平台 12_Logic.js 在第 389 行调 Game_Modify.appStart(),而 C_Player = new Player(-1) 要到同函数第 480 行才执行,此刻 typeof C_Player === 'undefined',appStart 整体空转; 之后玩家登录 SetSeat 拿到真座位,appStart 再也不会被调用。于是 mySeat 永远停在 -1: 发包带 seat:-1 被服务端 check_player 全部拒绝、StartWar 差异化下发认领不到本座位而 整包丢弃、SeatMap.toDisplay(-1) 抛错——且全程无一处报错。 - 新增 SubGameHooks._syncMySeat():room.mySeat 的唯一写入处(SSOT),幂等、 座位非法或 C_Player 缺席时保持原值不倒退 - 在 setRoomDes / StartWar / Reconnect / ReconnectNoMakewar / appStart 各调用一次, 不赌「所有路径都经过某一个入口」 - 新增 SubGameHooks.changeSeat 并同步座位:Desk.change_seat 是唯一「座位中途变化 且不重走 setRoomDes」的路径,漏掉会让 mySeat 静默过期 - Rpc._seat() 改 fail-fast:座位非 0/1/2 即抛错,不再无声透传 -1 - 新增 client/tests/test_appstart_timing.js:复刻平台真实初始化时序, 全程不直接赋值 mySeat;已反向验证(退回 6 个调用点后核心断言转红) - test_rpc_send 补座位非法抛错断言;test_consistency 删除空转的 my.mustCard EXCLUDE client 23 脚本全绿,server 17 脚本 / 680 checks 全绿。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
151 lines
7.5 KiB
JavaScript
151 lines
7.5 KiB
JavaScript
// 【C-1 回归】room.mySeat 的同步必须跑在【真实的平台初始化时序】上。
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//
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// 平台 12_Logic.js 的 Logic.AppStart 跨 332–531 行,里面:
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// line 389: Game_Modify.appStart() ← 此时 C_Player 只是 `var C_Player;`,未赋值
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// line 480: C_Player = new Player(-1) ← 对象到这里才存在,seat 仍是 -1
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// 之后玩家登录,07_Desk.js 的 C_Player.SetSeat(真座位),
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// 但 Game_Modify.appStart() 【再也不会被调用】。
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//
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// 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:
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// 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)、
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// StartWar 差异化下发认领不到本座位而整包丢弃、SeatMap.toDisplay(-1) 抛错。
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// ——全程无一处报错。本测试就是拿这条时序当尺子量。
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//
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// 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,
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// 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。
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const { load, throws } = require('./_load');
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const t = require('./_assert')();
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global.window = global;
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load('client/js/gameabc-framework/system/EventBus.js');
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load('client/js/gameabc-framework/system/SpriteEventController.js');
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load('client/js/01_SubGame/codes/state/Events.js');
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load('client/js/01_SubGame/codes/state/GameState.js');
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load('client/js/01_SubGame/codes/state/RoomOptions.js');
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['DealHandler','CallHandler','MainHandler','BuryHandler','PlayHandler',
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'QueryHandler','ReadyHandler','ResultHandler','ResyncHandler','FailHandler']
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.forEach(h => load('client/js/01_SubGame/codes/net/handlers/' + h + '.js'));
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load('client/js/01_SubGame/codes/net/Dispatcher.js');
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load('client/js/01_SubGame/codes/core/SeatMap.js');
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const sent = [];
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global.RpcHelper = { sendRpc: (app, route, rpc, data) => sent.push({ rpc, data }) };
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load('client/js/01_SubGame/codes/net/Rpc.js');
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load('client/js/01_SubGame/codes/SubGameHooks.js');
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const S = EQW_GameState;
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// 平台 06_Player.js 的最小复刻:只有 seat 与 SetSeat 与本用例相关
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function Player(seat) { this.seat = seat; }
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Player.prototype.SetSeat = function (seat) { this.seat = seat; };
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// ============================================================================
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// 阶段 1:Logic.AppStart 第 389 行——C_Player 尚未 new
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// ============================================================================
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t.eq('前提:C_Player 此刻确实不存在', typeof global.C_Player, 'undefined');
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t.eq('前提:mySeat 初始值是 -1', S.room.mySeat, -1);
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let boom = false;
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try { SubGameHooks.appStart(); } catch (e) { boom = true; }
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t.eq('appStart 在 C_Player 缺席时不崩', boom, false);
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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);
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// 这个 -1 一旦被发包无声带出去就是 C-1 的第一重后果
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t.eq('座位未同步时发包 fail-fast', throws(() => EQW_Rpc.zhunbei()), true);
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t.eq('座位未同步时一个包都没发出去', sent.length, 0);
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// ============================================================================
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// 阶段 2:Logic.AppStart 第 480 行——C_Player = new Player(-1)
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// ============================================================================
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global.C_Player = new Player(-1);
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SubGameHooks.setRoomDes(1234, 6, '00010');
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t.eq('C_Player 存在但座位还是 -1 时,不写坏值', S.room.mySeat, -1);
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t.eq('setRoomDes 该干的正事照干(解析 roomtype)', S.room.options.climb, 1);
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// ============================================================================
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// 阶段 3:玩家登录,07_Desk.js:320 C_Player.SetSeat(真座位)
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// 紧接着 07_Desk.js:358 Game_Modify.setRoomDes(...)
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// ============================================================================
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C_Player.SetSeat(2);
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t.eq('SetSeat 本身不写 GameState(平台不知道子游戏)', S.room.mySeat, -1);
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SubGameHooks.setRoomDes(1234, 6, '00010');
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t.eq('【核心】走完平台时序后 mySeat = 真座位', S.room.mySeat, 2);
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// ---- 第一重后果解除:发包带真座位 ----
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sent.length = 0;
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EQW_Rpc.zhunbei();
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t.eq('发包带上真座位', sent[0].data.seat, 2);
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// ---- 第二重后果解除:StartWar 差异化下发能认领到自己那份 ----
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const share = (seat, cards) => ({ seat, data: { count: 6, idx: 1, PlayerInfo: [0,0,0], step: 1, MyCards: cards } });
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SubGameHooks.StartWar({ data: { deskwar: { sendtype: 1, seatlist: [
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share(0, [10, 11]), share(1, [20, 21]), share(2, [30, 31])
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] } } });
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t.eq('StartWar 认领到本座位那份手牌', S.my.cards, [30, 31]);
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// ---- 第三重后果解除:SeatMap 不再对 -1 抛错 ----
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t.eq('SeatMap.toDisplay 用 mySeat 不抛错', throws(() => EQW_SeatMap.toDisplay(0, S.room.mySeat)), false);
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t.eq('自己映射到 SELF', EQW_SeatMap.toDisplay(S.room.mySeat, S.room.mySeat), 'SELF');
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// ============================================================================
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// 阶段 4:换座(07_Desk.js:186-191 先改 C_Player.seat,再回调 changeSeat)
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// 这是唯一「座位中途变化且不重走 setRoomDes」的路径
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// ============================================================================
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C_Player.SetSeat(0);
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SubGameHooks.changeSeat(2, 0);
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t.eq('换座后 mySeat 跟着变', S.room.mySeat, 0);
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sent.length = 0;
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EQW_Rpc.zhunbei();
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t.eq('换座后发包带新座位', sent[0].data.seat, 0);
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// ============================================================================
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// 阶段 5:断线重连(07_Desk.js:320 SetSeat → 358 setRoomDes → 423 Reconnect)
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// 这里单独校验 Reconnect 自身也同步,不依赖前面的入口是否跑过
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// ============================================================================
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S.room.mySeat = -1; // 人为退回未同步态,验证 Reconnect 能独立自愈
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C_Player.SetSeat(1);
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SubGameHooks.Reconnect({ count: 6, idx: 3, PlayerInfo: [0,0,0], step: 1, MyCards: [5,6] });
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t.eq('Reconnect 自身也同步座位', S.room.mySeat, 1);
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t.eq('Reconnect 的 reset() 不会把刚同步的座位清掉', S.room.mySeat, 1);
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t.eq('Reconnect 正常填状态', S.my.cards, [5, 6]);
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S.room.mySeat = -1;
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C_Player.SetSeat(2);
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SubGameHooks.ReconnectNoMakewar();
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t.eq('ReconnectNoMakewar 也同步座位', S.room.mySeat, 2);
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S.room.mySeat = -1;
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C_Player.SetSeat(0);
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SubGameHooks.StartWar({ data: { deskwar: { sendtype: 1, seatlist: [
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share(0, [7, 8]), share(1, [9]), share(2, [1]) ] } } });
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t.eq('StartWar 自身也同步座位', S.room.mySeat, 0);
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t.eq('StartWar 同步后认领正确的那份', S.my.cards, [7, 8]);
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// ============================================================================
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// 幂等 / 防倒退:_syncMySeat 可重复调用,且绝不用坏值覆盖好值
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// ============================================================================
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SubGameHooks._syncMySeat();
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SubGameHooks._syncMySeat();
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t.eq('重复同步结果不变(幂等)', S.room.mySeat, 0);
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C_Player.SetSeat(-1); // 平台 new Player(-1) 的初值又冒出来
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SubGameHooks._syncMySeat();
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t.eq('座位为 -1 时保持原值,不倒退', S.room.mySeat, 0);
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C_Player.SetSeat(3);
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SubGameHooks._syncMySeat();
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t.eq('座位越界时保持原值,不倒退', S.room.mySeat, 0);
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C_Player.SetSeat('1');
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SubGameHooks._syncMySeat();
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t.eq('座位是字符串时保持原值,不倒退', S.room.mySeat, 0);
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delete global.C_Player;
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boom = false;
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try { SubGameHooks._syncMySeat(); } catch (e) { boom = true; }
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t.eq('C_Player 消失时同步不崩', boom, false);
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t.eq('C_Player 消失时保持原值', S.room.mySeat, 0);
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process.exit(t.done('appstart_timing') ? 0 : 1);
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