二七王:修复三处前端漏读(Task 12 一致性测试 Fix Round 1 · 类别 A)

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) <noreply@anthropic.com>
This commit is contained in:
2026-08-27 18:57:54 +08:00
co-authored by Claude Opus 5
parent 33c18a2c17
commit c4c061b0e1
3 changed files with 47 additions and 3 deletions
@@ -54,6 +54,11 @@ var EQW_CallHandler = EQW_CallHandler || {
EQW_GameState.aset.step = 2; //进入选主/投降 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 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); EventBus.emit(EQW_Events.EQW_BANKER_SET);
if (data.hasOwnProperty('cards')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); } if (data.hasOwnProperty('cards')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); }
EventBus.emit(EQW_Events.EQW_TURN_CHANGED); EventBus.emit(EQW_Events.EQW_TURN_CHANGED);
@@ -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 //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) { _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, { EQW_GameState._apply(EQW_GameState.result, d, {
chupai: 'chupai', chupai: 'chupai',
bottom: 'bottom', bottom: 'bottom',
@@ -51,6 +79,17 @@ var EQW_ResultHandler = EQW_ResultHandler || {
}); });
EQW_GameState.aset.step = 6; 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); EventBus.emit(EQW_Events.EQW_ASET_RESULT);
//account 只在末局或解散时才有 //account 只在末局或解散时才有
if (d.hasOwnProperty('account')) { if (d.hasOwnProperty('account')) {
@@ -20,7 +20,7 @@ var EQW_GameState = EQW_GameState || {
asetCount: 0, //总局数 ← fapai.asetcount / deskinfo.count / setRoomDes asetCount: 0, //总局数 ← fapai.asetcount / deskinfo.count / setRoomDes
asetIdx: 0, //当前第几局 ← fapai.asetidx / deskinfo.idx asetIdx: 0, //当前第几局 ← fapai.asetidx / deskinfo.idx
mySeat: -1, //自己的座位 ← 平台 C_Player.seat 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 options: null //roomtype 解析结果
}, },
@@ -75,10 +75,10 @@ var EQW_GameState = EQW_GameState || {
account: null 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 () { reset: function () {
this.room.asetIdx = 0; this.room.asetIdx = 0;
this.room.playerScores = [];
this.aset = { step: 0, banker: -1, call: -1, multiple: 0, flower: 0, this.aset = { step: 0, banker: -1, call: -1, multiple: 0, flower: 0,
curmultiple: 0, grade: 0, baozhu: 0, touxiang: 0 }; curmultiple: 0, grade: 0, baozhu: 0, touxiang: 0 };