把前端红线「视图 = f(服务端快照)」变成可执行断言:按序喂推送包累积出的 GameState,必须与同一时点 deskinfo 全量重建的完全相等。 不一致只有两种可能,都要修:前端私存了服务端不知道的状态,或服务端漏发了字段。 EXCLUDE 白名单只收「一次性事件」与「重连不重放」两类,每条都写明理由。 本测试当前保持失败:比对发现了 7 处前端 handler 缺陷(含 table.playproc 字段 结构与协议不符等高优先级问题)与 1 处疑似服务端下发顺序不一致,均未在本次 改动中修复,详见 task-12-report.md,留待裁决。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
96 lines
4.4 KiB
JavaScript
96 lines
4.4 KiB
JavaScript
// 【核心验收】增量累积的 GameState 必须与 deskinfo 全量重建的完全相等
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const fs = require('fs');
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const path = require('path');
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const { ROOT, load } = require('./_load');
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const t = require('./_assert')();
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load('client/js/gameabc-framework/system/EventBus.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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load('client/js/01_SubGame/codes/net/handlers/DealHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/CallHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/MainHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/BuryHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/PlayHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/QueryHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/ReadyHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/ResultHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/ResyncHandler.js');
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load('client/js/01_SubGame/codes/net/Dispatcher.js');
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const fx = JSON.parse(fs.readFileSync(path.join(ROOT, 'client/tests/fixtures/packets.json'), 'utf8'));
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// 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。
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// 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。
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const EXCLUDE = [
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// 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
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'table.ancard3s',
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// 本轮必出牌只对当前轮有效;deskinfo 仅在轮到本家时才带 mustcard
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'my.mustCard',
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// 结算明细来自 jiesuan 包,deskinfo 的 Balance 只在结算阶段带 aset
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'result.chupai', 'result.bottom', 'result.account'
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];
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function pick(snap, exclude) {
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const out = JSON.parse(JSON.stringify(snap));
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exclude.forEach(p => {
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const parts = p.split('.');
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let o = out;
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for (let i = 0; i < parts.length - 1; i++) { o = o && o[parts[i]]; }
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if (o) { delete o[parts[parts.length - 1]]; }
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});
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return out;
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}
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// 对每个座位、每个 deskinfo 快照点做比对
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let compared = 0;
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fx.deskinfo.forEach(snapPoint => {
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const seat = snapPoint.seat;
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// —— 路径 A:增量累积 ——
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EQW_GameState.reset();
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EQW_GameState.room.mySeat = seat;
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EQW_GameState.room.options = EQW_RoomOptions_Parse.parse(fx.roomtype);
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fx.seats[seat].slice(0, snapPoint.packetIndex).forEach(p => {
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EQW_Dispatcher.dispatch({ rpc: p.rpc, data: p.data });
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});
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const incremental = EQW_GameState.snapshot();
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// —— 路径 B:deskinfo 全量重建 ——
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EQW_GameState.reset();
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EQW_GameState.room.mySeat = seat;
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EQW_GameState.room.options = EQW_RoomOptions_Parse.parse(fx.roomtype);
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EQW_ResyncHandler.handleDeskinfo(snapPoint.info);
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const full = EQW_GameState.snapshot();
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t.eq('座位' + seat + ' step' + snapPoint.step + ' 增量 == 全量',
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pick(incremental, EXCLUDE), pick(full, EXCLUDE));
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compared++;
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});
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t.eq('比对点数量 > 0', compared > 0, true);
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// ================= Ruling 3:step3(埋牌)deskinfo 直读断言 =================
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// 一致性比对无法单独覆盖 ResyncHandler._applyBuryCards 的字段映射正确性——
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// 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。
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// 这里独立取 step3 快照,逐字段直读 GameState 并核对具体值。
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const step3 = fx.deskinfo.filter(d => d.step === 3)[0];
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if (!step3) {
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console.warn('[test_consistency] 夹具里没有 step3 快照,Ruling 3 的直读断言无法执行');
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} else {
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EQW_GameState.reset();
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EQW_ResyncHandler.handleDeskinfo(step3.info);
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const bc = step3.info.BuryCards;
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t.eq('step3 直读 aset.banker', EQW_GameState.aset.banker, bc.banker);
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t.eq('step3 直读 aset.call', EQW_GameState.aset.call, bc.call);
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t.eq('step3 直读 aset.multiple', EQW_GameState.aset.multiple, bc.multiple);
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t.eq('step3 直读 aset.flower', EQW_GameState.aset.flower, bc.flower);
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t.eq('step3 直读 my.bottomCards', EQW_GameState.my.bottomCards, bc.bottomcards);
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t.eq('step3 直读 turn.countdown', EQW_GameState.turn.countdown, bc.countdown);
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t.eq('step3 直读 turn.seat(埋牌由庄家做)', EQW_GameState.turn.seat, bc.banker);
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t.eq('step3 直读 aset.step', EQW_GameState.aset.step, step3.info.step);
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}
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process.exit(t.done('consistency') ? 0 : 1);
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