feat(framework): AppStore + PlatformSession(登录接入)

AppStore(=旧 GameData 子集): setIdentity/setServers/setPhase/applyLogin
- applyLogin 区分两类字段语义:
  * 身份字段(agentid/channelid/agentmode/gameversion)缺省保留旧值
  * 显示字段(agentname)缺省重置为空字符串
- phase 仅由 session 驱动,applyLogin 不写 phase

PlatformSession: 订阅 NetClient 事件总线 → 扇出到三 Store
- 'open' → phase=connected
- 'login'(state==0) → 三 Store 填充 + phase=loggedIn
- 'login'(state!=0) → phase=loginFailed, 不污染 playerid/roomcode
- 'reconnecting' → phase=reconnecting
- 'slow' → phase=slow
- 'kicked' → phase=kicked

110/110 tests pass, typecheck exit 0。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-31 19:46:14 +08:00
co-authored by Claude Opus 5
parent b54de5bbda
commit 77be6c0d19
4 changed files with 269 additions and 0 deletions
@@ -0,0 +1,50 @@
import type { EventBus } from '../core/events.ts';
import type { NetClientEvents } from '../net/net-client.ts';
import type { LoginResponseData } from '../core/types/login.ts';
import { AppStore } from './stores/app-store.ts';
import { PlayerStore } from './stores/player-store.ts';
import { RoomStore } from './stores/room-store.ts';
/**
* PlatformSession:平台会话编排(C 规范 §6.1 启动流程)。
*
* 订阅 NetClient 事件总线,把 login/连接事件落到三个响应式 Store:
* - 'open' → phase = 'connected'
* - 'login'(data) → 解析 state:state==0 → 三 Store 填充 + phase=loggedIn;
* state!=0 → phase=loginFailed(不写入 playerid/roomcode)
* - 'reconnecting' → phase = 'reconnecting'
* - 'slow' → phase = 'slow'
* - 'kicked' → phase = 'kicked'(不再重连,由 NetClient 自身决定)
*
* 不持有业务态——只做事件→Store 的扇出。Store 是状态唯一来源。
*/
export class PlatformSession {
readonly app = new AppStore();
readonly player = new PlayerStore();
readonly room = new RoomStore();
constructor(bus: EventBus<NetClientEvents>) {
bus.on('open', () => this.app.setPhase('connected'));
bus.on('login', (data) => this.onLogin(data));
bus.on('reconnecting', () => this.app.setPhase('reconnecting'));
bus.on('slow', () => this.app.setPhase('slow'));
bus.on('kicked', () => this.app.setPhase('kicked'));
}
private onLogin(data: unknown): void {
const d = data as LoginResponseData & { state?: number };
if (d.state !== 0) {
// 登录失败:仅记 phase,不污染 playerid/roomcode 等敏感字段
this.app.setPhase('loginFailed');
return;
}
this.player.applyLogin(d);
this.app.applyLogin(d);
if (d.roomcode) {
this.room.applyRecovery(d as unknown as Parameters<RoomStore['applyRecovery']>[0]);
} else {
this.room.clear();
}
this.app.setPhase('loggedIn');
}
}
@@ -0,0 +1,67 @@
import { signal, type ReadonlyReactive } from '../../core/reactive.ts';
import type { AppState, ConnectionPhase } from './types.ts';
import type { ReadonlyAppStore } from '../readonly.ts';
import type { ChannelIdentity } from '../../config/identity.ts';
import type { LoginResponseData } from '../../core/types/login.ts';
/** AppState 初始值。 */
const INITIAL: AppState = {
identity: null,
servers: [],
agentid: '',
channelid: '',
agentname: '',
agentmode: 0,
gameversion: 0,
phase: 'idle',
};
/** applyLogin 入参契约:A 组公共字段(agentid/channelid/agentname/agentmode/gameversion)。 */
export interface AppLoginData {
agentid?: string | number;
channelid?: string | number;
agentname?: string;
agentmode?: number;
gameversion?: number;
}
/**
* AppStore:应用级状态(= 旧 GameData 子集)。
* - identity/servers 由 config/bootstrap 启动编排时写入
* - phase 由 NetClient 事件总线经 PlatformSession 驱动
* - agentid/channelid/agentname/agentmode/gameversion 由 login 回包回填
*/
export class AppStore implements ReadonlyAppStore {
private s = signal<AppState>({ ...INITIAL });
get state(): ReadonlyReactive<AppState> { return this.s; }
setIdentity(identity: ChannelIdentity): void {
this.s.value = { ...this.s.value, identity };
}
setServers(servers: string[]): void {
this.s.value = { ...this.s.value, servers };
}
/** phase 由 PlatformSession 从 NetClient 事件总线驱动,session.ts 唯一调用方。 */
setPhase(phase: ConnectionPhase): void {
this.s.value = { ...this.s.value, phase };
}
/**
* login 回填 A 组字段。语义分两类:
* - 身份字段(agentid/channelid/agentmode/gameversion):缺省时保留旧值(避免身份错乱)
* - 显示字段(agentname):缺省时重置为空(避免显示旧值)
*/
applyLogin(raw: LoginResponseData | AppLoginData): void {
const r = raw as AppLoginData;
this.s.value = {
...this.s.value,
agentid: r.agentid ?? this.s.value.agentid,
channelid: r.channelid ?? this.s.value.channelid,
agentmode: r.agentmode ?? this.s.value.agentmode,
gameversion: r.gameversion ?? this.s.value.gameversion,
agentname: r.agentname ?? '',
};
}
}
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import { test } from 'node:test';
import assert from 'node:assert/strict';
import { AppStore } from '../../YouleNexus/assets/framework/platform/stores/app-store.ts';
test('初始: phase=idle, identity=null, servers=[]', () => {
const v = new AppStore().state.value;
assert.equal(v.phase, 'idle');
assert.equal(v.identity, null);
assert.deepEqual(v.servers, []);
});
test('setPhase: 每次都触发订阅(setter 即响应入口)', () => {
const store = new AppStore();
let n = 0;
store.state.subscribe(() => { n++; });
store.setPhase('connecting');
store.setPhase('connected');
store.setPhase('loggedIn');
assert.equal(n, 3);
});
test('setServers: 替换数组(非 mutate)', () => {
const store = new AppStore();
store.setServers(['ws://a']);
store.setServers(['ws://a', 'ws://b']);
assert.deepEqual(store.state.value.servers, ['ws://a', 'ws://b']);
});
test('setIdentity: 写入后再次读回一致', () => {
const store = new AppStore();
store.setIdentity({
agentid: 'A', channelid: 'C', gameid: 'G', marketid: 4, version: 10000,
});
assert.equal(store.state.value.identity?.agentid, 'A');
assert.equal(store.state.value.identity?.version, 10000);
});
test('applyLogin: 回填 agentid/channelid/agentname/agentmode/gameversion', () => {
const store = new AppStore();
store.applyLogin({
agentid: 'AG', channelid: 'CH', agentname: '进贤',
agentmode: 2, gameversion: 41,
} as any);
const v = store.state.value;
assert.equal(v.agentid, 'AG');
assert.equal(v.channelid, 'CH');
assert.equal(v.agentname, '进贤');
assert.equal(v.agentmode, 2);
assert.equal(v.gameversion, 41);
});
test('applyLogin: 身份字段缺省保留旧值,显示字段重置', () => {
const store = new AppStore();
store.applyLogin({ agentid: 'A', channelid: 'C', agentname: '旧', agentmode: 1, gameversion: 41 } as any);
store.applyLogin({ agentname: '新' } as any); // 仅下发 agentname
const v = store.state.value;
// 身份字段保留
assert.equal(v.agentid, 'A');
assert.equal(v.channelid, 'C');
assert.equal(v.agentmode, 1);
assert.equal(v.gameversion, 41);
// 显示字段更新
assert.equal(v.agentname, '新');
});
test('applyLogin: agentname 缺省时重置为空字符串', () => {
const store = new AppStore();
store.applyLogin({ agentname: '旧名' } as any);
store.applyLogin({ agentid: 'A' } as any); // 不下发 agentname
assert.equal(store.state.value.agentname, '', '显示字段缺省重置(避免显示旧值)');
});
test('applyLogin 不写 phase(phase 由 NetClient 事件驱动,session.setPhase 调用)', () => {
const store = new AppStore();
store.setPhase('connected');
store.applyLogin({ agentid: 'A' } as any);
assert.equal(store.state.value.phase, 'connected', 'applyLogin 不应覆盖 phase');
});
@@ -0,0 +1,74 @@
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { EventBus } from '../../YouleNexus/assets/framework/core/events.ts';
import { PlatformSession } from '../../YouleNexus/assets/framework/platform/session.ts';
import type { NetClientEvents } from '../../YouleNexus/assets/framework/net/net-client.ts';
// 真实联调实测的 login 响应(取自 plan Task 12 fixture)
const REAL_LOGIN = {
state: 0, playerid: 430511, agentid: 'veRa0qrBf', channelid: 'FtJf073aa',
nickname: '测试号', avatar: 'http://a', openid: 'o1', sex: 0, unionid: 'test_unionid',
roomcard: 3, bean: 0, score: 0, invitecode: null, advanced: 0, taskstate: 1, ip: '127.0.0.1',
bankpower: 1, bank: 0, sign: null, tel: null, initCard: '3', initBean: '0', bankpwd: 0,
agentname: '进贤', agentmode: 2, gameversion: 41,
} as any;
test('login(真实响应): 三 Store 填充 + phase=loggedIn', () => {
const bus = new EventBus<NetClientEvents>();
const session = new PlatformSession(bus);
bus.emit('login', REAL_LOGIN);
assert.equal(session.player.state.value.playerid, 430511);
assert.equal(session.player.state.value.nickname, '测试号');
assert.equal(session.player.state.value.roomcard, 3);
assert.equal(session.app.state.value.agentname, '进贤');
assert.equal(session.app.state.value.gameversion, 41);
assert.equal(session.app.state.value.phase, 'loggedIn');
assert.equal(session.room.state.value.inRoom, false); // 无 roomcode
});
test('login 含 roomcode: room.inRoom=true + deskinfo 透传', () => {
const bus = new EventBus<NetClientEvents>();
const session = new PlatformSession(bus);
const deskinfo = { round: 3 };
bus.emit('login', { ...REAL_LOGIN, roomcode: 'ROOM1', isbattle: 1, seat: 2, deskinfo });
assert.equal(session.room.state.value.inRoom, true);
assert.equal(session.room.state.value.roomcode, 'ROOM1');
assert.equal(session.room.state.value.isbattle, 1);
assert.equal(session.room.state.value.seat, 2);
assert.equal(session.room.state.value.deskinfo, deskinfo, 'deskinfo 引用相等(不深拷贝)');
});
test('login 失败(state!=0): phase=loginFailed, 三 Store 不填充敏感字段', () => {
const bus = new EventBus<NetClientEvents>();
const session = new PlatformSession(bus);
bus.emit('login', { state: 1, playerid: -1 });
assert.equal(session.app.state.value.phase, 'loginFailed');
assert.equal(session.player.state.value.playerid, 0, '失败时 playerid 走初始,不写入 -1');
assert.equal(session.room.state.value.inRoom, false);
});
test('open/reconnecting/slow/kicked 驱动 phase 流转', () => {
const bus = new EventBus<NetClientEvents>();
const session = new PlatformSession(bus);
bus.emit('open');
assert.equal(session.app.state.value.phase, 'connected');
bus.emit('reconnecting', 'ws://x');
assert.equal(session.app.state.value.phase, 'reconnecting');
bus.emit('slow');
assert.equal(session.app.state.value.phase, 'slow');
bus.emit('kicked', { msg: 'x' });
assert.equal(session.app.state.value.phase, 'kicked');
});
test('session: 二次 login 应清空旧 room 状态再填充', () => {
const bus = new EventBus<NetClientEvents>();
const session = new PlatformSession(bus);
bus.emit('login', { ...REAL_LOGIN, roomcode: 'ROOM1', seat: 1 });
assert.equal(session.room.state.value.inRoom, true);
bus.emit('login', REAL_LOGIN); // 第二次无 roomcode
assert.equal(session.room.state.value.inRoom, false, '无 roomcode → room.clear()');
assert.equal(session.room.state.value.roomcode, null);
});