fix boss tank cross brick
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@@ -46,6 +46,10 @@ class NetworkManager {
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// Generate a unique player ID
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this._playerId = this._generatePlayerId();
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// Connection mutex: queue of pending connect() callers
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/** @type {Array<{resolve: Function, timeoutMs: number}>} */
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this._connectQueue = [];
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}
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/**
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@@ -56,8 +60,15 @@ class NetworkManager {
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*/
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connect(serverUrl, timeoutMs = 10000) {
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return new Promise((resolve) => {
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if (this._connected || this._connecting) {
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resolve(this._connected);
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// If already connected, resolve immediately
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if (this._connected) {
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resolve(true);
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return;
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}
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// If another connect() is in progress, queue this one and wait
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if (this._connecting) {
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this._connectQueue.push({ resolve, timeoutMs });
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return;
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}
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@@ -85,6 +96,13 @@ class NetworkManager {
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console.warn('[NetworkManager] connect() failed:', reason || 'unknown');
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}
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resolve(ok);
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// Resolve all queued connect() calls with the same result
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const queue = this._connectQueue;
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this._connectQueue = [];
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for (const pending of queue) {
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pending.resolve(ok);
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}
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};
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// Connection timeout guard (e.g. DNS/TLS hang on cellular).
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@@ -96,7 +114,6 @@ class NetworkManager {
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this._ws = wx.connectSocket({
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url: serverUrl,
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header: { 'content-type': 'application/json' },
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// Surface wx.connectSocket API-level failures (invalid url / domain not whitelisted / etc.)
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success: (res) => { console.log('[NetworkManager] wx.connectSocket invoked:', res && res.errMsg); },
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fail: (err) => {
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console.error('[NetworkManager] wx.connectSocket API failed:', JSON.stringify(err));
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@@ -119,16 +136,13 @@ class NetworkManager {
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});
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this._ws.onError((err) => {
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// Log as much context as possible; wx error objects vary across platforms.
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console.error('[NetworkManager] WebSocket error:',
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(err && (err.errMsg || err.message)) || err,
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'url=', serverUrl);
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this._emit('error', err);
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// If the error arrives before we ever got onOpen, treat it as a connect failure.
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if (!this._connected) {
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finish(false, `onError before open: ${err && (err.errMsg || err.message)}`);
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} else {
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// Runtime error on an established connection — let onClose handle reconnection.
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this._connecting = false;
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}
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});
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@@ -144,13 +158,11 @@ class NetworkManager {
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this._stopHeartbeat();
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this._emit('disconnected', { code, reason });
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// If onClose arrives before onOpen, this is a connect failure.
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if (!wasConnected) {
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finish(false, `onClose before open: code=${code} reason=${reason}`);
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return;
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}
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// Auto-reconnect only for drops on an already-established connection.
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if (this._shouldReconnect && this._reconnectAttempts < this._maxReconnectAttempts) {
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this._attemptReconnect();
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}
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@@ -183,6 +195,13 @@ class NetworkManager {
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this._connecting = false;
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this._roomId = null;
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this._playerSlot = 0;
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// Clear connect queue
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const queue = this._connectQueue;
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this._connectQueue = [];
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for (const pending of queue) {
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pending.resolve(false);
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}
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}
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/**
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@@ -272,10 +291,12 @@ class NetworkManager {
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/**
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* Create a new team for 3v3 mode.
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* @param {string} [battleMode='3v3'] - Battle mode ('1v1', '2v2', '3v3').
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*/
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createTeam() {
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createTeam(battleMode = '3v3') {
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this.send(NET_MSG.CREATE_TEAM, {
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playerId: this._playerId,
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battleMode,
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});
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}
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@@ -350,10 +371,12 @@ class NetworkManager {
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/**
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* Start solo matchmaking for 3v3.
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* @param {string} [battleMode='3v3'] - Battle mode ('1v1', '2v2', '3v3').
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*/
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soloMatch() {
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soloMatch(battleMode = '3v3') {
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this.send(NET_MSG.SOLO_MATCH, {
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playerId: this._playerId,
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battleMode,
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});
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}
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