// 【核心验收】增量累积的 GameState 必须与 deskinfo 全量重建的完全相等 const fs = require('fs'); const path = require('path'); const { ROOT, load } = require('./_load'); const t = require('./_assert')(); load('client/js/gameabc-framework/system/EventBus.js'); load('client/js/01_SubGame/codes/state/Events.js'); load('client/js/01_SubGame/codes/state/GameState.js'); load('client/js/01_SubGame/codes/state/RoomOptions.js'); load('client/js/01_SubGame/codes/net/handlers/DealHandler.js'); load('client/js/01_SubGame/codes/net/handlers/CallHandler.js'); load('client/js/01_SubGame/codes/net/handlers/MainHandler.js'); load('client/js/01_SubGame/codes/net/handlers/BuryHandler.js'); load('client/js/01_SubGame/codes/net/handlers/PlayHandler.js'); load('client/js/01_SubGame/codes/net/handlers/QueryHandler.js'); load('client/js/01_SubGame/codes/net/handlers/ReadyHandler.js'); load('client/js/01_SubGame/codes/net/handlers/ResultHandler.js'); load('client/js/01_SubGame/codes/net/handlers/ResyncHandler.js'); load('client/js/01_SubGame/codes/net/Dispatcher.js'); const fx = JSON.parse(fs.readFileSync(path.join(ROOT, 'client/tests/fixtures/packets.json'), 'utf8')); // 这些字段是「一次性事件」或「重连不重放」的,不参与一致性比对。 // 每加一条都必须写清理由——这个白名单是本测试唯一的松口处,滥用它等于废掉这条守卫。 const EXCLUDE = [ // 70 分坐庄的 3 秒开底是上庄时的一次性事件,协议明确 deskinfo 不重放 'table.ancard3s', // 本轮必出牌只对当前轮有效;deskinfo 仅在轮到本家时才带 mustcard 'my.mustCard', // 结算明细来自 jiesuan 包,deskinfo 的 Balance 只在结算阶段带 aset 'result.chupai', 'result.bottom', 'result.account' ]; function pick(snap, exclude) { const out = JSON.parse(JSON.stringify(snap)); exclude.forEach(p => { const parts = p.split('.'); let o = out; for (let i = 0; i < parts.length - 1; i++) { o = o && o[parts[i]]; } if (o) { delete o[parts[parts.length - 1]]; } }); return out; } // 对每个座位、每个 deskinfo 快照点做比对 let compared = 0; fx.deskinfo.forEach(snapPoint => { const seat = snapPoint.seat; // —— 路径 A:增量累积 —— EQW_GameState.reset(); EQW_GameState.room.mySeat = seat; EQW_GameState.room.options = EQW_RoomOptions_Parse.parse(fx.roomtype); fx.seats[seat].slice(0, snapPoint.packetIndex).forEach(p => { EQW_Dispatcher.dispatch({ rpc: p.rpc, data: p.data }); }); const incremental = EQW_GameState.snapshot(); // —— 路径 B:deskinfo 全量重建 —— EQW_GameState.reset(); EQW_GameState.room.mySeat = seat; EQW_GameState.room.options = EQW_RoomOptions_Parse.parse(fx.roomtype); EQW_ResyncHandler.handleDeskinfo(snapPoint.info); const full = EQW_GameState.snapshot(); t.eq('座位' + seat + ' step' + snapPoint.step + ' 增量 == 全量', pick(incremental, EXCLUDE), pick(full, EXCLUDE)); compared++; }); t.eq('比对点数量 > 0', compared > 0, true); // ================= Ruling 3:step3(埋牌)deskinfo 直读断言 ================= // 一致性比对无法单独覆盖 ResyncHandler._applyBuryCards 的字段映射正确性—— // 若增量路径压根不写某字段,两边可能「同为初始值」而比对照样绿。 // 这里独立取 step3 快照,逐字段直读 GameState 并核对具体值。 const step3 = fx.deskinfo.filter(d => d.step === 3)[0]; if (!step3) { console.warn('[test_consistency] 夹具里没有 step3 快照,Ruling 3 的直读断言无法执行'); } else { EQW_GameState.reset(); EQW_ResyncHandler.handleDeskinfo(step3.info); const bc = step3.info.BuryCards; t.eq('step3 直读 aset.banker', EQW_GameState.aset.banker, bc.banker); t.eq('step3 直读 aset.call', EQW_GameState.aset.call, bc.call); t.eq('step3 直读 aset.multiple', EQW_GameState.aset.multiple, bc.multiple); t.eq('step3 直读 aset.flower', EQW_GameState.aset.flower, bc.flower); t.eq('step3 直读 my.bottomCards', EQW_GameState.my.bottomCards, bc.bottomcards); t.eq('step3 直读 turn.countdown', EQW_GameState.turn.countdown, bc.countdown); t.eq('step3 直读 turn.seat(埋牌由庄家做)', EQW_GameState.turn.seat, bc.banker); t.eq('step3 直读 aset.step', EQW_GameState.aset.step, step3.info.step); } process.exit(t.done('consistency') ? 0 : 1);