import { test } from 'node:test'; import assert from 'node:assert/strict'; import { RoomStore } from '../../YouleNexus/assets/framework/platform/stores/room-store.ts'; import { PlayerStore } from '../../YouleNexus/assets/framework/platform/stores/player-store.ts'; import { roomHandlers } from '../../YouleNexus/assets/framework/protocol/room-handlers.ts'; import type { RoomRecoveryData } from '../../YouleNexus/assets/framework/platform/stores/room-store.ts'; function makeRoom() { const room = new RoomStore(); room.applyRecovery({ roomcode: 'R1', isbattle: 1, roommode: 1, seat: 1, isowner: 0, players: [ null, { playerid: 100, nickname: '甲', bean: 10, roomcard: 0 } as any, { playerid: 200, nickname: '乙', bean: 20, roomcard: 0 } as any, null, ], } as RoomRecoveryData); return room; } function makePlayer() { const p = new PlayerStore(); p.applyLogin({ playerid: 100, nickname: '甲', bean: 10, roomcard: 0 } as any); return p; } test('self_join_room: 已在房应被覆盖(再次入房罕见但支持)', () => { const room = makeRoom(); // 假设自己是 seat=2 加入 roomHandlers.self_join_room({ room, player: makePlayer() }, { seat: 2, playerid: 200 } as any); assert.equal(room.state.value.seat, 2); }); test('other_join_room: 第三方加入,players 数组对应座位填入', () => { const room = new RoomStore(); room.applyRecovery({ roomcode: 'R1', seat: 1, isowner: 0, players: [null, { playerid: 100 } as any, null, null], } as RoomRecoveryData); roomHandlers.other_join_room({ room, player: makePlayer() }, { seat: 3, playerid: 300, nickname: '丙' } as any); const v = room.state.value; assert.equal(v.players[2]?.playerid, 300, 'seat=3 应填到 players[2]'); assert.equal(v.players[2]?.nickname, '丙'); }); test('self_exit_room: 自己座位清空', () => { const room = makeRoom(); // 假设自己 seat=1 roomHandlers.self_exit_room({ room, player: makePlayer() }, { seat: 1 } as any); assert.equal(room.state.value.players[0], null, 'seat=1(0基)应清空'); // 自己的 PlayerStore 不变(退出房间不抹掉登录态) }); test('other_exit_room: 第三方座位清空', () => { const room = makeRoom(); roomHandlers.other_exit_room({ room, player: makePlayer() }, { seat: 2 } as any); assert.equal(room.state.value.players[1], null); }); test('other_exit_room: 未知座位 → 显式抛错(第二准则)', () => { const room = makeRoom(); assert.throws( () => roomHandlers.other_exit_room({ room, player: makePlayer() }, { seat: 99 } as any), /seat=99/, ); }); test('self_apply_free_room: state 进入解散投票中', () => { const room = makeRoom(); roomHandlers.self_apply_free_room({ room, player: makePlayer() }, { applyer: 1 } as any); assert.equal(room.state.value.state, 1); }); test('other_apply_free_room: state 进入解散投票中', () => { const room = makeRoom(); roomHandlers.other_apply_free_room({ room, player: makePlayer() }, { applyer: 2 } as any); assert.equal(room.state.value.state, 1); }); test('self/other_agree_free_room: 不改变 state,仅标记同意', () => { const room = makeRoom(); roomHandlers.self_apply_free_room({ room, player: makePlayer() }, {} as any); roomHandlers.self_agree_free_room({ room, player: makePlayer() }, {} as any); // 协议无 agreeList 字段(state 保持 1=投票中),由其他机制累计 assert.equal(room.state.value.state, 1); }); test('self/other_refuse_free_room: 不改变 state', () => { const room = makeRoom(); roomHandlers.self_apply_free_room({ room, player: makePlayer() }, {} as any); roomHandlers.self_refuse_free_room({ room, player: makePlayer() }, {} as any); assert.equal(room.state.value.state, 1); }); test('other_offline: 触发但不破坏 RoomStore(offline 状态由子游戏持有)', () => { const room = makeRoom(); // RoomStore 不持有 offline 字段(handler 应是 no-op 或仅校验入参) roomHandlers.other_offline({ room, player: makePlayer() }, { seat: 1 } as any); // state 不变 assert.equal(room.state.value.state, 0); }); test('other_online: 触发但不破坏 RoomStore', () => { const room = makeRoom(); roomHandlers.other_online({ room, player: makePlayer() }, { seat: 1 } as any); assert.equal(room.state.value.state, 0); }); test('change_seat: 交换两个座位(seat=1 ↔ seat=3)', () => { const room = makeRoom(); // 初始: players = [null, 100, 200, null] // change_seat(from=1, to=3) → i_from=0, i_to=2 // swap: [null, 100, 200, null] ↔ [200, 100, null, null] roomHandlers.change_seat({ room, player: makePlayer() }, { from: 1, to: 3 } as any); const v = room.state.value; // swap 结果:players[0]=200, players[1]=100, players[2]=null, players[3]=null assert.equal(v.players[0]?.playerid, 200, '原 seat=3 的 200 现在在 seat=1(0基=0)'); assert.equal(v.players[1]?.playerid, 100, '原 seat=2 的 100 仍在原位'); assert.equal(v.players[2], null, '原 seat=1 的 null 现在在 seat=3(0基=2)'); }); test('free_room: 解散投票结束 → state=2(已解散,业务侧清场)', () => { const room = makeRoom(); roomHandlers.self_apply_free_room({ room, player: makePlayer() }, {} as any); roomHandlers.free_room({ room, player: makePlayer() }, { result: 1 } as any); // state 字段语义: 0=正常 1=投票中 2=已解散 assert.equal(room.state.value.state, 2); }); test('unknown rpc 不在 handler 表里 → 显式抛错(第二准则)', () => { const room = makeRoom(); const h = roomHandlers as unknown as Record void>; // Object.freeze 后,h['unknown_rpc'] 是 undefined,调用会抛 assert.throws(() => h['unknown_rpc']({ room, player: makePlayer() }, {}), /unknown_rpc/); });