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);
}
}