// 【C-1 回归】room.mySeat 的同步必须跑在【真实的平台初始化时序】上。 // // 平台 12_Logic.js 的 Logic.AppStart 跨 332–531 行,里面: // line 389: Game_Modify.appStart() ← 此时 C_Player 只是 `var C_Player;`,未赋值 // line 480: C_Player = new Player(-1) ← 对象到这里才存在,seat 仍是 -1 // 之后玩家登录,07_Desk.js 的 C_Player.SetSeat(真座位), // 但 Game_Modify.appStart() 【再也不会被调用】。 // // 所以「只在 appStart 里读一次 C_Player.seat」必然拿不到座位,mySeat 永远停在 -1: // 发包带 seat:-1(服务端 check_player 必拒,叫分/选主/埋牌/出牌全发不出去)、 // StartWar 差异化下发认领不到本座位而整包丢弃、SeatMap.toDisplay(-1) 抛错。 // ——全程无一处报错。本测试就是拿这条时序当尺子量。 // // 本文件【不允许】用 `S.room.mySeat = N` 直接赋值来制造前提(其余 8 个测试文件那样做, // 正是它们全部漏掉 C-1 的原因)。座位只能经由平台入口同步进来。 const { load, throws } = require('./_load'); const t = require('./_assert')(); global.window = global; load('client/js/gameabc-framework/system/EventBus.js'); load('client/js/gameabc-framework/system/SpriteEventController.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'); ['DealHandler','CallHandler','MainHandler','BuryHandler','PlayHandler', 'QueryHandler','ReadyHandler','ResultHandler','ResyncHandler','FailHandler'] .forEach(h => load('client/js/01_SubGame/codes/net/handlers/' + h + '.js')); load('client/js/01_SubGame/codes/net/Dispatcher.js'); load('client/js/01_SubGame/codes/core/SeatMap.js'); const sent = []; global.RpcHelper = { sendRpc: (app, route, rpc, data) => sent.push({ rpc, data }) }; load('client/js/01_SubGame/codes/net/Rpc.js'); load('client/js/01_SubGame/codes/SubGameHooks.js'); const S = EQW_GameState; // 平台 06_Player.js 的最小复刻:只有 seat 与 SetSeat 与本用例相关 function Player(seat) { this.seat = seat; } Player.prototype.SetSeat = function (seat) { this.seat = seat; }; // ============================================================================ // 阶段 1:Logic.AppStart 第 389 行——C_Player 尚未 new // ============================================================================ t.eq('前提:C_Player 此刻确实不存在', typeof global.C_Player, 'undefined'); t.eq('前提:mySeat 初始值是 -1', S.room.mySeat, -1); let boom = false; try { SubGameHooks.appStart(); } catch (e) { boom = true; } t.eq('appStart 在 C_Player 缺席时不崩', boom, false); t.eq('appStart 拿不到座位,mySeat 仍是 -1(不是缺陷,是时序事实)', S.room.mySeat, -1); // 这个 -1 一旦被发包无声带出去就是 C-1 的第一重后果 t.eq('座位未同步时发包 fail-fast', throws(() => EQW_Rpc.zhunbei()), true); t.eq('座位未同步时一个包都没发出去', sent.length, 0); // ============================================================================ // 阶段 2:Logic.AppStart 第 480 行——C_Player = new Player(-1) // ============================================================================ global.C_Player = new Player(-1); SubGameHooks.setRoomDes(1234, 6, '00010'); t.eq('C_Player 存在但座位还是 -1 时,不写坏值', S.room.mySeat, -1); t.eq('setRoomDes 该干的正事照干(解析 roomtype)', S.room.options.climb, 1); // ============================================================================ // 阶段 3:玩家登录,07_Desk.js:320 C_Player.SetSeat(真座位) // 紧接着 07_Desk.js:358 Game_Modify.setRoomDes(...) // ============================================================================ C_Player.SetSeat(2); t.eq('SetSeat 本身不写 GameState(平台不知道子游戏)', S.room.mySeat, -1); SubGameHooks.setRoomDes(1234, 6, '00010'); t.eq('【核心】走完平台时序后 mySeat = 真座位', S.room.mySeat, 2); // ---- 第一重后果解除:发包带真座位 ---- sent.length = 0; EQW_Rpc.zhunbei(); t.eq('发包带上真座位', sent[0].data.seat, 2); // ---- 第二重后果解除:StartWar 差异化下发能认领到自己那份 ---- const share = (seat, cards) => ({ seat, data: { count: 6, idx: 1, PlayerInfo: [0,0,0], step: 1, MyCards: cards } }); SubGameHooks.StartWar({ data: { deskwar: { sendtype: 1, seatlist: [ share(0, [10, 11]), share(1, [20, 21]), share(2, [30, 31]) ] } } }); t.eq('StartWar 认领到本座位那份手牌', S.my.cards, [30, 31]); // ---- 第三重后果解除:SeatMap 不再对 -1 抛错 ---- t.eq('SeatMap.toDisplay 用 mySeat 不抛错', throws(() => EQW_SeatMap.toDisplay(0, S.room.mySeat)), false); t.eq('自己映射到 SELF', EQW_SeatMap.toDisplay(S.room.mySeat, S.room.mySeat), 'SELF'); // ============================================================================ // 阶段 4:换座(07_Desk.js:186-191 先改 C_Player.seat,再回调 changeSeat) // 这是唯一「座位中途变化且不重走 setRoomDes」的路径 // ============================================================================ C_Player.SetSeat(0); SubGameHooks.changeSeat(2, 0); t.eq('换座后 mySeat 跟着变', S.room.mySeat, 0); sent.length = 0; EQW_Rpc.zhunbei(); t.eq('换座后发包带新座位', sent[0].data.seat, 0); // ============================================================================ // 阶段 5:断线重连(07_Desk.js:320 SetSeat → 358 setRoomDes → 423 Reconnect) // 这里单独校验 Reconnect 自身也同步,不依赖前面的入口是否跑过 // ============================================================================ S.room.mySeat = -1; // 人为退回未同步态,验证 Reconnect 能独立自愈 C_Player.SetSeat(1); SubGameHooks.Reconnect({ count: 6, idx: 3, PlayerInfo: [0,0,0], step: 1, MyCards: [5,6] }); t.eq('Reconnect 自身也同步座位', S.room.mySeat, 1); t.eq('Reconnect 的 reset() 不会把刚同步的座位清掉', S.room.mySeat, 1); t.eq('Reconnect 正常填状态', S.my.cards, [5, 6]); S.room.mySeat = -1; C_Player.SetSeat(2); SubGameHooks.ReconnectNoMakewar(); t.eq('ReconnectNoMakewar 也同步座位', S.room.mySeat, 2); S.room.mySeat = -1; C_Player.SetSeat(0); SubGameHooks.StartWar({ data: { deskwar: { sendtype: 1, seatlist: [ share(0, [7, 8]), share(1, [9]), share(2, [1]) ] } } }); t.eq('StartWar 自身也同步座位', S.room.mySeat, 0); t.eq('StartWar 同步后认领正确的那份', S.my.cards, [7, 8]); // ============================================================================ // 幂等 / 防倒退:_syncMySeat 可重复调用,且绝不用坏值覆盖好值 // ============================================================================ SubGameHooks._syncMySeat(); SubGameHooks._syncMySeat(); t.eq('重复同步结果不变(幂等)', S.room.mySeat, 0); C_Player.SetSeat(-1); // 平台 new Player(-1) 的初值又冒出来 SubGameHooks._syncMySeat(); t.eq('座位为 -1 时保持原值,不倒退', S.room.mySeat, 0); C_Player.SetSeat(3); SubGameHooks._syncMySeat(); t.eq('座位越界时保持原值,不倒退', S.room.mySeat, 0); C_Player.SetSeat('1'); SubGameHooks._syncMySeat(); t.eq('座位是字符串时保持原值,不倒退', S.room.mySeat, 0); delete global.C_Player; boom = false; try { SubGameHooks._syncMySeat(); } catch (e) { boom = true; } t.eq('C_Player 消失时同步不崩', boom, false); t.eq('C_Player 消失时保持原值', S.room.mySeat, 0); process.exit(t.done('appstart_timing') ? 0 : 1);