二七王:接上 SubGameHooks.DeskInfo(中途进桌),复用重连的重画路径
平台 07_Desk.js 在「牌局已开始 + 走加入房间而非重连」时调 Game_Modify.DeskInfo(_msg.data.deskinfo), 该 hook 此前只有注释占位,整份 deskinfo 被 02 转发壳静默丢弃、界面全空且不报错。 裁剪核实(读平台源码):两条路径的 deskinfo 都出自 server_room/class.return.js—— 进房走 self_join_room 的 get_deskinfo(o_room, o_player.gameinfo.seat), 登录走 self_login 的 get_deskinfo(o_player.gameinfo.o_room, o_player.gameinfo.seat), 同一个函数、同一个「本人座位」入参。底牌/埋牌底牌只给庄家、亮牌只给闲家、mustcard 只给轮到那家 等可见性裁剪对中途进桌一样生效,不存在「拿到别人视角」的问题,接线安全。 test_hooks 新增 4 条断言,含「同一份 deskinfo 分别喂 DeskInfo 与 Reconnect,snapshot 逐字段相同」。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -39,6 +39,24 @@ SubGameHooks.Reconnect({ count: 6, idx: 3, PlayerInfo: [0,0,0], step: 1, MyCards
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t.eq('Reconnect 填状态', S.my.cards, [5,6]);
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t.eq('Reconnect 填局数', S.room.asetIdx, 3);
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// ---- DeskInfo(中途进桌)----
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// 平台 07_Desk.js 在「牌局已开始 + 走加入房间而非重连」时调 Game_Modify.DeskInfo(_msg.data.deskinfo)。
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// 入参结构与 Reconnect 完全一致(服务端两条路径都是 get_deskinfo(o_room, 本人座位)),
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// 故必须走同一条重画路径;不接线的话整份 deskinfo 被转发壳静默丢弃、界面空白且不报错。
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const MIDJOIN = { count: 6, idx: 2, PlayerInfo: [3,-1,-2], step: 5, MyCards: [10,11],
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PushCards: { banker: 1, call: 60, multiple: 3, flower: 2, grade: 25,
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curmultiple: -1, baozhu: 0, countdown: 30,
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playproc: { round: 4, start: 1, currseat: 2, cards: [null,[12],null] } } };
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S.reset(); S.room.mySeat = 2;
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SubGameHooks.DeskInfo(MIDJOIN);
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t.eq('DeskInfo 已接线(不再静默丢包)', S.my.cards, [10,11]);
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t.eq('DeskInfo 复用重连的重画路径(阶段)', S.aset.step, 5);
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t.eq('DeskInfo 复用重连的重画路径(控制权读 playproc.currseat)', S.turn.seat, 2);
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t.eq('DeskInfo 与 Reconnect 落地结果逐字段相同',
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(function () { const a = JSON.stringify(EQW_GameState.snapshot());
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S.reset(); S.room.mySeat = 2; SubGameHooks.Reconnect(MIDJOIN);
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return a === JSON.stringify(EQW_GameState.snapshot()); })(), true);
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// ---- 畸形入参一律不崩 ----
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boom = false;
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try {
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@@ -46,6 +64,7 @@ try {
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SubGameHooks._ReceiveData({});
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SubGameHooks.StartWar(null);
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SubGameHooks.Reconnect(null);
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SubGameHooks.DeskInfo(null);
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SubGameHooks.setRoomDes();
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} catch (e) { boom = true; }
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t.eq('畸形入参不崩', boom, false);
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