前端一致性测试(同一局真包:逐包增量回放 vs 一次性 deskinfo 重连)暴露的四处
服务端缺陷,均属「同一份数据两条路径给的不一样 / 有一条根本没给」:
① chupai1/2/3 补发 playproc(本轮进行态)
与 deskinfo.PushCards 共用新增的 get_playproc() 快照函数,结构取值完全一致。
playproc 是全程复用的活对象(new_playround 就地重置),故快照做逐字段深拷贝,
避免已发出的包被后续出牌回改。可见性:全部字段由桌面公开信息推出,
与既有 PushCards.playproc 一样三家无差别下发。
② deskinfo ChooseMain(step2)/BuryCards(step3) 补发 curmultiple
与 shangzhuang 推送同源同值;此刻一张牌未出、捡分恒 0,必为 +3(大光)。
原先重连重建为 0,顶部「抓分」角标掉档。
③ maipai 补发 seatlist
与 chupai/PushCards 同一张表、同一道查牌模式门控;埋牌完成时为初始化空表。
④ bottomcards / burycards 收敛到单一权威源(SSOT)
- burycards:maipai 原样回显了客户端请求包里 cards 的顺序,改取 get_burycard()
权威快照,与 PushCards.burycards 同一函数。请求包只承载「意图」,其顺序不可信。
- bottomcards:get_bottomcards 按「调用时的 flower」排序,导致上庄推送(flower=-1)
与重连 BuryCards(flower 已定) 两种顺序。底牌是选主【之前】就翻给玩家看的、
发牌结束即固定的快照,故改为发牌时算一次并冻结,get_bottomcards 返回其副本
(order_cards 是原地排序,交出本体会被调用方就地重排)。三个调用点无需改动。
协议文档同步 7 处(新增 playproc/seatlist/curmultiple 字段说明与两处排序口径)。
新增 test_rpc.js「下发面一致性」用例组 21 checks,含 28 轮真实牌局逐包逐座位比对
(249 次、0 不一致)与深拷贝守卫;每条均已用「退回修复必转红」反向验证。
既有 649 checks 未改一条断言,全绿(17 脚本 / 670 checks)。未涉及 shared/。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
267 lines
11 KiB
JavaScript
267 lines
11 KiB
JavaScript
///////////////////////////////////////////////////
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/////// cls_youle_erqiwang_export: 输出接口 ///////
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///////////////////////////////////////////////////
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//跨模块依赖:Node 走 require 守卫;友乐/浏览器由 min_loadJsFile 加载为同名全局(dev-guide 01 §1)
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if (typeof require !== "undefined"){
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var cls_youle_erqiwang_config = require("./class.config.js");
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var cls_youle_erqiwang_arith = require("./class.arith.js");
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var cls_youle_erqiwang_desk = require("./class.desk.js");
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var cls_youle_erqiwang_paiju = require("./class.paiju.js");
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}
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var cls_youle_erqiwang_export = cls_youle_erqiwang_export || {
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new: function() {
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var exp = {};
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//解析roomtype获取开房所需房卡(design §10.1)
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exp.get_needroomcard = function(roomtype){
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var cfg = cls_youle_erqiwang_config.parse(roomtype);
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if (cfg.deductAA){
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//AA每人扣卡:6局每人1张 / 12局每人2张
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return cfg.aset12 ? 2 : 1;
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}
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//房主扣卡:6局2张 / 12局4张
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return cfg.aset12 ? 4 : 2;
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}
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//解析roomtype获取总局数(design §10.1:6局 / 12局)
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exp.get_asetcount = function(roomtype){
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var cfg = cls_youle_erqiwang_config.parse(roomtype);
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return cfg.aset12 ? 12 : 6;
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}
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//加入房间时根据roomtype获取需要的房卡数量
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exp.get_needroomcard_joinroom = function(roomtype){
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var cfg = cls_youle_erqiwang_config.parse(roomtype);
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if (cfg.deductAA){
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//AA每人扣卡:加入者按自己那份扣(6局1张 / 12局2张)
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return cfg.aset12 ? 2 : 1;
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}
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//房主扣卡:加入者不扣
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return 0;
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}
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//开战
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exp.makewar = function(o_room){
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//牌桌对象
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o_room.o_desk = cls_youle_erqiwang_desk.new(o_room);
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for (var i = 0; i < o_room.seatlist.length; i++) {
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o_room.seatlist[i].gameinfo.isbet = 1;
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}
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//开始第一局
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var do_newpaiju = function(){
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o_room.o_desk.method.do_new_paiju(0);
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}
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min_ontimeout(do_newpaiju, 1000);
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}
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//获取某个玩家的牌桌整桌当前信息
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exp.get_deskinfo = function(o_room, seat){
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if (!o_room.o_desk){
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return null;
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}
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var paiju = o_room.o_desk.method.curr_paiju();
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//本局房间可选规则:爬坡改变「叫分 → 基础子数」的取值(design §7.3.1),
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//各阶段下发的 multiple 必须与结算包 aset.multiple 用同一套规则
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var cfg = cls_youle_erqiwang_config.parse(o_room.roomtype);
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var deskinfo = {};
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deskinfo.count = o_room.asetcount; //总局数
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deskinfo.idx = paiju.idx; //当前局数
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deskinfo.PlayerInfo = []; //玩家当前累积得分
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for (var i = 0; i < o_room.o_desk.seatlist.length; i++) {
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deskinfo.PlayerInfo.push(o_room.o_desk.seatlist[i][0]);
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};
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deskinfo.step = paiju.step; //牌局状态
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deskinfo.MyCards = paiju.method.get_seat_cards(seat); //我手上的牌
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switch (paiju.step){
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case 1: //发完牌叫分
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deskinfo.CallRun = {};
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//当前叫分位置
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deskinfo.CallRun.seat = paiju.method.get_callgrade_seat();
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//叫分倒计时
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deskinfo.CallRun.countdown = o_room.o_desk.method.get_countdown_jiaofen();
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//当前叫分
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deskinfo.CallRun.nowcall = paiju.method.get_callgrade_value();
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//当前叫分倍数
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deskinfo.CallRun.multiple = cls_youle_erqiwang_arith.get_base_bycall(deskinfo.CallRun.nowcall, cfg.climb);
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//所有玩家的叫分情况
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deskinfo.CallRun.call = [null, null, null];
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deskinfo.CallRun.call[0] = paiju.method.get_seat_callgrade(0);
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deskinfo.CallRun.call[1] = paiju.method.get_seat_callgrade(1);
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deskinfo.CallRun.call[2] = paiju.method.get_seat_callgrade(2);
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break;
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case 2: //选主
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deskinfo.ChooseMain = {};
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//庄家
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deskinfo.ChooseMain.banker = paiju.banker;
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//庄家叫分
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deskinfo.ChooseMain.call = paiju.call;
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//庄家叫分倍数
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deskinfo.ChooseMain.multiple = cls_youle_erqiwang_arith.get_base_bycall(paiju.call, cfg.climb);
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//选主倒计时
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deskinfo.ChooseMain.countdown = o_room.o_desk.method.get_countdown_xuanzhu();
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//底牌(发牌时没发给玩家、扣在桌面的 8 张):只有庄家可见(70分的3秒亮牌是上庄时的一次性事件,重连不重放)
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if (seat == paiju.banker){
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deskinfo.ChooseMain.bottomcards = paiju.method.get_bottomcards();
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}
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//是否可投降
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if (paiju.call != 70){
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deskinfo.ChooseMain.touxiang = 0;
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} else {
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deskinfo.ChooseMain.touxiang = 1;
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}
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//当前抓分倍数(design §7.2.0):与 shangzhuang 推送同源同值。
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//选主阶段一张牌都还没出,捡分恒为 0 → 必为 +3(大光);
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//漏发会让重连后顶部「抓分」角标掉回 0,与增量路径不一致
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deskinfo.ChooseMain.curmultiple = paiju.method.get_curmultiple();
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break;
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case 3: //埋牌
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deskinfo.BuryCards = {};
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//庄家
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deskinfo.BuryCards.banker = paiju.banker;
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//庄家叫分
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deskinfo.BuryCards.call = paiju.call;
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//庄家叫分倍数
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deskinfo.BuryCards.multiple = cls_youle_erqiwang_arith.get_base_bycall(paiju.call, cfg.climb);
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//埋牌倒计时
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deskinfo.BuryCards.countdown = o_room.o_desk.method.get_countdown_maipai();
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//底牌(发牌留桌的 8 张):只有庄家可见
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if (seat == paiju.banker){
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deskinfo.BuryCards.bottomcards = paiju.method.get_bottomcards();
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}
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//主牌花色
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deskinfo.BuryCards.flower = paiju.flower;
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//当前抓分倍数(design §7.2.0):埋牌阶段同样一张牌未出,捡分恒为 0 → 必为 +3
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deskinfo.BuryCards.curmultiple = paiju.method.get_curmultiple();
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//埋牌阶段无投降(投降是选主阶段与选主互斥的选择)
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break;
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case 5: //出牌
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deskinfo.PushCards = {};
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//庄家
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deskinfo.PushCards.banker = paiju.banker;
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//庄家叫分
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deskinfo.PushCards.call = paiju.call;
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//庄家叫分倍数
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deskinfo.PushCards.multiple = cls_youle_erqiwang_arith.get_base_bycall(paiju.call, cfg.climb);
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//出牌倒计时
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deskinfo.PushCards.countdown = o_room.o_desk.method.get_countdown_chupai();
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//主牌花色
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deskinfo.PushCards.flower = paiju.flower;
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//捡分
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var jian_grade = paiju.method.get_jian_grade();
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if (seat == paiju.banker){
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//埋牌底牌(庄家埋下的 8 张)。与「底牌」(发牌留桌 8 张,见 ChooseMain/BuryCards.bottomcards)
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//是两批不同的牌,字段名刻意区分,勿混用
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deskinfo.PushCards.burycards = paiju.method.get_burycard();
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} else {
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//闲家当前的捡分分牌
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deskinfo.PushCards.gradecards = jian_grade.cards;
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}
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//闲家当前的捡分分数
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deskinfo.PushCards.grade = jian_grade.grade;
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//当前抓分倍数(design §7.2.0):与 chupai 包同源同值,重连后角标立即正确
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deskinfo.PushCards.curmultiple = paiju.method.get_curmultiple();
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//当前的出牌情况:与 chupai1/2/3 共用同一处快照函数(结构一致、且是深拷贝,
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//不把活对象挂进下发包,见 class.paiju.js get_playproc)
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deskinfo.PushCards.playproc = cls_youle_erqiwang_paiju.get_playproc(paiju);
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//本轮跟牌的必出牌(design §5.2):只在【轮到本座位】且本轮已有人出牌时才有,
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//算的也只是本座位自己的手牌,不涉及他家(server 红线:按可见性下发)
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if (paiju.playproc && paiju.playproc.currseat == seat){
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var _must = paiju.method.get_mustcard(seat);
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if (_must){
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deskinfo.PushCards.mustcard = _must;
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}
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}
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//座位列表(报副统计)与亮牌:仅可查牌模式下展示(§9/§8.2)
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if (!cfg.nocheck){
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deskinfo.PushCards.seatlist = paiju.seatlist;
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if (seat != paiju.banker){
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var _lp = paiju.method.get_liangpai();
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if (_lp){
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deskinfo.PushCards.liangpai = _lp;
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}
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}
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}
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//出牌历史:往轮打出、已被收走的牌属于「查牌」范畴,仅可查牌模式下发(design §9)。
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//不查牌模式下不带此属性——当前这一轮桌面上的牌由上面的 playproc 恢复,两种模式都有,
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//否则后出的人无从跟牌(design §9 末尾的边界说明)
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if (!cfg.nocheck){
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deskinfo.PushCards.pushlist = [];
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for (var i = 0; i < paiju.cards.length; i++) {
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var pai = paiju.cards[i];
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if (pai.playround > 0){
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if (deskinfo.PushCards.pushlist.length < pai.playround){
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deskinfo.PushCards.pushlist.length = pai.playround;
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}
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if (!deskinfo.PushCards.pushlist[pai.playround - 1]){
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deskinfo.PushCards.pushlist[pai.playround - 1] = [[], [], []];
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}
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var owner = pai.dealowner;
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if (owner == 0){
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owner = paiju.banker + 1;
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}
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deskinfo.PushCards.pushlist[pai.playround - 1][owner - 1].push(i);
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}
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}
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//按大小排序:外层下标=轮次、内层恒为 3 个座位;排序须按本局主牌花色
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//(内层曾误用轮次数作上界,会把内层数组撑成轮次长度并填入 undefined;
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// 且曾误用上一个循环泄漏出来的 pai.flower——那是最后一张牌大王的花色 5,
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// 等于按「无主牌」排序)
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for (var i = 0; i < deskinfo.PushCards.pushlist.length; i++) {
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if (!deskinfo.PushCards.pushlist[i]){
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continue;
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}
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for (var j = 0; j < 3; j++) {
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deskinfo.PushCards.pushlist[i][j] = cls_youle_erqiwang_arith.order_cards(paiju.flower, deskinfo.PushCards.pushlist[i][j]);
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}
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}
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}
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break;
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case 6: //结算
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deskinfo.Balance = {};
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//玩家的准备状态
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deskinfo.Balance.readystate = o_room.o_desk.prepare;
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if (o_room.o_desk.prepare[seat] == 0){
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//结算情况
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deskinfo.Balance.aset = paiju.tmp_jiesuan_aset;
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}
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break;
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}
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return deskinfo;
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}
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//解散房间
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//平台在 battlestate==1 时即会调用(rpc.js 开战处 makewar 后立刻置 1),而本游戏的首个牌局
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//是 makewar 里 min_ontimeout(...,1000) 延迟创建的——这段窗口内 o_desk 已存在但 paiju_list 为空。
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//此时返回 null(平台对 null 的 _deskfree 有分支:照常发解散包、不带 deskfree),
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//而不是让 curr_paiju() 的 undefined 解引用抛异常打断整条解散链路。
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exp.get_disbandRoom = function(o_room){
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if (!o_room.o_desk){
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return null;
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}
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var paiju = o_room.o_desk.method.curr_paiju();
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if (!paiju){
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return null;
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}
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var msg = {};
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return paiju.method.get_paiju_account(2, msg);
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}
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return exp;
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}
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}
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//对内输出接口(友乐/浏览器:youle_erqiwang 由 mod.js 先建;Node 单测无此全局时跳过)
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if (typeof youle_erqiwang !== "undefined"){
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youle_erqiwang.export = cls_youle_erqiwang_export.new();
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}
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//Node 导出;友乐/浏览器无 module 时跳过(dev-guide 01 §1)
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if (typeof module !== "undefined"){
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module.exports = cls_youle_erqiwang_export;
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} |