parity and direction arrivals play checkpoint pitch; final arrival only completes (53800.1232ms)
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✔ drag back and undo button both vibrate lightly; disabling vibration suppresses both (82.8582ms)
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✔ haptic cadence is approximately 15 percent denser without changing light or medium grades (3.0517ms)
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✔ regular and special scale settle at 90ms with a larger special peak (0.3485ms)
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✔ rendered undo target and nonnumeric checkpoint animate immediately without adding ribbons (9.0174ms)
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✔ quick undo cancels removed node rebound, including last-step removal (3.4522ms)
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✔ navigation buttons use the same selection cue and settings include uniform colons (63.494ms)
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✔ early next during confetti cancels warming; settled ceremony reuses its background (285.4005ms)
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✔ font corpus includes every settings label including music le glyph (1.8083ms)
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✔ first launch goes directly to gameplay (493.2614ms)
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✔ resume unfinished route after exit from gameplay (615.7597ms)
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✔ resume unfinished route after exit from selection (504.8706ms)
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✔ completed level resumes next unfinished, including leaving from cleared screen (183.7206ms)
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✔ replaying a cleared level does not replace the unfinished save (188.5401ms)
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✔ legacy saves, malformed data and full completion have valid startup targets (219.7827ms)
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✔ selection pages expose fifteen cards and fit phone safe areas (514.0614ms)
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✔ hint-only frames reuse static UI, and player input invalidates it (151.9144ms)
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✔ hint curves are cached and distance lookup is stable at boundaries (2.1228ms)
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✔ new-mechanic lesson reuses the board while the continuous cursor advances (130.4526ms)
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✔ BGMA stays continuous across level changes and completion redraws (2.7072ms)
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✔ subpackage completion never plays a stale scene after hiding, muting, or clearing (0.6587ms)
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✔ music load failure is silent and one real resume can retry; muted pending loads stay silent (0.6025ms)
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✔ runtime uses supplied WAV hashes and ships music as a subpackage with a small main bundle (266.2246ms)
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✔ title is centered and selection settings share the progress and level-range row (925.6168ms)
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✔ completion ducks BGMA until jingle ends and next level never restarts it (252.8562ms)
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✔ title artwork is a transparent, high resolution PNG packaged locally (12.136ms)
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✔ asynchronous native image load requests a repaint and draws the artwork without a font substitute (1.315ms)
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✔ artwork stays above progress pills and clear of settings; fifteen cards still fit all phone sizes (1184.7768ms)
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✔ A3 width, one wide patch and brighter body preserve original design proportions (7.0053ms)
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✔ ribbon caches its body, draws source-atop only offscreen and starts each frame clean (13.5722ms)
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✔ one patch travels at 60px/s on the full route and does not restart when player advances (0.5319ms)
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✔ reduced motion and missing canvas use a static ribbon without main-board compositing (0.6184ms)
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✔ real target contours and smoothed routes stay attached to actual 200-level geometry (2580.5724ms)
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✔ live target breath uses cached board layers, arrival and background stop obsolete visuals (273.3177ms)
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✔ undo button reverses seven played steps as 7,6,5,4,3,2,1 (723.4609ms)
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✔ drag reverses seven played steps as 7,6,5,4,3,2,1 (316.3682ms)
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✔ completion amplitude is reduced 15 percent while node, undo and restart volumes stay unchanged (2.476ms)
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✔ fast reverse coalesces to the latest descending pitch and cannot replay an old forward note (2.3642ms)
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✔ all prepared routes match the immutable level hash and public rules (32.8606ms)
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✔ entering next level draws the live board once and preserves the running BGMA player (2786.6811ms)
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✔ next-board warming advances one item per frame and cancels on deadline, replacement or hide (0.8861ms)
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✔ idle material warming never changes the player path or emits sound and vibration (113.63ms)
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ℹ tests 110
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ℹ suites 0
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ℹ pass 110
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ℹ fail 0
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ℹ cancelled 0
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ℹ skipped 0
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ℹ todo 0
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ℹ duration_ms 54956.9338
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> numberswipe-main@1.0.0 smoke
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> node smoke.mjs
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PASS 200/200: r2源文件哈希一致、唯一解、微信发布包触摸通关、撤销/重开/指路、存档/音效设置恢复、前后台切换。
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