主要改动: - 切到 funplay-cocos-mcp v0.5.1 (用户级配置, 项目级 .mcp.json 删除) - 仓库文档/CLAUDE.md/.gitignore 等清理过时 cocos-mcp-server 引用 - memory 文件同步: cocos-mcp-setup/path/blocker/spriteframe-uuid/prefab-persist 等加 funplay 实测警告 - memory 新建 funplay-cocos-mcp-pending-verification.md (后已被实测覆盖) - spec/plan/data: - docs/superpowers/specs/2026-09-02-legacy-layer-migration-design.md - docs/superpowers/plans/2026-09-02-legacy-layer-migration.md - docs/superpowers/data/layer-spirit-summary.json - YouleNexus: profiles.ts / defaults.ts / PlayerInfoView.prefab / scene 改动 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
137 lines
5.7 KiB
TypeScript
137 lines
5.7 KiB
TypeScript
import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { RoomStore } from '../../YouleNexus/assets/framework/platform/stores/room-store.ts';
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import { PlayerStore } from '../../YouleNexus/assets/framework/platform/stores/player-store.ts';
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import { roomHandlers } from '../../YouleNexus/assets/framework/protocol/room-handlers.ts';
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import type { RoomRecoveryData } from '../../YouleNexus/assets/framework/platform/stores/room-store.ts';
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function makeRoom() {
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const room = new RoomStore();
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room.applyRecovery({
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roomcode: 'R1', isbattle: 1, roommode: 1,
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seat: 1, isowner: 0,
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players: [
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null,
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{ playerid: 100, nickname: '甲', bean: 10, roomcard: 0 } as any,
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{ playerid: 200, nickname: '乙', bean: 20, roomcard: 0 } as any,
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null,
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],
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} as RoomRecoveryData);
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return room;
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}
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function makePlayer() {
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const p = new PlayerStore();
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p.applyLogin({ playerid: 100, nickname: '甲', bean: 10, roomcard: 0 } as any);
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return p;
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}
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test('self_join_room: 已在房应被覆盖(再次入房罕见但支持)', () => {
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const room = makeRoom();
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// 假设自己是 seat=2 加入
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roomHandlers.self_join_room({ room, player: makePlayer() }, { seat: 2, playerid: 200 } as any);
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assert.equal(room.state.value.seat, 2);
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});
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test('other_join_room: 第三方加入,players 数组对应座位填入', () => {
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const room = new RoomStore();
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room.applyRecovery({
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roomcode: 'R1', seat: 1, isowner: 0,
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players: [null, { playerid: 100 } as any, null, null],
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} as RoomRecoveryData);
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roomHandlers.other_join_room({ room, player: makePlayer() }, { seat: 3, playerid: 300, nickname: '丙' } as any);
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const v = room.state.value;
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assert.equal(v.players[2]?.playerid, 300, 'seat=3 应填到 players[2]');
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assert.equal(v.players[2]?.nickname, '丙');
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});
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test('self_exit_room: 自己座位清空', () => {
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const room = makeRoom();
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// 假设自己 seat=1
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roomHandlers.self_exit_room({ room, player: makePlayer() }, { seat: 1 } as any);
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assert.equal(room.state.value.players[0], null, 'seat=1(0基)应清空');
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// 自己的 PlayerStore 不变(退出房间不抹掉登录态)
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});
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test('other_exit_room: 第三方座位清空', () => {
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const room = makeRoom();
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roomHandlers.other_exit_room({ room, player: makePlayer() }, { seat: 2 } as any);
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assert.equal(room.state.value.players[1], null);
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});
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test('other_exit_room: 未知座位 → 显式抛错(第二准则)', () => {
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const room = makeRoom();
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assert.throws(
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() => roomHandlers.other_exit_room({ room, player: makePlayer() }, { seat: 99 } as any),
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/seat=99/,
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);
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});
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test('self_apply_free_room: state 进入解散投票中', () => {
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const room = makeRoom();
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roomHandlers.self_apply_free_room({ room, player: makePlayer() }, { applyer: 1 } as any);
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assert.equal(room.state.value.state, 1);
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});
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test('other_apply_free_room: state 进入解散投票中', () => {
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const room = makeRoom();
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roomHandlers.other_apply_free_room({ room, player: makePlayer() }, { applyer: 2 } as any);
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assert.equal(room.state.value.state, 1);
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});
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test('self/other_agree_free_room: 不改变 state,仅标记同意', () => {
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const room = makeRoom();
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roomHandlers.self_apply_free_room({ room, player: makePlayer() }, {} as any);
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roomHandlers.self_agree_free_room({ room, player: makePlayer() }, {} as any);
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// 协议无 agreeList 字段(state 保持 1=投票中),由其他机制累计
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assert.equal(room.state.value.state, 1);
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});
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test('self/other_refuse_free_room: 不改变 state', () => {
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const room = makeRoom();
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roomHandlers.self_apply_free_room({ room, player: makePlayer() }, {} as any);
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roomHandlers.self_refuse_free_room({ room, player: makePlayer() }, {} as any);
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assert.equal(room.state.value.state, 1);
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});
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test('other_offline: 触发但不破坏 RoomStore(offline 状态由子游戏持有)', () => {
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const room = makeRoom();
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// RoomStore 不持有 offline 字段(handler 应是 no-op 或仅校验入参)
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roomHandlers.other_offline({ room, player: makePlayer() }, { seat: 1 } as any);
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// state 不变
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assert.equal(room.state.value.state, 0);
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});
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test('other_online: 触发但不破坏 RoomStore', () => {
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const room = makeRoom();
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roomHandlers.other_online({ room, player: makePlayer() }, { seat: 1 } as any);
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assert.equal(room.state.value.state, 0);
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});
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test('change_seat: 交换两个座位(seat=1 ↔ seat=3)', () => {
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const room = makeRoom();
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// 初始: players = [null, 100, 200, null]
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// change_seat(from=1, to=3) → i_from=0, i_to=2
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// swap: [null, 100, 200, null] ↔ [200, 100, null, null]
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roomHandlers.change_seat({ room, player: makePlayer() }, { from: 1, to: 3 } as any);
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const v = room.state.value;
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// swap 结果:players[0]=200, players[1]=100, players[2]=null, players[3]=null
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assert.equal(v.players[0]?.playerid, 200, '原 seat=3 的 200 现在在 seat=1(0基=0)');
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assert.equal(v.players[1]?.playerid, 100, '原 seat=2 的 100 仍在原位');
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assert.equal(v.players[2], null, '原 seat=1 的 null 现在在 seat=3(0基=2)');
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});
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test('free_room: 解散投票结束 → state=2(已解散,业务侧清场)', () => {
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const room = makeRoom();
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roomHandlers.self_apply_free_room({ room, player: makePlayer() }, {} as any);
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roomHandlers.free_room({ room, player: makePlayer() }, { result: 1 } as any);
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// state 字段语义: 0=正常 1=投票中 2=已解散
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assert.equal(room.state.value.state, 2);
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});
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test('unknown rpc 不在 handler 表里 → 显式抛错(第二准则)', () => {
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const room = makeRoom();
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const h = roomHandlers as unknown as Record<string, (ctx: any, d: any) => void>;
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// Object.freeze 后,h['unknown_rpc'] 是 undefined,调用会抛
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assert.throws(() => h['unknown_rpc']({ room, player: makePlayer() }, {}), /unknown_rpc/);
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}); |