Add live game stats endpoint to the admin bot API (#4399)

## Summary

The game simulation runs **client-side**, so the server can't directly
see what's happening in a running game. This adds a way for the admin
bot to observe a live game: clients report a live stats snapshot every
~10s, the server reaches consensus on it (reusing the winner's vote
mechanism), and a new admin-bot endpoint serves it.

## How it works

1. **`LiveStatsController`** (client) emits a snapshot every **100
turns** (~10s at 100ms/turn) — only deterministic sim values, with
players sorted by clientID, so in-sync clients produce an identical
payload.
2. The snapshot is sent as a new **`live_stats`** wire message wrapping
a `LiveStats` object (`turn` + per-human-player
`tilesOwned`/`troops`/`gold`/`isAlive`/`team`).
3. **`GameServer.handleLiveStats`** tallies a per-turn **IP-weighted
majority vote** — the same consensus the winner uses — and keeps the
latest agreed snapshot.
4. **`GET /api/adminbot/game/:id/stats`** returns it, enriched with
usernames the server already holds. `liveStats` is `null` until the
first consensus.

The winner's vote tally was extracted into a small reusable
**`VoteRound`** (`src/server/VoteTally.ts`) and is now used for both
winner and live-stats consensus.

Names are deliberately **excluded** from the voted payload (they vary
per client under name anonymization, which would break exact-match
consensus); the server joins `clientID → username` instead.

## Changes

- `src/server/VoteTally.ts` *(new)* — reusable IP-weighted `VoteRound`
- `src/core/Schemas.ts` — `PlayerLiveStatsSchema`, `LiveStatsSchema`,
`ClientSendLiveStatsSchema` + unions
- `src/client/controllers/LiveStatsController.ts` *(new)* — per-100-turn
snapshot reporter
- `src/client/Transport.ts` — `SendLiveStatsEvent` + sender
- `src/client/hud/GameRenderer.ts` — register the controller
- `src/server/GameServer.ts` — refactor winner onto `VoteRound`; add
live-stats consensus + `liveStats()` accessor
- `src/server/AdminBotRoutes.ts` — `GET …/stats` endpoint

## Testing

- **Unit:** `tests/server/VoteTally.test.ts` (majority/dedup/ties),
`tests/server/LiveStats.test.ts` (consensus, disagreement, per-client
dedup, stale-turn rejection, turn advance, out-of-sync exclusion, +
endpoint 200/404/400). Full suite green (`npm test`), typecheck + lint
clean.
- **Manual e2e** against the dev server: created an admin-bot game,
joined it in a browser, force-started via `toggle_game_start_timer`, and
confirmed `GET …/stats` returned the consensus snapshot with username
enrichment and an advancing `turn`. Also verified wrong-worker → 400 and
missing-key → 401.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-24 15:21:52 -07:00
committed by GitHub
parent 8ffb19d938
commit 181368f962
12 changed files with 559 additions and 23 deletions
+15
View File
@@ -18,9 +18,11 @@ import {
ClientMessage,
ClientPingMessage,
ClientRejoinMessage,
ClientSendLiveStatsMessage,
ClientSendWinnerMessage,
GameConfig,
Intent,
LiveStats,
ServerMessage,
ServerMessageSchema,
Winner,
@@ -152,6 +154,9 @@ export class SendWinnerEvent implements GameEvent {
public readonly allPlayersStats: AllPlayersStats,
) {}
}
export class SendLiveStatsEvent implements GameEvent {
constructor(public readonly stats: LiveStats) {}
}
export class SendHashEvent implements GameEvent {
constructor(
public readonly tick: Tick,
@@ -244,6 +249,7 @@ export class Transport {
this.eventBus.on(PauseGameIntentEvent, (e) => this.onPauseGameIntent(e));
this.eventBus.on(SendWinnerEvent, (e) => this.onSendWinnerEvent(e));
this.eventBus.on(SendLiveStatsEvent, (e) => this.onSendLiveStatsEvent(e));
this.eventBus.on(SendHashEvent, (e) => this.onSendHashEvent(e));
this.eventBus.on(CancelAttackIntentEvent, (e) =>
this.onCancelAttackIntentEvent(e),
@@ -592,6 +598,15 @@ export class Transport {
}
}
private onSendLiveStatsEvent(event: SendLiveStatsEvent) {
if (this.isLocal || this.socket?.readyState === WebSocket.OPEN) {
this.sendMsg({
type: "live_stats",
stats: event.stats,
} satisfies ClientSendLiveStatsMessage);
}
}
private onSendHashEvent(event: SendHashEvent) {
if (this.isLocal || this.socket?.readyState === WebSocket.OPEN) {
this.sendMsg({
@@ -0,0 +1,62 @@
import { EventBus } from "../../core/EventBus";
import { LiveStats, PlayerLiveStats } from "../../core/Schemas";
import { Controller } from "../Controller";
import { SendLiveStatsEvent } from "../Transport";
import { GameView } from "../view";
// Clients each report a live stats snapshot to the server every ~10s (turns are
// 100ms), which the server reaches consensus on so the admin bot can observe a
// running game. Opt-in per game (GameConfig.liveStatsEnabled) since it adds
// per-client traffic; the admin bot sets it for tournaments. See
// GameServer.handleLiveStats.
const LIVE_STATS_INTERVAL_TURNS = 100;
export class LiveStatsController implements Controller {
// Only report when the game opted in, and never for replays (which have no
// server to report to).
private readonly enabled: boolean;
constructor(
private readonly game: GameView,
private readonly eventBus: EventBus,
) {
this.enabled =
game.config().gameConfig().liveStatsEnabled === true &&
!game.config().isReplay();
}
// Report a live snapshot of the game so the server can reach consensus and
// serve it to the admin bot. Only deterministic sim values are sent, with
// players sorted by clientID, so in-sync clients produce an identical payload
// that the server can vote on.
tick(): void {
if (!this.enabled) {
return;
}
const turn = this.game.ticks();
if (turn <= 0 || turn % LIVE_STATS_INTERVAL_TURNS !== 0) {
return;
}
const players: PlayerLiveStats[] = this.game
.players()
.flatMap((p) => {
const clientID = p.clientID();
if (clientID === null) {
return [];
}
return [
{
clientID,
tilesOwned: p.numTilesOwned(),
troops: p.troops(),
gold: p.gold().toString(),
isAlive: p.isAlive(),
team: p.team(),
},
];
})
.sort((a, b) => a.clientID.localeCompare(b.clientID));
const stats: LiveStats = { turn, players };
this.eventBus.emit(new SendLiveStatsEvent(stats));
}
}
+2
View File
@@ -4,6 +4,7 @@ import { Controller } from "../Controller";
import { AttackingTroopsController } from "../controllers/AttackingTroopsController";
import { BuildPreviewController } from "../controllers/BuildPreviewController";
import { HoverHighlightController } from "../controllers/HoverHighlightController";
import { LiveStatsController } from "../controllers/LiveStatsController";
import { SoundEffectController } from "../controllers/SoundEffectController";
import { StructureHighlightController } from "../controllers/StructureHighlightController";
import { ViewModeController } from "../controllers/ViewModeController";
@@ -293,6 +294,7 @@ export function createRenderer(
userSettings,
),
new HoverHighlightController(game, eventBus, transformHandler, view),
new LiveStatsController(game, eventBus),
new StructureHighlightController(eventBus, view),
new ViewModeController(eventBus, view),
new AttackingTroopsController(game, eventBus, userSettings, view),
+37
View File
@@ -94,6 +94,7 @@ export type GameConfig = z.infer<typeof GameConfigSchema>;
export type ClientMessage =
| ClientSendWinnerMessage
| ClientSendLiveStatsMessage
| ClientPingMessage
| ClientIntentMessage
| ClientJoinMessage
@@ -122,6 +123,11 @@ export type ServerLobbyInfoMessage = z.infer<
typeof ServerLobbyInfoMessageSchema
>;
export type ClientSendWinnerMessage = z.infer<typeof ClientSendWinnerSchema>;
export type ClientSendLiveStatsMessage = z.infer<
typeof ClientSendLiveStatsSchema
>;
export type PlayerLiveStats = z.infer<typeof PlayerLiveStatsSchema>;
export type LiveStats = z.infer<typeof LiveStatsSchema>;
export type ClientPingMessage = z.infer<typeof ClientPingMessageSchema>;
export type ClientIntentMessage = z.infer<typeof ClientIntentMessageSchema>;
export type ClientJoinMessage = z.infer<typeof ClientJoinMessageSchema>;
@@ -279,6 +285,10 @@ export const GameConfigSchema = z.object({
disableNavMesh: z.boolean().optional(),
disableAlliances: z.boolean().nullable().optional(),
disableClanTags: z.boolean().optional(),
// Opt-in live game stats reporting for the admin bot. Off by default and has
// no UI — the admin bot sets it when creating tournament games, since it adds
// per-client traffic. See LiveStatsController / GameServer.handleLiveStats.
liveStatsEnabled: z.boolean().optional(),
anonymizeNames: z.boolean().optional(),
// While anonymizeNames is on, clientIDs the host has granted real-name
// visibility to (e.g. casters / observers). Everyone else stays anonymized.
@@ -693,6 +703,32 @@ export const ClientSendWinnerSchema = z.object({
allPlayersStats: AllPlayersStatsSchema,
});
// A live snapshot of one human player at a given turn. Only deterministic sim
// values are included so in-sync clients produce an identical snapshot that can
// be agreed on by majority vote. gold is a decimal string because it is a
// bigint in the engine.
export const PlayerLiveStatsSchema = z.object({
clientID: ID,
tilesOwned: z.number().int().nonnegative(),
troops: z.number(),
gold: z.string(),
isAlive: z.boolean(),
team: z.string().nullable(),
});
// A full live snapshot of a running game at a given turn. Reported by clients
// (which run the sim) so the server can answer "what's happening" queries for
// the admin bot.
export const LiveStatsSchema = z.object({
turn: z.number().int().nonnegative(),
players: PlayerLiveStatsSchema.array(),
});
export const ClientSendLiveStatsSchema = z.object({
type: z.literal("live_stats"),
stats: LiveStatsSchema,
});
export const ClientHashSchema = z.object({
type: z.literal("hash"),
hash: z.number(),
@@ -737,6 +773,7 @@ export const ClientRejoinMessageSchema = z.object({
export const ClientMessageSchema = z.discriminatedUnion("type", [
ClientSendWinnerSchema,
ClientSendLiveStatsSchema,
ClientPingMessageSchema,
ClientIntentMessageSchema,
ClientJoinMessageSchema,
+18
View File
@@ -102,6 +102,24 @@ export function registerAdminBotRoutes(opts: {
});
});
// Read what's happening in a running game. The sim runs on the clients, so
// this returns the latest live stats snapshot a majority of them agreed on
// (liveStats is null until the first consensus is reached).
app.get("/api/adminbot/game/:id/stats", requireAdminBotKey, (req, res) => {
const id = req.params.id as string;
if (!ownsGame(id, res)) return;
const game = gm.game(id);
if (game === null) {
return res.status(404).json({ error: "Game not found" });
}
res.json({
gameID: id,
liveStats: game.liveStats(),
});
});
// Send an intent. Honors the lobby-management intents; everything else 400.
app.post("/api/adminbot/game/:id/intent", requireAdminBotKey, (req, res) => {
const id = req.params.id as string;
+1 -1
View File
@@ -4,7 +4,7 @@ import { ClientID } from "../core/Schemas";
const INTENTS_PER_SECOND = 10;
const INTENTS_PER_MINUTE = 150;
const MAX_INTENT_SIZE = 2000;
const TOTAL_BYTES = 2 * 1024 * 1024; // 2MB per client
const TOTAL_BYTES = 5 * 1024 * 1024; // 5MB per client
export type RateLimitResult = "ok" | "limit" | "kick";
interface ClientBucket {
+111 -16
View File
@@ -8,12 +8,15 @@ import { GameType } from "../core/game/Game";
import {
ClientID,
ClientMessageSchema,
ClientSendLiveStatsMessage,
ClientSendWinnerMessage,
GameConfig,
GameInfo,
GameStartInfo,
GameStartInfoSchema,
Intent,
LiveStats,
PlayerLiveStats,
PlayerRecord,
PublicGameType,
ServerDesyncSchema,
@@ -30,6 +33,7 @@ import { archive, finalizeGameRecord } from "./Archive";
import { Client } from "./Client";
import { ClientMsgRateLimiter } from "./ClientMsgRateLimiter";
import { ServerEnv } from "./ServerEnv";
import { VoteRound } from "./VoteTally";
export enum GamePhase {
Lobby = "LOBBY",
Active = "ACTIVE",
@@ -104,10 +108,17 @@ export class GameServer {
private websockets: Set<WebSocket> = new Set();
private winnerVotes: Map<
string,
{ winner: ClientSendWinnerMessage; ips: Set<string> }
private winnerVotes = new VoteRound<ClientSendWinnerMessage>();
// Per-turn consensus on the live stats snapshot (see handleLiveStats).
// Tallies are keyed by turn number; an entry is removed once consensus is
// reached for that turn (or a later one) so the map stays small.
private liveStatsVotes: Map<
number,
{ round: VoteRound<LiveStats>; voters: Set<ClientID> }
> = new Map();
private latestLiveStats: LiveStats | null = null;
private static readonly MAX_PENDING_LIVE_STATS_ROUNDS = 20;
private _hasEnded = false;
@@ -615,6 +626,10 @@ export class GameServer {
this.handleWinner(client, clientMsg);
break;
}
case "live_stats": {
this.handleLiveStats(client, clientMsg);
break;
}
default: {
this.log.warn(`Unknown message type: ${(clientMsg as any).type}`, {
clientID: client.clientID,
@@ -1309,34 +1324,114 @@ export class GameServer {
// Add client vote
const winnerKey = JSON.stringify(clientMsg.winner);
if (!this.winnerVotes.has(winnerKey)) {
this.winnerVotes.set(winnerKey, { ips: new Set(), winner: clientMsg });
}
const potentialWinner = this.winnerVotes.get(winnerKey)!;
potentialWinner.ips.add(client.ip);
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
const votes = this.winnerVotes.add(winnerKey, clientMsg, client.ip);
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip));
const ratio = `${potentialWinner.ips.size}/${activeUniqueIPs.size}`;
this.log.info(
`received winner vote ${clientMsg.winner}, ${ratio} votes for this winner`,
`received winner vote ${clientMsg.winner}, ${votes}/${activeUniqueIPs} votes for this winner`,
{
clientID: client.clientID,
},
);
if (potentialWinner.ips.size * 2 < activeUniqueIPs.size) {
const result = this.winnerVotes.result(activeUniqueIPs);
if (result === null) {
return;
}
// Vote succeeded
this.winner = potentialWinner.winner;
this.winner = result.value;
this.log.info(
`Winner determined by ${potentialWinner.ips.size}/${activeUniqueIPs.size} active IPs`,
`Winner determined by ${result.votes}/${activeUniqueIPs} active IPs`,
{
winnerKey: winnerKey,
winnerKey,
},
);
this.archiveGame();
}
// Clients each send a live stats snapshot every ~10s tagged with the turn it
// was taken at. In-sync clients produce an identical snapshot for a given
// turn, so we reach majority consensus (same IP-weighted vote as the winner)
// and keep the latest agreed snapshot for the admin bot to read.
private handleLiveStats(
client: Client,
clientMsg: ClientSendLiveStatsMessage,
) {
if (
this.outOfSyncClients.has(client.clientID) ||
this.isKicked(client.clientID)
) {
return;
}
const stats = clientMsg.stats;
const turn = stats.turn;
// Ignore turns we've already reached consensus on (or older ones).
if (this.latestLiveStats !== null && turn <= this.latestLiveStats.turn) {
return;
}
let entry = this.liveStatsVotes.get(turn);
if (entry === undefined) {
entry = { round: new VoteRound<LiveStats>(), voters: new Set() };
this.liveStatsVotes.set(turn, entry);
this.pruneLiveStatsVotes();
}
// One vote per client per turn.
if (entry.voters.has(client.clientID)) {
return;
}
entry.voters.add(client.clientID);
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
entry.round.add(JSON.stringify(stats), stats, client.ip);
const result = entry.round.result(activeUniqueIPs);
if (result === null) {
return;
}
this.latestLiveStats = result.value;
// This turn (and any older still-pending ones) are now settled.
for (const t of this.liveStatsVotes.keys()) {
if (t <= turn) {
this.liveStatsVotes.delete(t);
}
}
}
// Bound the pending-vote map in case consensus is never reached for some
// turns (e.g. a persistent desync). Maps iterate in insertion order and turns
// arrive ascending, so this drops the oldest pending rounds.
private pruneLiveStatsVotes() {
while (
this.liveStatsVotes.size > GameServer.MAX_PENDING_LIVE_STATS_ROUNDS
) {
const oldest = this.liveStatsVotes.keys().next().value;
if (oldest === undefined) break;
this.liveStatsVotes.delete(oldest);
}
}
// Latest majority-agreed live stats snapshot, with players enriched with
// server-authoritative info the clients don't vote on: the username and
// current connection status. null until the first consensus.
public liveStats(): {
turn: number;
players: (PlayerLiveStats & {
username: string | null;
connected: boolean;
})[];
} | null {
if (this.latestLiveStats === null) {
return null;
}
return {
turn: this.latestLiveStats.turn,
players: this.latestLiveStats.players.map((p) => ({
...p,
username: this.allClients.get(p.clientID)?.username ?? null,
connected: !this.isClientDisconnected(p.clientID),
})),
};
}
}
+34
View File
@@ -0,0 +1,34 @@
// IP-weighted single-round vote used to reach consensus on a value that the
// authoritative simulation only exists for on the clients (which run the game),
// not the server. Clients each vote for a candidate value; a candidate wins once
// a strict majority of the electorate's unique IPs back it.
//
// Used both for end-of-game winner consensus and for periodic running-stats
// consensus (see GameServer).
export class VoteRound<T> {
private candidates = new Map<string, { value: T; ips: Set<string> }>();
// Records a vote for `value` (identified by the stable string `key`) from
// `ip`. Repeat votes from the same IP for the same candidate are idempotent.
// Returns the candidate's unique-IP vote count after the vote.
add(key: string, value: T, ip: string): number {
let candidate = this.candidates.get(key);
if (candidate === undefined) {
candidate = { value, ips: new Set() };
this.candidates.set(key, candidate);
}
candidate.ips.add(ip);
return candidate.ips.size;
}
// Returns the winning value once some candidate holds a strict majority of
// `totalUniqueIPs` (votes * 2 >= total), else null.
result(totalUniqueIPs: number): { value: T; votes: number } | null {
for (const candidate of this.candidates.values()) {
if (candidate.ips.size * 2 >= totalUniqueIPs) {
return { value: candidate.value, votes: candidate.ips.size };
}
}
return null;
}
}
+1
View File
@@ -27,6 +27,7 @@ function captureCreateHandler() {
post(path: string, ...handlers: ((req: any, res: any) => void)[]) {
routes[path] = handlers[handlers.length - 1];
},
get() {},
};
const log: any = { info: vi.fn(), warn: vi.fn(), error: vi.fn() };
registerAdminBotRoutes({ app, gm: {} as any, workerId: 0, log });
+6 -6
View File
@@ -57,20 +57,20 @@ describe("ClientMsgRateLimiter", () => {
});
describe("total bytes limit", () => {
it("kicks when cumulative bytes reach 2MB", () => {
it("kicks when cumulative bytes reach 5MB", () => {
const limiter = new ClientMsgRateLimiter();
const chunkSize = 512 * 1024; // 512KB
// Send 3 chunks = 1.5MB, should be ok
for (let i = 0; i < 3; i++) {
const chunkSize = 1024 * 1024; // 1MB
// Send 4 chunks = 4MB, should be ok
for (let i = 0; i < 4; i++) {
expect(limiter.check(CLIENT_A, "other", chunkSize)).toBe("ok");
}
// 4th chunk pushes to 2MB, should kick
// 5th chunk pushes to 5MB, should kick
expect(limiter.check(CLIENT_A, "other", chunkSize)).toBe("kick");
});
it("byte tracking is per client", () => {
const limiter = new ClientMsgRateLimiter();
const almostFull = 2 * 1024 * 1024 - 1;
const almostFull = 5 * 1024 * 1024 - 1;
expect(limiter.check(CLIENT_A, "other", almostFull)).toBe("ok");
// CLIENT_B should still be fine
expect(limiter.check(CLIENT_B, "other", 100)).toBe("ok");
+235
View File
@@ -0,0 +1,235 @@
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
import { GameType } from "../../src/core/game/Game";
import { PlayerLiveStats } from "../../src/core/Schemas";
import { registerAdminBotRoutes } from "../../src/server/AdminBotRoutes";
import { GameServer } from "../../src/server/GameServer";
import { ServerEnv } from "../../src/server/ServerEnv";
describe("GameServer.handleLiveStats", () => {
let mockLogger: any;
beforeEach(() => {
vi.useFakeTimers();
mockLogger = {
child: vi.fn().mockReturnThis(),
info: vi.fn(),
warn: vi.fn(),
error: vi.fn(),
};
});
afterEach(() => {
vi.restoreAllMocks();
vi.clearAllTimers();
});
function makeClient(clientID: string, ip: string, username: string) {
return { clientID, ip, persistentID: `pid-${clientID}`, username } as any;
}
// A GameServer with three distinct-IP active clients wired up.
function gameWithClients() {
const game = new GameServer("test-game", mockLogger, Date.now(), {
gameType: GameType.Private,
} as any);
const clients = [
makeClient("client01", "1.1.1.1", "Alice"),
makeClient("client02", "2.2.2.2", "Bob"),
makeClient("client03", "3.3.3.3", "Carol"),
];
(game as any).activeClients = clients;
const allClients = new Map<string, unknown>();
const disconnected = new Map<string, boolean>();
for (const c of clients) {
allClients.set(c.clientID, c);
disconnected.set(c.clientID, false); // all connected
}
(game as any).allClients = allClients;
(game as any).clientsDisconnectedStatus = disconnected;
return { game, clients };
}
const snapshot = (tilesOwned: number): PlayerLiveStats[] => [
{
clientID: "client01",
tilesOwned,
troops: 5,
gold: "100",
isAlive: true,
team: null,
},
];
const report = (
game: GameServer,
client: any,
turn: number,
players: PlayerLiveStats[],
) =>
(game as any).handleLiveStats(client, {
type: "live_stats",
stats: { turn, players },
});
it("reaches consensus at a strict majority and enriches usernames", () => {
const { game, clients } = gameWithClients();
const players = snapshot(10);
report(game, clients[0], 100, players);
// 1 of 3 IPs -> not yet.
expect(game.liveStats()).toBeNull();
report(game, clients[1], 100, players);
// 2 of 3 IPs -> consensus.
expect(game.liveStats()).toEqual({
turn: 100,
players: [{ ...players[0], username: "Alice", connected: true }],
});
});
it("reports server-side connection status per player", () => {
const { game, clients } = gameWithClients();
// client01 (the only player in the snapshot) has dropped.
(game as any).clientsDisconnectedStatus.set("client01", true);
const players = snapshot(10);
report(game, clients[0], 100, players);
report(game, clients[1], 100, players);
expect(game.liveStats()?.players[0].connected).toBe(false);
});
it("does not reach consensus when clients disagree", () => {
const { game, clients } = gameWithClients();
report(game, clients[0], 100, snapshot(10));
report(game, clients[1], 100, snapshot(20));
report(game, clients[2], 100, snapshot(30));
expect(game.liveStats()).toBeNull();
});
it("ignores a second vote from the same client in a turn", () => {
const { game, clients } = gameWithClients();
report(game, clients[0], 100, snapshot(10));
// Same client trying to back a different snapshot is ignored, so neither
// candidate can reach a majority from this one client.
report(game, clients[0], 100, snapshot(20));
report(game, clients[1], 100, snapshot(20));
expect(game.liveStats()).toBeNull();
});
it("ignores stats for a turn already settled", () => {
const { game, clients } = gameWithClients();
const players = snapshot(10);
report(game, clients[0], 100, players);
report(game, clients[1], 100, players);
expect(game.liveStats()?.turn).toBe(100);
// Late/old turns must not overwrite the latest snapshot.
report(game, clients[0], 50, snapshot(99));
report(game, clients[1], 50, snapshot(99));
expect(game.liveStats()?.turn).toBe(100);
});
it("advances to a newer turn once it reaches consensus", () => {
const { game, clients } = gameWithClients();
report(game, clients[0], 100, snapshot(10));
report(game, clients[1], 100, snapshot(10));
expect(game.liveStats()?.turn).toBe(100);
report(game, clients[0], 200, snapshot(42));
report(game, clients[1], 200, snapshot(42));
expect(game.liveStats()).toEqual({
turn: 200,
players: [{ ...snapshot(42)[0], username: "Alice", connected: true }],
});
});
it("ignores out-of-sync clients", () => {
const { game, clients } = gameWithClients();
(game as any).outOfSyncClients = new Set(["client01"]);
report(game, clients[0], 100, snapshot(10));
report(game, clients[1], 100, snapshot(10));
// Only client02's vote counted (1 of 3) -> no consensus.
expect(game.liveStats()).toBeNull();
});
});
function mockRes() {
const res: any = {
statusCode: 200,
body: undefined,
status(code: number) {
this.statusCode = code;
return this;
},
json(body: unknown) {
this.body = body;
return this;
},
};
return res;
}
// Capture the GET handler registered for the stats route, bypassing the
// requireAdminBotKey middleware (tested separately).
function captureStatsHandler(gm: unknown) {
const routes: Record<string, (req: any, res: any) => void> = {};
const app: any = {
post() {},
get(path: string, ...handlers: ((req: any, res: any) => void)[]) {
routes[path] = handlers[handlers.length - 1];
},
};
const log: any = { info: vi.fn(), warn: vi.fn(), error: vi.fn() };
registerAdminBotRoutes({ app, gm: gm as any, workerId: 0, log });
return routes["/api/adminbot/game/:id/stats"];
}
describe("admin bot stats endpoint", () => {
beforeEach(() => {
vi.spyOn(ServerEnv, "workerIndex").mockReturnValue(0);
});
afterEach(() => {
vi.restoreAllMocks();
});
it("returns the game's live stats", () => {
const liveStats = {
turn: 100,
players: [
{
clientID: "client01",
tilesOwned: 10,
troops: 5,
gold: "100",
isAlive: true,
team: null,
username: "Alice",
connected: true,
},
],
};
const gm = { game: () => ({ liveStats: () => liveStats }) };
const handler = captureStatsHandler(gm);
const res = mockRes();
handler({ params: { id: "abcdABCD" } }, res);
expect(res.statusCode).toBe(200);
expect(res.body.gameID).toBe("abcdABCD");
expect(res.body.liveStats).toEqual(liveStats);
});
it("404s when the game is not found", () => {
const gm = { game: () => null };
const handler = captureStatsHandler(gm);
const res = mockRes();
handler({ params: { id: "abcdABCD" } }, res);
expect(res.statusCode).toBe(404);
});
it("400s on an invalid game id", () => {
const gm = { game: () => null };
const handler = captureStatsHandler(gm);
const res = mockRes();
handler({ params: { id: "bad" } }, res);
expect(res.statusCode).toBe(400);
});
});
+37
View File
@@ -0,0 +1,37 @@
import { describe, expect, it } from "vitest";
import { VoteRound } from "../../src/server/VoteTally";
describe("VoteRound", () => {
it("returns null until a candidate has a strict majority of IPs", () => {
const round = new VoteRound<string>();
round.add("a", "a", "1.1.1.1");
// 1 of 3 unique IPs -> no majority yet.
expect(round.result(3)).toBeNull();
round.add("a", "a", "2.2.2.2");
// 2 of 3 -> majority (2 * 2 >= 3).
expect(round.result(3)).toEqual({ value: "a", votes: 2 });
});
it("counts each IP once per candidate", () => {
const round = new VoteRound<string>();
expect(round.add("a", "a", "1.1.1.1")).toBe(1);
expect(round.add("a", "a", "1.1.1.1")).toBe(1);
// Still a single IP, so no majority of a 3-IP electorate.
expect(round.result(3)).toBeNull();
});
it("tallies competing candidates independently", () => {
const round = new VoteRound<string>();
round.add("a", "a", "1.1.1.1");
round.add("b", "b", "2.2.2.2");
round.add("a", "a", "3.3.3.3");
// 'a' has 2 of 4 IPs (2 * 2 >= 4), 'b' has 1.
expect(round.result(4)).toEqual({ value: "a", votes: 2 });
});
it("accepts with exactly half the electorate (ties pass)", () => {
const round = new VoteRound<string>();
round.add("a", "a", "1.1.1.1");
expect(round.result(2)).toEqual({ value: "a", votes: 1 });
});
});