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Add per-recipient cooldown to QuickChatExecution (#4012)
`QuickChatExecution` had no cooldown, allowing a player to spam quick-chat intents and flood a recipient's chat UI. This could bury incoming alliance request notifications, preventing them from being seen or accepted. This fix mirrors the existing emoji cooldown pattern: - Added `quickChatCooldown()` to `Config` (default: 30 ticks / 3 seconds) - Added `canSendQuickChat(recipient)` and `recordQuickChat(recipient)` to `Player` / `PlayerImpl`, tracking outgoing chats per recipient - `QuickChatExecution.tick()` now checks `canSendQuickChat` before displaying and records before the display calls (so the cooldown is always written even if display throws)
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import { QuickChatExecution } from "../src/core/execution/QuickChatExecution";
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import { Game, Player, PlayerType } from "../src/core/game/Game";
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import { playerInfo, setup } from "./util/Setup";
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let game: Game;
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let player1: Player;
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let player2: Player;
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let player3: Player;
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describe("QuickChat cooldown", () => {
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beforeEach(async () => {
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game = await setup("plains", {}, [
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playerInfo("player1", PlayerType.Human),
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playerInfo("player2", PlayerType.Human),
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playerInfo("player3", PlayerType.Human),
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]);
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player1 = game.player("player1");
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player1.conquer(game.ref(0, 0));
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player2 = game.player("player2");
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player2.conquer(game.ref(0, 1));
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player3 = game.player("player3");
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player3.conquer(game.ref(0, 2));
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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});
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// Helper: add an execution and advance two ticks so tick() actually runs.
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// (addExecution → unInitExecs; first tick: init(); second tick: tick())
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function sendQuickChat(sender: Player, recipient: Player) {
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game.addExecution(
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new QuickChatExecution(sender, recipient.id(), "greet.hello", undefined),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // tick
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}
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test("first quick chat is sent", () => {
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expect(player1.canSendQuickChat(player2)).toBe(true);
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sendQuickChat(player1, player2);
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expect(player1.canSendQuickChat(player2)).toBe(false);
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});
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test("second quick chat within cooldown is blocked", () => {
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sendQuickChat(player1, player2);
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expect(player1.canSendQuickChat(player2)).toBe(false);
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// Even after the second attempt, cooldown persists
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sendQuickChat(player1, player2);
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expect(player1.canSendQuickChat(player2)).toBe(false);
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});
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test("quick chat is allowed again after cooldown expires", () => {
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sendQuickChat(player1, player2);
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expect(player1.canSendQuickChat(player2)).toBe(false);
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// Advance past the cooldown (3 * 10 = 30 ticks)
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const cooldown = game.config().quickChatCooldown();
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for (let i = 0; i < cooldown; i++) {
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game.executeNextTick();
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}
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expect(player1.canSendQuickChat(player2)).toBe(true);
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});
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test("cooldown is per-sender — different sender is not affected", () => {
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sendQuickChat(player1, player2);
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expect(player1.canSendQuickChat(player2)).toBe(false);
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// player2 sending to player1 is independent
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expect(player2.canSendQuickChat(player1)).toBe(true);
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});
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test("cooldown is per-recipient — same sender can still chat with a different recipient", () => {
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sendQuickChat(player1, player2);
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expect(player1.canSendQuickChat(player2)).toBe(false);
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// player1 is on cooldown for player2 but not for player3
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expect(player1.canSendQuickChat(player3)).toBe(true);
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});
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});
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