fix(scripts): RoomSceneStart setPlayerData bindTo contract + runtime validation

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 <noreply@anthropic.com>
This commit is contained in:
2026-09-02 21:22:04 +08:00
co-authored by Claude Code
parent a03ebb45eb
commit ec550ba257
5 changed files with 569 additions and 65 deletions
@@ -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);
}
}
@@ -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);
}
}
@@ -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 }));
}