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>
100 lines
3.0 KiB
TypeScript
100 lines
3.0 KiB
TypeScript
import { _decorator, Component, Node } from 'cc';
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import type { PlayerState } from '../framework/platform/stores/types.ts';
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import {
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applyPlayerCount,
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applyPlayerData,
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applySeatLayoutPositions,
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clearSlots,
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computeActiveFlags,
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computePositions,
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type PlayerSlotLike,
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type SeatLayout,
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validateCount,
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validateLayout,
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validateSeat,
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} from './room-scene-controller.ts';
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export {
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applyPlayerCount,
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applyPlayerData,
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applySeatLayoutPositions,
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clearSlots,
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computeActiveFlags,
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computePositions,
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validateCount,
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validateLayout,
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validateSeat,
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type PlayerSlotLike,
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};
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export type { SeatLayout };
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const { ccclass, property } = _decorator;
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/**
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* RoomSceneStart: 房间场景控制脚本。
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*
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* 工作流:
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* 1. 子游戏初始化 → setPlayerCount(n) + setSeatLayout(layout) 调整可见槽位与位置
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* 2. 子游戏收到玩家状态变更 → setPlayerData(seat, data) 注入到对应槽位的 PlayerInfoView
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* 3. 子游戏重置房间 → clearSeats() 把当前可见槽位刷成占位数据
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*
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* 8 个 playerSlots 在场景里预先挂好(Plan Task 2 负责),setPlayerCount 只切 active,
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* 不运行时 instantiate 节点(避免预制重复实例化开销)。
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*
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* 纯逻辑(校验 + 槽位操作 + 视图交互)放在 room-scene-controller.ts(同目录),
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* 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
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* 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)。
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*/
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@ccclass('RoomSceneStart')
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export class RoomSceneStart extends Component {
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@property([Node])
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playerSlots: Node[] = [];
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private currentCount: number = 4;
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private currentLayout: SeatLayout = 'horizontal';
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start(): void {
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if (!this.playerSlots || this.playerSlots.length !== 8) {
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throw new Error(
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`[RoomSceneStart] playerSlots must have 8 entries, got ${this.playerSlots?.length}`,
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);
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}
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// 校验 playerSlots 内是否有 null/undefined;start 时显式 throw,不兜底。
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for (let i = 0; i < this.playerSlots.length; i++) {
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if (!this.playerSlots[i]) {
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throw new Error(`[RoomSceneStart] playerSlots[${i}] is null/undefined`);
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}
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}
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this.setPlayerCount(this.currentCount);
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this.setSeatLayout(this.currentLayout);
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}
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public setPlayerCount(n: number): void {
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validateCount(n);
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this.currentCount = n;
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applyPlayerCount(this.playerSlots as unknown as PlayerSlotLike[], n);
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}
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public setSeatLayout(layout: SeatLayout): void {
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validateLayout(layout);
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this.currentLayout = layout;
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applySeatLayoutPositions(
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this.playerSlots as unknown as PlayerSlotLike[],
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layout,
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this.currentCount,
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);
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}
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public setPlayerData(seat: number, data: PlayerState): void {
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applyPlayerData(
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this.playerSlots as unknown as PlayerSlotLike[],
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seat,
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this.currentCount,
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data as unknown as { nickname?: unknown; bean?: unknown; avatar?: unknown },
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);
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}
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public clearSeats(): void {
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clearSlots(this.playerSlots as unknown as PlayerSlotLike[], this.currentCount);
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}
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} |