谁最大、这墩闲家得几分是【一次性表现】(收牌动画、得分飘字),任何 deskinfo 都不下发它,
写进 GameState 就多出一处「只活在前端、服务端不知道」的对局态——出牌中途断线重连即归零,
违反红线「丢弃 this.data、仅凭最近一次服务端快照重画,界面必须一致」。
三处一起改,缺一不可:
- PlayHandler chupai3:删 result.chupai 写入,改随 EQW_TRICK_END 下发 {seat,cards,maxseat?,grade?};
aset.grade 的累加保留(它有服务端来源 PushCards.grade / chupai3.grade,是镜像量)
- ResultHandler:_apply 的 map 删掉 chupai。收尾墩不发 chupai3、整包换成 jiesuan,
不改这里则删 EXCLUDE 后必转红。收尾墩改为与 chupai3 走同一对事件、同一份载荷字段
(补 emit EQW_TRICK_END 并带上 grade),否则最后一墩的得分没有出口
- GameState:删掉 result.chupai 字段本身(声明 + reset),不留永远为 null 的死字段
test_consistency 的 EXCLUDE 随之删到只剩 table.ancard3s 一条,27 checks 仍全绿;
该条改注释标明「当前夹具(65 分坐庄、单局)无法触发,此条未经验证」,不假装它在守什么。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
108 lines
6.0 KiB
JavaScript
108 lines
6.0 KiB
JavaScript
// 出牌 handler(chupai1/2/3)
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const { 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/net/handlers/PlayHandler.js');
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const S = EQW_GameState;
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const evts = [];
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Object.keys(EQW_Events).forEach(k => EventBus.on(EQW_Events[k], () => evts.push(k)));
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// ================= chupai1(首家出牌,自己出的)=================
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S.reset(); S.room.mySeat = 0; S.my.cards = [1,2,3,4]; evts.length = 0;
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EQW_PlayHandler.handle({ success: true, seat: 0, cards: [1,2], count: 2, flower: 3,
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cardtype: 201, nextseat: 1, countdown: 15, baozhu: 0,
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cardsinhand: [3,4], curmultiple: 2,
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seatlist: [[0,0,0,0,[5,2]],[0,0,0,0,[6,1]],[0,0,0,0,[7,3]]] }, 1);
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t.eq('出牌者手牌被更新', S.my.cards, [3,4]);
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t.eq('下一个出牌者', S.turn.seat, 1);
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t.eq('倒计时', S.turn.countdown, 15);
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t.eq('抓分倍数', S.aset.curmultiple, 2);
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t.eq('牌况表', S.table.seatlist.length, 3);
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t.eq('出牌发事件', evts.indexOf('EQW_CARD_PLAYED') >= 0, true);
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// ================= chupai2(别人出牌)=================
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// 别人出牌时没有 cardsinhand,不能抹掉自己的手牌
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S.reset(); S.room.mySeat = 0; S.my.cards = [3,4]; evts.length = 0;
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EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 2,
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countdown: 15, baozhu: 0 }, 2);
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t.eq('别人出牌不抹自己手牌', S.my.cards, [3,4]);
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t.eq('控制权推进', S.turn.seat, 2);
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// mustcard 只发给下一个出牌者
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S.reset(); S.room.mySeat = 2;
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EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 2,
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countdown: 15, mustcard: [7,8] }, 2);
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t.eq('必出牌', S.my.mustCard, [7,8]);
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// 没有 mustcard 时要清空——否则上一轮的建议会残留
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S.reset(); S.my.mustCard = [7,8];
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EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 0, countdown: 15 }, 2);
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t.eq('无 mustcard 时清空', S.my.mustCard, []);
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// ================= chupai3(末家出牌,本轮结束)=================
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// 真实的 chupai3 也带 nextseat(下一轮首家):服务端在 switch 前统一设置,
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// 只有整轮结束进入结算时才会整体换成 jiesuan rpc(不会以 chupai3 到达 handler)
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// 本墩结果(谁最大 / 这墩得几分)是一次性表现,走 EQW_TRICK_END 事件载荷,【不进 GameState】——
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// 任何 deskinfo 都不下发它,存进来就是一处服务端不知道的私有对局态(出牌中途重连即归零)
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S.reset(); evts.length = 0;
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let lastTrick = null;
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EventBus.on(EQW_Events.EQW_TRICK_END, function (p) { lastTrick = p; });
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EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 0, grade: 25,
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nextseat: 0, countdown: 15, baozhu: 1, curmultiple: -2 }, 3);
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t.eq('本墩结果走事件载荷', lastTrick, { seat: 2, cards: [9,10], maxseat: 0, grade: 25 });
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t.eq('本墩结果不进 GameState', S.result.hasOwnProperty('chupai'), false);
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t.eq('累计捡分', S.aset.grade, 25);
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t.eq('报无主标志', S.aset.baozhu, 1);
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t.eq('抓分倍数(带符号)', S.aset.curmultiple, -2);
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t.eq('下一轮首家', S.turn.seat, 0);
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t.eq('本轮结束发事件', evts.indexOf('EQW_TRICK_END') >= 0, true);
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// 本轮闲家没得分时不带 grade,累计分不该被抹;事件载荷也不得凭空补 grade(缺字段不兜底)
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S.reset(); S.aset.grade = 40; lastTrick = null;
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EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 1,
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nextseat: 1, countdown: 15 }, 3);
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t.eq('无 grade 时累计分保持', S.aset.grade, 40);
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t.eq('无 grade 时事件载荷不带该键', lastTrick.hasOwnProperty('grade'), false);
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t.eq('无 grade 时仍推进控制权', S.turn.seat, 1);
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// grade 是「本轮」得分,要跨包累加进小局捡分,不是赋值——
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// 若实现改成 aset.grade = data.grade,这条会把 25 覆盖成 15 而非累加到 25
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S.reset();
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EQW_PlayHandler.handle({ success: true, seat: 2, cards: [1,2], maxseat: 0, grade: 10,
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nextseat: 0, countdown: 15 }, 3);
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t.eq('第一轮捡分', S.aset.grade, 10);
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t.eq('第一轮下一轮首家', S.turn.seat, 0);
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EQW_PlayHandler.handle({ success: true, seat: 2, cards: [3,4], maxseat: 1, grade: 15,
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nextseat: 1, countdown: 15 }, 3);
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t.eq('第二轮跨包累加捡分', S.aset.grade, 25);
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t.eq('第二轮下一轮首家(证明第二个包确被处理)', S.turn.seat, 1);
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// ================= 甩错 =================
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// shuaicuo 是「这一手」的一次性信息,走 EQW_CARD_PLAYED 事件载荷,不进 GameState;
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// playproc 是服务端下发的本轮进行态,原样拷贝,两者结构不同、不得混写(见 PlayHandler 顶部注释)。
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S.reset(); evts.length = 0;
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var lastPlayed = null;
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EventBus.on(EQW_Events.EQW_CARD_PLAYED, function (p) { lastPlayed = p; });
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EQW_PlayHandler.handle({ success: true, seat: 0, cards: [11], shuaicuo: 1, count: 1,
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flower: 3, cardtype: 101, nextseat: 1, countdown: 15,
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playproc: { round: 2, start: 0, currseat: 1, cards: [[11], null, null] } }, 1);
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t.eq('甩错标志走事件载荷', lastPlayed.shuaicuo, 1);
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t.eq('本手信息走事件载荷', [lastPlayed.order, lastPlayed.seat, lastPlayed.cards,
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lastPlayed.count, lastPlayed.flower, lastPlayed.cardtype],
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[1, 0, [11], 1, 3, 101]);
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t.eq('本手信息不进 GameState', S.table.playproc.hasOwnProperty('shuaicuo'), false);
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t.eq('playproc 原样拷贝服务端本轮进行态', S.table.playproc,
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{ round: 2, start: 0, currseat: 1, cards: [[11], null, null] });
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// ================= 缺必需字段 =================
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S.reset();
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EQW_PlayHandler.handle({ success: true, cards: [1] }, 1); //缺 seat
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t.eq('缺 seat 时跳过该包', S.turn.seat, -1);
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process.exit(t.done('handlers_play') ? 0 : 1);
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