I-3 前端不再持有对局状态机(配合服务端上一提交的下发面补齐): - 删掉 5 处按 rpc 名硬编码的 aset.step(Deal=1 / Call=2 / Main=3 / Bury=5 / Result=6), 一律改 _apply 读包里的 step - 删掉 4 处 turn.seat = aset.banker(CallHandler / MainHandler / ResyncHandler×2), 增量路径读 nextseat、重连路径读分组里的 seat;同一条规则不再有 4 个写入处 I-2 ResyncHandler._applyBalance 由只接 aset 扩为接 aset/bottom/account, 结算面板开着时重连/硬刷新不再丢抠底明细与末局大结算。 一致性测试 EXCLUDE 随之从 4 条收缩为 2 条(去掉 result.bottom / result.account, 只留一次性事件 table.ancard3s 与归下一轮的 result.chupai),未新增任何豁免条目。 夹具按新包结构重跑(种子不变,牌局不变):diff 纯为 67 行新增字段、0 行删除; test_fixture 补上 step/nextseat/Balance 同源断言(68→82 checks)。 export_packets.js 里关于 playproc/seatlist 活引用的注释已过时,更正为仍存在的 Balance.readystate 与三份结算快照。 各 handler 单测补齐新字段并新增守卫用例:刻意构造 nextseat != banker、 step 为非预期值的包,使「退回硬编码/banker 反推」的写法必然转红(11/11 已验证)。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
160 lines
6.8 KiB
JavaScript
160 lines
6.8 KiB
JavaScript
///////////////////////////////////////////////////////////////
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////////// EQW_ResyncHandler: 重连(deskinfo)与开局(StartWar)
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///////////////////////////////////////////////////////////////
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// 前端 04 §3:重连 = 重画。断线重连与硬刷新本质相同,复用同一条路径:
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// 填 GameState → emit EQW_RESYNC_ALL → 各组件据数据重建界面
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// 【绝不为重连单写一套渲染】。
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//
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// deskinfo 按 step 只带对应阶段的分组(协议文末):
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// 恒有 count / idx / PlayerInfo / step / MyCards
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// CallRun(step1) ChooseMain(step2) BuryCards(step3) PushCards(step5) Balance(step6)
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//
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// 【重连不重放一次性事件】:70 分坐庄的 3 秒开底是上庄时的一次性事件,
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// deskinfo 里没有 ancard3s,前端也不得补播。
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var EQW_ResyncHandler = EQW_ResyncHandler || {
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//平台房间信息(roomcode / 总局数 / roomtype 位串)
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handleSetRoomDes: function (roomcode, asetcount, roomtype) {
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if (typeof asetcount === 'number') { EQW_GameState.room.asetCount = asetcount; }
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EQW_GameState.room.options = EQW_RoomOptions_Parse.parse(roomtype);
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},
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//开局:makewar 可能差异化下发(sendtype:1 + seatlist[]),先取自己那份
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handleStartWar: function (msg) {
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if (!msg || !msg.data) {
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console.warn('[EQW_ResyncHandler] StartWar 无数据,已忽略');
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return;
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}
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var raw = msg.data.deskwar || msg.data;
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var mine = raw;
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if (raw && raw.sendtype === 1 && Object.prototype.toString.call(raw.seatlist) === '[object Array]') {
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mine = null;
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for (var i = 0; i < raw.seatlist.length; i++) {
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if (raw.seatlist[i] && raw.seatlist[i].seat === EQW_GameState.room.mySeat) {
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mine = raw.seatlist[i].data;
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break;
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}
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}
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if (!mine) {
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console.error('[EQW_ResyncHandler] StartWar 差异化下发里没有本座位的数据');
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return;
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}
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}
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this.handleDeskinfo(mine);
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},
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//重连:deskinfo 全量快照
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handleDeskinfo: function (info) {
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if (!info) {
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console.warn('[EQW_ResyncHandler] deskinfo 为空,已忽略');
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return;
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}
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EQW_GameState.reset();
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//—— 恒有的部分 ——
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EQW_GameState._apply(EQW_GameState.room, info, {
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asetCount: 'count',
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asetIdx: 'idx',
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playerScores: 'PlayerInfo'
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});
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EQW_GameState._apply(EQW_GameState.aset, info, { step: 'step' });
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EQW_GameState._apply(EQW_GameState.my, info, { cards: 'MyCards' });
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//—— 按阶段分组 ——
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if (info.CallRun) { this._applyCallRun(info.CallRun); }
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if (info.ChooseMain) { this._applyChooseMain(info.ChooseMain); }
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if (info.BuryCards) { this._applyBuryCards(info.BuryCards); }
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if (info.PushCards) { this._applyPushCards(info.PushCards); }
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if (info.Balance) { this._applyBalance(info.Balance); }
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EventBus.emit(EQW_Events.EQW_RESYNC_ALL);
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},
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_applyCallRun: function (g) {
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EQW_GameState._apply(EQW_GameState.call, g, {
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currcall: 'nowcall',
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calls: 'call'
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});
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EQW_GameState._apply(EQW_GameState.aset, g, { multiple: 'multiple' });
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EQW_GameState._apply(EQW_GameState.turn, g, {
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seat: 'seat',
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countdown: 'countdown'
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});
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},
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_applyChooseMain: function (g) {
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EQW_GameState._apply(EQW_GameState.aset, g, {
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banker: 'banker',
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call: 'call',
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multiple: 'multiple',
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touxiang: 'touxiang',
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curmultiple: 'curmultiple' //与 shangzhuang 推送同源同值,漏读会让「抓分」角标掉档
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});
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EQW_GameState._apply(EQW_GameState.my, g, { bottomCards: 'bottomcards' });
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//控制权由服务端在分组里显式给出(与 shangzhuang.nextseat 同源同值);
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//曾经这里写 turn.seat = aset.banker 自推,与 CallHandler 里那份是同一条规则的第二个写入处
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EQW_GameState._apply(EQW_GameState.turn, g, {
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seat: 'seat',
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countdown: 'countdown'
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});
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},
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_applyBuryCards: function (g) {
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EQW_GameState._apply(EQW_GameState.aset, g, {
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banker: 'banker',
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call: 'call',
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multiple: 'multiple',
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flower: 'flower',
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curmultiple: 'curmultiple' //同上:一张牌未出时恒为 +3(大光),也必须重建
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});
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EQW_GameState._apply(EQW_GameState.my, g, { bottomCards: 'bottomcards' });
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//控制权同上,读服务端给的 seat(与 xuanzhu.nextseat 同源同值)
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EQW_GameState._apply(EQW_GameState.turn, g, {
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seat: 'seat',
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countdown: 'countdown'
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});
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},
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_applyPushCards: function (g) {
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EQW_GameState._apply(EQW_GameState.aset, g, {
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banker: 'banker',
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call: 'call',
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multiple: 'multiple',
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flower: 'flower',
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grade: 'grade',
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curmultiple: 'curmultiple',
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//报无主:明牌按钮与余主公示的开关,增量路径由 chupai1/2/3 的 baozhu 维护,
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//重连路径必须从 PushCards.baozhu 一起恢复,否则重连后按钮凭空消失
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baozhu: 'baozhu'
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});
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EQW_GameState._apply(EQW_GameState.my, g, {
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buryCards: 'burycards',
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mustCard: 'mustcard'
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});
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EQW_GameState._apply(EQW_GameState.table, g, {
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playproc: 'playproc',
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pushlist: 'pushlist',
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seatlist: 'seatlist',
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liangpai: 'liangpai'
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});
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EQW_GameState._apply(EQW_GameState.turn, g, { countdown: 'countdown' });
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//当前该谁出牌由 playproc.currseat 给出(服务端权威,前端不推导)
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if (g.playproc && typeof g.playproc.currseat === 'number') {
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EQW_GameState.turn.seat = g.playproc.currseat;
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}
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},
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//结算阶段(step6):Balance 与 jiesuan 推送给的是同一份结算数据(服务端同源快照)。
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//bottom(抠底明细)只有正常出牌结算才有、account(大局结算)只有末局/解散才有——
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//缺就不写、保持 reset() 的 null,与 jiesuan 那条路径的取舍完全一致。
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//【为什么必须接】结算面板还开着时断线重连/硬刷新,只恢复 aset 会让抠底明细与末局大结算空白。
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_applyBalance: function (g) {
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EQW_GameState._apply(EQW_GameState.result, g, {
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aset: 'aset',
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bottom: 'bottom',
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account: 'account'
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});
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}
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};
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