二七王:重新生成夹具、BuryHandler 接住 maipai.playproc,修正甩错断言的错误映射
配合上一个 commit 服务端补发的 maipai.playproc,重新生成真包夹具(diff 只新增 三家 maipai 包各一份 round-1 初值 playproc,无其他变化)后跑一致性测试,暴露出 前端还有一处对应缺口:BuryHandler.js 组 table.playproc 时没有接 data.playproc (PlayHandler.js 早已对 chupai1/2/3 做了同样的原样拷贝),于是「埋牌完成→庄家 首出」窗口增量路径的 table.playproc 停在上一阶段的 null。现补上,并在 test_handlers_bury.js 新增一条用例守住、用「退回修复必转红」反向验证。 test_handlers_play.js:84 的 `S.table.playproc.shuaicuo` 断言的正是此前 Fix Round 2 裁决②(本手信息收进事件载荷、不进 GameState)判定为缺陷的旧映射,playproc 改为 原样拷贝服务端结构后必然读 null 硬崩。按 task-12d-report.md §8 的裁决与建议替换: 断言改为守事件载荷(EQW_CARD_PLAYED 的 shuaicuo/order/seat/cards/count/flower/ cardtype)+ playproc 原样拷贝,强度不降——原断言只守住"甩错标志被处理"这一件事, 新断言额外多守了"本手信息不得混入 playproc"一条。 client/tests/test_consistency.js 全绿(23 checks,此前 20 绿/3 红); client/tests/run.js 全绿(20 脚本);server/games/erqiwang/test/run.js 全绿 (17 脚本/675 checks,见上一个 commit)。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -15,6 +15,11 @@
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//
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//
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// 【bottomcards 到此失效,要清空】:底牌在上庄时已翻给玩家看并并入手牌,埋牌完成后
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// 【bottomcards 到此失效,要清空】:底牌在上庄时已翻给玩家看并并入手牌,埋牌完成后
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// 只剩「埋牌底牌 burycards」有意义;deskinfo 的 PushCards 不带 bottomcards,重连重建恒为 []。
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// 只剩「埋牌底牌 burycards」有意义;deskinfo 的 PushCards 不带 bottomcards,重连重建恒为 []。
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//
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// 【playproc 是服务端的「本轮进行态」,原样拷贝】:埋牌完成时服务端已就地开好 round-1
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// 的进行态(庄家首出、桌面全空),恒有、三家同值,与 chupai1/2/3.playproc / 重连包
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// PushCards.playproc 同源同结构(服务端同一个 get_playproc())。没有它,「埋牌完成 →
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// 庄家首出」这段窗口增量路径 table.playproc 会停在上一阶段的 null,与重连路径不一致。
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var EQW_BuryHandler = EQW_BuryHandler || {
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var EQW_BuryHandler = EQW_BuryHandler || {
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handle: function (data) {
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handle: function (data) {
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@@ -30,10 +35,11 @@ var EQW_BuryHandler = EQW_BuryHandler || {
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});
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});
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//底牌已并入手牌、埋牌完成即失效(重连的 PushCards 不带它),显式清空保持两条路径一致
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//底牌已并入手牌、埋牌完成即失效(重连的 PushCards 不带它),显式清空保持两条路径一致
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EQW_GameState.my.bottomCards = [];
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EQW_GameState.my.bottomCards = [];
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//三家牌况(仅可查牌模式)与闲家才可能有的亮牌
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//三家牌况(仅可查牌模式)、闲家才可能有的亮牌、本轮进行态(恒有,见上方注释)
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EQW_GameState._apply(EQW_GameState.table, data, {
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EQW_GameState._apply(EQW_GameState.table, data, {
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seatlist: 'seatlist',
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seatlist: 'seatlist',
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liangpai: 'liangpai'
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liangpai: 'liangpai',
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playproc: 'playproc'
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});
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});
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EQW_GameState._apply(EQW_GameState.turn, data, {
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EQW_GameState._apply(EQW_GameState.turn, data, {
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seat: 'seat',
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seat: 'seat',
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Vendored
+50
-2
@@ -410,6 +410,22 @@
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]
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]
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]
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]
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],
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],
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"playproc": {
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"round": 1,
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"start": 0,
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"currseat": 0,
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"startcount": -1,
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"startflower": -1,
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"starttype": -1,
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"maxseat": -1,
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"maxcard": -1,
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"cards": [
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null,
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null,
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null
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],
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"shuai_demand": null
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},
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"cards": [
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"cards": [
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52,
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52,
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19,
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19,
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@@ -9590,7 +9606,23 @@
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-1
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-1
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]
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]
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]
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]
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]
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],
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"playproc": {
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"round": 1,
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"start": 0,
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"currseat": 0,
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"startcount": -1,
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"startflower": -1,
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"starttype": -1,
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"maxseat": -1,
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"maxcard": -1,
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"cards": [
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null,
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null,
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null
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],
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"shuai_demand": null
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}
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}
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}
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},
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},
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{
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{
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@@ -18733,7 +18765,23 @@
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-1
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-1
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]
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]
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]
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]
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]
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],
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"playproc": {
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"round": 1,
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"start": 0,
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"currseat": 0,
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"startcount": -1,
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"startflower": -1,
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"starttype": -1,
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"maxseat": -1,
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"maxcard": -1,
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"cards": [
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null,
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null,
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null
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],
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"shuai_demand": null
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}
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}
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}
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},
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},
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{
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{
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@@ -55,4 +55,18 @@ S.reset();
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EQW_BuryHandler.handle({ success: true, seat: 0, countdown: 20 });
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EQW_BuryHandler.handle({ success: true, seat: 0, countdown: 20 });
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t.eq('无亮牌时保持 null', S.table.liangpai, null);
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t.eq('无亮牌时保持 null', S.table.liangpai, null);
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// playproc:埋牌完成时服务端已就地开好 round-1 的进行态,恒有、原样拷贝进 table.playproc,
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// 与 chupai1/2/3.playproc 同源同结构(协议 §9),漏接会让「埋牌完成→庄家首出」这段窗口
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// 增量路径 table.playproc 停在上一阶段的 null、与重连路径不一致
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S.reset();
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EQW_BuryHandler.handle({ success: true, seat: 0, countdown: 20, cards: [1, 2, 3],
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burycards: [9, 10, 11, 12, 13, 14, 15, 16],
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playproc: { round: 1, start: 0, currseat: 0, startcount: -1,
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startflower: -1, starttype: -1, maxseat: -1, maxcard: -1,
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cards: [null, null, null], shuai_demand: null } });
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t.eq('埋牌 playproc 原样拷贝服务端本轮进行态', S.table.playproc, {
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round: 1, start: 0, currseat: 0, startcount: -1, startflower: -1, starttype: -1,
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maxseat: -1, maxcard: -1, cards: [null, null, null], shuai_demand: null
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});
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process.exit(t.done('handlers_bury') ? 0 : 1);
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process.exit(t.done('handlers_bury') ? 0 : 1);
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@@ -78,10 +78,21 @@ t.eq('第二轮跨包累加捡分', S.aset.grade, 25);
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t.eq('第二轮下一轮首家(证明第二个包确被处理)', S.turn.seat, 1);
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t.eq('第二轮下一轮首家(证明第二个包确被处理)', S.turn.seat, 1);
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// ================= 甩错 =================
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// ================= 甩错 =================
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// shuaicuo 是「这一手」的一次性信息,走 EQW_CARD_PLAYED 事件载荷,不进 GameState;
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// playproc 是服务端下发的本轮进行态,原样拷贝,两者结构不同、不得混写(见 PlayHandler 顶部注释)。
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S.reset(); evts.length = 0;
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S.reset(); evts.length = 0;
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var lastPlayed = null;
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EventBus.on(EQW_Events.EQW_CARD_PLAYED, function (p) { lastPlayed = p; });
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EQW_PlayHandler.handle({ success: true, seat: 0, cards: [11], shuaicuo: 1, count: 1,
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EQW_PlayHandler.handle({ success: true, seat: 0, cards: [11], shuaicuo: 1, count: 1,
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flower: 3, cardtype: 101, nextseat: 1, countdown: 15 }, 1);
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flower: 3, cardtype: 101, nextseat: 1, countdown: 15,
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t.eq('甩错标志', S.table.playproc.shuaicuo, 1);
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playproc: { round: 2, start: 0, currseat: 1, cards: [[11], null, null] } }, 1);
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t.eq('甩错标志走事件载荷', lastPlayed.shuaicuo, 1);
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t.eq('本手信息走事件载荷', [lastPlayed.order, lastPlayed.seat, lastPlayed.cards,
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lastPlayed.count, lastPlayed.flower, lastPlayed.cardtype],
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[1, 0, [11], 1, 3, 101]);
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t.eq('本手信息不进 GameState', S.table.playproc.hasOwnProperty('shuaicuo'), false);
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t.eq('playproc 原样拷贝服务端本轮进行态', S.table.playproc,
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{ round: 2, start: 0, currseat: 1, cards: [[11], null, null] });
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// ================= 缺必需字段 =================
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// ================= 缺必需字段 =================
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S.reset();
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S.reset();
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