配合上一个 commit 服务端补发的 maipai.playproc,重新生成真包夹具(diff 只新增 三家 maipai 包各一份 round-1 初值 playproc,无其他变化)后跑一致性测试,暴露出 前端还有一处对应缺口:BuryHandler.js 组 table.playproc 时没有接 data.playproc (PlayHandler.js 早已对 chupai1/2/3 做了同样的原样拷贝),于是「埋牌完成→庄家 首出」窗口增量路径的 table.playproc 停在上一阶段的 null。现补上,并在 test_handlers_bury.js 新增一条用例守住、用「退回修复必转红」反向验证。 test_handlers_play.js:84 的 `S.table.playproc.shuaicuo` 断言的正是此前 Fix Round 2 裁决②(本手信息收进事件载荷、不进 GameState)判定为缺陷的旧映射,playproc 改为 原样拷贝服务端结构后必然读 null 硬崩。按 task-12d-report.md §8 的裁决与建议替换: 断言改为守事件载荷(EQW_CARD_PLAYED 的 shuaicuo/order/seat/cards/count/flower/ cardtype)+ playproc 原样拷贝,强度不降——原断言只守住"甩错标志被处理"这一件事, 新断言额外多守了"本手信息不得混入 playproc"一条。 client/tests/test_consistency.js 全绿(23 checks,此前 20 绿/3 红); client/tests/run.js 全绿(20 脚本);server/games/erqiwang/test/run.js 全绿 (17 脚本/675 checks,见上一个 commit)。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
28980 lines
526 KiB
JSON
28980 lines
526 KiB
JSON
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