feedback7 dober: a boss field's perfect-payout card is paid only where the client's result agrees with its own b.progress (b.progress.leaksBy splits the field's LP per player); golden: unchanged

Seen (review of this branch): the Final Assault / Hidden Core path trusts a client's b.result — validateClientResult skips
the leak multiset for boss fields and nothing re-simulates — while the team LP a field costs arrives through b.progress.leaks.
Commit 05eb2b80 paid the perfect-payout cards from the result's leaked list, so a modified authority could have the server
charge a leak and then report two empty lists (LP 58 -> 57 charged, both seats +2: FORGE_BOTH_EMPTY) or pin the leak on the
partner's list (the forger +2, the partner 0: FORGE_PAY).
Now: b.progress carries `leaksBy` (shared/protocol.js, optional; spec.js battleProgress for a boss / hidden field): per
player, the LP of the leak entries the result will show (compactResult's list, lpr clamped as on the wire); `leaks` minus its
sum is the leader's own "扣除目标生命" effects (boss "Doom" / 斥退 / 萨米 Doom), which are no leak and must not cost a perfect
seat its card. The browser runner and the test SimClient send it; the server keeps the highest value per player (f.leaksBy).
Match._bossLeaksAgree (called by _finishFinal) pays a seat of a client-reported field only when (a) the LP the authority
reported was split at all (leaksBy seen whenever lpReported > 0 — a report without the split explains nothing) and (b) the
seat's leaked list shows at least the leak LP reported for it. A server-run field (no client, a takeover) is the truth itself.
Not stopped, and said so in the docs: an authority that lies consistently (a split that blames the partner, a leak labelled as
the leader's effect) — the boss path has no second source; what is caught is a result that contradicts its own progress.
Tests (test first; the three forge tests failed on the parent with [2, 2] / [2, 0] paid, the runner test on the missing field):
clientCombat.test.js — charged leak + two empty lists -> 0 / 0; the leak moved to the partner -> 0 / 0 (with and without a
split); honest split -> the clean seat paid, the leaker not, a leader's effect LP costs nobody; two honest SimClients end to
end; the protocol field; runner.test.js — the browser runner's boss progress carries leaksBy; docs-consistency pins the
b.progress signature. Grok's two repro scripts now print +0 / +0.
Golden: unchanged (matches 18 / full 283 scenarios match; every golden boss field is server-run).
This commit is contained in:
sganggs committed 2026-10-08 22:01:26 +08:00
1 parent e63214571d
commit 66a228c64c
12 files changed
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@@ -263,7 +263,9 @@ export function uniteLeft(battle) {
/**
* Progress numbers of a battle for b.progress / the teammates' waiting UI: game time, kills, total, counted leaks
* (normal / unite), the boss pool damage of this field and — unite fields — `left` (uniteLeft: each leaker's enemies
* (normal / unite), the boss pool damage of this field, `leaksBy` of a boss / hidden field — per player, the LP the
* enemies that reached its goal cost (every leak entry the result will show, × its `lpr`; the field's LP meter minus
* their sum is the leader's own "扣除目标生命" effects) — and, unite fields, `left` (uniteLeft: each leaker's enemies
* still standing).
*/
export function battleProgress(battle) {
@@ -285,6 +287,11 @@ export function battleProgress(battle) {
const left = uniteLeft(battle);
if (left) out.left = left;
}
if (battle && (battle.kind === 'boss' || battle.kind === 'hidden')) {
const leaksBy = {};
for (const pid of Object.keys(pp).slice(0, 4)) leaksBy[pid] = Math.min(1e6, leakEntries(pp[pid]).reduce((n, l) => n + leakLpr(l), 0));
out.leaksBy = leaksBy;
}
return out;
}
@@ -322,6 +329,10 @@ const cap = (list, n) => (Array.isArray(list) ? list.slice(0, n) : []);
const isKey = (v) => typeof v === 'string' && v.length > 0 && v.length <= 64 && /^[A-Za-z0-9_\-.:]+$/.test(v);
const uidOr = (v) => (Number.isInteger(v) && v >= 1 && v <= 0x80000000 ? v : null);
const keyOr = (v) => (isKey(v) ? v : null);
/** A player's leak entries as the b.result carries them (compactResult: a valid enemy key, at most 400). */
const leakEntries = (p) => cap(p && p.leaked, 400).filter((l) => l && isKey(l.enemyKey));
/** What one leak entry costs the team on the wire: its `lpr` (0 … 1000), 1 when absent. */
const leakLpr = (l) => Math.max(0, Math.min(1000, fnum(l && l.lpr, 1)));
function compactMods(m) {
if (!m || typeof m !== 'object') return null;
@@ -350,8 +361,8 @@ export function compactResult(res) {
perPlayer[pid] = {
killed: Math.min(total, Math.max(0, Math.trunc(fnum(p.killed)))),
total,
leaked: cap(p.leaked, 400).filter((l) => l && isKey(l.enemyKey)).map((l) => {
const o = { enemyKey: l.enemyKey, mods: compactMods(l.mods), lpr: Math.max(0, Math.min(1000, fnum(l.lpr, 1))), sourcePlayerId: keyOr(l.sourcePlayerId), tag: typeof l.tag === 'string' && l.tag.length <= 16 ? l.tag : null, counted: l.counted !== false };
leaked: leakEntries(p).map((l) => {
const o = { enemyKey: l.enemyKey, mods: compactMods(l.mods), lpr: leakLpr(l), sourcePlayerId: keyOr(l.sourcePlayerId), tag: typeof l.tag === 'string' && l.tag.length <= 16 ? l.tag : null, counted: l.counted !== false };
if (l.boss) o.boss = true;
if (l.spawned) o.spawned = true;
return o;