mirror of
https://github.com/openfrontio/OpenFrontIO.git
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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:
@@ -18,9 +18,11 @@ import {
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ClientMessage,
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ClientPingMessage,
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ClientRejoinMessage,
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ClientSendLiveStatsMessage,
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ClientSendWinnerMessage,
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GameConfig,
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Intent,
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LiveStats,
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ServerMessage,
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ServerMessageSchema,
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Winner,
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@@ -152,6 +154,9 @@ export class SendWinnerEvent implements GameEvent {
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public readonly allPlayersStats: AllPlayersStats,
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) {}
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}
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export class SendLiveStatsEvent implements GameEvent {
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constructor(public readonly stats: LiveStats) {}
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}
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export class SendHashEvent implements GameEvent {
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constructor(
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public readonly tick: Tick,
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@@ -244,6 +249,7 @@ export class Transport {
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this.eventBus.on(PauseGameIntentEvent, (e) => this.onPauseGameIntent(e));
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this.eventBus.on(SendWinnerEvent, (e) => this.onSendWinnerEvent(e));
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this.eventBus.on(SendLiveStatsEvent, (e) => this.onSendLiveStatsEvent(e));
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this.eventBus.on(SendHashEvent, (e) => this.onSendHashEvent(e));
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this.eventBus.on(CancelAttackIntentEvent, (e) =>
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this.onCancelAttackIntentEvent(e),
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@@ -592,6 +598,15 @@ export class Transport {
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}
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}
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private onSendLiveStatsEvent(event: SendLiveStatsEvent) {
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if (this.isLocal || this.socket?.readyState === WebSocket.OPEN) {
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this.sendMsg({
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type: "live_stats",
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stats: event.stats,
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} satisfies ClientSendLiveStatsMessage);
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}
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}
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private onSendHashEvent(event: SendHashEvent) {
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if (this.isLocal || this.socket?.readyState === WebSocket.OPEN) {
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this.sendMsg({
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@@ -0,0 +1,62 @@
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import { EventBus } from "../../core/EventBus";
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import { LiveStats, PlayerLiveStats } from "../../core/Schemas";
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import { Controller } from "../Controller";
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import { SendLiveStatsEvent } from "../Transport";
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import { GameView } from "../view";
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// Clients each report a live stats snapshot to the server every ~10s (turns are
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// 100ms), which the server reaches consensus on so the admin bot can observe a
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// running game. Opt-in per game (GameConfig.liveStatsEnabled) since it adds
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// per-client traffic; the admin bot sets it for tournaments. See
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// GameServer.handleLiveStats.
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const LIVE_STATS_INTERVAL_TURNS = 100;
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export class LiveStatsController implements Controller {
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// Only report when the game opted in, and never for replays (which have no
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// server to report to).
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private readonly enabled: boolean;
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constructor(
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private readonly game: GameView,
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private readonly eventBus: EventBus,
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) {
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this.enabled =
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game.config().gameConfig().liveStatsEnabled === true &&
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!game.config().isReplay();
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}
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// Report a live snapshot of the game so the server can reach consensus and
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// serve it to the admin bot. Only deterministic sim values are sent, with
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// players sorted by clientID, so in-sync clients produce an identical payload
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// that the server can vote on.
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tick(): void {
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if (!this.enabled) {
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return;
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}
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const turn = this.game.ticks();
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if (turn <= 0 || turn % LIVE_STATS_INTERVAL_TURNS !== 0) {
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return;
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}
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const players: PlayerLiveStats[] = this.game
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.players()
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.flatMap((p) => {
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const clientID = p.clientID();
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if (clientID === null) {
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return [];
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}
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return [
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{
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clientID,
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tilesOwned: p.numTilesOwned(),
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troops: p.troops(),
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gold: p.gold().toString(),
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isAlive: p.isAlive(),
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team: p.team(),
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},
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];
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})
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.sort((a, b) => a.clientID.localeCompare(b.clientID));
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const stats: LiveStats = { turn, players };
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this.eventBus.emit(new SendLiveStatsEvent(stats));
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}
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}
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@@ -4,6 +4,7 @@ import { Controller } from "../Controller";
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import { AttackingTroopsController } from "../controllers/AttackingTroopsController";
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import { BuildPreviewController } from "../controllers/BuildPreviewController";
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import { HoverHighlightController } from "../controllers/HoverHighlightController";
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import { LiveStatsController } from "../controllers/LiveStatsController";
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import { SoundEffectController } from "../controllers/SoundEffectController";
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import { StructureHighlightController } from "../controllers/StructureHighlightController";
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import { ViewModeController } from "../controllers/ViewModeController";
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@@ -293,6 +294,7 @@ export function createRenderer(
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userSettings,
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),
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new HoverHighlightController(game, eventBus, transformHandler, view),
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new LiveStatsController(game, eventBus),
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new StructureHighlightController(eventBus, view),
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new ViewModeController(eventBus, view),
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new AttackingTroopsController(game, eventBus, userSettings, view),
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@@ -94,6 +94,7 @@ export type GameConfig = z.infer<typeof GameConfigSchema>;
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export type ClientMessage =
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| ClientSendWinnerMessage
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| ClientSendLiveStatsMessage
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| ClientPingMessage
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| ClientIntentMessage
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| ClientJoinMessage
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@@ -122,6 +123,11 @@ export type ServerLobbyInfoMessage = z.infer<
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typeof ServerLobbyInfoMessageSchema
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>;
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export type ClientSendWinnerMessage = z.infer<typeof ClientSendWinnerSchema>;
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export type ClientSendLiveStatsMessage = z.infer<
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typeof ClientSendLiveStatsSchema
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>;
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export type PlayerLiveStats = z.infer<typeof PlayerLiveStatsSchema>;
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export type LiveStats = z.infer<typeof LiveStatsSchema>;
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export type ClientPingMessage = z.infer<typeof ClientPingMessageSchema>;
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export type ClientIntentMessage = z.infer<typeof ClientIntentMessageSchema>;
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export type ClientJoinMessage = z.infer<typeof ClientJoinMessageSchema>;
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@@ -279,6 +285,10 @@ export const GameConfigSchema = z.object({
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disableNavMesh: z.boolean().optional(),
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disableAlliances: z.boolean().nullable().optional(),
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disableClanTags: z.boolean().optional(),
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// Opt-in live game stats reporting for the admin bot. Off by default and has
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// no UI — the admin bot sets it when creating tournament games, since it adds
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// per-client traffic. See LiveStatsController / GameServer.handleLiveStats.
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liveStatsEnabled: z.boolean().optional(),
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anonymizeNames: z.boolean().optional(),
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// While anonymizeNames is on, clientIDs the host has granted real-name
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// visibility to (e.g. casters / observers). Everyone else stays anonymized.
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@@ -693,6 +703,32 @@ export const ClientSendWinnerSchema = z.object({
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allPlayersStats: AllPlayersStatsSchema,
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});
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// A live snapshot of one human player at a given turn. Only deterministic sim
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// values are included so in-sync clients produce an identical snapshot that can
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// be agreed on by majority vote. gold is a decimal string because it is a
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// bigint in the engine.
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export const PlayerLiveStatsSchema = z.object({
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clientID: ID,
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tilesOwned: z.number().int().nonnegative(),
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troops: z.number(),
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gold: z.string(),
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isAlive: z.boolean(),
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team: z.string().nullable(),
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});
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// A full live snapshot of a running game at a given turn. Reported by clients
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// (which run the sim) so the server can answer "what's happening" queries for
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// the admin bot.
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export const LiveStatsSchema = z.object({
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turn: z.number().int().nonnegative(),
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players: PlayerLiveStatsSchema.array(),
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});
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export const ClientSendLiveStatsSchema = z.object({
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type: z.literal("live_stats"),
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stats: LiveStatsSchema,
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});
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export const ClientHashSchema = z.object({
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type: z.literal("hash"),
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hash: z.number(),
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@@ -737,6 +773,7 @@ export const ClientRejoinMessageSchema = z.object({
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export const ClientMessageSchema = z.discriminatedUnion("type", [
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ClientSendWinnerSchema,
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ClientSendLiveStatsSchema,
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ClientPingMessageSchema,
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ClientIntentMessageSchema,
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ClientJoinMessageSchema,
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@@ -102,6 +102,24 @@ export function registerAdminBotRoutes(opts: {
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});
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});
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// Read what's happening in a running game. The sim runs on the clients, so
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// this returns the latest live stats snapshot a majority of them agreed on
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// (liveStats is null until the first consensus is reached).
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app.get("/api/adminbot/game/:id/stats", requireAdminBotKey, (req, res) => {
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const id = req.params.id as string;
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if (!ownsGame(id, res)) return;
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const game = gm.game(id);
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if (game === null) {
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return res.status(404).json({ error: "Game not found" });
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}
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res.json({
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gameID: id,
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liveStats: game.liveStats(),
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});
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});
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// Send an intent. Honors the lobby-management intents; everything else 400.
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app.post("/api/adminbot/game/:id/intent", requireAdminBotKey, (req, res) => {
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const id = req.params.id as string;
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@@ -4,7 +4,7 @@ import { ClientID } from "../core/Schemas";
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const INTENTS_PER_SECOND = 10;
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const INTENTS_PER_MINUTE = 150;
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const MAX_INTENT_SIZE = 2000;
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const TOTAL_BYTES = 2 * 1024 * 1024; // 2MB per client
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const TOTAL_BYTES = 5 * 1024 * 1024; // 5MB per client
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export type RateLimitResult = "ok" | "limit" | "kick";
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interface ClientBucket {
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+111
-16
@@ -8,12 +8,15 @@ import { GameType } from "../core/game/Game";
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import {
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ClientID,
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ClientMessageSchema,
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ClientSendLiveStatsMessage,
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ClientSendWinnerMessage,
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GameConfig,
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GameInfo,
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GameStartInfo,
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GameStartInfoSchema,
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Intent,
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LiveStats,
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PlayerLiveStats,
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PlayerRecord,
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PublicGameType,
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ServerDesyncSchema,
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@@ -30,6 +33,7 @@ import { archive, finalizeGameRecord } from "./Archive";
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import { Client } from "./Client";
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import { ClientMsgRateLimiter } from "./ClientMsgRateLimiter";
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import { ServerEnv } from "./ServerEnv";
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import { VoteRound } from "./VoteTally";
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export enum GamePhase {
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Lobby = "LOBBY",
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Active = "ACTIVE",
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@@ -104,10 +108,17 @@ export class GameServer {
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private websockets: Set<WebSocket> = new Set();
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private winnerVotes: Map<
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string,
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{ winner: ClientSendWinnerMessage; ips: Set<string> }
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private winnerVotes = new VoteRound<ClientSendWinnerMessage>();
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// Per-turn consensus on the live stats snapshot (see handleLiveStats).
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// Tallies are keyed by turn number; an entry is removed once consensus is
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// reached for that turn (or a later one) so the map stays small.
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private liveStatsVotes: Map<
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number,
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{ round: VoteRound<LiveStats>; voters: Set<ClientID> }
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> = new Map();
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private latestLiveStats: LiveStats | null = null;
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private static readonly MAX_PENDING_LIVE_STATS_ROUNDS = 20;
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private _hasEnded = false;
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@@ -615,6 +626,10 @@ export class GameServer {
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this.handleWinner(client, clientMsg);
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break;
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}
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case "live_stats": {
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this.handleLiveStats(client, clientMsg);
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break;
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}
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default: {
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this.log.warn(`Unknown message type: ${(clientMsg as any).type}`, {
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clientID: client.clientID,
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@@ -1309,34 +1324,114 @@ export class GameServer {
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// Add client vote
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const winnerKey = JSON.stringify(clientMsg.winner);
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if (!this.winnerVotes.has(winnerKey)) {
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this.winnerVotes.set(winnerKey, { ips: new Set(), winner: clientMsg });
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}
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const potentialWinner = this.winnerVotes.get(winnerKey)!;
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potentialWinner.ips.add(client.ip);
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const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
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const votes = this.winnerVotes.add(winnerKey, clientMsg, client.ip);
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const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip));
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const ratio = `${potentialWinner.ips.size}/${activeUniqueIPs.size}`;
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this.log.info(
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`received winner vote ${clientMsg.winner}, ${ratio} votes for this winner`,
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`received winner vote ${clientMsg.winner}, ${votes}/${activeUniqueIPs} votes for this winner`,
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{
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clientID: client.clientID,
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},
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);
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if (potentialWinner.ips.size * 2 < activeUniqueIPs.size) {
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const result = this.winnerVotes.result(activeUniqueIPs);
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if (result === null) {
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return;
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}
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// Vote succeeded
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this.winner = potentialWinner.winner;
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this.winner = result.value;
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this.log.info(
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`Winner determined by ${potentialWinner.ips.size}/${activeUniqueIPs.size} active IPs`,
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`Winner determined by ${result.votes}/${activeUniqueIPs} active IPs`,
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{
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winnerKey: winnerKey,
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winnerKey,
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},
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);
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this.archiveGame();
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}
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// Clients each send a live stats snapshot every ~10s tagged with the turn it
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// was taken at. In-sync clients produce an identical snapshot for a given
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// turn, so we reach majority consensus (same IP-weighted vote as the winner)
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// and keep the latest agreed snapshot for the admin bot to read.
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private handleLiveStats(
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client: Client,
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clientMsg: ClientSendLiveStatsMessage,
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) {
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if (
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this.outOfSyncClients.has(client.clientID) ||
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this.isKicked(client.clientID)
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) {
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return;
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}
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const stats = clientMsg.stats;
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const turn = stats.turn;
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// Ignore turns we've already reached consensus on (or older ones).
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if (this.latestLiveStats !== null && turn <= this.latestLiveStats.turn) {
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return;
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}
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let entry = this.liveStatsVotes.get(turn);
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if (entry === undefined) {
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entry = { round: new VoteRound<LiveStats>(), voters: new Set() };
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this.liveStatsVotes.set(turn, entry);
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this.pruneLiveStatsVotes();
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}
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// One vote per client per turn.
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if (entry.voters.has(client.clientID)) {
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return;
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}
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entry.voters.add(client.clientID);
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const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
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entry.round.add(JSON.stringify(stats), stats, client.ip);
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const result = entry.round.result(activeUniqueIPs);
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if (result === null) {
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return;
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}
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this.latestLiveStats = result.value;
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// This turn (and any older still-pending ones) are now settled.
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for (const t of this.liveStatsVotes.keys()) {
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if (t <= turn) {
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this.liveStatsVotes.delete(t);
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}
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}
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}
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// Bound the pending-vote map in case consensus is never reached for some
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// turns (e.g. a persistent desync). Maps iterate in insertion order and turns
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// arrive ascending, so this drops the oldest pending rounds.
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private pruneLiveStatsVotes() {
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while (
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this.liveStatsVotes.size > GameServer.MAX_PENDING_LIVE_STATS_ROUNDS
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) {
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const oldest = this.liveStatsVotes.keys().next().value;
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if (oldest === undefined) break;
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this.liveStatsVotes.delete(oldest);
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}
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}
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// Latest majority-agreed live stats snapshot, with players enriched with
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// server-authoritative info the clients don't vote on: the username and
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// current connection status. null until the first consensus.
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public liveStats(): {
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turn: number;
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players: (PlayerLiveStats & {
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username: string | null;
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connected: boolean;
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})[];
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} | null {
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if (this.latestLiveStats === null) {
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return null;
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}
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return {
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turn: this.latestLiveStats.turn,
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players: this.latestLiveStats.players.map((p) => ({
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...p,
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username: this.allClients.get(p.clientID)?.username ?? null,
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connected: !this.isClientDisconnected(p.clientID),
|
||||
})),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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 });
|
||||
|
||||
@@ -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");
|
||||
|
||||
@@ -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);
|
||||
});
|
||||
});
|
||||
@@ -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 });
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user