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synced 2026-07-01 03:53:26 +00:00
Updated MarkDisconnectedExecution to remove unnecessary steps
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+38
-158
@@ -50,12 +50,7 @@ describe("Disconnected", () => {
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expect(player2.isDisconnected()).toBe(false);
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});
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test("should mark player as disconnected", () => {
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player1.markDisconnected(true);
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expect(player1.isDisconnected()).toBe(true);
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});
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test("should mark player as not disconnected", () => {
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test("should mark player as disconnected and not disconnected", () => {
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player1.markDisconnected(true);
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expect(player1.isDisconnected()).toBe(true);
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@@ -67,217 +62,102 @@ describe("Disconnected", () => {
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player1.markDisconnected(true);
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const update = player1.toUpdate();
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expect(update.isDisconnected).toBe(true);
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player1.markDisconnected(false);
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const update2 = player1.toUpdate();
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expect(update2.isDisconnected).toBe(false);
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});
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});
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test("should maintain disconnected state independently for different players", () => {
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player1.markDisconnected(true);
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describe("Player view", () => {
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test("should reflect disconnected state in player view", () => {
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// Mark player2 as disconnected
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player2.markDisconnected(true);
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// Get player1's view of player2
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const player2View = game.player(player2.id());
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expect(player2View.isDisconnected()).toBe(true);
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// Mark player2 as connected again
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player2.markDisconnected(false);
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expect(player1.isDisconnected()).toBe(true);
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expect(player2.isDisconnected()).toBe(false);
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// Verify the view is updated
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const updatedPlayer2View = game.player(player2.id());
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expect(updatedPlayer2View.isDisconnected()).toBe(false);
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});
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test("should maintain disconnected state in view across game ticks", () => {
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player2.markDisconnected(true);
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executeTicks(game, 3);
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const player2View = game.player(player2.id());
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expect(player2View.isDisconnected()).toBe(true);
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});
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});
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describe("MarkDisconnectedExecution", () => {
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test("should mark player as disconnected when executed", () => {
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const execution = new MarkDisconnectedExecution(player1.id(), true);
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const execution = new MarkDisconnectedExecution(player1, true);
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game.addExecution(execution);
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executeTicks(game, 2);
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executeTicks(game, 1);
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expect(player1.isDisconnected()).toBe(true);
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expect(execution.isActive()).toBe(false);
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});
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test("should mark player as not disconnected when executed", () => {
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// First mark as disconnected directly
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player1.markDisconnected(true);
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expect(player1.isDisconnected()).toBe(true);
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// Then mark as not disconnected via execution
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const execution = new MarkDisconnectedExecution(player1.id(), false);
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game.addExecution(execution);
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executeTicks(game, 2);
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expect(player1.isDisconnected()).toBe(false);
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expect(execution.isActive()).toBe(false);
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});
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test("should handle multiple players with different disconnected states", () => {
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const execution1 = new MarkDisconnectedExecution(player1.id(), true);
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const execution2 = new MarkDisconnectedExecution(player2.id(), false);
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const execution1 = new MarkDisconnectedExecution(player1, true);
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const execution2 = new MarkDisconnectedExecution(player2, false);
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game.addExecution(execution1, execution2);
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executeTicks(game, 2);
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executeTicks(game, 1);
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expect(player1.isDisconnected()).toBe(true);
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expect(player2.isDisconnected()).toBe(false);
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expect(execution1.isActive()).toBe(false);
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expect(execution2.isActive()).toBe(false);
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});
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test("should handle invalid player ID gracefully", () => {
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const execution = new MarkDisconnectedExecution(
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"invalid_player_id",
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true,
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);
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game.addExecution(execution);
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// Should not throw and should deactivate
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expect(() => game.executeNextTick()).not.toThrow();
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expect(execution.isActive()).toBe(false);
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});
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test("should not be active during spawn phase", () => {
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const execution = new MarkDisconnectedExecution(player1.id(), true);
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const execution = new MarkDisconnectedExecution(player1, true);
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expect(execution.activeDuringSpawnPhase()).toBe(false);
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});
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test("should handle rapid disconnected state changes", () => {
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// Mark disconnected
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const execution1 = new MarkDisconnectedExecution(player1.id(), true);
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game.addExecution(execution1);
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executeTicks(game, 2);
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expect(player1.isDisconnected()).toBe(true);
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// Mark not disconnected
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const execution2 = new MarkDisconnectedExecution(player1.id(), false);
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game.addExecution(execution2);
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executeTicks(game, 2);
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test("should handle multiple executions for same player in same tick", () => {
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const execution1 = new MarkDisconnectedExecution(player1, true);
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const execution2 = new MarkDisconnectedExecution(player1, false);
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game.addExecution(execution1, execution2);
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executeTicks(game, 1);
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// Last execution should win
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expect(player1.isDisconnected()).toBe(false);
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// Mark disconnected again
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const execution3 = new MarkDisconnectedExecution(player1.id(), true);
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game.addExecution(execution3);
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executeTicks(game, 2);
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expect(player1.isDisconnected()).toBe(true);
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});
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test("should execute properly with other executions in same tick", () => {
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const markDisconnectedExecution = new MarkDisconnectedExecution(
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player1.id(),
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true,
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);
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const markDisconnectedExecution2 = new MarkDisconnectedExecution(
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player2.id(),
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false,
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);
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game.addExecution(markDisconnectedExecution, markDisconnectedExecution2);
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// Execute multiple ticks to ensure all executions complete
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executeTicks(game, 2);
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expect(player1.isDisconnected()).toBe(true);
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expect(player2.isDisconnected()).toBe(false);
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expect(markDisconnectedExecution.isActive()).toBe(false);
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expect(markDisconnectedExecution2.isActive()).toBe(false);
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});
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});
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describe("Disconnected state persistence", () => {
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test("should maintain disconnected state across game ticks", () => {
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player1.markDisconnected(true);
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// Execute several ticks
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executeTicks(game, 5);
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// Disconnected state should persist
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expect(player1.isDisconnected()).toBe(true);
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});
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test("should maintain disconnected state in player updates", () => {
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test("should maintain disconnected state in player updates across ticks", () => {
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player1.markDisconnected(true);
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// Execute some ticks and check update still shows disconnected
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executeTicks(game, 3);
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const update = player1.toUpdate();
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expect(update.isDisconnected).toBe(true);
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});
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test("should handle execution during different game phases", () => {
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// Test that disconnected execution works outside spawn phase
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expect(game.inSpawnPhase()).toBe(false);
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const execution = new MarkDisconnectedExecution(player1.id(), true);
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game.addExecution(execution);
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executeTicks(game, 2);
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expect(player1.isDisconnected()).toBe(true);
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expect(execution.isActive()).toBe(false);
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});
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});
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describe("Edge cases", () => {
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test("should handle marking same disconnected state multiple times", () => {
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// Mark disconnected multiple times
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player1.markDisconnected(true);
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player1.markDisconnected(true);
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player1.markDisconnected(true);
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expect(player1.isDisconnected()).toBe(true);
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// Mark not disconnected multiple times
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player1.markDisconnected(false);
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player1.markDisconnected(false);
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player1.markDisconnected(false);
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expect(player1.isDisconnected()).toBe(false);
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});
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test("should handle execution with same disconnected state", () => {
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// Start with player disconnected
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player1.markDisconnected(true);
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expect(player1.isDisconnected()).toBe(true);
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// Execute with same disconnected state
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const execution = new MarkDisconnectedExecution(player1.id(), true);
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const execution = new MarkDisconnectedExecution(player1, true);
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game.addExecution(execution);
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executeTicks(game, 2);
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executeTicks(game, 1);
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expect(player1.isDisconnected()).toBe(true);
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expect(execution.isActive()).toBe(false);
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});
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test("should handle missing player during execution init", () => {
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const execution = new MarkDisconnectedExecution(
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"nonexistent_player",
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true,
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);
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// Mock console.warn to verify it's called
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const consoleSpy = jest.spyOn(console, "warn").mockImplementation();
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game.addExecution(execution);
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executeTicks(game, 2);
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expect(execution.isActive()).toBe(false);
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expect(consoleSpy).toHaveBeenCalledWith(
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expect.stringContaining(
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"MarkDisconnectedExecution: player nonexistent_player not found",
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),
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);
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consoleSpy.mockRestore();
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});
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test("should handle multiple executions for same player", () => {
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const execution1 = new MarkDisconnectedExecution(player1.id(), true);
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const execution2 = new MarkDisconnectedExecution(player1.id(), false);
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game.addExecution(execution1, execution2);
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executeTicks(game, 2);
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// Last execution should win
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expect(player1.isDisconnected()).toBe(false);
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expect(execution1.isActive()).toBe(false);
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expect(execution2.isActive()).toBe(false);
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});
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});
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});
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