From c4c061b0e120c124c6aef3ece2c1545566cc9437 Mon Sep 17 00:00:00 2001 From: Joywayer Date: Thu, 27 Aug 2026 18:57:54 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BA=8C=E4=B8=83=E7=8E=8B=EF=BC=9A=E4=BF=AE?= =?UTF-8?q?=E5=A4=8D=E4=B8=89=E5=A4=84=E5=89=8D=E7=AB=AF=E6=BC=8F=E8=AF=BB?= =?UTF-8?q?=EF=BC=88Task=2012=20=E4=B8=80=E8=87=B4=E6=80=A7=E6=B5=8B?= =?UTF-8?q?=E8=AF=95=20Fix=20Round=201=20=C2=B7=20=E7=B1=BB=E5=88=AB=20A?= =?UTF-8?q?=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 一致性测试发现的 8 处不一致中,分诊出 3 处确属"deskinfo 里有、增量 handler 没读"的前端缺陷,本次修复: - room.playerScores:reset() 不再清空,改为跨局保留字段;ResultHandler 从 jiesuan 的 aset.seatlist[i].score(协议 §14「累积得分」)回填,避免一局 中段(fapai 后至 jiesuan 前)总积分持续为空。 - call.currcall/call.calls:CallHandler.handleShangzhuang(step1→2 转场) 清回默认值——deskinfo 从 ChooseMain 起就不再带 CallRun,这两个叫分过程量 该阶段起无意义。 - ResultHandler._applyResult(jiesuan/解散共用)补齐结算清场:把 aset.*/ turn.*/call.*/table.*/my.bottomCards/buryCards/cards 清回 reset() 默认值, 与 deskinfo step6 只应用 Balance 分组时的重建结果对齐;顺带清掉出完最后一张 牌的座位因 jiesuan.chupai 不带 cardsinhand 留下的幽灵手牌。 发现 3(curmultiple)、发现 6(seatlist 窗口期)判给服务端,发现 4/5 (table.playproc/pushlist)待裁决,均未改动。test_consistency.js 由 9 PASS/14 FAIL 转为 14 PASS/9 FAIL,EXCLUDE 白名单未改一字。 Co-Authored-By: Claude Opus 5 (1M context) --- .../codes/net/handlers/CallHandler.js | 5 +++ .../codes/net/handlers/ResultHandler.js | 39 +++++++++++++++++++ client/js/01_SubGame/codes/state/GameState.js | 6 +-- 3 files changed, 47 insertions(+), 3 deletions(-) diff --git a/client/js/01_SubGame/codes/net/handlers/CallHandler.js b/client/js/01_SubGame/codes/net/handlers/CallHandler.js index 405b30c..715c77e 100644 --- a/client/js/01_SubGame/codes/net/handlers/CallHandler.js +++ b/client/js/01_SubGame/codes/net/handlers/CallHandler.js @@ -54,6 +54,11 @@ var EQW_CallHandler = EQW_CallHandler || { EQW_GameState.aset.step = 2; //进入选主/投降 EQW_GameState.turn.seat = EQW_GameState.aset.banker; //控制权归庄家 + //叫分过程量(currcall/calls)step2 起无语义:deskinfo 从 ChooseMain 起就不再带 CallRun, + //这里清成 reset() 的默认值,避免前端留着一份 deskinfo 不会再给的数据(视图=f(快照)) + EQW_GameState.call.currcall = 0; + EQW_GameState.call.calls = [null, null, null]; + EventBus.emit(EQW_Events.EQW_BANKER_SET); if (data.hasOwnProperty('cards')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); } EventBus.emit(EQW_Events.EQW_TURN_CHANGED); diff --git a/client/js/01_SubGame/codes/net/handlers/ResultHandler.js b/client/js/01_SubGame/codes/net/handlers/ResultHandler.js index cb9695e..0d0ccdb 100644 --- a/client/js/01_SubGame/codes/net/handlers/ResultHandler.js +++ b/client/js/01_SubGame/codes/net/handlers/ResultHandler.js @@ -43,6 +43,34 @@ var EQW_ResultHandler = EQW_ResultHandler || { //三种来源共用的落地逻辑:有哪组就写哪组,缺的保持 null _applyResult: function (d) { + //结算是"清空过程量、只留结算数据"的快照点:deskinfo step6 只带 Balance(=aset), + //其余分组一律回到 reset() 默认值——jiesuan 也要收敛到同一状态,否则重连前后画面不一致 + //(清单以 ResyncHandler.handleDeskinfo 在 step6 时实际重建出的字段集为准,不多清不少清)。 + EQW_GameState.aset.banker = -1; + EQW_GameState.aset.call = -1; + EQW_GameState.aset.multiple = 0; + EQW_GameState.aset.flower = 0; + EQW_GameState.aset.curmultiple = 0; + EQW_GameState.aset.grade = 0; + EQW_GameState.aset.baozhu = 0; + EQW_GameState.aset.touxiang = 0; + EQW_GameState.turn.seat = -1; + EQW_GameState.turn.countdown = 0; + EQW_GameState.call.currcall = 0; + EQW_GameState.call.calls = [null, null, null]; + //末轮若由 jiesuan.chupai 带出(无 cardsinhand),出牌者自己的手牌不会被清空,这里显式清掉, + //不留幽灵牌——deskinfo 在结算阶段的 MyCards 恒为 [] + EQW_GameState.my.cards = []; + EQW_GameState.my.mustCard = []; + EQW_GameState.my.bottomCards = []; + EQW_GameState.my.buryCards = []; + EQW_GameState.table.ancard3s = 0; + EQW_GameState.table.playproc = null; + EQW_GameState.table.pushlist = []; + EQW_GameState.table.seatlist = []; + EQW_GameState.table.liangpai = null; + EQW_GameState.table.mingpai = null; + EQW_GameState._apply(EQW_GameState.result, d, { chupai: 'chupai', bottom: 'bottom', @@ -51,6 +79,17 @@ var EQW_ResultHandler = EQW_ResultHandler || { }); EQW_GameState.aset.step = 6; + //三家总积分:jiesuan 的 aset.seatlist[i].score 就是"累积得分"(协议 §14), + //与 deskinfo.PlayerInfo 同源同值——deskinfo 恒有的 PlayerInfo 在增量路径上没有对应来源, + //只能从这里回填,否则一局中段(fapai 后至 jiesuan 前)room.playerScores 永远追不上服务端 + if (d.aset && Object.prototype.toString.call(d.aset.seatlist) === '[object Array]') { + var scores = []; + for (var i = 0; i < d.aset.seatlist.length; i++) { + scores.push(d.aset.seatlist[i] && d.aset.seatlist[i].score); + } + EQW_GameState.room.playerScores = scores; + } + EventBus.emit(EQW_Events.EQW_ASET_RESULT); //account 只在末局或解散时才有 if (d.hasOwnProperty('account')) { diff --git a/client/js/01_SubGame/codes/state/GameState.js b/client/js/01_SubGame/codes/state/GameState.js index 152d3ca..fcd0a45 100644 --- a/client/js/01_SubGame/codes/state/GameState.js +++ b/client/js/01_SubGame/codes/state/GameState.js @@ -20,7 +20,7 @@ var EQW_GameState = EQW_GameState || { asetCount: 0, //总局数 ← fapai.asetcount / deskinfo.count / setRoomDes asetIdx: 0, //当前第几局 ← fapai.asetidx / deskinfo.idx mySeat: -1, //自己的座位 ← 平台 C_Player.seat - playerScores: [], //三家总积分 ← deskinfo.PlayerInfo + playerScores: [], //三家总积分 ← deskinfo.PlayerInfo / jiesuan.aset.seatlist[].score,跨局不清 options: null //roomtype 解析结果 }, @@ -75,10 +75,10 @@ var EQW_GameState = EQW_GameState || { account: null }, - //新一局开局时清空对局态;room.mySeat 与 room.options 跨局不变,不清 + //新一局开局时清空对局态;room.mySeat / room.options / room.playerScores 跨局不变,不清 + //(playerScores 由 deskinfo.PlayerInfo 或 jiesuan.aset.seatlist[].score 增量更新,见 ResyncHandler / ResultHandler) reset: function () { this.room.asetIdx = 0; - this.room.playerScores = []; this.aset = { step: 0, banker: -1, call: -1, multiple: 0, flower: 0, curmultiple: 0, grade: 0, baozhu: 0, touxiang: 0 };