init f0ckm

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2026-04-25 19:51:52 +02:00
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/**
* danmaku.js — NicoNico/弾幕-style flying comments for v0ck
*
* Usage:
* const d = new Danmaku(playerEl, videoEl);
* d.load(commentsArray); // feed comments from API
* d.fire('hello!', 'user', '#f0f'); // fire one immediately
* d.toggle(); // toggle on/off
* d.destroy(); // cleanup
*/
(function () {
const PILL_MIN_MS = 6000; // Fastest a pill can cross the screen
const PILL_MAX_MS = 12000; // Slowest a pill can cross the screen
const LANE_COUNT = 10; // Vertical lane slots
const LOOKAHEAD_SEC = 0.25; // How far ahead of currentTime we look when scanning
const MIN_RANDOM_SECS = 2; // Random timecode lower bound (avoid very start)
const RANDOM_SPREAD = 0.85; // Use 85% of duration for random spread
/**
* SyntheticClock — emulates a <video> element's time API for non-video items
* (Flash/Ruffle). Ticks at 4 Hz so Danmaku's timeupdate handler fires normally.
*/
class SyntheticClock {
constructor() {
this._currentTime = 0;
this._paused = false;
this._listeners = { timeupdate: [], seeked: [] };
this._timer = this._startTimer();
}
_startTimer() {
return setInterval(() => {
if (this._paused) return;
this._currentTime += 0.25;
this._listeners.timeupdate.forEach(fn => fn());
}, 250);
}
get currentTime() { return this._currentTime; }
get duration() { return Infinity; }
get paused() { return this._paused; }
pause() {
// For Flash/Ruffle: never pause the clock — let pills and time advance freely.
// Ruffle's is_playing is unreliable and would stall danmaku if respected.
this._paused = true;
}
resume() {
this._paused = false;
}
addEventListener(type, fn, opts) {
if (this._listeners[type]) this._listeners[type].push(fn);
}
removeEventListener(type, fn) {
if (this._listeners[type])
this._listeners[type] = this._listeners[type].filter(f => f !== fn);
}
/** Reset the clock to zero (used for looping in Flash/Ruffle mode). */
reset() {
this._currentTime = 0;
this._listeners.seeked.forEach(fn => fn());
}
destroy() { clearInterval(this._timer); }
}
class Danmaku {
/**
* @param {HTMLElement} playerEl — the .v0ck wrapper element
* @param {HTMLVideoElement|HTMLAudioElement} mediaEl — the <video> or <audio>
*/
constructor(playerEl, mediaEl) {
this.player = playerEl;
this.media = mediaEl;
this._synthClock = (mediaEl instanceof SyntheticClock) ? mediaEl : null;
this.overlay = null;
this.items = [];
this._lastTime = -1;
this._paused = false;
this._laneUntil = new Array(LANE_COUNT).fill(0);
// Site-wide config default
const configDefault = (window.f0ckSession && window.f0ckSession.enable_danmaku !== undefined)
? !!window.f0ckSession.enable_danmaku
: true;
// User preference
const savedPref = localStorage.getItem('danmaku');
if (savedPref !== null) {
// User has explicitly chosen ON or OFF in the past
this._enabled = savedPref !== 'false';
} else {
// No user preference yet — use the site-wide factory default
this._enabled = configDefault;
}
this._bound_onTime = this._onTimeUpdate.bind(this);
this._bound_onSeek = this._onSeeked.bind(this);
this._bound_onPause = this._onPause.bind(this);
this._bound_onPlay = this._onPlay.bind(this);
// Own emoji cache — populated via CommentSystem, event, or independent fetch
this._emojiCache = {};
this._initEmojiCache();
this._createOverlay();
this.media.addEventListener('timeupdate', this._bound_onTime, { passive: true });
this.media.addEventListener('seeked', this._bound_onSeek, { passive: true });
this.media.addEventListener('pause', this._bound_onPause, { passive: true });
this.media.addEventListener('play', this._bound_onPlay, { passive: true });
// For Ruffle/SyntheticClock: no poller needed — clock runs freely
}
/**
* Initialise the emoji cache from whichever source resolves first:
* 1. CommentSystem.emojiCache already populated (fast path — browser was already on a page)
* 2. f0ck:emojis_ready event (CommentSystem finishes loading after us)
* 3. Independent fetch (Ruffle/Flash items where CommentSystem may never fire the event)
*/
_initEmojiCache() {
// Fast path: CommentSystem already populated (AJAX nav / second page view)
const tryCs = () => {
const cs = (typeof CommentSystem !== 'undefined') ? CommentSystem.emojiCache : null;
return (cs && Object.keys(cs).length > 0) ? cs : null;
};
const cs0 = tryCs();
if (cs0) { this._emojiCache = cs0; return; }
// Listen for CommentSystem's own event
this._bound_onEmojis = (e) => {
const map = e.detail || tryCs() || {};
if (map && Object.keys(map).length > 0) {
this._emojiCache = map;
this._reRenderEmojis();
}
};
window.addEventListener('f0ck:emojis_ready', this._bound_onEmojis);
// Aggressive retry: try every 500 ms for up to 30 attempts.
// Each attempt checks CommentSystem first (free), then falls back to a fetch.
let attempts = 0;
let fetched = false;
const retry = () => {
if (this._emojiCache && Object.keys(this._emojiCache).length > 0) return; // already got them
if (++attempts > 30) return;
// 1. CommentSystem populated by now?
const cs = tryCs();
if (cs) {
this._emojiCache = cs;
this._reRenderEmojis();
return;
}
// 2. Kick off the HTTP fetch once; then just wait for it / the event
if (!fetched) {
fetched = true;
fetch('/api/v2/emojis')
.then(r => {
if (!r.ok) throw new Error(`emoji fetch ${r.status}`);
return r.json();
})
.then(data => {
if (!data.success || !Array.isArray(data.emojis)) return;
const map = {};
data.emojis.forEach(e => { map[e.name] = e.url; });
if (Object.keys(map).length > 0) {
this._emojiCache = map;
this._reRenderEmojis();
}
})
.catch(err => {
console.warn('[Danmaku] emoji fetch failed:', err.message);
fetched = false; // allow retry
});
}
// Schedule next check
if (!this._destroyed) setTimeout(retry, 500);
};
setTimeout(retry, 200); // first attempt after a short grace window
}
// ── Public API ────────────────────────────────────────────────────────────
/**
* Load (or reload) comments. Comments with video_time=null get a random time.
* @param {Array} comments — raw comment objects from /api/comments
*/
load(comments) {
if (!Array.isArray(comments) || comments.length === 0) return;
const duration = this.media.duration;
const hasDuration = isFinite(duration) && duration > 0;
// Build the prepared item list
const mapped = comments
.filter(c => !c.is_deleted && c.content)
.map(c => ({
text: this._prepareText(c.content),
username: c.display_name || c.username || '?',
color: c.username_color || null,
raw_time: (c.video_time != null) ? parseFloat(c.video_time) : null,
fired: false,
video_time: 0
}));
if (this._synthClock) {
// Flash/Ruffle mode: bypass the timeline entirely.
// Store pool and start the random continuous loop.
this._flashPool = mapped;
this._startFlashLoop();
return; // don't touch this.items / _lastTime
}
// Normal video mode: use video_time, random spread for nulls
this.items = mapped.map(item => {
if (item.raw_time !== null) {
item.video_time = item.raw_time;
} else if (hasDuration) {
const spread = duration * RANDOM_SPREAD;
item.video_time = MIN_RANDOM_SECS + Math.random() * Math.max(0, spread - MIN_RANDOM_SECS);
} else {
item.video_time = MIN_RANDOM_SECS + Math.random() * 598;
}
return item;
}).sort((a, b) => a.video_time - b.video_time);
this._resetFiredState(this.media.currentTime);
this._lastTime = this.media.currentTime;
}
/**
* Random continuous loop for Flash/Ruffle.
* Fires one comment every 2-5 s (random), reshuffles pool on exhaustion.
*/
_startFlashLoop() {
// Cancel any previous loop
if (this._flashTimer) clearTimeout(this._flashTimer);
this._flashTimer = null;
if (!this._flashPool || this._flashPool.length === 0) return;
// Shuffle helper
const shuffle = arr => {
for (let i = arr.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[arr[i], arr[j]] = [arr[j], arr[i]];
}
return arr;
};
// Working queue — randomised copy of pool
let queue = shuffle([...this._flashPool]);
let idx = 0;
const tick = () => {
if (this._destroyed || !this._enabled) return;
// Refill and reshuffle when queue exhausted
if (idx >= queue.length) {
queue = shuffle([...this._flashPool]);
idx = 0;
}
const item = queue[idx++];
this._spawnPill(item.text, item.username, item.color);
// Random delay 2 5 seconds between pills
const delay = 2000 + Math.random() * 3000;
this._flashTimer = setTimeout(tick, delay);
};
// Small initial delay so page finishes loading before first pill
this._flashTimer = setTimeout(tick, 800);
}
/**
* Immediately fire a single comment pill (e.g. user's own new comment).
*/
fire(text, username, color) {
if (!this._enabled) return;
this._spawnPill(this._prepareText(text), username, color);
}
/**
* Add a new comment to the timeline so it loops back in future playback.
* Also fires it immediately as a one-shot pill.
* @param {Object} comment — raw comment object from API
*/
addItem(comment) {
if (!comment || !comment.content) return;
const duration = this.media.duration;
const hasDuration = isFinite(duration) && duration > 0;
let t = (comment.video_time != null) ? parseFloat(comment.video_time) : null;
if (t === null) {
const now = this.media.currentTime || 0;
if (hasDuration) {
const remaining = duration - now;
const spread = Math.max(remaining * 0.9, MIN_RANDOM_SECS);
t = now + MIN_RANDOM_SECS + Math.random() * spread;
if (t > duration) t = MIN_RANDOM_SECS + Math.random() * duration * RANDOM_SPREAD;
} else {
t = (this.media.currentTime || 0) + MIN_RANDOM_SECS + Math.random() * 300;
}
}
const item = {
video_time: t,
text: this._prepareText(comment.content),
username: comment.display_name || comment.username || '?',
color: comment.username_color || null,
fired: true // mark as already fired — caller handles any immediate one-shot
};
// Insert in sorted order
const idx = this.items.findIndex(i => i.video_time > t);
if (idx === -1) this.items.push(item);
else this.items.splice(idx, 0, item);
}
/** Toggle danmaku on/off. */
toggle() {
this._enabled = !this._enabled;
localStorage.setItem('danmaku', this._enabled ? 'true' : 'false');
this.overlay.style.display = this._enabled ? '' : 'none';
// Update the switch if it exists in the player
const sw = this.player.querySelector('#toggledanmaku');
if (sw) sw.classList.toggle('active', this._enabled);
}
setEnabled(val) {
if (this._enabled === !!val) return;
this.toggle();
}
isEnabled() { return this._enabled; }
destroy() {
this._destroyed = true;
this.media.removeEventListener('timeupdate', this._bound_onTime);
this.media.removeEventListener('seeked', this._bound_onSeek);
this.media.removeEventListener('pause', this._bound_onPause);
this.media.removeEventListener('play', this._bound_onPlay);
if (this._bound_onEmojis) window.removeEventListener('f0ck:emojis_ready', this._bound_onEmojis);
if (this._rufflePoller) clearInterval(this._rufflePoller);
if (this._flashTimer) clearTimeout(this._flashTimer);
if (this._synthClock) this._synthClock.destroy();
if (this.overlay && this.overlay.parentNode) this.overlay.parentNode.removeChild(this.overlay);
this.overlay = null;
}
// ── Private ───────────────────────────────────────────────────────────────
_createOverlay() {
this.overlay = document.createElement('div');
this.overlay.className = 'danmaku-overlay';
if (!this._enabled) this.overlay.style.display = 'none';
this.player.appendChild(this.overlay);
}
_onPause() {
this._paused = true;
if (this._synthClock) this._synthClock.pause();
// Do NOT pause pill animations — pills already in flight always complete.
}
_onPlay() {
this._paused = false;
if (this._synthClock) this._synthClock.resume();
// Nothing to do for in-flight pills — they were never paused.
}
_checkRuffleState() {
const rp = document.querySelector('ruffle-player, ruffle-object');
if (!rp) return;
// Ruffle exposes is_playing on the element
const isPlaying = rp.is_playing !== undefined ? !!rp.is_playing : true;
if (isPlaying && this._paused) this._onPlay();
if (!isPlaying && !this._paused) this._onPause();
}
_onTimeUpdate() {
if (this._paused) return;
const now = this.media.currentTime;
if (!this._enabled || this.items.length === 0) { this._lastTime = now; return; }
const prev = this._lastTime;
this._lastTime = now;
// Detect video loop (time jumped backwards) — reset so comments fire again
if (now < prev - 0.5) {
this._resetFiredState(now);
return;
}
const from = prev;
const to = now + LOOKAHEAD_SEC;
for (const item of this.items) {
if (item.fired) continue;
if (item.video_time < from) { item.fired = true; continue; } // already passed
if (item.video_time > to) break; // sorted, nothing further in range
item.fired = true;
this._spawnPill(item.text, item.username, item.color);
}
// Loop for SyntheticClock (Flash/Ruffle): once all items have fired, restart
if (this._synthClock && this.items.length > 0 && this.items.every(i => i.fired)) {
this._loopSynth();
}
}
/** Reset all fired flags and the synthetic clock for looping. */
_loopSynth() {
this.items.forEach(i => { i.fired = false; });
this._synthClock.reset(); // back to t=0
this._lastTime = 0;
}
_onSeeked() {
this._resetFiredState(this.media.currentTime);
this._lastTime = this.media.currentTime;
}
_resetFiredState(currentTime) {
for (const item of this.items) {
item.fired = item.video_time < currentTime - LOOKAHEAD_SEC;
}
}
_pickLane() {
const now = Date.now();
// Find the lane that will be free soonest
let best = 0;
let bestFree = this._laneUntil[0];
for (let i = 1; i < LANE_COUNT; i++) {
if (this._laneUntil[i] < bestFree) {
bestFree = this._laneUntil[i];
best = i;
}
}
// Occupy the lane — use the max duration so slower pills don't get overwritten
this._laneUntil[best] = now + PILL_MAX_MS;
return best;
}
_spawnPill(text, username, color) {
if (!this.overlay || !this._enabled || this._paused) return;
const pill = document.createElement('div');
pill.className = 'danmaku-pill';
// Lane assignment — distribute vertically to avoid full overlap
const lane = this._pickLane();
const laneH = 100 / LANE_COUNT;
const topPct = lane * laneH + (laneH * 0.1); // slight inset
pill.style.top = topPct + '%';
// Message content — store raw text for deferred emoji re-render
const msg = document.createElement('span');
msg.className = 'dpill-text';
msg.dataset.rawText = text;
// Read the freshest emoji source available at spawn time
const liveCache = (this._emojiCache && Object.keys(this._emojiCache).length > 0)
? this._emojiCache
: ((typeof CommentSystem !== 'undefined' && CommentSystem.emojiCache) || null);
if (liveCache && liveCache !== this._emojiCache) this._emojiCache = liveCache;
msg.appendChild(this._renderContent(text));
// Track pill for deferred re-render if emojis weren't ready yet
if (!this._emojiCache || Object.keys(this._emojiCache).length === 0) {
if (!this._pendingPills) this._pendingPills = new Set();
this._pendingPills.add(msg);
}
pill.appendChild(msg);
// Insert paused so we can measure before animation fires
this.overlay.appendChild(pill);
// Duration scales with text length so long comments get enough time to cross.
// Formula: 5s base + 25ms per character, clamped to [6s, 45s].
const charCount = text.length;
const duration = Math.min(Math.max(5000 + charCount * 25, PILL_MIN_MS), 45_000);
// Use actual scroll (content) width — wider than offsetWidth for very long lines.
// This ensures the animation pixel travel is enough for ALL content to exit left,
// not just the max-width-capped pill box.
const overlayW = this.overlay.offsetWidth || window.innerWidth || 1920;
const contentW = pill.scrollWidth || pill.offsetWidth || 200;
const startX = overlayW + contentW; // off-screen right
const endX = -(contentW + 200); // fully off-screen left, overflow included
const anim = pill.animate(
[
{ transform: `translateX(${startX}px)` },
{ transform: `translateX(${endX}px)` }
],
{ duration, easing: 'linear', fill: 'none' }
);
// Remove pill once animation completes
anim.addEventListener('finish', () => {
if (pill.parentNode) pill.parentNode.removeChild(pill);
}, { once: true });
// Failsafe in case the Animations API finish event doesn't fire
pill._timeoutId = setTimeout(() => { if (pill.parentNode) pill.parentNode.removeChild(pill); }, duration + 1000);
}
/** Re-render pending pills once emojis are available. */
_reRenderEmojis() {
if (!this.overlay) return;
// Prefer direct element tracking (fast, no DOM query needed)
const pending = this._pendingPills;
if (pending && pending.size > 0) {
pending.forEach(msg => {
if (!msg.parentNode) { pending.delete(msg); return; } // already removed
const raw = msg.dataset.rawText;
if (!raw) return;
msg.textContent = '';
msg.appendChild(this._renderContent(raw));
});
pending.clear();
}
// Also sweep any pills that slipped through (belt-and-suspenders)
this.overlay.querySelectorAll('.dpill-text[data-raw-text]').forEach(msg => {
const raw = msg.dataset.rawText;
if (!raw) return;
// Only re-render if the content is still plain text (no img children)
if (!msg.querySelector('img.dpill-emoji')) {
msg.textContent = '';
msg.appendChild(this._renderContent(raw));
}
});
}
/**
* Build a DocumentFragment from raw comment text.
* Handles [spoiler], [blur], :emoji:, and >greentext lines.
*/
_renderContent(rawText) {
if (!rawText) return document.createDocumentFragment();
const prepared = this._prepareText(rawText);
const frag = document.createDocumentFragment();
const cache = this._emojiCache; // always use full cache in danmaku
// Process line by line — leading > lines become greentext
// Filter empty lines to avoid ghost rows from trailing newlines
const lines = prepared.split('\n').filter(l => l.trim() !== '');
lines.forEach((line) => {
const isQuote = /^>\s?/.test(line);
const text = isQuote ? '> ' + line.replace(/^>\s?/, '') : line;
const span = document.createElement('span');
span.className = isQuote ? 'dpill-greentext' : 'dpill-line';
this._renderInline(text, span, cache);
frag.appendChild(span);
});
return frag;
}
/**
* Renders inline content (spoiler/blur/emoji) into a parent node.
* Prepends a space before the first text chunk for visual separation.
*/
_renderInline(text, parent, emojiCache) {
// match[1]=spoiler, match[2]=blur, match[3]=emoji, match[4]=inline-img-url
const combined = /\[spoiler\]([\s\S]*?)\[\/spoiler\]|\[blur\]([\s\S]*?)\[\/blur\]|:([a-z0-9_+\-]+):|\x04([^\x05]+)\x05/gi;
let lastIndex = 0;
let match;
while ((match = combined.exec(text)) !== null) {
if (match.index > lastIndex) {
parent.appendChild(document.createTextNode(text.slice(lastIndex, match.index)));
}
if (match[1] !== undefined) {
const span = document.createElement('span');
span.className = 'dpill-spoiler';
span.title = 'Click to reveal spoiler';
span.addEventListener('click', (e) => { e.stopPropagation(); span.classList.toggle('revealed'); });
this._renderInline(match[1], span, emojiCache); // recursive so emojis inside spoilers work
parent.appendChild(span);
} else if (match[2] !== undefined) {
const span = document.createElement('span');
span.className = 'dpill-blur';
span.title = 'Click to reveal';
span.addEventListener('click', (e) => { e.stopPropagation(); span.classList.toggle('revealed'); });
this._renderInline(match[2], span, emojiCache); // recursive so emojis inside blur work
parent.appendChild(span);
} else if (match[3]) {
const code = match[3];
const url = emojiCache[code];
if (url) {
const img = document.createElement('img');
img.src = url;
img.alt = `:${code}:`;
img.className = 'dpill-emoji';
parent.appendChild(img);
} else {
parent.appendChild(document.createTextNode(match[0]));
}
} else if (match[4]) {
const img = document.createElement('img');
img.src = match[4];
img.className = 'dpill-img';
parent.appendChild(img);
}
lastIndex = match.index + match[0].length;
}
if (lastIndex < text.length) {
parent.appendChild(document.createTextNode(text.slice(lastIndex)));
}
}
/** Strips markdown and character limits; preserves > and newlines for _renderContent. */
_prepareText(text) {
if (!text) return '';
// Protect emoji codes from the bold/italic underscore regex.
// e.g. `:dance_fart: :dance_fart:` would have its underscores eaten
// when the regex pairs the _ from the first code with the _ in the second.
const emojiTokens = [];
let protected_ = text.replace(/:([a-z0-9_+\-]+):/gi, (match) => {
emojiTokens.push(match);
return `\x02${emojiTokens.length - 1}\x03`; // private-use delimiters
});
// Tokenize image URLs with \x04URL\x05 so they survive all regexes and reach _renderInline
// Only embed images from the allowed-images allowlist (window.f0ckAllowedImages) or same site
const allowedHosts = Array.isArray(window.f0ckAllowedImages) ? window.f0ckAllowedImages : [];
const siteHost = window.location.hostname;
const isAllowedImg = (url) => {
try {
const h = new URL(url).hostname;
return h === siteHost || allowedHosts.some(a => h === a || h.endsWith('.' + a));
} catch { return false; }
};
const imgTokenUrls = [];
protected_ = protected_
// Stop at protocol boundaries so concatenated URLs aren't merged into one broken src.
.replace(/https?:\/\/(?:(?!https?:\/\/)\S)+\.(?:png|jpg|jpeg|gif|webp|svg|avif)(\?(?:(?!https?:\/\/)\S)*)?/gi, (url) => {
if (!isAllowedImg(url)) return url; // disallowed image URLs stay as plain text
imgTokenUrls.push(url);
return `\x04${imgTokenUrls.length - 1}\x05`; // numeric index placeholder
})
.replace(/```[\s\S]*?```/g, '[code]')
.replace(/`[^`]+`/g, match => match.slice(1, -1))
.replace(/!\[[^\]]*\]\([^)]+\)/g, '[img]')
.replace(/\[([^\]]+)\]\([^)]+\)/g, '$1')
.replace(/^#{1,6}\s+/gm, '')
.replace(/[*_]{1,3}([^*_]+)[*_]{1,3}/g, '$1')
// Normalize \r\n → \n but keep line breaks for greentext
.replace(/\r\n?/g, '\n')
// Collapse 3+ blank lines to 2
.replace(/\n{3,}/g, '\n\n')
.trim();
// Restore emoji codes, then image URL tokens
return protected_
.replace(/\x02(\d+)\x03/g, (_, i) => emojiTokens[+i] || '')
.replace(/\x04(\d+)\x05/g, (_, i) => imgTokenUrls[+i] ? `\x04${imgTokenUrls[+i]}\x05` : '');
}
}
window.Danmaku = Danmaku;
window.SyntheticClock = SyntheticClock;
})();