From c2a375eef5d6801ea3dee5c9cab0102fe8f5494a Mon Sep 17 00:00:00 2001 From: Joywayer Date: Wed, 12 Aug 2026 04:15:31 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BA=8C=E4=B8=83=E7=8E=8B=EF=BC=9A=E8=A1=A5?= =?UTF-8?q?=E9=BD=90=20data.success=20=E6=88=90=E8=B4=A5=E6=A0=87=E5=BF=97?= =?UTF-8?q?=E4=B8=8E=E5=A4=B1=E8=B4=A5=E5=9B=9E=E5=8C=85?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 此前全仓(除协议文档开头一句说明外)没有任何下发包携带 data.success,且所有失败路径一律裸 return、不回任何包:前端点了 没反应,只能干等倒计时,同时违反 server dev-guide「成败标志唯一 是 data.success,主动推送的 data 必须自带 success」与 client dev-guide「发包只请求、收包才表现」两条硬红线。 本次: - 成功包一律补 data.success=true:fapai、zhunbei(class.desk.js)、 jiaofen、shangzhuang、xuanzhu、maipai、chupai1/2/3、mingpai、 tishi(mod.js),jiesuan 在 get_paiju_account 统一注入(覆盖 正常/投降/解散三种结算来源)。 - 新增 youle_erqiwang.ERR 失败码表与 do_sendfail 统一回包封装: PLAYER/NODESK/STEP/SEAT/PARAM/RULE,失败只回发给请求者 (conmode/fromid 取自请求包),data.success=false + errcode。 - 每个 handler 的每条失败分支都改为「回失败包 + return」,含 check_player 不通过(平台侧只返回 null、不回包,前端会干等)。 tishi 成功时仍按 design §11 只转发给对家、不给发送者回执(该包不 含对局状态,属 fire-and-forget 提示),失败才回给发送者。 test_rpc 中原先以「不发包」表示被拒的断言,同步改为断言「恰好回 1 个 success=false 且 errcode 正确的包」——是随行为修正而加强, 不是软化。新增 test_success.js 29 项覆盖成功包 success 字段与各 handler 失败回包。 Co-Authored-By: Claude Opus 5 (1M context) --- server/games/erqiwang/class.desk.js | 2 + server/games/erqiwang/class.paiju.js | 2 + server/games/erqiwang/mod.js | 96 ++++++++++++++- server/games/erqiwang/test/test_rpc.js | 24 ++-- server/games/erqiwang/test/test_success.js | 135 +++++++++++++++++++++ 5 files changed, 244 insertions(+), 15 deletions(-) create mode 100644 server/games/erqiwang/test/test_success.js diff --git a/server/games/erqiwang/class.desk.js b/server/games/erqiwang/class.desk.js index 1ad753b..cbe0467 100644 --- a/server/games/erqiwang/class.desk.js +++ b/server/games/erqiwang/class.desk.js @@ -89,6 +89,7 @@ var cls_youle_erqiwang_desk = cls_youle_erqiwang_desk || { msg.route = "erqiwang"; msg.rpc = "fapai"; msg.data = {}; + msg.data.success = true; msg.data.asetidx = o_desk.paiju_list.length; msg.data.asetcount = o_desk.o_room.asetcount; msg.data.seat = o_desk.method.curr_paiju().method.get_callgrade_seat(); @@ -118,6 +119,7 @@ var cls_youle_erqiwang_desk = cls_youle_erqiwang_desk || { msg.route = "erqiwang"; msg.rpc = "zhunbei"; msg.data = {}; + msg.data.success = true; msg.data.seat = seat; o_desk.o_room.method.sendpack_toother(msg, -1); } diff --git a/server/games/erqiwang/class.paiju.js b/server/games/erqiwang/class.paiju.js index 53a1197..7236a91 100644 --- a/server/games/erqiwang/class.paiju.js +++ b/server/games/erqiwang/class.paiju.js @@ -830,6 +830,8 @@ var cls_youle_erqiwang_paiju = cls_youle_erqiwang_paiju || { if (!msg.data){ msg.data = {}; } + //主动推送的 data 必须自带成败标志(dev-guide server 03 §4:成败唯一是 data.success) + msg.data.success = true; //读取房间可选规则(缺省:常规算子、不傍王;见 class.config.js 位串约定) var o_room = o_paiju.o_desk.o_room; diff --git a/server/games/erqiwang/mod.js b/server/games/erqiwang/mod.js index 99e8c36..7bf1c34 100644 --- a/server/games/erqiwang/mod.js +++ b/server/games/erqiwang/mod.js @@ -32,6 +32,32 @@ youle_erqiwang.import = null; //对内的输出接口类(提供给外部使用的接口) youle_erqiwang.export = null; +//失败码(协议层约定,非 design 玩法规则;详见 docs/protocol/packet_protocol.md) +//前端一律只看 data.success 判成败,errcode 仅用于区分失败原因、给出对应提示 +youle_erqiwang.ERR = { + PLAYER: 1, //玩家/房间/座位校验不通过 + NODESK: 2, //牌桌或牌局不存在 + STEP: 3, //当前阶段不允许该操作 + SEAT: 4, //位置不符,或还没轮到该玩家操作 + PARAM: 5, //参数非法(类型/范围/张数/牌不在手上) + RULE: 6 //规则不允许(叫分未更低、出牌不合法、投降条件不满足、房间模式禁止等) +}; + +//失败回包:只回发给请求者,data.success=false +//(dev-guide server 03 §4/§5:成败标志唯一是 data.success,主动推送的 data 必须自带 success) +youle_erqiwang.do_sendfail = function(pack, rpc, errcode){ + var msg = {}; + msg.app = "youle"; + msg.route = "erqiwang"; + msg.rpc = rpc; + msg.data = {}; + msg.data.success = false; + msg.data.errcode = errcode; + msg.conmode = pack.conmode; + msg.fromid = pack.fromid; + youle_erqiwang.app.SendPack(msg); +} + //叫分或不叫 youle_erqiwang.jiaofen = function(pack){ var agentid = pack.data.agentid; @@ -43,37 +69,45 @@ youle_erqiwang.jiaofen = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.NODESK); return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.NODESK); return; } //检查当前的游戏阶段是否是叫分阶段 if (o_paiju.step != 1){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.STEP); return; } //检查当前的叫分位置 if (o_paiju.method.get_callgrade_seat() != seat){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.SEAT); return; } //检查叫分:0(不叫)或 5~70 且为 5 的整数倍(design §4) if (call < 0 || call > 70 || call % 5 != 0){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.PARAM); return; } var curr_call = o_paiju.method.get_callgrade_value(); //第一家不能不叫分 if (curr_call == 0 && call == 0){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.RULE); return; } //叫分必须小于之前的叫分 if (curr_call != 0 && call >= curr_call){ + youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.RULE); return; } @@ -88,10 +122,11 @@ youle_erqiwang.jiaofen = function(pack){ msg.route = "erqiwang"; msg.rpc = "jiaofen"; msg.data = {}; + msg.data.success = true; msg.data.seat = seat; msg.data.call = call; msg.data.currcall = o_paiju.method.get_callgrade_value(); - msg.data.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(msg.data.currcall); + msg.data.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(msg.data.currcall); msg.data.nextseat = o_paiju.method.get_callgrade_seat(); msg.data.countdown = o_desk.method.get_countdown_jiaofen(); o_room.method.sendpack_toother(msg, -1); @@ -104,6 +139,7 @@ youle_erqiwang.jiaofen = function(pack){ msg.route = "erqiwang"; msg.rpc = "shangzhuang"; msg.data = {}; + msg.data.success = true; msg.data.seat = seat; msg.data.call = call; msg.data.banker = o_paiju.banker; @@ -140,7 +176,7 @@ youle_erqiwang.jiaofen = function(pack){ youle_erqiwang.app.SendPack(msg); } return; - } + } } //选主 @@ -154,30 +190,36 @@ youle_erqiwang.xuanzhu = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.NODESK); return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.NODESK); return; } //检查当前的游戏阶段是否是选主阶段 if (o_paiju.step != 2){ + youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.STEP); return; } //检查庄家位置 if (o_paiju.banker != seat){ + youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.SEAT); return; } //检查花色 if (flower != 1 && flower != 2 && flower != 3 && flower != 4){ + youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.PARAM); return; - } + } //选主成功 o_paiju.method.do_choiceflower(flower); @@ -188,6 +230,7 @@ youle_erqiwang.xuanzhu = function(pack){ msg.route = "erqiwang"; msg.rpc = "xuanzhu"; msg.data = {}; + msg.data.success = true; msg.data.banker = o_paiju.banker; msg.data.flower = flower; msg.data.countdown = o_desk.method.get_countdown_maipai(); @@ -210,36 +253,44 @@ youle_erqiwang.maipai = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.NODESK); return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.NODESK); return; } //检查当前的游戏阶段是否是埋牌阶段 if (o_paiju.step != 3){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.STEP); return; } //检查庄家位置 if (o_paiju.banker != seat){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.SEAT); return; } //检查埋牌入参本身是否合法(数组/整数牌id/范围/无重复),须先于 length 判断 if (!o_paiju.method.check_cards_valid(cards)){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PARAM); return; } //检查埋牌是否是8张 if (cards.length != 8){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PARAM); return; } //检查埋牌是否都在庄家手上 if (!o_paiju.method.check_cards_inhand(cards, seat)){ + youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PARAM); return; } @@ -259,6 +310,7 @@ youle_erqiwang.maipai = function(pack){ msg.route = "erqiwang"; msg.rpc = "maipai"; msg.data = {}; + msg.data.success = true; msg.data.seat = o_paiju.playproc.currseat; msg.data.countdown = o_desk.method.get_countdown_chupai(); for (var i = 0; i < o_room.seatlist.length; i++) { @@ -292,28 +344,34 @@ youle_erqiwang.touxiang = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.NODESK); return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.NODESK); return; } //投降是选主阶段(step 2)与选主互斥的选择:点投降直接结算,不选主、不埋牌(design §4) if (o_paiju.step != 2){ + youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.STEP); return; } //检查庄家位置 if (o_paiju.banker != seat){ + youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.SEAT); return; } //仅 70 分坐庄可投降(design §4 / §7.1) if (o_paiju.call != 70){ + youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.RULE); return; } @@ -339,38 +397,46 @@ youle_erqiwang.chupai = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.NODESK); return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.NODESK); return; } //检查当前的游戏阶段是否是出牌阶段 if (o_paiju.step != 5){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.STEP); return; } //检查出牌位置 if (seat != o_paiju.playproc.currseat){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.SEAT); return; } //检查出牌入参本身是否合法(数组/整数牌id/范围/无重复,含非空) if (!o_paiju.method.check_cards_valid(cards)){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.PARAM); return; } //检查出牌是否都在玩家手上 if (!o_paiju.method.check_cards_inhand(cards, seat)){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.PARAM); return; } //检查选中的牌是否可出,并出牌 var re = o_paiju.method.do_playcard(cards); if (!re.result){ + youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.RULE); return; } @@ -382,6 +448,7 @@ youle_erqiwang.chupai = function(pack){ msg.app = "youle"; msg.route = "erqiwang"; msg.data = {}; + msg.data.success = true; msg.data.seat = seat; msg.data.cards = re.cards ? re.cards : cards; //实际打出的牌(甩错时为单张) if (!_cfg.nocheck){ @@ -473,29 +540,35 @@ youle_erqiwang.mingpai = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.NODESK); return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.NODESK); return; } //只在出牌阶段 if (o_paiju.step != 5){ + youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.STEP); return; } //不查牌模式禁止明牌 var cfg = cls_youle_erqiwang_config.parse(o_room.roomtype); if (cfg.nocheck){ + youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.RULE); return; } //必须已有玩家报无主才允许明牌 if (!o_paiju.method.have_baofu()){ + youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.RULE); return; } @@ -505,6 +578,7 @@ youle_erqiwang.mingpai = function(pack){ msg.route = "erqiwang"; msg.rpc = "mingpai"; msg.data = {}; + msg.data.success = true; msg.data.seat = seat; msg.data.others = []; for (var i = 0; i < 3; i++){ @@ -532,28 +606,34 @@ youle_erqiwang.tishi = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.NODESK); return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.NODESK); return; } //只在出牌阶段(step5)任意时刻可发 if (o_paiju.step != 5){ + youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.STEP); return; } //只有闲家可发提示,庄家无对家、不参与 if (seat == o_paiju.banker){ + youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.RULE); return; } //提示类型:1=踩 2=没分 3=有分 if (tip != 1 && tip != 2 && tip != 3){ + youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.PARAM); return; } @@ -566,6 +646,7 @@ youle_erqiwang.tishi = function(pack){ msg.route = "erqiwang"; msg.rpc = "tishi"; msg.data = {}; + msg.data.success = true; msg.data.seat = seat; //发出提示的闲家 msg.data.tip = tip; msg.conmode = o_room.seatlist[partner].conmode; @@ -583,24 +664,29 @@ youle_erqiwang.zhunbei = function(pack){ //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ + youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.PLAYER); return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ + youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.NODESK); return; - } + } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ + youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.NODESK); return; } //检查当前的游戏阶段是否是结算阶段 if (o_paiju.step != 6){ + youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.STEP); return; } //检查当前局数小于总局数 if (o_desk.paiju_list.length >= o_room.asetcount){ + youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.RULE); return; } @@ -611,4 +697,4 @@ youle_erqiwang.zhunbei = function(pack){ //Node(本地/单元测试)导出模块对象;友乐/浏览器无 module 时跳过(dev-guide 01 §1) if (typeof module !== "undefined"){ module.exports = youle_erqiwang; -} \ No newline at end of file +} diff --git a/server/games/erqiwang/test/test_rpc.js b/server/games/erqiwang/test/test_rpc.js index 4640eda..7b2ef42 100644 --- a/server/games/erqiwang/test/test_rpc.js +++ b/server/games/erqiwang/test/test_rpc.js @@ -6,6 +6,10 @@ const t = require('./_assert')(); const pack = (seat, extra) => Object.assign({ data: Object.assign({ agentid: 'a', playerid: 1, gameid: 'g', roomcode: 1, seat }, extra), conmode: 0, fromid: seat }); +// 被拒 = 恰好回 1 个失败包给请求者(data.success=false + errcode),不再是"静默不发包" +const ERR = mod.ERR; +const rej = (c, errcode) => c.sent.length === 1 && c.sent[0].data.success === false && c.sent[0].data.errcode === errcode; + // ===================== §9 明牌 mingpai ===================== const dealMP = [[id(1, 1, 13), 2], [id(1, 1, 12), 3]]; // seat1 主K, seat2 主Q const mkMP = (step, baofu) => ({ step, banker: 0, flower: 1, cards: make108(dealMP), method: { have_baofu: () => baofu } }); @@ -14,11 +18,11 @@ mod.mingpai(pack(0)); t.eq('明牌 合法 下发1包', ctx.sent.length, 1); t.eq('明牌 others=他家主牌', ctx.sent[0] && ctx.sent[0].data.others, [{ seat: 1, zhucards: [id(1, 1, 13)] }, { seat: 2, zhucards: [id(1, 1, 12)] }]); ctx = setup("00001", mkMP(5, true)); mod.mingpai(pack(0)); // 不查牌(位4=1) -t.eq('明牌 不查牌 拒', ctx.sent.length, 0); +t.eq('明牌 不查牌 拒(回失败包RULE)', rej(ctx, ERR.RULE), true); ctx = setup("00000", mkMP(5, false)); mod.mingpai(pack(0)); // 未报无主 -t.eq('明牌 未报无主 拒', ctx.sent.length, 0); +t.eq('明牌 未报无主 拒(回失败包RULE)', rej(ctx, ERR.RULE), true); ctx = setup("00000", mkMP(3, true)); mod.mingpai(pack(0)); // 非出牌阶段 -t.eq('明牌 非出牌阶段 拒', ctx.sent.length, 0); +t.eq('明牌 非出牌阶段 拒(回失败包STEP)', rej(ctx, ERR.STEP), true); // ===================== §4 投降 touxiang 条件 ===================== const mkTX = (step, banker, call) => ({ step, banker, call, method: { get_paiju_account: (type, msg) => { msg.rpc = 'jiesuan'; msg.data = { type }; return msg; } } }); @@ -26,11 +30,11 @@ let p = mkTX(2, 0, 70); ctx = setup("00000", p); mod.touxiang(pack(0)); // 70 t.eq('投降 70分step2庄家 step→6', p.step, 6); t.eq('投降 下发jiesuan', ctx.sent.length === 1 && ctx.sent[0].rpc, 'jiesuan'); p = mkTX(2, 0, 65); ctx = setup("00000", p); mod.touxiang(pack(0)); -t.eq('投降 65分 拒', ctx.sent.length, 0); +t.eq('投降 65分 拒(回失败包RULE)', rej(ctx, ERR.RULE), true); p = mkTX(3, 0, 70); ctx = setup("00000", p); mod.touxiang(pack(0)); -t.eq('投降 埋牌后step3 拒', ctx.sent.length, 0); +t.eq('投降 埋牌后step3 拒(回失败包STEP)', rej(ctx, ERR.STEP), true); p = mkTX(2, 1, 70); ctx = setup("00000", p); mod.touxiang(pack(0)); -t.eq('投降 非庄家 拒', ctx.sent.length, 0); +t.eq('投降 非庄家 拒(回失败包SEAT)', rej(ctx, ERR.SEAT), true); // ===================== §9 出牌 chupai 的查牌门控(info/baozhu)===================== // 造真实牌局 → 强制到首出(step5),庄家(0)出一张副牌单张;seat1 已报无主 @@ -143,14 +147,14 @@ tp = setup("00000", mkTip(5, 2)); mod.tishi(pack(0, { tip: 2 })); t.eq('提示 banker=2·闲0发→对家1', tp.sent[0] && tp.sent[0].fromid, 1); // 庄家发 → 拒(庄家无对家) tp = setup("00000", mkTip(5, 0)); mod.tishi(pack(0, { tip: 1 })); -t.eq('提示 庄家发 拒', tp.sent.length, 0); +t.eq('提示 庄家发 拒(回失败包RULE)', rej(tp, ERR.RULE), true); // 非出牌阶段 → 拒 tp = setup("00000", mkTip(3, 0)); mod.tishi(pack(1, { tip: 1 })); -t.eq('提示 非出牌阶段(step3) 拒', tp.sent.length, 0); +t.eq('提示 非出牌阶段(step3) 拒(回失败包STEP)', rej(tp, ERR.STEP), true); // 非法 tip / 缺 tip → 拒 tp = setup("00000", mkTip(5, 0)); mod.tishi(pack(1, { tip: 9 })); -t.eq('提示 非法tip=9 拒', tp.sent.length, 0); +t.eq('提示 非法tip=9 拒(回失败包PARAM)', rej(tp, ERR.PARAM), true); tp = setup("00000", mkTip(5, 0)); mod.tishi(pack(1, {})); -t.eq('提示 缺tip 拒', tp.sent.length, 0); +t.eq('提示 缺tip 拒(回失败包PARAM)', rej(tp, ERR.PARAM), true); process.exit(t.done('rpc') ? 0 : 1); diff --git a/server/games/erqiwang/test/test_success.js b/server/games/erqiwang/test/test_success.js new file mode 100644 index 0000000..254941a --- /dev/null +++ b/server/games/erqiwang/test/test_success.js @@ -0,0 +1,135 @@ +// 成败标志 data.success(dev-guide server 03 §4/§5 硬红线): +// ① 每个下发包(主动推送与应答)都必须自带 data.success; +// ② 每条失败路径都必须回一个 success=false + errcode 的包给请求者,不得静默丢弃。 +require('./_shim'); +const { mod, setup, make108, id } = require('./_rpc.js'); +const P = require('../class.paiju.js'); +const D = require('../class.desk.js'); +const t = require('./_assert')(); +const ERR = mod.ERR; + +const clone = m => JSON.parse(JSON.stringify(m)); +const pack = (seat, extra) => ({ data: Object.assign({ agentid: 'a', playerid: 1, gameid: 'g', roomcode: 1, seat }, extra), conmode: 0, fromid: seat }); + +// ============ ① 成功包一律带 success=true ============ + +// -- 牌桌层主动推送:fapai / zhunbei 走全局 youle_erqiwang.app.SendPack -- +const gsent = []; +global.youle_erqiwang.app.SendPack = m => gsent.push(clone(m)); +const o_room = { + roomtype: '00000', asetcount: 6, + seatlist: [{ conmode: 0, fromid: 0 }, { conmode: 0, fromid: 1 }, { conmode: 0, fromid: 2 }], + method: { sendpack_toother: m => gsent.push(clone(m)) } +}; +const desk = D.new(o_room); +o_room.o_desk = desk; +D.do_new_paiju(desk, 0); +const fapai = gsent.filter(m => m.rpc === 'fapai'); +t.eq('fapai 下发3包(每座位1)', fapai.length, 3); +t.eq('fapai 带 success=true', fapai.every(m => m.data.success === true), true); + +gsent.length = 0; +desk.paiju_list.push({ banker: 0, result: 0, tmp_jiesuan_aset: {} }); +D.do_prepare(desk, 0); // 只有1家准备 → 广播 zhunbei +const zb = gsent.filter(m => m.rpc === 'zhunbei'); +t.eq('zhunbei 带 success=true', zb.length === 1 && zb[0].data.success === true, true); + +// -- RPC 层:真实驱动 叫分→上庄→选主→埋牌→出牌 -- +function driveToPlay() { + const pj = P.new({ paiju_list: [] }, 0); + const c = setup('00000', pj); + mod.jiaofen(pack(0, { call: 65 })); + mod.jiaofen(pack(1, { call: 0 })); + mod.jiaofen(pack(2, { call: 0 })); // 0 上庄 65 + mod.xuanzhu(pack(0, { flower: 1 })); + mod.maipai(pack(0, { cards: P.get_seat_cards(pj, 0).slice(0, 8) })); + return { pj, c }; +} +const e = driveToPlay(); +const rpcs = e.c.sent.map(m => m.rpc); +t.eq('端到端 覆盖 jiaofen/shangzhuang/xuanzhu/maipai', ['jiaofen', 'shangzhuang', 'xuanzhu', 'maipai'].every(r => rpcs.indexOf(r) >= 0), true); +t.eq('端到端 所有下发包均 success=true', e.c.sent.every(m => m.data.success === true), true); + +// 首出一张牌 → chupai1 也带 success +const lead = P.get_seat_cards(e.pj, 0)[0]; +e.c.sent.length = 0; +mod.chupai(pack(0, { cards: [lead] })); +const cp1 = e.c.sent.filter(m => m.rpc === 'chupai1'); +t.eq('chupai1 下发3包', cp1.length, 3); +t.eq('chupai1 带 success=true', cp1.every(m => m.data.success === true), true); + +// -- 结算包 jiesuan:正常/投降/解散 三种 type 都带 success -- +const mkDesk = () => ({ seatlist: [[0, []], [0, []], [0, []]], o_room: { roomtype: '00000', asetcount: 6 }, method: { get_desk_account: m => m } }); +const mkPaiju = () => ({ call: 65, banker: 0, flower: 1, cards: [], idx: 2, o_desk: mkDesk(), endtime: null, result: null }); +t.eq('jiesuan 正常结算 success=true', P.get_paiju_account(mkPaiju(), 0, {}).data.success, true); +t.eq('jiesuan 投降结算 success=true', P.get_paiju_account(mkPaiju(), 1, {}).data.success, true); +t.eq('jiesuan 解散结算 success=true', P.get_paiju_account(mkPaiju(), 2, {}).data.success, true); + +// mingpai / tishi 成功包 +const mp = setup('00000', { step: 5, banker: 0, flower: 1, cards: make108(), method: { have_baofu: () => true } }); +mod.mingpai(pack(0)); +t.eq('mingpai 成功包 success=true', mp.sent.length === 1 && mp.sent[0].data.success === true, true); +const tp = setup('00000', { step: 5, banker: 0 }); +mod.tishi(pack(1, { tip: 1 })); +t.eq('tishi 成功包 success=true', tp.sent.length === 1 && tp.sent[0].data.success === true, true); + +// ============ ② 失败路径回包:success=false + errcode,且只回给请求者 ============ +// 每个 handler 取一条代表性失败路径;断言"恰好1包 + success=false + errcode + 回到请求者" +function failCase(name, o_paiju, call, seat, errcode) { + const c = setup('00000', o_paiju); + call(seat); + const ok = c.sent.length === 1 + && c.sent[0].data.success === false + && c.sent[0].data.errcode === errcode + && c.sent[0].fromid === seat; + t.eq(name, ok, true); +} +const stubJF = { step: 9, method: { get_callgrade_seat: () => 0, get_callgrade_value: () => 0, do_callgrade: () => { } } }; +failCase('jiaofen 阶段不对 → STEP', stubJF, s => mod.jiaofen(pack(s, { call: 65 })), 0, ERR.STEP); +failCase('jiaofen 非当前叫分位 → SEAT', + { step: 1, method: { get_callgrade_seat: () => 1, get_callgrade_value: () => 0, do_callgrade: () => { } } }, + s => mod.jiaofen(pack(s, { call: 65 })), 0, ERR.SEAT); +failCase('jiaofen 叫分>70 → PARAM', + { step: 1, method: { get_callgrade_seat: () => 0, get_callgrade_value: () => 0, do_callgrade: () => { } } }, + s => mod.jiaofen(pack(s, { call: 75 })), 0, ERR.PARAM); +failCase('jiaofen 后叫不更低 → RULE', + { step: 1, method: { get_callgrade_seat: () => 0, get_callgrade_value: () => 55, do_callgrade: () => { } } }, + s => mod.jiaofen(pack(s, { call: 60 })), 0, ERR.RULE); + +failCase('xuanzhu 非庄家 → SEAT', { step: 2, banker: 1 }, s => mod.xuanzhu(pack(s, { flower: 1 })), 0, ERR.SEAT); +failCase('xuanzhu 花色非法 → PARAM', { step: 2, banker: 0 }, s => mod.xuanzhu(pack(s, { flower: 9 })), 0, ERR.PARAM); + +const mkMP8 = () => ({ step: 3, banker: 0, cards: make108(), method: { check_cards_valid: c => P.check_cards_valid({ cards: make108() }, c), check_cards_inhand: () => true } }); +failCase('maipai 张数不是8 → PARAM', mkMP8(), s => mod.maipai(pack(s, { cards: [0, 1, 2] })), 0, ERR.PARAM); +failCase('maipai 入参非数组 → PARAM', mkMP8(), s => mod.maipai(pack(s, { cards: 'x' })), 0, ERR.PARAM); + +failCase('touxiang 非70分 → RULE', { step: 2, banker: 0, call: 65 }, s => mod.touxiang(pack(s)), 0, ERR.RULE); + +const mkCP = () => { + const pj = P.new({ paiju_list: [] }, 0); + pj.banker = 0; pj.call = 65; pj.flower = 1; pj.step = 5; + P.new_playround(pj, 1, 0); + return pj; +}; +failCase('chupai 重复牌id → PARAM', mkCP(), s => mod.chupai(pack(s, { cards: [0, 0] })), 0, ERR.PARAM); +failCase('chupai 牌不在手上 → PARAM', (function () { const pj = mkCP(); for (let i = 0; i < 108; i++) pj.cards[i].dealowner = 2; return pj; })(), + s => mod.chupai(pack(s, { cards: [0] })), 0, ERR.PARAM); +failCase('chupai 非当前出牌位 → SEAT', (function () { const pj = mkCP(); pj.playproc.currseat = 1; return pj; })(), + s => mod.chupai(pack(s, { cards: [0] })), 0, ERR.SEAT); + +failCase('mingpai 未报无主 → RULE', { step: 5, banker: 0, method: { have_baofu: () => false } }, s => mod.mingpai(pack(s)), 0, ERR.RULE); +failCase('tishi 庄家发 → RULE', { step: 5, banker: 0 }, s => mod.tishi(pack(s, { tip: 1 })), 0, ERR.RULE); +failCase('zhunbei 非结算阶段 → STEP', { step: 5 }, s => mod.zhunbei(pack(s)), 0, ERR.STEP); + +// 不查牌房的 mingpai 需要 roomtype '00001',单列 +const mpn = setup('00001', { step: 5, banker: 0, method: { have_baofu: () => true } }); +mod.mingpai(pack(0)); +t.eq('mingpai 不查牌 → 回 RULE 失败包', mpn.sent.length === 1 && mpn.sent[0].data.errcode === ERR.RULE, true); + +// check_player 不通过(房间/座位对不上)也要回包,不能让前端干等 +const cp = setup('00000', { step: 1 }); +mod.import.check_player = () => null; +mod.jiaofen(pack(0, { call: 65 })); +t.eq('check_player 失败 → 回 PLAYER 失败包', cp.sent.length === 1 && cp.sent[0].data.errcode === ERR.PLAYER, true); + +process.exit(t.done('success') ? 0 : 1);