mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-23 00:05:21 +00:00
Updated MarkDisconnectedExecution to remove unnecessary steps
This commit is contained in:
@@ -122,7 +122,7 @@ export class Executor {
|
||||
intent.variables ?? {},
|
||||
);
|
||||
case "mark_disconnected":
|
||||
return new MarkDisconnectedExecution(playerID, intent.isDisconnected);
|
||||
return new MarkDisconnectedExecution(player, intent.isDisconnected);
|
||||
default:
|
||||
throw new Error(`intent type ${intent} not found`);
|
||||
}
|
||||
|
||||
@@ -1,40 +1,21 @@
|
||||
import { Execution, Game, Player, PlayerID } from "../game/Game";
|
||||
import { Execution, Game, Player } from "../game/Game";
|
||||
|
||||
export class MarkDisconnectedExecution implements Execution {
|
||||
private player: Player;
|
||||
private active: boolean = true;
|
||||
|
||||
constructor(
|
||||
private playerID: PlayerID,
|
||||
private player: Player,
|
||||
private isDisconnected: boolean,
|
||||
) {}
|
||||
|
||||
init(mg: Game, ticks: number): void {
|
||||
if (!mg.hasPlayer(this.playerID)) {
|
||||
console.warn(
|
||||
`MarkDisconnectedExecution: player ${this.playerID} not found in game`,
|
||||
);
|
||||
this.active = false;
|
||||
return;
|
||||
}
|
||||
|
||||
this.player = mg.player(this.playerID);
|
||||
if (!this.player) {
|
||||
console.warn(
|
||||
`MarkDisconnectedExecution: failed to retrieve player ${this.playerID}`,
|
||||
);
|
||||
this.active = false;
|
||||
return;
|
||||
}
|
||||
this.player.markDisconnected(this.isDisconnected);
|
||||
}
|
||||
|
||||
tick(ticks: number): void {
|
||||
this.player.markDisconnected(this.isDisconnected);
|
||||
this.active = false;
|
||||
return;
|
||||
}
|
||||
|
||||
isActive(): boolean {
|
||||
return this.active;
|
||||
return false;
|
||||
}
|
||||
|
||||
activeDuringSpawnPhase(): boolean {
|
||||
|
||||
+38
-158
@@ -50,12 +50,7 @@ describe("Disconnected", () => {
|
||||
expect(player2.isDisconnected()).toBe(false);
|
||||
});
|
||||
|
||||
test("should mark player as disconnected", () => {
|
||||
player1.markDisconnected(true);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
});
|
||||
|
||||
test("should mark player as not disconnected", () => {
|
||||
test("should mark player as disconnected and not disconnected", () => {
|
||||
player1.markDisconnected(true);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
|
||||
@@ -67,217 +62,102 @@ describe("Disconnected", () => {
|
||||
player1.markDisconnected(true);
|
||||
const update = player1.toUpdate();
|
||||
expect(update.isDisconnected).toBe(true);
|
||||
|
||||
player1.markDisconnected(false);
|
||||
const update2 = player1.toUpdate();
|
||||
expect(update2.isDisconnected).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
test("should maintain disconnected state independently for different players", () => {
|
||||
player1.markDisconnected(true);
|
||||
describe("Player view", () => {
|
||||
test("should reflect disconnected state in player view", () => {
|
||||
// Mark player2 as disconnected
|
||||
player2.markDisconnected(true);
|
||||
|
||||
// Get player1's view of player2
|
||||
const player2View = game.player(player2.id());
|
||||
expect(player2View.isDisconnected()).toBe(true);
|
||||
|
||||
// Mark player2 as connected again
|
||||
player2.markDisconnected(false);
|
||||
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
expect(player2.isDisconnected()).toBe(false);
|
||||
// Verify the view is updated
|
||||
const updatedPlayer2View = game.player(player2.id());
|
||||
expect(updatedPlayer2View.isDisconnected()).toBe(false);
|
||||
});
|
||||
|
||||
test("should maintain disconnected state in view across game ticks", () => {
|
||||
player2.markDisconnected(true);
|
||||
executeTicks(game, 3);
|
||||
|
||||
const player2View = game.player(player2.id());
|
||||
expect(player2View.isDisconnected()).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("MarkDisconnectedExecution", () => {
|
||||
test("should mark player as disconnected when executed", () => {
|
||||
const execution = new MarkDisconnectedExecution(player1.id(), true);
|
||||
const execution = new MarkDisconnectedExecution(player1, true);
|
||||
game.addExecution(execution);
|
||||
|
||||
executeTicks(game, 2);
|
||||
|
||||
executeTicks(game, 1);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
expect(execution.isActive()).toBe(false);
|
||||
});
|
||||
|
||||
test("should mark player as not disconnected when executed", () => {
|
||||
// First mark as disconnected directly
|
||||
player1.markDisconnected(true);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
|
||||
// Then mark as not disconnected via execution
|
||||
const execution = new MarkDisconnectedExecution(player1.id(), false);
|
||||
game.addExecution(execution);
|
||||
|
||||
executeTicks(game, 2);
|
||||
|
||||
expect(player1.isDisconnected()).toBe(false);
|
||||
expect(execution.isActive()).toBe(false);
|
||||
});
|
||||
|
||||
test("should handle multiple players with different disconnected states", () => {
|
||||
const execution1 = new MarkDisconnectedExecution(player1.id(), true);
|
||||
const execution2 = new MarkDisconnectedExecution(player2.id(), false);
|
||||
|
||||
const execution1 = new MarkDisconnectedExecution(player1, true);
|
||||
const execution2 = new MarkDisconnectedExecution(player2, false);
|
||||
game.addExecution(execution1, execution2);
|
||||
executeTicks(game, 2);
|
||||
|
||||
executeTicks(game, 1);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
expect(player2.isDisconnected()).toBe(false);
|
||||
expect(execution1.isActive()).toBe(false);
|
||||
expect(execution2.isActive()).toBe(false);
|
||||
});
|
||||
|
||||
test("should handle invalid player ID gracefully", () => {
|
||||
const execution = new MarkDisconnectedExecution(
|
||||
"invalid_player_id",
|
||||
true,
|
||||
);
|
||||
game.addExecution(execution);
|
||||
|
||||
// Should not throw and should deactivate
|
||||
expect(() => game.executeNextTick()).not.toThrow();
|
||||
expect(execution.isActive()).toBe(false);
|
||||
});
|
||||
|
||||
test("should not be active during spawn phase", () => {
|
||||
const execution = new MarkDisconnectedExecution(player1.id(), true);
|
||||
const execution = new MarkDisconnectedExecution(player1, true);
|
||||
expect(execution.activeDuringSpawnPhase()).toBe(false);
|
||||
});
|
||||
|
||||
test("should handle rapid disconnected state changes", () => {
|
||||
// Mark disconnected
|
||||
const execution1 = new MarkDisconnectedExecution(player1.id(), true);
|
||||
game.addExecution(execution1);
|
||||
executeTicks(game, 2);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
|
||||
// Mark not disconnected
|
||||
const execution2 = new MarkDisconnectedExecution(player1.id(), false);
|
||||
game.addExecution(execution2);
|
||||
executeTicks(game, 2);
|
||||
test("should handle multiple executions for same player in same tick", () => {
|
||||
const execution1 = new MarkDisconnectedExecution(player1, true);
|
||||
const execution2 = new MarkDisconnectedExecution(player1, false);
|
||||
game.addExecution(execution1, execution2);
|
||||
executeTicks(game, 1);
|
||||
// Last execution should win
|
||||
expect(player1.isDisconnected()).toBe(false);
|
||||
|
||||
// Mark disconnected again
|
||||
const execution3 = new MarkDisconnectedExecution(player1.id(), true);
|
||||
game.addExecution(execution3);
|
||||
executeTicks(game, 2);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
});
|
||||
|
||||
test("should execute properly with other executions in same tick", () => {
|
||||
const markDisconnectedExecution = new MarkDisconnectedExecution(
|
||||
player1.id(),
|
||||
true,
|
||||
);
|
||||
const markDisconnectedExecution2 = new MarkDisconnectedExecution(
|
||||
player2.id(),
|
||||
false,
|
||||
);
|
||||
|
||||
game.addExecution(markDisconnectedExecution, markDisconnectedExecution2);
|
||||
|
||||
// Execute multiple ticks to ensure all executions complete
|
||||
executeTicks(game, 2);
|
||||
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
expect(player2.isDisconnected()).toBe(false);
|
||||
expect(markDisconnectedExecution.isActive()).toBe(false);
|
||||
expect(markDisconnectedExecution2.isActive()).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("Disconnected state persistence", () => {
|
||||
test("should maintain disconnected state across game ticks", () => {
|
||||
player1.markDisconnected(true);
|
||||
|
||||
// Execute several ticks
|
||||
executeTicks(game, 5);
|
||||
|
||||
// Disconnected state should persist
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
});
|
||||
|
||||
test("should maintain disconnected state in player updates", () => {
|
||||
test("should maintain disconnected state in player updates across ticks", () => {
|
||||
player1.markDisconnected(true);
|
||||
|
||||
// Execute some ticks and check update still shows disconnected
|
||||
executeTicks(game, 3);
|
||||
|
||||
const update = player1.toUpdate();
|
||||
expect(update.isDisconnected).toBe(true);
|
||||
});
|
||||
|
||||
test("should handle execution during different game phases", () => {
|
||||
// Test that disconnected execution works outside spawn phase
|
||||
expect(game.inSpawnPhase()).toBe(false);
|
||||
|
||||
const execution = new MarkDisconnectedExecution(player1.id(), true);
|
||||
game.addExecution(execution);
|
||||
executeTicks(game, 2);
|
||||
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
expect(execution.isActive()).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("Edge cases", () => {
|
||||
test("should handle marking same disconnected state multiple times", () => {
|
||||
// Mark disconnected multiple times
|
||||
player1.markDisconnected(true);
|
||||
player1.markDisconnected(true);
|
||||
player1.markDisconnected(true);
|
||||
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
|
||||
// Mark not disconnected multiple times
|
||||
player1.markDisconnected(false);
|
||||
player1.markDisconnected(false);
|
||||
player1.markDisconnected(false);
|
||||
|
||||
expect(player1.isDisconnected()).toBe(false);
|
||||
});
|
||||
|
||||
test("should handle execution with same disconnected state", () => {
|
||||
// Start with player disconnected
|
||||
player1.markDisconnected(true);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
|
||||
// Execute with same disconnected state
|
||||
const execution = new MarkDisconnectedExecution(player1.id(), true);
|
||||
const execution = new MarkDisconnectedExecution(player1, true);
|
||||
game.addExecution(execution);
|
||||
executeTicks(game, 2);
|
||||
|
||||
executeTicks(game, 1);
|
||||
expect(player1.isDisconnected()).toBe(true);
|
||||
expect(execution.isActive()).toBe(false);
|
||||
});
|
||||
|
||||
test("should handle missing player during execution init", () => {
|
||||
const execution = new MarkDisconnectedExecution(
|
||||
"nonexistent_player",
|
||||
true,
|
||||
);
|
||||
|
||||
// Mock console.warn to verify it's called
|
||||
const consoleSpy = jest.spyOn(console, "warn").mockImplementation();
|
||||
|
||||
game.addExecution(execution);
|
||||
executeTicks(game, 2);
|
||||
|
||||
expect(execution.isActive()).toBe(false);
|
||||
expect(consoleSpy).toHaveBeenCalledWith(
|
||||
expect.stringContaining(
|
||||
"MarkDisconnectedExecution: player nonexistent_player not found",
|
||||
),
|
||||
);
|
||||
|
||||
consoleSpy.mockRestore();
|
||||
});
|
||||
|
||||
test("should handle multiple executions for same player", () => {
|
||||
const execution1 = new MarkDisconnectedExecution(player1.id(), true);
|
||||
const execution2 = new MarkDisconnectedExecution(player1.id(), false);
|
||||
|
||||
game.addExecution(execution1, execution2);
|
||||
executeTicks(game, 2);
|
||||
|
||||
// Last execution should win
|
||||
expect(player1.isDisconnected()).toBe(false);
|
||||
expect(execution1.isActive()).toBe(false);
|
||||
expect(execution2.isActive()).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user