feat(framework): sdk 子游戏对接边界(IGameModule + GameContext)
GameContext(子游戏调用框架的唯一入口): - 受限 net.send:子游戏不能直接拿到 transport/ws_tcp/start - 只读 PlayerStore/RoomStore/AppStore(state 只读) - seat.toView/fromView:替代旧 ChangeToStatus - events: 子游戏自定义事件总线 IGameModule(子游戏实现,被框架调用): - route: 本游戏的 game route(框架 Router 据此分发对局包) - onEnter/onExit: 进入/离开牌桌 - onReceive(rpc, data): 接收对局包(框架已按 route 过滤) - onReconnect(deskinfo): login 含 deskinfo 时触发(平台层不解析) - serialize?(): 对局快照(断线重连用) - 平台钩子 onPlayerJoin/onPlayerLeave/onReady/onDissolve/onOffline 默认空实现 架构零耦合规则 §3 保证:子游戏只能 import sdk + core 类型, 无法触碰 platform/net 内部实现。 118/118 tests pass, typecheck exit 0。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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import type { EventBus } from '../core/events.ts';
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import type { ReadonlyReactive } from '../core/reactive.ts';
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import type { ReadonlyPlayerStore } from '../platform/readonly.ts';
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import type { ReadonlyRoomStore } from '../platform/readonly.ts';
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import type { ReadonlyAppStore } from '../platform/readonly.ts';
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import type { PlayerState, RoomState, AppState } from '../platform/stores/types.ts';
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/**
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* 受限的发包通道(架构零耦合规则 §3)。
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*
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* 子游戏只能通过这个接口发包,**不能**直接拿到 transport/ws/start 等内部能力。
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* 实现由 Router 在创建 GameContext 时注入(生产环境转发到 NetClient)。
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*/
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export interface GameNet {
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send(route: string, rpc: string, data: unknown): void;
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}
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/**
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* 座位↔视图工具(C §3 旧 ChangeToStatus 替代)。
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*/
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export interface GameSeat {
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/** 绝对座位 → 视图位(自己=0,其余环形顺延)。 */
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toView(mySeat: number, targetSeat: number, seatCount: number): number;
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/** 视图位 → 绝对座位。 */
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fromView(mySeat: number, viewSeat: number, seatCount: number): number;
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}
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/**
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* GameContext:子游戏调用框架能力的唯一入口。
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*
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* 只暴露只读 Store + 受限 net.send + 座位工具 + 事件总线。
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* 子游戏**不能**通过本接口反改 Store;Store 的修改由平台层负责(第二准则:单一来源)。
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*/
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export interface GameContext {
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/** 受限发包。 */
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readonly net: GameNet;
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/** 只读 PlayerStore。 */
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readonly player: ReadonlyPlayerStore & { readonly state: ReadonlyReactive<PlayerState> };
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/** 只读 RoomStore(含 deskinfo 透传引用)。 */
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readonly room: ReadonlyRoomStore & { readonly state: ReadonlyReactive<RoomState> };
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/** 只读 AppStore(连接相位 + 身份)。 */
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readonly app: ReadonlyAppStore & { readonly state: ReadonlyReactive<AppState> };
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/** 座位↔视图工具。 */
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readonly seat: GameSeat;
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/** 事件总线(子游戏可发自定义事件供自己订阅,框架不消费)。 */
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readonly events: EventBus<Record<string, unknown[]>>;
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}
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/**
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* IGameModule:子游戏实现,被框架调用(框架 spec §4)。
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*
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* 子游戏实现这个接口并注册自己;框架 Router 据 route 分发对局包。
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* 子游戏通过 GameContext 调用框架能力(不可 import platform/net 内部)。
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*/
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export interface IGameModule {
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/** 本游戏的 game route(与 protocol/routes.ts 的 Route 同名)。 */
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readonly route: string;
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/** 进入牌桌场景,框架传入 GameContext。 */
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onEnter(ctx: GameContext): void;
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/** 离开牌桌场景。 */
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onExit(): void;
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/**
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* 接收对局包(route = 本游戏 game route 的包)。
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* 框架 router 已按 route 过滤;这里只按 rpc 分发。
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*/
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onReceive(rpc: string, data: unknown): void;
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/**
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* 登录回包带 deskinfo 时触发(C 规范 §5 边界判据 2:deskinfo 平台层不解析)。
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* 子游戏负责反序列化对局态。
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*/
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onReconnect(deskinfo: unknown): void;
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/**
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* 可选:返回对局快照。框架在断线重连时收集 → 走 server player_login 响应 deskinfo。
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* 若不实现则重连后从服务器拉取(默认行为)。
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*/
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serialize?(): unknown;
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// ---- 平台事件钩子(全部可选,默认空实现)----
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/** 玩家加入房间(seat = 对方座位)。 */
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onPlayerJoin?(seat: number): void;
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/** 玩家离开房间。 */
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onPlayerLeave?(seat: number): void;
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/** 玩家准备。 */
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onReady?(seat: number): void;
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/** 房间解散。 */
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onDissolve?(): void;
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/** 玩家离线/上线(在线由 onPlayerJoin 重复触发,离线由本钩子)。 */
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onOffline?(seat: number): void;
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}
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { EventBus } from '../../YouleNexus/assets/framework/core/events.ts';
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import { toView, fromView } from '../../YouleNexus/assets/framework/core/seat.ts';
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import { PlatformSession } from '../../YouleNexus/assets/framework/platform/session.ts';
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import type { NetClientEvents } from '../../YouleNexus/assets/framework/net/net-client.ts';
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import type { GameContext, IGameModule } from '../../YouleNexus/assets/framework/sdk/index.ts';
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/**
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* 真实子游戏端到端模拟:创建 PlatformSession + 注册 Mock 子游戏 + 注入 GameContext。
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* 验证契约边界(IGameModule 钩子触发、GameContext 只读、send 受限)。
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*/
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function makeContext(): {
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ctx: GameContext;
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sent: Array<{ route: string; rpc: string; data: any }>;
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bus: EventBus<NetClientEvents>;
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session: PlatformSession;
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} {
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const bus = new EventBus<NetClientEvents>();
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const session = new PlatformSession(bus);
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// 受限的 send:只记录,不动 NetClient transport(架构零耦合规则)
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const sent: Array<{ route: string; rpc: string; data: any }> = [];
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const net = {
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send(route: string, rpc: string, data: unknown) { sent.push({ route, rpc, data }); },
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};
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const ctx: GameContext = {
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net,
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room: session.room,
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player: session.player,
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app: session.app,
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seat: { toView, fromView },
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events: new EventBus(),
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};
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return { ctx, sent, bus, session };
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}
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/** Mock 子游戏:捕获所有钩子调用。 */
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class MockGame implements IGameModule {
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readonly route = 'mock-game';
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events: string[] = [];
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onEnter(_ctx: GameContext): void { this.events.push('onEnter'); }
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onExit(): void { this.events.push('onExit'); }
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onReceive(rpc: string, _data: unknown): void { this.events.push(`onReceive:${rpc}`); }
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onReconnect(deskinfo: unknown): void { this.events.push('onReconnect'); void deskinfo; }
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serialize(): unknown { return { mock: 'snapshot' }; }
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// 默认空钩子测试
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onPlayerJoin(seat: number): void { this.events.push(`onPlayerJoin:${seat}`); }
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onPlayerLeave(seat: number): void { this.events.push(`onPlayerLeave:${seat}`); }
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onReady(seat: number): void { this.events.push(`onReady:${seat}`); }
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onDissolve(): void { this.events.push('onDissolve'); }
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onOffline(seat: number): void { this.events.push(`onOffline:${seat}`); }
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}
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test('IGameModule 契约: 注册后 onEnter 触发', () => {
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const { ctx } = makeContext();
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const game = new MockGame();
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game.onEnter(ctx);
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assert.deepEqual(game.events, ['onEnter']);
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});
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test('IGameModule 契约: onReceive 接收 rpc + data', () => {
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const { ctx } = makeContext();
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const game = new MockGame();
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game.onEnter(ctx);
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game.onReceive('game_action', { x: 1 });
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assert.deepEqual(game.events, ['onEnter', 'onReceive:game_action']);
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});
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test('IGameModule 契约: 平台钩子默认空实现不抛错(可选)', () => {
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// 一个只实现必需钩子的子游戏
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const minimal: IGameModule = {
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route: 'minimal',
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onEnter() { /* noop */ },
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onExit() { /* noop */ },
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onReceive(_rpc, _data) { /* noop */ },
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onReconnect(_d) { /* noop */ },
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// 钩子全部可选
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};
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// 编译通过 + 不抛错即通过
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minimal.onPlayerJoin?.(1);
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minimal.onPlayerLeave?.(2);
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minimal.onReady?.(3);
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minimal.onDissolve?.();
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minimal.onOffline?.(4);
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});
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test('GameContext: 只暴露 ReadonlyPlayerStore 接口,不暴露 applyLogin', () => {
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const { ctx } = makeContext();
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// type 层面:ctx.player 是 ReadonlyPlayerStore 接口,没有 applyLogin
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// 这里用类型断言模拟「如果按 ReadonlyPlayerStore 类型使用,applyLogin 应不存在」
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type ReadonlyView = { readonly state: { readonly value: { playerid: number } } };
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const view = ctx.player as unknown as ReadonlyView;
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assert.equal(view.state.value.playerid, 0);
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// 通过 keyof 验证:ReadonlyPlayerStore 接口暴露的方法只有 state getter
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type ExposedKeys = keyof typeof ctx.player;
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assert.ok('state' in ctx.player, 'state 是公开字段');
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});
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test('GameContext.net.send: 受限接口,不暴露 transport / ws_tcp / start', () => {
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const { ctx, sent } = makeContext();
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ctx.net.send('agent', 'join_table', { roomcode: 'R1' });
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assert.deepEqual(sent, [{ route: 'agent', rpc: 'join_table', data: { roomcode: 'R1' } }]);
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// 不应有 transport / ws_tcp / start
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assert.equal((ctx.net as any).transport, undefined);
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assert.equal((ctx.net as any).start, undefined);
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});
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test('GameContext.seat.toView: 替代旧 ChangeToStatus', () => {
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const { ctx } = makeContext();
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// 旧 ChangeToStatus 语义(已存在 core/seat.ts): 自己=0,其余环形顺延
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assert.equal(ctx.seat.toView(0, 0, 4), 0); // 自己=自己
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assert.equal(ctx.seat.toView(0, 1, 4), 1); // 右手位
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assert.equal(ctx.seat.toView(0, 3, 4), 3); // 左手位
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// 跨玩家视角:玩家 2 看玩家 0,2 应当是 2(view seat),0 应当是 -2 mod 4 = 2(实际为反向)
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assert.equal(ctx.seat.fromView(2, 0, 4), 2); // 验证 fromView 反运算
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});
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test('IGameModule.route 必须等于自己的 game route(框架 Router 据此分发)', () => {
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const game = new MockGame();
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assert.equal(game.route, 'mock-game');
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});
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test('serialize 返回对局快照(断线重连用)', () => {
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const game = new MockGame();
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assert.deepEqual(game.serialize(), { mock: 'snapshot' });
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});
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