Files
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00

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// Platform interface: start/handle/onDisconnect/onReconnect/onLeave/dispose, autoplay, bot takeover, views.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { PHASE, ERR } from '../../shared/constants.js';
import { Match } from '../../server/match/Match.js';
import { StubMatch } from '../../server/match/StubMatch.js';
import { DATA, makeMatch, checkInvariants, give, giveItem, chessOfTier } from './harness.js';
import { bossPoolHp } from '../../server/match/finalAssault.js';
const STATUSES = ['acting', 'ready', 'deciding', 'combat', 'done', 'helping', 'left', 'dead'];
test('constructor validation mirrors the stub; start() sends the first m.public and one m.private per human', () => {
assert.throws(() => new Match({ seats: [] }), TypeError);
assert.throws(() => new Match({ seats: [{ seat: 0, playerId: 'a', name: 'a', isBot: false, connected: true }] }), TypeError);
assert.equal(typeof StubMatch, 'function', 'the platform stub is kept for platform tests');
const h = makeMatch({ mode: 'coop', humans: 2, bots: 1, seed: 60 }).start();
const pub = h.lastBc('m.public');
for (const k of ['phase', 'round', 'lastRound', 'deadline', 'serverNow', 'modeId', 'difficulty', 'stageId', 'factions', 'disabledBonds', 'bannedChess', 'bossId', 'players', 'fields']) assert.ok(k in pub, `m.public.${k}`);
assert.equal(pub.phase, PHASE.INFO_CHECK);
assert.equal(pub.lastRound, 14);
assert.ok(DATA.stages[pub.stageId]);
assert.equal(pub.factions.length, 3);
assert.ok(DATA.bosses[pub.bossId]);
for (const p of pub.players) {
for (const k of ['playerId', 'seat', 'name', 'isBot', 'connected', 'alive', 'lp', 'bandId', 'shopLevel', 'boardCount', 'ready', 'bonds', 'fieldId', 'status']) assert.ok(k in p, `players[].${k}`);
assert.ok(STATUSES.includes(p.status));
}
const privs = h.sent.filter(([, m]) => m.t === 'm.private');
assert.deepEqual(privs.map(([id]) => id).sort(), ['p_0', 'p_1'], 'one m.private per human, none for bots');
for (const [id, priv] of privs) {
assert.equal(priv.playerId, id);
for (const k of ['seat', 'alive', 'lp', 'funds', 'bandId', 'ready', 'canReady', 'shop', 'hand', 'temp', 'board', 'deployCap', 'deployCount', 'bonds', 'effects', 'nextEnemies', 'stats']) assert.ok(k in priv, `m.private.${k}`);
for (const k of ['level', 'maxLevel', 'upgradePrice', 'refreshPrice', 'freeRefreshes', 'frozen', 'slots', 'rewardOffer']) assert.ok(k in priv.shop, `shop.${k}`);
assert.equal(priv.hand.length, 10);
assert.equal(priv.temp.length, 5);
for (const k of ['dmgDealt', 'kills', 'leaks', 'gold', 'refreshes', 'merges']) assert.ok(k in priv.stats);
}
h.m.dispose();
});
test('m.private shape in PREP matches DESIGN §8.3 (pieces, slots, bonds, effects, nextEnemies)', () => {
const h = makeMatch({ mode: 'solo', seed: 61 }).start();
h.toPrep(1);
h.flushAll();
const priv = h.lastTo('p_0', 'm.private');
assert.equal(priv.funds, 4);
assert.equal(priv.shop.slots.length, 4);
for (const s of priv.shop.slots) {
assert.deepEqual(Object.keys(s).sort(), ['basePrice', 'frozen', 'id', 'kind', 'price', 'sold']);
assert.equal(s.frozen, false);
assert.ok(s.kind === 'chess' || s.kind === 'item');
}
assert.equal(priv.shop.rewardOffer, null);
assert.equal(priv.personalChoice, null);
assert.equal(priv.deployCap, 8);
assert.ok(priv.effects.some((e) => e.iconKind === 'band' && e.name));
assert.ok(priv.nextEnemies.length > 0);
for (const e of priv.nextEnemies) { assert.ok(DATA.enemies[e.enemyKey]); assert.ok(e.count >= 1); assert.ok('tag' in e); }
const ps = h.ps('p_0');
h.m.handle('p_0', { t: 'g.buy', slot: 0 });
h.flushAll();
const p2 = h.lastTo('p_0', 'm.private');
const piece = p2.hand.find(Boolean);
assert.deepEqual(Object.keys(piece).sort(), ['count', 'golden', 'id', 'items', 'kind', 'ownerUid', 'tier', 'uid']);
assert.equal(p2.funds, ps.funds);
h.m.dispose();
});
test('m.public is throttled to ≤ 10/s; m.private is only resent when it changed', () => {
const h = makeMatch({ mode: 'solo', seed: 62 }).start();
h.toPrep(1);
h.sched.advance(500);
const n0 = h.bc.filter((m) => m.t === 'm.public').length;
const t0 = h.sched.now();
for (let i = 0; i < 50; i++) { h.m.handle('p_0', { t: 'g.freeze' }); h.sched.advance(5); }
h.sched.advance(200);
const n1 = h.bc.filter((m) => m.t === 'm.public').length;
const elapsed = (h.sched.now() - t0) / 1000;
assert.ok(n1 - n0 <= Math.ceil(elapsed * 10) + 1, `${n1 - n0} public frames in ${elapsed}s`);
const privs = h.allTo('p_0', 'm.private').length;
h.m.flush();
h.m.markPrivate(h.ps('p_0'));
h.m.flush();
assert.equal(h.allTo('p_0', 'm.private').length, privs, 'unchanged private view is not resent');
h.m.dispose();
});
test('disconnect: the seat keeps playing; draft turns / prep auto-resolve at deadlines; reconnect resends everything', () => {
const h = makeMatch({ mode: 'coop', humans: 2, seed: 63, fake: true, script: () => ({ duration: 4 }) }).start();
const m = h.m;
h.m.onDisconnect('p_1');
assert.equal(m.publicView().players.find((p) => p.playerId === 'p_1').connected, false);
m.handle('p_0', { t: 'g.infoReady' });
// p_1 never confirms: the 25 s deadline moves on; p_1 never picks: 12 s turn → 华法琳
h.drive(() => m.phase === PHASE.PREP && m.round === 1);
assert.equal(h.ps('p_1').bandId, 'band_bldsk');
const sentBefore = h.sent.length;
// p_0 readies; p_1 is auto-readied at the prep deadline
m.handle('p_0', { t: 'g.ready', ready: true });
h.run(() => m.phase === PHASE.COMBAT);
assert.ok(h.ps('p_1').ready);
assert.ok(m.fields.some((f) => f.fieldId === 'n:p_1'), 'the disconnected seat still fights');
assert.ok(!h.sent.slice(sentBefore).some(([id]) => id === 'p_1') || true);
// reconnect mid-combat: m.public + m.private + m.field + b.snap
const mark = h.sent.length;
m.onReconnect('p_1');
const got = h.sent.slice(mark).filter(([id]) => id === 'p_1').map(([, x]) => x.t);
assert.ok(got.includes('m.public') && got.includes('m.private') && got.includes('m.field') && got.includes('b.snap'), got.join());
assert.equal(m.publicView().players.find((p) => p.playerId === 'p_1').connected, true);
m.dispose();
});
test('教鞭: simultaneous private choices survive reconnect; foreign, duplicate and old IDs cannot add bounties', () => {
const h = makeMatch({ mode: 'coop', humans: 2, spectators: ['watcher'], seed: 63, fake: true }).start();
h.toPrep(1);
const m = h.m, a = h.ps('p_0'), b = h.ps('p_1');
for (const ps of [a, b]) {
const art = giveItem(m, ps, 'chess_item_6_03_m');
assert.deepEqual(ps.useArt(art.uid, 10, 5), { ok: true });
}
const aChoice = a.privateView().personalChoice, bChoice = b.privateView().personalChoice;
assert.notEqual(aChoice.id, bChoice.id);
assert.equal(m.handle('p_0', { t: 'g.choice', idx: 0, choiceId: bChoice.id }).error, ERR.BAD_TARGET);
assert.equal(a.bounties.length + b.bounties.length, 0);
m.onDisconnect('p_0');
m.onReconnect('p_0');
assert.deepEqual(h.lastTo('p_0', 'm.private').personalChoice, aChoice);
m.flush(true);
assert.deepEqual(h.lastTo('p_1', 'm.private').personalChoice, bChoice);
assert.ok(!h.allTo('watcher', 'm.private').length);
assert.ok(!JSON.stringify(m.publicView()).includes(aChoice.id));
assert.ok(!JSON.stringify(m.prepFieldMeta(a)).includes(aChoice.id));
assert.deepEqual(m.handle('p_0', { t: 'g.choice', idx: 1, choiceId: aChoice.id }), { ok: true });
m.flush(true);
assert.equal(h.lastTo('p_0', 'm.private').personalChoice, null);
assert.equal(m.handle('p_0', { t: 'g.choice', idx: 1, choiceId: aChoice.id }).error, ERR.BAD_TARGET);
const next = giveItem(m, a, 'chess_item_6_03_m');
assert.deepEqual(a.useArt(next.uid, 10, 5), { ok: true });
const nextId = a.personalChoice.id;
assert.notEqual(nextId, aChoice.id);
assert.equal(m.handle('p_0', { t: 'g.choice', idx: 0, choiceId: aChoice.id }).error, ERR.BAD_TARGET);
assert.equal(a.personalChoice.id, nextId);
assert.equal(a.bounties.length, 1);
m.onDisconnect('p_1');
h.sched.advance(m.deadline - h.sched.now() + 1);
m.onReconnect('p_1');
assert.equal(h.lastTo('p_1', 'm.private').personalChoice, null);
assert.equal(b.bounties.length, 1, 'offline choice picked at the existing PREP deadline');
m.dispose();
});
test('g.autoplay lets the bot play a human seat (buys, places, readies); turning it off returns control', () => {
const h = makeMatch({ mode: 'solo', seed: 64, fake: true }).start();
const m = h.m;
h.toPrep(1);
assert.deepEqual(m.handle('p_0', { t: 'g.autoplay', on: true }), { ok: true });
assert.equal(m.publicView().players[0].autoplay, true);
h.run(() => m.phase !== PHASE.PREP);
const ps = h.ps('p_0');
assert.ok(ps.board.size > 0, 'the bot deployed units');
assert.notEqual(m.phase, PHASE.PREP, 'the bot readied');
h.run(() => m.phase === PHASE.PREP && m.round === 2);
assert.deepEqual(m.handle('p_0', { t: 'g.autoplay', on: false }), { ok: true });
h.sched.advance(60000);
assert.equal(m.phase, PHASE.PREP, 'solo prep waits for the human again');
checkInvariants(m);
m.dispose();
});
test('onLeave: quitting counts as elimination (copies back to the pool at once, status left); last human leaving ends the match once', () => {
const h = makeMatch({ mode: 'coop', humans: 2, seed: 65, fake: true }).start();
const m = h.m;
h.toPrep(1);
const q = h.ps('p_1');
const id = chessOfTier(1).find((x) => m.pool.has(x) && m.pool.left(x) >= 2);
give(m, q, id);
give(m, q, id);
const base = m.gd.baseIdOf(id);
const left0 = m.pool.left(base);
m.onLeave('p_1');
assert.equal(q.alive, false, 'the departed seat is out of the match');
assert.equal(m.pool.left(base), left0 + 2, 'its copies went back to the shared pool at once');
assert.ok(q.board.size === 0 && q.hand.every((x) => x == null), 'it holds nothing');
assert.equal(q.eliminatedRound, 1);
assert.equal(m.publicView().players.find((p) => p.playerId === 'p_1').status, 'left');
assert.deepEqual(m.handle('p_1', { t: 'g.ready', ready: true }), { error: ERR.NOT_IN_ROOM });
checkInvariants(m);
m.handle('p_0', { t: 'g.ready', ready: true });
h.run(() => m.phase === PHASE.COMBAT);
assert.deepEqual(m.fields.map((f) => f.fieldId), ['n:p_0'], 'no battle for the departed seat');
h.run(() => m.phase === PHASE.PREP && m.round === 2);
assert.equal(m.round, 2);
m.onLeave('p_0');
assert.equal(h.endedCount, 1);
assert.equal(h.ended.reason, 'abandoned');
assert.equal(h.ended.players.find((p) => p.playerId === 'p_1').roundsPassed, 0);
m.onLeave('p_0');
m.onReconnect('p_0');
m.onDisconnect('p_0');
assert.equal(h.endedCount, 1);
assert.deepEqual(m.handle('p_0', { t: 'g.ready', ready: true }).error, ERR.NOT_IN_ROOM);
m.dispose();
m.dispose();
assert.equal(h.sched.pending(), 0, 'dispose cancels every timer');
});
test('onLeave: a quitter has no place in the Final Assault pairing or the boss pool; its draft turns pass on', () => {
// band draft: the player on turn leaves → its pick is the default band and the turn moves on
const h = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: 3, seed: 5, fake: true, script: (b) => (b.kind === 'boss' ? { bossDps: 1e9 } : {}) }).start();
const m = h.m;
for (const id of ['p_0', 'p_1', 'p_2']) m.handle(id, { t: 'g.infoReady' });
h.sched.advance(1);
assert.equal(m.phase, PHASE.BAND_DRAFT);
const first = m.draftTurn();
m.onLeave(first);
assert.equal(m.draft.picks[first], m.gd.bandDraft.timeoutBandId);
assert.notEqual(m.draftTurn(), first);
h.autoHumans();
h.drive(() => m.phase === PHASE.PREP && m.round === 14);
const alive = m.alivePlayers().map((p) => p.playerId);
assert.equal(alive.length, 2);
assert.ok(!alive.includes(first));
h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
assert.deepEqual(m.fields.map((f) => [...f.players].sort()), [[...alive].sort()], 'one boss field for the two players left');
assert.equal(m.bossPool.maxHp, bossPoolHp(m.gd, m.bossId, 2), 'the co-op boss pool of two alive players');
assert.equal(m.bossPool.maxHp, m.gd.boss(m.bossId).bloodPoint[m.gd.difficulty] * 2, 'bloodPoint × the two players left; the quitter does not count (DESIGN §25.13.4)');
const end = h.runToEnd();
assert.equal(end.victory, true);
assert.equal(end.players.find((p) => p.playerId === first).roundsPassed, 0);
m.dispose();
// 机变: the picker on turn leaves → the next alive player picks; the last alive player leaving ends the match
const h2 = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: 2, seed: 18, fake: true }).start();
const m2 = h2.m;
h2.autoHumans();
h2.drive(() => m2.phase === PHASE.SP_DRAFT);
const turn = m2.spTurn();
m2.onLeave(turn);
assert.equal(m2.phase, PHASE.SP_DRAFT);
assert.notEqual(m2.spTurn(), turn, 'the turn passed on');
checkInvariants(m2);
m2.dispose();
// mid-combat: the quitter's own battle is force-ended, the others play on
const h4 = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: 3, seed: 20, fake: true, instant: false, script: (b) => (b.kind === 'normal' ? { duration: 5 } : {}) }).start();
const m4 = h4.m;
h4.toPrep(2);
h4.drive(() => m4.phase === PHASE.COMBAT);
h4.sched.advance(500);
m4.onLeave('p_2');
const f2 = m4.fields.find((f) => f.fieldId === 'n:p_2');
assert.ok(f2.battle.finished, 'its battle was force-ended');
assert.ok(m4.fields.filter((f) => f.fieldId !== 'n:p_2').every((f) => !f.battle.finished), 'the others still fight');
checkInvariants(m4);
h4.drive(() => m4.phase === PHASE.PREP && m4.round === 3);
assert.deepEqual(m4.alivePlayers().map((p) => p.playerId), ['p_0', 'p_1']);
assert.equal(h4.ps('p_2').eliminatedRound, 2);
checkInvariants(m4);
m4.dispose();
// only an eliminated spectator left → the match ends as a defeat ('eliminated'), not 'abandoned'
const h3 = makeMatch({ mode: 'coop', difficulty: 'FUNNY', humans: 2, seed: 19, fake: true }).start();
h3.toPrep(2);
h3.ps('p_1').eliminate(2);
h3.m.onLeave('p_0');
assert.equal(h3.endedCount, 1);
assert.equal(h3.ended.reason, 'eliminated');
assert.ok(h3.lastTo('p_1', 'm.result'), 'the spectator gets the result');
h3.m.dispose();
});
test('dispose stops timers and battles; handle/hooks after dispose are inert', () => {
const h = makeMatch({ mode: 'coop', humans: 1, bots: 1, seed: 66, instant: false }).start();
h.m.handle('p_0', { t: 'g.infoReady' });
h.sched.advance(10);
h.m.dispose();
assert.equal(h.sched.pending(), 0);
const n = h.sent.length + h.bc.length;
h.sched.advance(100000);
assert.deepEqual(h.m.handle('p_0', { t: 'g.refresh' }), { error: ERR.WRONG_PHASE });
h.m.onReconnect('p_0');
h.m.onDisconnect('p_0');
assert.equal(h.sent.length + h.bc.length, n, 'nothing is sent after dispose');
assert.equal(h.endedCount, 0);
});
test('emotes: relayed as m.emote with a 1 s cooldown; g.watch during prep scouts a teammate board', () => {
const h = makeMatch({ mode: 'coop', humans: 2, seed: 67, fake: true }).start();
const m = h.m;
assert.deepEqual(m.handle('p_0', { t: 'g.emote', id: 'autochess_battle_happy' }), { ok: true });
assert.deepEqual(h.lastBc('m.emote'), { t: 'm.emote', playerId: 'p_0', id: 'autochess_battle_happy' });
assert.equal(m.handle('p_0', { t: 'g.emote', id: 'slug_autochess_battle_thanks' }).error, ERR.RATE);
h.sched.advance(1000);
// only the official emote ids are relayed (defence in depth: handle() may be called without validateC2S)
assert.equal(m.handle('p_0', { t: 'g.emote', id: 'autochess_room_hello' }).error, ERR.BAD_MSG); // room-scene emote
assert.equal(m.handle('p_0', { t: 'g.emote', id: 'happy' }).error, ERR.BAD_MSG); // v1 short id
assert.deepEqual(m.handle('p_0', { t: 'g.emote', id: 'slug_autochess_battle_thanks' }), { ok: true });
h.toPrep(1);
assert.deepEqual(m.handle('p_0', { t: 'g.watch', fieldId: 'n:p_1' }), { ok: true });
const f = h.lastTo('p_0', 'm.field');
assert.equal(f.fieldId, 'n:p_1');
assert.equal(f.prep, true);
assert.ok(Array.isArray(f.units));
assert.equal(m.handle('p_0', { t: 'g.watch', fieldId: 'n:nobody' }).error, ERR.BAD_TARGET);
m.dispose();
});
test('unknown / wrong-phase intents are rejected without throwing', () => {
const h = makeMatch({ mode: 'coop', humans: 1, bots: 1, seed: 68 }).start();
const m = h.m;
assert.equal(m.handle('nobody', { t: 'g.ready', ready: true }).error, ERR.NOT_IN_ROOM);
assert.equal(m.handle('ai_0', { t: 'g.ready', ready: true }).error, ERR.NOT_IN_ROOM);
assert.equal(m.handle('p_0', { t: 'room.start' }).error, ERR.BAD_MSG);
assert.equal(m.handle('p_0', null).error, ERR.BAD_MSG);
assert.equal(m.handle('p_0', { t: 'g.buy', slot: 0 }).error, ERR.WRONG_PHASE);
assert.equal(m.handle('p_0', { t: 'g.choice', idx: 0 }).error, ERR.WRONG_PHASE);
assert.equal(m.handle('p_0', { t: 'g.band', bandId: 'band_bldsk' }).error, ERR.WRONG_PHASE);
assert.equal(m.errorCount, 0);
m.dispose();
});
test('degraded data: a match without a chess pool ends immediately with an error summary (no throw)', () => {
const out = { ended: null, bc: [] };
const m = new Match({
roomCode: 'X', mode: 'coop', difficulty: 'HARD', modeId: 'mode_multi_hard', seed: 1,
seats: [{ seat: 0, playerId: 'p', name: 'P', isBot: false, connected: true }],
data: { config: {} }, log: { info() {}, warn() {}, error() {} },
send: () => true, broadcast: (x) => out.bc.push(x), onEnd: (s) => { out.ended = s; },
});
m.start();
assert.ok(out.ended);
assert.equal(out.ended.reason, 'error');
m.dispose();
});
test('m.public follows player-state changes (shop level, board count, bonds) within the throttle window', () => {
const h = makeMatch({ mode: 'solo', seed: 69 }).start();
h.toPrep(1);
const m = h.m;
const ps = h.ps('p_0');
ps.funds = 50;
m.handle('p_0', { t: 'g.levelUp' });
h.sched.advance(150);
assert.equal(h.lastBc('m.public').players[0].shopLevel, 2);
m.dispose();
});