Stockage ouvert pendant le chargement du moteur ; test navigateur : nombre de parties
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
71ee3605d4
commit
e3aaa0b3a3
+41
-23
@@ -24,33 +24,51 @@ const engine = createWasmEngine(worker.run);
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const localStorage = attempt(() => window.localStorage);
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const settings = createSettingsStore(localStorage ?? memoryStorage());
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// Les parties enregistrées (IndexedDB, ou localStorage en repli).
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const { library } = await openGameLibrary({
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indexedDB: attempt(() => window.indexedDB),
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localStorage,
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});
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// Le niveau de l'ordinateur : celui de Game.start (STANDARD_PLY).
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const session = createGameSession(
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library,
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{ start: () => Game.start(engine), resume: (journal) => Game.resume(engine, journal) },
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"2ply",
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);
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const saved = await session.restore();
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// Les parties enregistrées (IndexedDB, ou localStorage en repli), ouvertes
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// pendant que le moteur se charge : le plateau est dessiné sans les
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// attendre. L'écran de jeu ne s'en sert qu'une fois engineReady résolue.
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const opening = (async () => {
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const { library } = await openGameLibrary({
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indexedDB: attempt(() => window.indexedDB),
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localStorage,
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});
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// Le niveau de l'ordinateur : celui de Game.start (STANDARD_PLY).
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const session = createGameSession(
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library,
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{ start: () => Game.start(engine), resume: (journal) => Game.resume(engine, journal) },
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"2ply",
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);
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const saved = await session.restore();
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return { library, session, saved };
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})();
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let stored: Awaited<typeof opening> | null = null;
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/** Le stockage, ouvert (toujours le cas une fois engineReady résolue). */
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function storage(): Awaited<typeof opening> {
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if (stored === null) {
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throw new Error("stockage pas encore ouvert");
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}
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return stored;
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}
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startApp({
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engineReady: worker.ready,
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newGame: () => session.newGame(),
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savedGame: () => saved,
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resumePrevious: () => session.resumePrevious(),
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saveGame: (journal) => session.save(journal),
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engineReady: Promise.all([
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worker.ready,
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opening.then((opened) => {
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stored = opened;
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}),
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]),
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newGame: () => storage().session.newGame(),
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savedGame: () => storage().saved,
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resumePrevious: () => storage().session.resumePrevious(),
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saveGame: (journal) => storage().session.save(journal),
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games: {
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list: () => library.list(),
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journal: async (id) => (await library.load(id))?.journal ?? null,
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shownId: () => session.shownId,
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open: (id, branchHead) => session.open(id, branchHead),
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remove: (id) => library.remove(id),
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list: () => storage().library.list(),
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journal: async (id) => (await storage().library.load(id))?.journal ?? null,
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shownId: () => storage().session.shownId,
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open: (id, branchHead) => storage().session.open(id, branchHead),
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remove: (id) => storage().library.remove(id),
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exportSgf: async (id) => {
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const game = await library.load(id);
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const game = await storage().library.load(id);
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if (game === null) {
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throw new Error("partie introuvable");
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}
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@@ -447,6 +447,7 @@ export function startApp(options: AppOptions): void {
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]) {
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button.disabled = busy;
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}
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ui.menuGames.disabled = false;
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ui.cancel.disabled = busy || game.pendingHalfMoves.length === 0;
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renderPanel(game, landscape, doubled);
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renderMenu();
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@@ -491,6 +492,7 @@ export function startApp(options: AppOptions): void {
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}
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ui.moveHint.hidden = true;
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ui.menuNewGame.disabled = true;
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ui.menuGames.disabled = true;
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renderMenu();
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}
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