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Implement donation troops/gold between human players after forming an alliance (#2450)
Resolves #2448 Hi team, I've implemented and locally tested the alliance-related changes (including unit tests and some manual simulation with multiple browser profiles). Unfortunately I wasn't able to perform full end-to-end testing on the live game server with two separate machines/accounts. If someone on the team (or another contributor) can verify the alliance flow with two real players, that would be greatly appreciated before merging. Happy to hop on a call or provide any clarification needed. Thanks! ## Description: Fixed a race condition bug where donations (troops/gold) between human players failed after forming an alliance. The issue was caused by a one-tick delay in `AllianceRequestReplyExecution`: the alliance acceptance logic ran in `tick()` instead of `init()`, meaning the alliance wasn't created until the tick after the execution was added. If a donation execution was added in the same turn as the alliance acceptance, it would fail the `isFriendly()` check because the alliance didn't exist yet. **Root cause:** When human players formed alliances via reply, the execution model delayed alliance creation by one tick, while bots called `accept()` directly without this delay. **Solution:** Moved alliance acceptance logic from `tick()` to `init()` in `AllianceRequestReplyExecution.ts`, ensuring immediate alliance creation and eliminating race conditions with donations. **Changes:** - Modified `src/core/execution/alliance/AllianceRequestReplyExecution.ts` to process alliance replies in `init()` instead of `tick()` - Added comprehensive test suite `tests/AllianceDonation.test.ts` with 5 test cases covering donation scenarios after alliance formation (reply and mutual request flows) - All existing tests pass (323 total) ## Please complete the following: - [x] I have added screenshots for all UI updates (N/A - backend logic fix only) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file (N/A - no user-facing text changes) - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced Discord: loacky GitHub: @LoackyBit --------- Co-authored-by: Evan <evanpelle@gmail.com>
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@@ -19,12 +19,7 @@ export class AllianceRequestReplyExecution implements Execution {
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return;
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}
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this.requestor = mg.player(this.requestorID);
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}
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tick(ticks: number): void {
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if (this.requestor === null) {
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throw new Error("Not initialized");
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}
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if (this.requestor.isFriendly(this.recipient)) {
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console.warn("already allied");
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} else {
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@@ -46,6 +41,8 @@ export class AllianceRequestReplyExecution implements Execution {
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this.active = false;
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}
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tick(ticks: number): void {}
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isActive(): boolean {
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return this.active;
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}
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@@ -0,0 +1,139 @@
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import { AllianceRequestExecution } from "../src/core/execution/alliance/AllianceRequestExecution";
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import { AllianceRequestReplyExecution } from "../src/core/execution/alliance/AllianceRequestReplyExecution";
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import { DonateGoldExecution } from "../src/core/execution/DonateGoldExecution";
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import { Game, Player, PlayerType } from "../src/core/game/Game";
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import { playerInfo, setup } from "./util/Setup";
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let game: Game;
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let player1: Player;
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let player2: Player;
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describe("Alliance Donation", () => {
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beforeEach(async () => {
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game = await setup(
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"plains",
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{
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infiniteGold: false,
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instantBuild: true,
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infiniteTroops: false,
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donateGold: true,
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donateTroops: true,
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},
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[
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playerInfo("player1", PlayerType.Human),
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playerInfo("player2", PlayerType.Human),
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],
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);
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player1 = game.player("player1");
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player1.conquer(game.ref(0, 0));
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player1.addGold(1000n);
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player1.addTroops(1000);
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player2 = game.player("player2");
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player2.conquer(game.ref(0, 1));
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player2.addGold(100n);
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player2.addTroops(100);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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});
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test("Can donate gold after alliance formed by reply", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(
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new AllianceRequestReplyExecution(player1.id(), player2, true),
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);
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game.executeNextTick();
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expect(player1.isAlliedWith(player2)).toBeTruthy();
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expect(player2.isAlliedWith(player1)).toBeTruthy();
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expect(player1.isFriendly(player2)).toBeTruthy();
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expect(player2.isFriendly(player1)).toBeTruthy();
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expect(player1.canDonateGold(player2)).toBeTruthy();
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const goldBefore = player2.gold();
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const success = player1.donateGold(player2, 100n);
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expect(success).toBeTruthy();
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expect(player2.gold()).toBe(goldBefore + 100n);
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});
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test("Can donate troops after alliance formed by reply", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(
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new AllianceRequestReplyExecution(player1.id(), player2, true),
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);
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game.executeNextTick();
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expect(player1.isAlliedWith(player2)).toBeTruthy();
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expect(player2.isAlliedWith(player1)).toBeTruthy();
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expect(player1.canDonateTroops(player2)).toBeTruthy();
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const troopsBefore = player2.troops();
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const success = player1.donateTroops(player2, 100);
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expect(success).toBeTruthy();
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expect(player2.troops()).toBe(troopsBefore + 100);
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});
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test("Can donate gold after alliance formed by mutual request", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick();
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expect(player1.isAlliedWith(player2)).toBeTruthy();
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expect(player2.isAlliedWith(player1)).toBeTruthy();
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expect(player1.isFriendly(player2)).toBeTruthy();
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expect(player2.isFriendly(player1)).toBeTruthy();
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expect(player1.canDonateGold(player2)).toBeTruthy();
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const goldBefore = player2.gold();
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const success = player1.donateGold(player2, 100n);
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expect(success).toBeTruthy();
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expect(player2.gold()).toBe(goldBefore + 100n);
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});
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test("Can donate troops after alliance formed by mutual request", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick();
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expect(player1.isAlliedWith(player2)).toBeTruthy();
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expect(player2.isAlliedWith(player1)).toBeTruthy();
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expect(player1.canDonateTroops(player2)).toBeTruthy();
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const troopsBefore = player2.troops();
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const success = player1.donateTroops(player2, 100);
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expect(success).toBeTruthy();
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expect(player2.troops()).toBe(troopsBefore + 100);
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});
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test("Can donate immediately after accepting alliance (race condition)", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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const goldBefore = player2.gold();
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game.addExecution(
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new AllianceRequestReplyExecution(player1.id(), player2, true),
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);
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game.addExecution(new DonateGoldExecution(player1, player2.id(), 100));
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game.executeNextTick();
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expect(player1.isAlliedWith(player2)).toBeTruthy();
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expect(player2.isAlliedWith(player1)).toBeTruthy();
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game.executeNextTick();
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// Donation should have succeeded
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expect(player2.gold()).toBe(goldBefore + 100n);
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});
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});
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