fix some issues, fail gracefully

This commit is contained in:
DramaticShape
2026-08-04 12:55:05 -04:00
parent 1915654a50
commit ecb0b57d26
7 changed files with 505 additions and 22 deletions
+65 -11
View File
@@ -115,6 +115,10 @@ end
function Stadium.begin(arena)
Stadium.finish()
if not Stadium.enabled() then return false end
-- a new fight gets its own first complaint: `reported` is a one-shot so the
-- console is not filled sixty times a second, but latched for the whole
-- process it would swallow every failure after the first one ever
Stadium.reported = false
session = {
arena = arena,
groundY = 0,
@@ -345,6 +349,13 @@ function Stadium.update(dt, battle, groundY)
end
mon:setSpecies(dex)
-- and tell the pack cache this one is standing there, every frame. Its
-- eviction order is keyed on LOADS, and a side only loads when its
-- species changes -- so without this a Pokemon that has been out for a
-- few turns is the least recently loaded thing in the cache and gets its
-- textures released out from under it the moment a fifth species enters
-- the battle (see StadiumPack.keep).
if mon.species then StadiumPack.keep(mon.species) end
mon.visible = (mon.rig ~= nil) and onField(battle, side, mon)
and not (battler and battler.substituteHP)
-- cleared up front, so a side that has just lost its rig cannot leave
@@ -361,10 +372,16 @@ function Stadium.update(dt, battle, groundY)
local cell = arena[side]
local other = arena[side == "player" and "enemy" or "player"]
if cell and other then
mon.model_matrix = mon:matrix(cell[1], session.groundY, cell[2],
other[1] - cell[1],
other[2] - cell[2])
mon:build()
-- posed and skinned inside the same guard the draws use: this is
-- where a bad track or a released texture is first touched, and a
-- throw here would take the OTHER side's update with it (the
-- caller wraps this whole function in one pcall)
Stadium.guard(side, mon, "build", function()
mon.model_matrix = mon:matrix(cell[1], session.groundY, cell[2],
other[1] - cell[1],
other[2] - cell[2])
mon:build()
end)
else
mon.model_matrix = nil
end
@@ -384,12 +401,46 @@ end
-- flash are all already set. StadiumRig turns the wireframe and the glass
-- mask off around its own draws and puts them back.
-- ------- one model going wrong is not both
--
-- These two draws used to be a bare loop inside the caller's single pcall,
-- which had two consequences and both were bad. A throw on the FIRST side
-- skipped the second, so one broken Pokemon took its opponent off the screen
-- with it. And nothing recorded that it had happened, so the same throw came
-- back every frame for the rest of the fight -- the mode's own fallback (that
-- side draws its flat pic instead) was sitting right there and never reached,
-- because falling back needs somebody to decide the model is not working.
--
-- So each side is drawn inside its own pcall, and a side that throws is
-- RETIRED: its rig is released, which is exactly the state a species with no
-- pack is in, and OverworldBattle renders a billboard for it from the next
-- frame on. The fight carries on with a flat Pokemon instead of a missing
-- one, which is the difference the player actually sees.
-- On the TABLE rather than a local, because Stadium.update calls it and sits
-- above this line: a local would still be nil there.
function Stadium.guard(side, mon, what, fn)
local ok, err = pcall(fn)
if ok then return true end
Stadium.report(err)
-- release rather than merely hide: the rig holds meshes and texture
-- references, and whatever went wrong with them is not going to be better
-- next frame. setSpecies rebuilds from scratch if this Pokemon is sent out
-- again later.
if mon.rig then pcall(mon.release, mon) end
mon.rig, mon.visible, mon.model_matrix = nil, false, nil
if session then session.broken = session.broken or {} end
if session then session.broken[side] = what end
return false
end
function Stadium.draw(pull)
if not session then return end
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
mon.rig:draw(mon.model_matrix, pull)
Stadium.guard(side, mon, "draw", function()
mon.rig:draw(mon.model_matrix, pull)
end)
end
end
end
@@ -402,7 +453,9 @@ function Stadium.cast(shadowMap)
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
mon.rig:caster(shadowMap, mon.model_matrix)
Stadium.guard(side, mon, "cast", function()
mon.rig:caster(shadowMap, mon.model_matrix)
end)
end
end
end
@@ -561,13 +614,14 @@ end
-- model is indistinguishable from an invisible one -- so the first failure
-- of a battle says so, once, and the rest of the fight carries on without
-- it.
local reported = false
Stadium.reported = false
function Stadium.report(err)
if reported then return end
reported = true
V.mod.log:warn("stadium: a model failed to draw: %s -- this battle runs "
.. "without it", tostring(err))
if Stadium.reported then return end
Stadium.reported = true
V.mod.log:warn("stadium: a model failed and was retired for this battle: "
.. "%s -- that Pokemon falls back to its flat battle pic, "
.. "and its opponent is unaffected", tostring(err))
end
-- DS_STADIUM_DEBUG=1 prints what each side resolved to once a second, which
+16
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@@ -106,6 +106,18 @@ StadiumMon.HOVER_CAP = 0.5
-- same rate.
StadiumMon.FPS = StadiumPack.FPS
-- How far an animation may carry the Pokemon off its tile, in the Pokemon's
-- own body-heights, before the excess is taken back out (StadiumRig.anchor).
--
-- Measured against the frame rather than chosen by eye. A mon is drawn
-- REF_HEIGHT world pixels tall and the GB frame holds about 38 world pixels
-- at the far cell, with the foe's feet on row 56 of 144 -- so there is
-- roughly one body-height of room above it and about one and a half either
-- side. Three quarters of a height keeps every part of a travelling Pokemon
-- inside that with a margin, and leaves the 83 species that never reach it
-- untouched.
StadiumMon.TRAVEL = 0.75
-- ------- the animation the fight is asking for
--
-- Each entry says which context slot to look up, whether it loops, and
@@ -378,6 +390,10 @@ function StadiumMon:build()
-- self.anim is nil while a species has nothing to play, and pose() reads
-- that as "the bind pose", which is exactly what is wanted
self.rig:pose(self.anim, self.time * StadiumMon.FPS, self.loop)
-- and then back onto the tile, because these animations were authored for
-- a camera that followed the Pokemon and this one does not move (see
-- StadiumRig.anchor)
self.rig:anchor(StadiumMon.TRAVEL)
self.rig:skin(self.yaw or 0)
-- no clock of its own: the texture animation rides the frame pose() just
-- resolved, which is what keeps a blink inside its standby loop and a
+27
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@@ -477,11 +477,38 @@ local function touch(species)
if slot.image and slot.image.release then
pcall(slot.image.release, slot.image)
end
-- CLEARED, not just released. A released Image is still a truthy
-- value, and `image()` below hands back whatever is in this field
-- without looking at it -- so leaving the corpse here meant the next
-- ask returned a dead object, which reached mesh:setTexture and threw
-- "Cannot use object after it has been released" from inside the
-- scene pass. Nil means the next ask decodes it again, which is the
-- whole point of the slot being lazy.
slot.image = nil
end
end
end
end
-- Say that this species is IN USE, so the cache does not evict it.
--
-- The eviction order above is a least-recently-LOADED list, not a
-- least-recently-used one: `touch` runs from `load`, and `load` is only
-- reached when a side's species CHANGES (StadiumMon.setSpecies returns early
-- otherwise). A Pokemon that stands on the field for several turns therefore
-- never refreshes its position, drifts to the front of the queue, and is
-- evicted -- its textures released -- while it is still being drawn sixty
-- times a second. That is what a fifth species entering a battle did: call
-- out a Clefairy and whatever had been standing longest lost its textures
-- mid-fight.
--
-- So the mode says, every frame, which two species are actually standing
-- there (see Stadium.update). With KEEP at 4 and two sides, the two in use
-- are always the two most recent and cannot reach the front of the queue.
function StadiumPack.keep(species)
if species and cache[species] then touch(species) end
end
-- Whether a pack for this species is on disk at all. Cheap enough to ask
-- before a battle commits to the mode, and the honest test: a mod
-- installed without its assets folder must decline rather than error.
+118
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@@ -110,6 +110,9 @@ function StadiumRig.new(model)
-- what the pose walk last answered, so a frame that neither moved the
-- animation nor turned the model can skip the whole thing
poseKey = nil,
-- scratch for the body-centre estimate (see anchor), kept on the rig so
-- a per-frame measurement allocates nothing
cx = {}, cy = {}, cz = {},
}, StadiumRig)
-- One mesh per primitive: a primitive is already "the triangles sharing
@@ -131,6 +134,9 @@ function StadiumRig.new(model)
pcall(mesh.setVertexMap, mesh, prim.index)
self.parts[i] = { mesh = mesh, rows = rows, prim = prim }
end
-- the spot the animations are measured against, taken while there is no
-- pose to overwrite (see measureBind)
pcall(self.measureBind, self)
return self
end
@@ -402,6 +408,118 @@ function StadiumRig:pose(anim, frame, wrap)
end
end
-- ------- keeping the Pokemon on its own tile
--
-- Stadium's animations MOVE the Pokemon, and they move it a long way. Half
-- the set's send-out entrances walk the body more than its own height off
-- the spot it started on; Dewgong's faint travels nearly ten body-heights,
-- and its entrance seven and a half. Every one of them ends exactly where it
-- began, because that game framed each Pokemon with a camera of its OWN that
-- followed the performance around a stage.
--
-- This mode has one camera, solved to put two named map cells at two fixed
-- points in a 160x144 frame (BattleCam), and a Pokemon that travels seven
-- body-heights out of that frame is simply GONE -- which is what sending out
-- a Farfetch'd looked like: an empty tile for three and a half seconds,
-- while its animation played somewhere off to the left of the shot.
--
-- So the bulk travel is taken back out. The pose is measured, and whatever
-- has carried the body further than `limit` from where the bind pose put it
-- is subtracted from every bone.
--
-- ------- why a LIMIT and not an anchor
--
-- Pinning the body outright would flatten the animations into mime: a lunge,
-- a hop, a recoil and a collapse are all the body moving, and they are the
-- part worth having. What breaks the shot is not motion, it is EXCURSION --
-- and the two are told apart by how far. Inside the limit nothing is touched
-- at all, so the 83 species whose animations stay put are bit-for-bit what
-- they were; past it the excess alone is removed, so a big move still reads
-- as big and still comes back to the tile it left.
--
-- ------- and why the MEDIAN bone
--
-- The centre is the median bone origin on each axis, not the mean and not
-- the root. The mean is dragged by exactly the thing that must not count --
-- Farfetch'd's five-bone trail streaks three thousand units out while the
-- bird stays put -- and the root is a bone like any other, which several
-- species animate independently of the body hanging off it. The median is
-- the position most of the skeleton agrees on, and a handful of bones flung
-- anywhere cannot move it.
-- The body centre of the pose currently in drawM.
local function centre(self, n)
-- made on demand as well as in new(), so the probes and the QA sweep --
-- which build a rig with no meshes by hand, because pose() needs none --
-- can measure without having to know about this scratch
local xs, ys, zs = self.cx, self.cy, self.cz
if not xs then
xs, ys, zs = {}, {}, {}
self.cx, self.cy, self.cz = xs, ys, zs
end
local d = self.drawM
for b = 1, n do
local o = (b - 1) * 12
xs[b], ys[b], zs[b] = d[o + 4], d[o + 8], d[o + 12]
end
for i = n + 1, #xs do xs[i], ys[i], zs[i] = nil, nil, nil end
table.sort(xs) table.sort(ys) table.sort(zs)
local h = floor(n / 2) + 1
return xs[h], ys[h], zs[h]
end
-- Where the BIND pose puts it -- the spot every animation is measured
-- against. Cached on the shared MODEL, because it is a fact about the model
-- and not about this instance of it.
--
-- Called once, from new(), and deliberately not lazily from anchor(): taking
-- this measurement means POSING the bind pose, which would overwrite the
-- animated pose anchor() was called to correct. Doing it while the rig is
-- still being built is the one moment there is no pose to lose.
function StadiumRig:measureBind()
local model = self.model
if model.bindCX then return end
self:pose(nil, 0, false)
model.bindCX, model.bindCY, model.bindCZ = centre(self, model.boneCount)
end
-- Pull the pose back toward the tile. `limit` is in the Pokemon's own
-- body-heights; nil or a non-positive value leaves the pose exactly as posed.
function StadiumRig:anchor(limit)
if not (limit and limit > 0) then return end
local model = self.model
local n = model.boneCount
-- the vertices are in RAW units, before the model_root scale that
-- model.height is measured after
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local h = (model.height or 0) / root
if not (h > 0) then return end
local bx, by, bz = model.bindCX, model.bindCY, model.bindCZ
if not bx then return end -- never measured; leave the pose alone
local x, y, z = centre(self, n)
local dx, dy, dz = x - bx, y - by, z - bz
local dist = (dx * dx + dy * dy + dz * dz) ^ 0.5
local allow = limit * h
if dist <= allow or dist <= 0 then return end
-- the EXCESS only: what is inside the limit stays, so the motion keeps its
-- shape and only the part that would leave the frame is removed
local k = (dist - allow) / dist
local ox, oy, oz = dx * k, dy * k, dz * k
local pivot, drw = self.pivotM, self.drawM
for b = 1, n do
local o = (b - 1) * 12
pivot[o + 4] = pivot[o + 4] - ox
pivot[o + 8] = pivot[o + 8] - oy
pivot[o + 12] = pivot[o + 12] - oz
drw[o + 4] = drw[o + 4] - ox
drw[o + 8] = drw[o + 8] - oy
drw[o + 12] = drw[o + 12] - oz
end
end
-- ------- the skin
--
-- Every vertex through its one bone's draw matrix, and its normal through