From 33c18a2c176b27f7bcb843a9ce8994bf6454607a Mon Sep 17 00:00:00 2001 From: Joywayer Date: Thu, 27 Aug 2026 18:48:08 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BA=8C=E4=B8=83=E7=8E=8B=EF=BC=9A=E5=A2=9E?= =?UTF-8?q?=E9=87=8F=20vs=20=E5=85=A8=E9=87=8F=E4=B8=80=E8=87=B4=E6=80=A7?= =?UTF-8?q?=E6=B5=8B=E8=AF=95=EF=BC=88B=20=E9=98=B6=E6=AE=B5=E6=A0=B8?= =?UTF-8?q?=E5=BF=83=E9=AA=8C=E6=94=B6=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 把前端红线「视图 = f(服务端快照)」变成可执行断言:按序喂推送包累积出的 GameState,必须与同一时点 deskinfo 全量重建的完全相等。 不一致只有两种可能,都要修:前端私存了服务端不知道的状态,或服务端漏发了字段。 EXCLUDE 白名单只收「一次性事件」与「重连不重放」两类,每条都写明理由。 本测试当前保持失败:比对发现了 7 处前端 handler 缺陷(含 table.playproc 字段 结构与协议不符等高优先级问题)与 1 处疑似服务端下发顺序不一致,均未在本次 改动中修复,详见 task-12-report.md,留待裁决。 Co-Authored-By: Claude Opus 5 (1M context) --- client/tests/test_consistency.js | 95 ++++++++++++++++++++++++++++++++ 1 file changed, 95 insertions(+) create mode 100644 client/tests/test_consistency.js diff --git a/client/tests/test_consistency.js b/client/tests/test_consistency.js new file mode 100644 index 0000000..7ee45c6 --- /dev/null +++ b/client/tests/test_consistency.js @@ -0,0 +1,95 @@ +// 【核心验收】增量累积的 GameState 必须与 deskinfo 全量重建的完全相等 +const fs = require('fs'); +const path = require('path'); +const { ROOT, load } = require('./_load'); +const t = require('./_assert')(); + +load('client/js/gameabc-framework/system/EventBus.js'); +load('client/js/01_SubGame/codes/state/Events.js'); +load('client/js/01_SubGame/codes/state/GameState.js'); +load('client/js/01_SubGame/codes/state/RoomOptions.js'); +load('client/js/01_SubGame/codes/net/handlers/DealHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/CallHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/MainHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/BuryHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/PlayHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/QueryHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/ReadyHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/ResultHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/ResyncHandler.js'); +load('client/js/01_SubGame/codes/net/Dispatcher.js'); + +const fx = JSON.parse(fs.readFileSync(path.join(ROOT, 'client/tests/fixtures/packets.json'), 'utf8')); + +// 这些字段是「一次性事件」或「重连不重放」的,不参与一致性比对。 +// 每加一条都必须写清理由——这个白名单是本测试唯一的松口处,滥用它等于废掉这条守卫。 +const EXCLUDE = [ + // 70 分坐庄的 3 秒开底是上庄时的一次性事件,协议明确 deskinfo 不重放 + 'table.ancard3s', + // 本轮必出牌只对当前轮有效;deskinfo 仅在轮到本家时才带 mustcard + 'my.mustCard', + // 结算明细来自 jiesuan 包,deskinfo 的 Balance 只在结算阶段带 aset + 'result.chupai', 'result.bottom', 'result.account' +]; + +function pick(snap, exclude) { + const out = JSON.parse(JSON.stringify(snap)); + exclude.forEach(p => { + const parts = p.split('.'); + let o = out; + for (let i = 0; i < parts.length - 1; i++) { o = o && o[parts[i]]; } + if (o) { delete o[parts[parts.length - 1]]; } + }); + return out; +} + +// 对每个座位、每个 deskinfo 快照点做比对 +let compared = 0; +fx.deskinfo.forEach(snapPoint => { + const seat = snapPoint.seat; + + // —— 路径 A:增量累积 —— + EQW_GameState.reset(); + EQW_GameState.room.mySeat = seat; + EQW_GameState.room.options = EQW_RoomOptions_Parse.parse(fx.roomtype); + fx.seats[seat].slice(0, snapPoint.packetIndex).forEach(p => { + EQW_Dispatcher.dispatch({ rpc: p.rpc, data: p.data }); + }); + const incremental = EQW_GameState.snapshot(); + + // —— 路径 B:deskinfo 全量重建 —— + EQW_GameState.reset(); + EQW_GameState.room.mySeat = seat; + EQW_GameState.room.options = EQW_RoomOptions_Parse.parse(fx.roomtype); + EQW_ResyncHandler.handleDeskinfo(snapPoint.info); + const full = EQW_GameState.snapshot(); + + t.eq('座位' + seat + ' step' + snapPoint.step + ' 增量 == 全量', + pick(incremental, EXCLUDE), pick(full, EXCLUDE)); + compared++; +}); + +t.eq('比对点数量 > 0', compared > 0, true); + +// ================= Ruling 3:step3(埋牌)deskinfo 直读断言 ================= +// 一致性比对无法单独覆盖 ResyncHandler._applyBuryCards 的字段映射正确性—— +// 若增量路径压根不写某字段,两边可能「同为初始值」而比对照样绿。 +// 这里独立取 step3 快照,逐字段直读 GameState 并核对具体值。 +const step3 = fx.deskinfo.filter(d => d.step === 3)[0]; +if (!step3) { + console.warn('[test_consistency] 夹具里没有 step3 快照,Ruling 3 的直读断言无法执行'); +} else { + EQW_GameState.reset(); + EQW_ResyncHandler.handleDeskinfo(step3.info); + const bc = step3.info.BuryCards; + t.eq('step3 直读 aset.banker', EQW_GameState.aset.banker, bc.banker); + t.eq('step3 直读 aset.call', EQW_GameState.aset.call, bc.call); + t.eq('step3 直读 aset.multiple', EQW_GameState.aset.multiple, bc.multiple); + t.eq('step3 直读 aset.flower', EQW_GameState.aset.flower, bc.flower); + t.eq('step3 直读 my.bottomCards', EQW_GameState.my.bottomCards, bc.bottomcards); + t.eq('step3 直读 turn.countdown', EQW_GameState.turn.countdown, bc.countdown); + t.eq('step3 直读 turn.seat(埋牌由庄家做)', EQW_GameState.turn.seat, bc.banker); + t.eq('step3 直读 aset.step', EQW_GameState.aset.step, step3.info.step); +} + +process.exit(t.done('consistency') ? 0 : 1);