Files
erqiwang_youle/client/tests/test_handlers_bury.js
T
joywayerandClaude Opus 5 5689ceab6f 二七王:重新生成夹具、BuryHandler 接住 maipai.playproc,修正甩错断言的错误映射
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>
2026-08-27 19:48:54 +08:00

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// 选主 / 埋牌 handler
const { 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/net/handlers/MainHandler.js');
load('client/js/01_SubGame/codes/net/handlers/BuryHandler.js');
const S = EQW_GameState;
const evts = [];
Object.keys(EQW_Events).forEach(k => EventBus.on(EQW_Events[k], () => evts.push(k)));
// ================= xuanzhu =================
S.reset(); evts.length = 0;
EQW_MainHandler.handleXuanzhu({ success: true, banker: 1, flower: 3,
countdown: 30, cards: [5, 6, 7] });
t.eq('主牌花色', S.aset.flower, 3);
t.eq('庄家', S.aset.banker, 1);
t.eq('选主后手牌', S.my.cards, [5, 6, 7]);
t.eq('step 置为埋牌', S.aset.step, 3);
t.eq('控制权归庄家', S.turn.seat, 1);
t.eq('倒计时', S.turn.countdown, 30);
t.eq('选主发事件',
['EQW_MAIN_SET','EQW_HAND_CHANGED'].every(e => evts.indexOf(e) >= 0), true);
// 闲家视角:没有 cards,不抹已有手牌
S.reset(); S.my.cards = [1, 2];
EQW_MainHandler.handleXuanzhu({ success: true, banker: 0, flower: 2, countdown: 30 });
t.eq('闲家手牌不被抹', S.my.cards, [1, 2]);
t.eq('闲家也拿到花色', S.aset.flower, 2);
// ================= maipai =================
S.reset(); evts.length = 0;
EQW_BuryHandler.handle({ success: true, cards: [1,2,3], burycards: [9,10,11,12,13,14,15,16],
seat: 1, countdown: 20 });
t.eq('埋牌后手牌', S.my.cards, [1,2,3]);
t.eq('埋牌底牌', S.my.buryCards, [9,10,11,12,13,14,15,16]);
t.eq('step 置为出牌', S.aset.step, 5);
t.eq('首出者', S.turn.seat, 1);
t.eq('埋牌发事件',
['EQW_BURY_DONE','EQW_HAND_CHANGED','EQW_TURN_CHANGED'].every(e => evts.indexOf(e) >= 0), true);
// 闲家视角:无 cards/burycards,但可能有 liangpai
S.reset(); S.my.cards = [4, 5]; evts.length = 0;
EQW_BuryHandler.handle({ success: true, seat: 0, countdown: 20,
liangpai: { cards: [52, 53, 2, 15] } });
t.eq('闲家手牌不被抹', S.my.cards, [4, 5]);
t.eq('闲家无埋牌底牌', S.my.buryCards, []);
t.eq('亮牌数据', S.table.liangpai, { cards: [52, 53, 2, 15] });
// 不达标/不查牌:无 liangpai 字段,保持 null
S.reset();
EQW_BuryHandler.handle({ success: true, seat: 0, countdown: 20 });
t.eq('无亮牌时保持 null', S.table.liangpai, null);
// playproc:埋牌完成时服务端已就地开好 round-1 的进行态,恒有、原样拷贝进 table.playproc,
// 与 chupai1/2/3.playproc 同源同结构(协议 §9),漏接会让「埋牌完成→庄家首出」这段窗口
// 增量路径 table.playproc 停在上一阶段的 null、与重连路径不一致
S.reset();
EQW_BuryHandler.handle({ success: true, seat: 0, countdown: 20, cards: [1, 2, 3],
burycards: [9, 10, 11, 12, 13, 14, 15, 16],
playproc: { round: 1, start: 0, currseat: 0, startcount: -1,
startflower: -1, starttype: -1, maxseat: -1, maxcard: -1,
cards: [null, null, null], shuai_demand: null } });
t.eq('埋牌 playproc 原样拷贝服务端本轮进行态', S.table.playproc, {
round: 1, start: 0, currseat: 0, startcount: -1, startflower: -1, starttype: -1,
maxseat: -1, maxcard: -1, cards: [null, null, null], shuai_demand: null
});
process.exit(t.done('handlers_bury') ? 0 : 1);