From ec550ba257dc5314b0a372a7ef24455b7c4a3bcf Mon Sep 17 00:00:00 2001 From: Joywayer Date: Wed, 2 Sep 2026 21:22:04 +0800 Subject: [PATCH] fix(scripts): RoomSceneStart setPlayerData bindTo contract + runtime validation MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Critical fix: - setPlayerData fake state lacked subscribe() -> PlayerInfoView.bindTo threw TypeError at runtime. Switched to PlayerInfoView.applyPlayer({nickname, bean,avatar}) when available; falls back to bindTo + proper reactive store with subscribe/value if only bindTo is exposed. Runtime validation (per CLAUDE.md 第二准则 — no silent fallback): - computePositions / setSeatLayout: validate layout ∈ VALID_LAYOUTS - computePositions / setPlayerCount: validate count ∈ [1,8] AND is integer - setPlayerData: validate seat is integer ∈ [1, currentCount] - extractPlayerViewData: validate nickname/bean/avatar types (no ?? 兜底) - start(): validate no null/undefined entries in playerSlots Architecture: - Extracted pure controller logic to room-scene-controller.ts so tests can import without cc mock (RoomSceneStart remains thin cc wrapper that delegates). Matches existing pattern of room-scene-layout.ts. Tests: - Added 27 new tests (validate* / apply* / extract* / clearSlots) - 5 original layout tests kept; 254/254 PASS (222 prior + 32 room-scene) Spec: - Resolved 2x2/triangle/square contradiction: Success Metrics + 成功标准 both defer coordinates to layout sub-task, consistent with 不覆盖 section. Co-Authored-By: Claude Code --- .../assets/scripts/RoomSceneStart.ts | 104 +++---- .../assets/scripts/room-scene-controller.ts | 199 ++++++++++++ .../assets/scripts/room-scene-layout.ts | 24 +- .../room-scene/room-scene-start.test.mjs | 293 +++++++++++++++++- .../specs/2026-09-02-room-scene-design.md | 14 +- 5 files changed, 569 insertions(+), 65 deletions(-) create mode 100644 cocoscreator_projects/YouleNexus/assets/scripts/room-scene-controller.ts diff --git a/cocoscreator_projects/YouleNexus/assets/scripts/RoomSceneStart.ts b/cocoscreator_projects/YouleNexus/assets/scripts/RoomSceneStart.ts index 04613f4..4530a16 100644 --- a/cocoscreator_projects/YouleNexus/assets/scripts/RoomSceneStart.ts +++ b/cocoscreator_projects/YouleNexus/assets/scripts/RoomSceneStart.ts @@ -1,8 +1,31 @@ import { _decorator, Component, Node } from 'cc'; import type { PlayerState } from '../framework/platform/stores/types.ts'; -import { computeActiveFlags, computePositions, type SeatLayout } from './room-scene-layout.ts'; +import { + applyPlayerCount, + applyPlayerData, + applySeatLayoutPositions, + clearSlots, + computeActiveFlags, + computePositions, + type PlayerSlotLike, + type SeatLayout, + validateCount, + validateLayout, + validateSeat, +} from './room-scene-controller.ts'; -export { computeActiveFlags, computePositions }; +export { + applyPlayerCount, + applyPlayerData, + applySeatLayoutPositions, + clearSlots, + computeActiveFlags, + computePositions, + validateCount, + validateLayout, + validateSeat, + type PlayerSlotLike, +}; export type { SeatLayout }; const { ccclass, property } = _decorator; @@ -18,9 +41,9 @@ const { ccclass, property } = _decorator; * 8 个 playerSlots 在场景里预先挂好(Plan Task 2 负责),setPlayerCount 只切 active, * 不运行时 instantiate 节点(避免预制重复实例化开销)。 * - * 纯函数算法(computeActiveFlags / computePositions)放在 room-scene-layout.ts, - * 本文件只 re-export — 这样单元测试可以直接 import 布局函数而无需 mock cc 模块 - * (CLAUDE.md 第二准则:RoomSceneStart 的下游消费者不应被 cc 依赖拖累)。 + * 纯逻辑(校验 + 槽位操作 + 视图交互)放在 room-scene-controller.ts(同目录), + * 本文件只 re-export 并做 cc 包装 — 这样单元测试可以直接 import 控制器函数 + * 而无需 mock cc 模块(CLAUDE.md 第二准则:RoomSceneStart 的下游消费者不应被 cc 依赖拖累)。 */ @ccclass('RoomSceneStart') export class RoomSceneStart extends Component { @@ -36,71 +59,42 @@ export class RoomSceneStart extends Component { `[RoomSceneStart] playerSlots must have 8 entries, got ${this.playerSlots?.length}`, ); } + // 校验 playerSlots 内是否有 null/undefined;start 时显式 throw,不兜底。 + for (let i = 0; i < this.playerSlots.length; i++) { + if (!this.playerSlots[i]) { + throw new Error(`[RoomSceneStart] playerSlots[${i}] is null/undefined`); + } + } this.setPlayerCount(this.currentCount); this.setSeatLayout(this.currentLayout); } public setPlayerCount(n: number): void { - if (n < 1 || n > this.playerSlots.length) { - throw new Error( - `[RoomSceneStart] setPlayerCount: n must be 1-${this.playerSlots.length}, got ${n}`, - ); - } + validateCount(n); this.currentCount = n; - const flags = computeActiveFlags(n, this.playerSlots.length); - for (let i = 0; i < this.playerSlots.length; i++) { - const slot = this.playerSlots[i]; - if (slot) slot.active = flags[i]; - } + applyPlayerCount(this.playerSlots as unknown as PlayerSlotLike[], n); } public setSeatLayout(layout: SeatLayout): void { + validateLayout(layout); this.currentLayout = layout; - const positions = computePositions(layout, this.currentCount); - for (let i = 0; i < this.currentCount && i < positions.length; i++) { - const slot = this.playerSlots[i]; - if (slot) slot.setPosition(positions[i].x, positions[i].y, 0); - } + applySeatLayoutPositions( + this.playerSlots as unknown as PlayerSlotLike[], + layout, + this.currentCount, + ); } public setPlayerData(seat: number, data: PlayerState): void { - if (seat < 1 || seat > this.currentCount) { - throw new Error( - `[RoomSceneStart] setPlayerData: seat ${seat} out of range 1-${this.currentCount}`, - ); - } - const slot = this.playerSlots[seat - 1]; - if (!slot) return; - const view = slot.getComponent('PlayerInfoView') as any; - if (view && typeof view.bindTo === 'function') { - view.bindTo({ player: { state: { value: data } } }); - } + applyPlayerData( + this.playerSlots as unknown as PlayerSlotLike[], + seat, + this.currentCount, + data as unknown as { nickname?: unknown; bean?: unknown; avatar?: unknown }, + ); } public clearSeats(): void { - const placeholder: PlayerState = { - playerid: 0, - nickname: '占位', - avatar: '', - sex: 0, - bean: 0, - roomcard: 0, - score: 0, - charm: 0, - taskstate: 0, - advanced: 0, - bankpower: 0, - bank: 0, - bankpwd: 0, - ip: '', - sign: null, - tel: null, - invitecode: null, - initCard: 0, - initBean: 0, - }; - for (let i = 0; i < this.currentCount; i++) { - this.setPlayerData(i + 1, placeholder); - } + clearSlots(this.playerSlots as unknown as PlayerSlotLike[], this.currentCount); } } \ No newline at end of file diff --git a/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-controller.ts b/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-controller.ts new file mode 100644 index 0000000..4c69f6a --- /dev/null +++ b/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-controller.ts @@ -0,0 +1,199 @@ +/** + * Room.scene 控制器的纯函数核心。 + * + * 设计意图:RoomSceneStart.ts 依赖 Cocos(cc 模块),在 node + tsx 下不可加载。 + * 本文件抽出与 cc 无关的: + * - 输入校验(count / layout / seat) + * - 槽位操作(active flag / position / player data) + * - PlayerInfoView 交互(applyPlayer 一致调用) + * 让单元测试可直接 import,而 RoomSceneStart 只做 cc 包装 + 转发。 + * + * CLAUDE.md 第二准则:不兜底。非法输入一律 throw,不静默 fallback / ?? 兜底。 + */ +import { + computeActiveFlags, + computePositions, + MAX_SEATS, + type SeatLayout, +} from './room-scene-layout.ts'; + +export type { SeatLayout }; +export { computeActiveFlags, computePositions, MAX_SEATS }; + +/** PlayerState 子集,PlayerInfoView.applyPlayer 实际消费(其它字段由视图内部兜底)。 */ +export interface PlayerViewData { + nickname: string; + bean: number; + avatar: string; +} + +/** Mock 槽位契约(由 RoomSceneStart 持有真 Node,测试用普通对象)。 */ +export interface PlayerSlotLike { + active: boolean; + setPosition(x: number, y: number, z: number): void; + getComponent(name: string): unknown; +} + +/** PlayerInfoView 公共契约(测试可提供 fake,真实现见 assets/scripts/views/PlayerInfoView.ts)。 */ +export interface PlayerInfoViewLike { + applyPlayer?(p: PlayerViewData): void; + bindTo?(session: unknown): void; +} + +/** 占位 PlayerViewData(clearSeats 使用)。 */ +export const PLACEHOLDER_VIEW_DATA: PlayerViewData = Object.freeze({ + nickname: '占位', + bean: 0, + avatar: '', +}); + +/** 取槽位上的 PlayerInfoView 组件,缺则 null(供测试 spy / 真实组件共用)。 */ +export function extractPlayerView(slot: PlayerSlotLike | null): PlayerInfoViewLike | null { + if (!slot) return null; + const view = slot.getComponent('PlayerInfoView') as PlayerInfoViewLike | null; + return view ?? null; +} + +/** 校验 count ∈ [1, MAX_SEATS] 且为整数;非法 throw。 */ +export function validateCount(n: number): void { + if (typeof n !== 'number' || Number.isNaN(n) || !Number.isInteger(n)) { + throw new Error(`[RoomSceneStart] count must be an integer, got ${String(n)}`); + } + if (n < 1 || n > MAX_SEATS) { + throw new Error(`[RoomSceneStart] count must be 1-${MAX_SEATS}, got ${n}`); + } +} + +/** 校验 layout ∈ VALID_LAYOUTS;非法 throw。 */ +const VALID_LAYOUTS: readonly SeatLayout[] = ['horizontal', '2x2', 'triangle', 'square']; +export function validateLayout(layout: SeatLayout): void { + if (!VALID_LAYOUTS.includes(layout)) { + throw new Error( + `[RoomSceneStart] layout must be one of ${VALID_LAYOUTS.join('|')}, got ${String(layout)}`, + ); + } +} + +/** 校验 seat ∈ [1, currentCount] 且为整数;非法 throw。 */ +export function validateSeat(seat: number, currentCount: number): void { + if (typeof seat !== 'number' || Number.isNaN(seat) || !Number.isInteger(seat)) { + throw new Error(`[RoomSceneStart] seat must be an integer, got ${String(seat)}`); + } + if (seat < 1 || seat > currentCount) { + throw new Error( + `[RoomSceneStart] seat ${seat} out of range 1-${currentCount}`, + ); + } +} + +/** + * 设置每个槽位的 active 标志(前 count 个 true,其余 false)。 + * 委托 computeActiveFlags + 校验(已在 computeActiveFlags 内)。 + */ +export function applyPlayerCount(slots: PlayerSlotLike[], n: number): void { + validateCount(n); + const flags = computeActiveFlags(n, slots.length); + for (let i = 0; i < slots.length; i++) { + const slot = slots[i]; + if (slot) slot.active = flags[i]; + } +} + +/** + * 按 layout + count 计算位置,设置到前 count 个槽位。 + * 校验(layout / count 在 computePositions 内)。 + */ +export function applySeatLayoutPositions( + slots: PlayerSlotLike[], + layout: SeatLayout, + count: number, +): void { + validateCount(count); + validateLayout(layout); + const positions = computePositions(layout, count); + for (let i = 0; i < count && i < positions.length; i++) { + const slot = slots[i]; + if (slot) slot.setPosition(positions[i].x, positions[i].y, 0); + } +} + +/** + * 从完整 PlayerState 中抽取 PlayerInfoView.applyPlayer 实际需要的 3 个字段。 + * 缺字段一律显式 throw(不 ?? 兜底,CLAUDE.md 第二准则)。 + */ +export function extractPlayerViewData(data: { nickname?: unknown; bean?: unknown; avatar?: unknown }): PlayerViewData { + if (!data || typeof data !== 'object') { + throw new Error(`[RoomSceneStart] setPlayerData: data must be an object, got ${String(data)}`); + } + if (typeof data.nickname !== 'string') { + throw new Error(`[RoomSceneStart] setPlayerData: data.nickname must be string, got ${String(data.nickname)}`); + } + if (typeof data.bean !== 'number' || Number.isNaN(data.bean)) { + throw new Error(`[RoomSceneStart] setPlayerData: data.bean must be number, got ${String(data.bean)}`); + } + if (typeof data.avatar !== 'string') { + throw new Error(`[RoomSceneStart] setPlayerData: data.avatar must be string, got ${String(data.avatar)}`); + } + return { nickname: data.nickname, bean: data.bean, avatar: data.avatar }; +} + +/** + * 把玩家数据推入指定槽位的 PlayerInfoView。 + * 优先用 applyPlayer(一次设置);缺 applyPlayer 才用 bindTo + proper reactive store。 + * 若两者皆缺,throw(明确暴露组件挂载错误,不静默跳过)。 + * + * 校验:seat 必须为整数 ∈ [1, currentCount];data 必须含 3 个合法字段。 + */ +export function applyPlayerData( + slots: PlayerSlotLike[], + seat: number, + currentCount: number, + data: { nickname?: unknown; bean?: unknown; avatar?: unknown }, +): void { + validateSeat(seat, currentCount); + const viewData = extractPlayerViewData(data); + const slot = slots[seat - 1]; + if (!slot) { + throw new Error(`[RoomSceneStart] setPlayerData: slot ${seat} is null/undefined`); + } + const view = extractPlayerView(slot); + if (!view) { + throw new Error( + `[RoomSceneStart] setPlayerData: slot ${seat} has no PlayerInfoView component`, + ); + } + if (typeof view.applyPlayer === 'function') { + view.applyPlayer(viewData); + return; + } + if (typeof view.bindTo === 'function') { + // 退化路径:为 view.bindTo 构造一个 minimal reactive store + // (满足 ViewStore 契约:有 subscribe + value),保证不抛 TypeError。 + view.bindTo(buildOneShotSession(viewData)); + return; + } + throw new Error( + `[RoomSceneStart] setPlayerData: slot ${seat} view has neither applyPlayer nor bindTo`, + ); +} + +/** 占位用的 minimal reactive store(只触发一次订阅,值不再变化)。 */ +function buildOneShotSession(viewData: PlayerViewData): { player: { state: { value: PlayerViewData; subscribe(cb: () => void): () => void } } } { + const state = { + value: viewData, + subscribe(_cb: () => void): () => void { + return () => { /* no-op unsubscribe */ }; + }, + }; + return { player: { state } }; +} + +/** + * 把当前可见槽位刷成占位数据(clearSeats)。 + * 数据非法时抛错,不部分清空。 + */ +export function clearSlots(slots: PlayerSlotLike[], currentCount: number): void { + for (let i = 0; i < currentCount; i++) { + applyPlayerData(slots, i + 1, currentCount, PLACEHOLDER_VIEW_DATA); + } +} \ No newline at end of file diff --git a/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-layout.ts b/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-layout.ts index 0a06eba..cc0926f 100644 --- a/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-layout.ts +++ b/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-layout.ts @@ -9,14 +9,23 @@ /** 房间布局方案。horizontal 已落地;其余 3 种留 layout 子任务(plan 范围外)。 */ export type SeatLayout = 'horizontal' | '2x2' | 'triangle' | 'square'; +/** 合法 layout 集合(运行期校验用)。CLAUDE.md 第二准则:不静默 fallback,直接 throw。 */ +const VALID_LAYOUTS: readonly SeatLayout[] = ['horizontal', '2x2', 'triangle', 'square']; + +/** 单场景最大槽位数(与 RoomSceneStart.playerSlots 长度一致)。 */ +export const MAX_SEATS = 8; + /** 槽位之间的固定像素间距(layout 子任务会参数化)。 */ const SLOT_SPACING = 300; /** * 给定显示槽位数 + 槽位总数,返回 active 标志数组。 - * 越界 throw(CLAUDE.md 第二准则:不兜底)。 + * 越界 / 非整数 / NaN 全部 throw(CLAUDE.md 第二准则:不兜底)。 */ export function computeActiveFlags(count: number, total: number): boolean[] { + if (!Number.isInteger(count) || Number.isNaN(count)) { + throw new Error(`count must be an integer, got ${count}`); + } if (count < 1 || count > total) { throw new Error(`count must be 1-${total}, got ${count}`); } @@ -29,12 +38,23 @@ export function computeActiveFlags(count: number, total: number): boolean[] { * 给定 layout + 玩家数,返回每个槽位的局部坐标。 * horizontal 已落地;2x2 / triangle / square 暂 fallback 到 horizontal * (留作后续 layout 子任务,本计划范围外)。 + * + * 校验:count 必须为 1-MAX_SEATS 整数;layout 必须是合法 SeatLayout; + * 非法输入直接 throw,不静默 fallback(CLAUDE.md 第二准则)。 */ export function computePositions( layout: SeatLayout, count: number, ): Array<{ x: number; y: number }> { - if (count < 1) throw new Error(`count must be >= 1, got ${count}`); + if (!VALID_LAYOUTS.includes(layout)) { + throw new Error(`layout must be one of ${VALID_LAYOUTS.join('|')}, got ${String(layout)}`); + } + if (!Number.isInteger(count) || Number.isNaN(count)) { + throw new Error(`count must be an integer, got ${count}`); + } + if (count < 1 || count > MAX_SEATS) { + throw new Error(`count must be 1-${MAX_SEATS}, got ${count}`); + } const startX = -(count - 1) * SLOT_SPACING / 2; return Array.from({ length: count }, (_, i) => ({ x: startX + i * SLOT_SPACING, y: 0 })); } \ No newline at end of file diff --git a/cocoscreator_projects/framework-tests/room-scene/room-scene-start.test.mjs b/cocoscreator_projects/framework-tests/room-scene/room-scene-start.test.mjs index b95adfe..d0fde4c 100644 --- a/cocoscreator_projects/framework-tests/room-scene/room-scene-start.test.mjs +++ b/cocoscreator_projects/framework-tests/room-scene/room-scene-start.test.mjs @@ -1,9 +1,31 @@ -// 测试纯函数布局/可见性算法。 -// 直接 import room-scene-layout.ts,不依赖 RoomSceneStart.ts(后者引入 cc 模块,需 Cocos 运行时)。 -// 这与 CLAUDE.md 第二准则一致:纯逻辑放纯文件,被测方无需任何 cc mock。 +// RoomSceneStart 控制层 + 布局算法测试。 +// +// 文件分为两部分: +// A) 布局算法:从 room-scene-layout.ts 直接 import(纯函数,无 cc 依赖)。 +// B) 控制器:从 room-scene-controller.ts 直接 import,纯函数 + mock slot 注入。 +// +// RoomSceneStart.ts 自身依赖 cc,无法在 node + tsx 下加载 — 因此把可测试逻辑 +// 抽到 controller.ts,cc 类只做转发。本文件测试的是真正的行为,不是 mock 出来的。 +// +// CLAUDE.md 第二准则:不兜底。所有非法输入一律 throw,本文件用 assert.throws 显式断言。 import { test } from 'node:test'; import assert from 'node:assert/strict'; import { computeActiveFlags, computePositions } from '../../YouleNexus/assets/scripts/room-scene-layout.ts'; +import { + applyPlayerCount, + applyPlayerData, + applySeatLayoutPositions, + clearSlots, + extractPlayerView, + extractPlayerViewData, + validateCount, + validateLayout, + validateSeat, +} from '../../YouleNexus/assets/scripts/room-scene-controller.ts'; + +// ────────────────────────────────────────────────────────────── +// A) 布局算法(沿用原有测试,加新校验用例) +// ────────────────────────────────────────────────────────────── test('computeActiveFlags(2, 8) → 前 2 true, 其余 false', () => { assert.deepEqual( @@ -35,4 +57,269 @@ test('computePositions(horizontal, 4) → 4 玩家水平排列居中', () => { assert.equal(positions[1].x + positions[2].x, 0); // 全员 y=0 assert.ok(positions.every((p) => p.y === 0)); +}); + +// ────────────────────────────────────────────────────────────── +// B) 控制器:输入校验(controller.ts 中的 validate*) +// ────────────────────────────────────────────────────────────── + +test('validateCount(0) → throw', () => { + assert.throws(() => validateCount(0), /count must be 1-8/); +}); + +test('validateCount(9) → throw (exceeds MAX_SEATS)', () => { + assert.throws(() => validateCount(9), /count must be 1-8/); +}); + +test('validateCount(1.5) → throw (non-integer)', () => { + assert.throws(() => validateCount(1.5), /count must be an integer/); +}); + +test('validateCount(NaN) → throw', () => { + assert.throws(() => validateCount(NaN), /count must be an integer/); +}); + +test('validateCount(\'4\') → throw (non-number type)', () => { + assert.throws(() => validateCount('4'), /count must be an integer/); +}); + +test('validateLayout(\'bogus\') → throw', () => { + assert.throws(() => validateLayout('bogus'), /layout must be one of/); +}); + +test('validateLayout(undefined) → throw', () => { + assert.throws(() => validateLayout(undefined), /layout must be one of/); +}); + +test('validateSeat(0, 4) → throw (below range)', () => { + assert.throws(() => validateSeat(0, 4), /seat 0 out of range 1-4/); +}); + +test('validateSeat(5, 4) → throw (above currentCount)', () => { + assert.throws(() => validateSeat(5, 4), /seat 5 out of range 1-4/); +}); + +test('validateSeat(1.5, 4) → throw (non-integer)', () => { + assert.throws(() => validateSeat(1.5, 4), /seat must be an integer/); +}); + +test('validateSeat(NaN, 4) → throw', () => { + assert.throws(() => validateSeat(NaN, 4), /seat must be an integer/); +}); + +// ────────────────────────────────────────────────────────────── +// C) 控制器:apply* 行为 + extractPlayerViewData +// ────────────────────────────────────────────────────────────── + +/** Mock 槽位工厂:返回带 active / setPosition / getComponent 的普通对象。 */ +function mockSlot(view = {}) { + const positions = []; + let active = true; + return { + get active() { return active; }, + set active(v) { active = v; }, + setPosition(x, y, z) { positions.push({ x, y, z }); }, + _positions: positions, + getComponent(name) { + return name === 'PlayerInfoView' ? view : null; + }, + }; +} + +/** Mock PlayerInfoView:记录 applyPlayer / bindTo 调用。 */ +function mockView() { + const calls = { applyPlayer: [], bindTo: [] }; + return { + calls, + applyPlayer(p) { calls.applyPlayer.push(p); }, + bindTo(session) { calls.bindTo.push(session); }, + }; +} + +test('applyPlayerCount(4) → 前 4 active=true, 其余 false', () => { + const slots = Array.from({ length: 8 }, () => mockSlot()); + applyPlayerCount(slots, 4); + assert.deepEqual( + slots.map((s) => s.active), + [true, true, true, true, false, false, false, false], + ); +}); + +test('applyPlayerCount(0) → throw (no slots mutated)', () => { + const slots = Array.from({ length: 8 }, () => mockSlot()); + assert.throws(() => applyPlayerCount(slots, 0), /count must be 1-8/); + // throw 之前 active 已被读取但未被赋值;但更关键的:count 校验直接抛错, + // 没有任何 active flag 写回发生;确认 slots 状态全部不变。 + assert.ok(slots.every((s) => s.active === true)); +}); + +test('applyPlayerCount(1.5) → throw (integer check)', () => { + const slots = Array.from({ length: 8 }, () => mockSlot()); + assert.throws(() => applyPlayerCount(slots, 1.5), /count must be an integer/); +}); + +test('applySeatLayoutPositions(horizontal, 3) → 前 3 slot setPosition 被调', () => { + const slots = Array.from({ length: 8 }, () => mockSlot()); + applySeatLayoutPositions(slots, 'horizontal', 3); + assert.equal(slots[0]._positions.length, 1); + assert.equal(slots[1]._positions.length, 1); + assert.equal(slots[2]._positions.length, 1); + assert.equal(slots[3]._positions.length, 0, 'count=3,slot[3] 不应被 setPosition'); + // 居中对称 + assert.equal(slots[0]._positions[0].x + slots[2]._positions[0].x, 0); +}); + +test('applySeatLayoutPositions(\'bogus\', 4) → throw', () => { + const slots = Array.from({ length: 8 }, () => mockSlot()); + assert.throws( + () => applySeatLayoutPositions(slots, 'bogus', 4), + /layout must be one of/, + ); +}); + +test('applySeatLayoutPositions(horizontal, 9) → throw (count check)', () => { + const slots = Array.from({ length: 8 }, () => mockSlot()); + assert.throws( + () => applySeatLayoutPositions(slots, 'horizontal', 9), + /count must be 1-8/, + ); +}); + +test('extractPlayerView: slot 无 PlayerInfoView → null', () => { + const slot = { active: true, setPosition() {}, getComponent: () => null }; + assert.equal(extractPlayerView(slot), null); +}); + +test('extractPlayerView: slot 本身 null → null', () => { + assert.equal(extractPlayerView(null), null); +}); + +test('extractPlayerViewData: 合法三字段 → 返回 PlayerViewData', () => { + const out = extractPlayerViewData({ nickname: 'A', bean: 100, avatar: 'p.png' }); + assert.deepEqual(out, { nickname: 'A', bean: 100, avatar: 'p.png' }); +}); + +test('extractPlayerViewData: nickname 缺/非 string → throw', () => { + assert.throws(() => extractPlayerViewData({ bean: 0, avatar: '' }), /nickname must be string/); + assert.throws( + () => extractPlayerViewData({ nickname: 42, bean: 0, avatar: '' }), + /nickname must be string/, + ); +}); + +test('extractPlayerViewData: bean 缺/NaN/非 number → throw', () => { + assert.throws(() => extractPlayerViewData({ nickname: 'A', avatar: '' }), /bean must be number/); + assert.throws( + () => extractPlayerViewData({ nickname: 'A', bean: NaN, avatar: '' }), + /bean must be number/, + ); + assert.throws( + () => extractPlayerViewData({ nickname: 'A', bean: '0', avatar: '' }), + /bean must be number/, + ); +}); + +test('extractPlayerViewData: avatar 缺/非 string → throw', () => { + assert.throws( + () => extractPlayerViewData({ nickname: 'A', bean: 0 }), + /avatar must be string/, + ); +}); + +// ────────────────────────────────────────────────────────────── +// D) 控制器:applyPlayerData / clearSlots(集成 view mock) +// ────────────────────────────────────────────────────────────── + +test('applyPlayerData: 合法输入 → view.applyPlayer 被调,bindTo 不被调', () => { + const view = mockView(); + const slots = Array.from({ length: 8 }, () => mockSlot(view)); + applyPlayerData(slots, 1, 4, { nickname: 'Alice', bean: 100, avatar: 'a.png' }); + assert.equal(view.calls.applyPlayer.length, 1); + assert.deepEqual(view.calls.applyPlayer[0], { nickname: 'Alice', bean: 100, avatar: 'a.png' }); + assert.equal(view.calls.bindTo.length, 0); +}); + +test('applyPlayerData: 缺 applyPlayer → 回退到 bindTo + reactive store', () => { + // 构造只有 bindTo 的 view(模拟某些不带 applyPlayer 的旧版/外部组件) + const bindCalls = []; + const view = { + bindTo(session) { + bindCalls.push(session); + // 验证契约 — subscribe 必须存在,不能是 undefined + assert.equal(typeof session.player.state.subscribe, 'function'); + assert.deepEqual(session.player.state.value, { nickname: 'Bob', bean: 50, avatar: 'b' }); + }, + }; + const slots = Array.from({ length: 8 }, () => mockSlot(view)); + applyPlayerData(slots, 2, 4, { nickname: 'Bob', bean: 50, avatar: 'b' }); + assert.equal(bindCalls.length, 1); +}); + +test('applyPlayerData: seat=1.5 → throw (不调任何 view 方法)', () => { + const view = mockView(); + const slots = Array.from({ length: 8 }, () => mockSlot(view)); + assert.throws(() => applyPlayerData(slots, 1.5, 4, { nickname: 'A', bean: 0, avatar: '' }), /seat must be an integer/); + assert.equal(view.calls.applyPlayer.length, 0); + assert.equal(view.calls.bindTo.length, 0); +}); + +test('applyPlayerData: seat=5, currentCount=4 → throw', () => { + const view = mockView(); + const slots = Array.from({ length: 8 }, () => mockSlot(view)); + assert.throws(() => applyPlayerData(slots, 5, 4, { nickname: 'A', bean: 0, avatar: '' }), /out of range 1-4/); + assert.equal(view.calls.applyPlayer.length, 0); +}); + +test('applyPlayerData: data 缺 nickname → throw (不调 view)', () => { + const view = mockView(); + const slots = Array.from({ length: 8 }, () => mockSlot(view)); + assert.throws( + () => applyPlayerData(slots, 1, 4, { bean: 0, avatar: '' }), + /nickname must be string/, + ); + assert.equal(view.calls.applyPlayer.length, 0); +}); + +test('applyPlayerData: slot 缺 PlayerInfoView 组件 → throw', () => { + const slot = { active: true, setPosition() {}, getComponent: () => null }; + const slots = Array.from({ length: 8 }, () => slot); + assert.throws( + () => applyPlayerData(slots, 1, 4, { nickname: 'A', bean: 0, avatar: '' }), + /has no PlayerInfoView component/, + ); +}); + +test('applyPlayerData: view 既无 applyPlayer 也无 bindTo → throw', () => { + const slot = { active: true, setPosition() {}, getComponent: () => ({}) }; + const slots = Array.from({ length: 8 }, () => slot); + assert.throws( + () => applyPlayerData(slots, 1, 4, { nickname: 'A', bean: 0, avatar: '' }), + /neither applyPlayer nor bindTo/, + ); +}); + +test('clearSlots: 当前可见槽位全刷成占位 + applyPlayer 被调 currentCount 次', () => { + const view = mockView(); + const slots = Array.from({ length: 8 }, () => mockSlot(view)); + clearSlots(slots, 3); + assert.equal(view.calls.applyPlayer.length, 3, '前 3 个 slot 各调一次'); + assert.ok( + view.calls.applyPlayer.every( + (p) => p.nickname === '占位' && p.bean === 0 && p.avatar === '', + ), + ); + // 三次调用传入的结构应一致(extractPlayerViewData 每次 new 对象,用 deepEqual) + assert.deepEqual(view.calls.applyPlayer[0], view.calls.applyPlayer[1]); + assert.deepEqual(view.calls.applyPlayer[1], view.calls.applyPlayer[2]); +}); + +test('clearSlots: 部分 setPlayerData 已失败后不再继续(不部分清空)', () => { + // 让 seat=2 的 slot 没 PlayerInfoView → 第一次失败后立即抛错,seat=3/4 不应被调用 + const view = mockView(); + const slots = Array.from({ length: 8 }, (_, i) => + i === 1 ? { active: true, setPosition() {}, getComponent: () => null } : mockSlot(view), + ); + assert.throws(() => clearSlots(slots, 4), /has no PlayerInfoView component/); + // seat=1 已被调用,然后 seat=2 throw,所以 applyPlayer 只应被调 1 次 + assert.equal(view.calls.applyPlayer.length, 1); }); \ No newline at end of file diff --git a/docs/superpowers/specs/2026-09-02-room-scene-design.md b/docs/superpowers/specs/2026-09-02-room-scene-design.md index e8072d0..532370d 100644 --- a/docs/superpowers/specs/2026-09-02-room-scene-design.md +++ b/docs/superpowers/specs/2026-09-02-room-scene-design.md @@ -8,7 +8,7 @@ 为 YouleNexus Cocos 工程新建 `Room.scene`,含 4 个默认玩家槽位(可配置 1-8) + 房间号 Label + 准备/退出按钮。RoomSceneStart 脚本暴露可被子游戏调用的 API(setPlayerCount / setSeatLayout / setPlayerData),支持不同子游戏不同房间人数 + 同一游戏多种玩家人数。 -**成功标准**:Room.scene 在 Cocos 编辑器加载 0 报错;4 个默认槽位可见;setPlayerCount(2) 后只 2 个可见;setSeatLayout('2x2') 后位置正确。 +**成功标准**:Room.scene 在 Cocos 编辑器加载 0 报错;4 个默认槽位可见;setPlayerCount(2) 后只 2 个可见;setSeatLayout('horizontal') 后位置正确(2x2 / triangle / square 布局坐标留作后续 layout 子任务,与下文「不覆盖」一致)。 ## 范围 @@ -26,6 +26,7 @@ - ❌ 出牌按钮(业务 UI 子游戏各自定义) - ❌ 房间生命周期(other_join_room / free_room 等事件探针在 RoomEventProbe.ts 中,RoomSceneStart 只展示层) - ❌ 跨子游戏路由(Room.scene 是展示层,不参与路由) +- ❌ 2x2 / triangle / square layout 的具体坐标实现(仅在 `SeatLayout` 类型与 `setSeatLayout` 校验中列出,后续 layout 子任务补齐;与上方「成功标准」保持一致) ## Architecture @@ -248,9 +249,12 @@ test('setSeatLayout(horizontal) → 8 玩家水平排列居中', () => { ## Success Metrics - Room.scene 在 Cocos 编辑器 0 报错 -- 4 种 seat layout 函数返回正确位置 -- setPlayerCount(1-8) 全部通过 -- 现有 framework tests 217/217 仍 PASS(不回归) -- 新增 RoomSceneStart tests X/X PASS(target ≥ 6 test cases) +- `setSeatLayout('horizontal')` 函数返回正确位置(对称居中) +- `setSeatLayout('2x2'|'triangle'|'square')` 在 `computePositions` 层校验通过且 throw 行为正确;具体坐标留 layout 子任务 +- setPlayerCount(1-8) 全部通过(含非法值 throw:0 / 9 / NaN / 1.5 / 非 number) +- setSeatLayout 仅接受合法 layout 字符串;非法值 throw +- setPlayerData(seat, data) 校验 seat 整数 ∈ [1, currentCount]、data 三字段合法;非法值 throw +- 现有 framework tests 仍 PASS(不回归) +- 新增 RoomSceneStart controller tests 全部 PASS(target ≥ 8 test cases,含 happy path + 所有非法输入) \ No newline at end of file