refactor: share renderer state shapes between game and WebGL renderer

PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState,
PlayerStatic, UnitState) directly instead of holding engine wire types.
GameView owns a long-lived FrameData object kept in sync each tick:
players/units/tiles/trail/railroad are mutated in place; derived buffers
(playerStatus, relationMatrix, allianceClusters, nukeTelegraphs,
attackRings) and events are recomputed in a final populateFrame() pass.

The renderer reads gameView.frameData() and the same byte-identical
state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from
~270 to ~70 LOC: palette management + a single uploadFrameData() call,
no per-frame UnitState allocation on the hot path.

Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/
relation matrix textures); NamePass disabled so HTML NameLayer remains
the only on-screen player names.

Also: 39 new tests covering PlayerView/GameView/FrameData behavior;
replace .data field access in three layer call sites with accessor
methods (betrayals(), type(), getTraitorRemainingTicks()).
This commit is contained in:
evanpelle
2026-05-16 13:27:31 -07:00
parent 53cf2d43f8
commit 5b663fae14
15 changed files with 3278 additions and 1619 deletions
+474
View File
@@ -0,0 +1,474 @@
/**
* GameView is the client-side simulation mirror — it accumulates player /
* unit / tile state from per-tick GameUpdateViewData. The FrameBuilder reads
* the same accessors (players(), units(), tileStateBuffer(),
* recentlyUpdatedTiles()) to translate state into FrameData each tick.
*
* These tests verify the update lifecycle: PlayerView reuse vs creation,
* UnitView lifecycle (create / mutate / mark for deletion / sweep next tick),
* smallID lookup, tick tracking, and tile delta accumulation.
*/
import { describe, expect, it } from "vitest";
import { UnitType } from "../../../src/core/game/Game";
import { GameUpdateType } from "../../../src/core/game/GameUpdates";
import {
makeEmptyGu,
makeGameView,
makeNameViewData,
makePlayerUpdate,
makeUnitUpdate,
} from "../../util/viewStubs";
function withPlayers(
tick: number,
players: ReturnType<typeof makePlayerUpdate>[],
nameDataMap: Record<string, ReturnType<typeof makeNameViewData>> = {},
) {
const gu = makeEmptyGu(tick);
gu.updates[GameUpdateType.Player] = players;
for (const p of players) {
gu.playerNameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
}
return gu;
}
describe("GameView.update — players", () => {
it("creates a PlayerView for each player in the first tick", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, name: "Alice" }),
makePlayerUpdate({ id: "bob", smallID: 2, name: "Bob" }),
]),
);
expect(game.players().map((p) => p.id())).toEqual(["alice", "bob"]);
});
it("reuses an existing PlayerView on subsequent updates (in-place data swap)", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 100 }),
]),
);
const first = game.player("alice");
game.update(
withPlayers(2, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 250 }),
]),
);
const second = game.player("alice");
expect(second).toBe(first); // same PlayerView instance
expect(second.troops()).toBe(250); // data was swapped in
});
it("playerBySmallID resolves through the smallID → PlayerID map", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1 }),
makePlayerUpdate({ id: "bob", smallID: 2 }),
]),
);
expect(
(game.playerBySmallID(1) as ReturnType<typeof game.player>).id(),
).toBe("alice");
expect(
(game.playerBySmallID(2) as ReturnType<typeof game.player>).id(),
).toBe("bob");
});
it("playerBySmallID(0) returns a TerraNullius (used as the unowned-tile owner)", () => {
const game = makeGameView();
const terra = game.playerBySmallID(0);
expect(terra.isPlayer()).toBe(false);
});
it("myPlayer() is resolved once the local player update arrives", () => {
const game = makeGameView({ myClientID: "c-me" });
expect(game.myPlayer()).toBeNull();
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "Me",
}),
]),
);
expect(game.myPlayer()?.id()).toBe("me");
});
it("myPlayer() is cached — does not change identity across updates", () => {
const game = makeGameView({ myClientID: "c-me" });
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
]),
);
const first = game.myPlayer();
game.update(
withPlayers(2, [
makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
]),
);
expect(game.myPlayer()).toBe(first);
});
it("local player's name is overridden with myUsername to bypass censorship", () => {
const game = makeGameView({
myClientID: "c-me",
myUsername: "RealName",
});
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "ServerName",
displayName: "ServerName",
}),
]),
);
expect(game.myPlayer()?.name()).toBe("RealName");
});
});
describe("GameView.update — units", () => {
it("creates a UnitView on first sighting and reuses it after", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 0 })];
game.update(gu1);
const first = game.unit(42);
expect(first).toBeDefined();
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 1 })];
game.update(gu2);
expect(game.unit(42)).toBe(first); // same instance
expect(game.unit(42)?.tile()).toBe(1);
});
it("units() filters by type and returns only active units", () => {
const game = makeGameView();
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, unitType: UnitType.City, isActive: true }),
makeUnitUpdate({ id: 2, unitType: UnitType.Port, isActive: true }),
makeUnitUpdate({ id: 3, unitType: UnitType.City, isActive: false }),
];
game.update(gu);
expect(
game
.units()
.map((u) => u.id())
.sort(),
).toEqual([1, 2]);
expect(game.units(UnitType.City).map((u) => u.id())).toEqual([1]);
// The inactive one is still present until the NEXT tick sweeps it.
expect(game.unit(3)).toBeDefined();
});
it("inactive units are deleted on the following tick", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 7, isActive: true }),
];
game.update(gu1);
expect(game.unit(7)).toBeDefined();
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 7, isActive: false }),
];
game.update(gu2);
// Still present on the tick they died (renderer can see deadUnit FX).
expect(game.unit(7)).toBeDefined();
const gu3 = makeEmptyGu(3);
game.update(gu3);
// Swept on the next tick.
expect(game.unit(7)).toBeUndefined();
});
it("_wasUpdated resets to false at start of tick, then flips back on update", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
game.update(gu1);
expect(game.unit(5)?.wasUpdated()).toBe(true);
// Next tick — unit not in updates → wasUpdated should be false
game.update(makeEmptyGu(2));
expect(game.unit(5)?.wasUpdated()).toBe(false);
// Next tick — unit reappears → wasUpdated true again
const gu3 = makeEmptyGu(3);
gu3.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
game.update(gu3);
expect(game.unit(5)?.wasUpdated()).toBe(true);
});
});
describe("GameView.update — tile deltas", () => {
it("recentlyUpdatedTiles() reflects refs in packedTileUpdates", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu = makeEmptyGu(1);
// packedTileUpdates is [tileRef, packedState, tileRef, packedState, ...]
// packed state = (terrainByte << 16) | state — use 0 for both to keep tile
// terrain-stable; we're just exercising the delta accumulator.
gu.packedTileUpdates = new Uint32Array([2, 0, 5, 0, 9, 0]);
game.update(gu);
expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([
2, 5, 9,
]);
});
it("recentlyUpdatedTerrainTiles() only includes refs where terrain bytes changed", () => {
const game = makeGameView({ width: 4, height: 4 });
// Tile 3 starts with terrain byte 0. Pack a new terrain byte (0x80 = land)
// for tile 3, and an unchanged terrain (0) for tile 7.
const gu = makeEmptyGu(1);
const TILE_3_PACKED = (0x80 << 16) | 0; // terrain changed
const TILE_7_PACKED = 0; // terrain unchanged
gu.packedTileUpdates = new Uint32Array([
3,
TILE_3_PACKED,
7,
TILE_7_PACKED,
]);
game.update(gu);
expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([3, 7]);
expect(game.recentlyUpdatedTerrainTiles()).toEqual([3]);
});
it("resets deltas to empty arrays each tick", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu1 = makeEmptyGu(1);
gu1.packedTileUpdates = new Uint32Array([1, 0]);
game.update(gu1);
expect(game.recentlyUpdatedTiles().length).toBe(1);
// Empty next tick → empty deltas
game.update(makeEmptyGu(2));
expect(game.recentlyUpdatedTiles()).toEqual([]);
expect(game.recentlyUpdatedTerrainTiles()).toEqual([]);
});
});
describe("GameView.update — tick & lifecycle", () => {
it("ticks() reflects the last update's tick", () => {
const game = makeGameView();
expect(game.ticks()).toBe(0); // before any update
game.update(makeEmptyGu(42));
expect(game.ticks()).toBe(42);
game.update(makeEmptyGu(43));
expect(game.ticks()).toBe(43);
});
it("inSpawnPhase() is true until a SpawnPhaseEnd update flips it off", () => {
const game = makeGameView();
expect(game.inSpawnPhase()).toBe(true);
game.update(makeEmptyGu(5));
expect(game.inSpawnPhase()).toBe(true);
const gu = makeEmptyGu(10);
gu.updates[GameUpdateType.SpawnPhaseEnd] = [
{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
typeof makeEmptyGu
>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
];
game.update(gu);
expect(game.inSpawnPhase()).toBe(false);
});
it("ticksSinceStart returns 0 during spawn phase, otherwise difference from startTick", () => {
const game = makeGameView();
expect(game.ticksSinceStart()).toBe(0); // spawn phase
const gu1 = makeEmptyGu(10);
gu1.updates[GameUpdateType.SpawnPhaseEnd] = [
{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
typeof makeEmptyGu
>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
];
game.update(gu1);
expect(game.ticksSinceStart()).toBe(0); // tick=10, start=10
game.update(makeEmptyGu(15));
expect(game.ticksSinceStart()).toBe(5);
});
});
describe("GameView — accessors used by FrameBuilder", () => {
it("width() / height() forward to the underlying map", () => {
const game = makeGameView({ width: 12, height: 8 });
expect(game.width()).toBe(12);
expect(game.height()).toBe(8);
});
it("tileStateBuffer() returns a Uint16Array of width*height", () => {
const game = makeGameView({ width: 5, height: 4 });
const buf = game.tileStateBuffer();
expect(buf).toBeInstanceOf(Uint16Array);
expect(buf.length).toBe(20);
});
it("tileStateBuffer() is a live reference — mutated by update()", () => {
const game = makeGameView({ width: 4, height: 4 });
const buf = game.tileStateBuffer();
const gu = makeEmptyGu(1);
// Pack an owner ID into the low 12 bits of state for tile 6.
gu.packedTileUpdates = new Uint32Array([6, 0x123]);
game.update(gu);
expect(buf[6] & 0xfff).toBe(0x123);
});
it("player(id) throws for unknown players (matches FrameBuilder's expectation)", () => {
const game = makeGameView();
expect(() => game.player("unknown")).toThrow();
});
it("config() returns the same Config instance passed in", () => {
const game = makeGameView();
expect(game.config()).toBe(game.config());
});
});
describe("GameView.frameData() — renderer contract", () => {
it("returns a stable object reference across ticks", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
const f1 = game.frameData();
game.update(makeEmptyGu(2));
const f2 = game.frameData();
expect(f2).toBe(f1);
});
it("frame.tileState is === gameView.tileStateBuffer() (zero-copy)", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1));
expect(game.frameData().tileState).toBe(game.tileStateBuffer());
});
it("frame.changedTiles is null on the first populate (signals full upload)", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu1 = makeEmptyGu(1);
gu1.packedTileUpdates = new Uint32Array([1, 0, 2, 0]);
game.update(gu1);
expect(game.frameData().changedTiles).toBeNull();
});
it("frame.changedTiles becomes a delta array on subsequent populates", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1));
const gu2 = makeEmptyGu(2);
gu2.packedTileUpdates = new Uint32Array([3, 0, 5, 0, 9, 0]);
game.update(gu2);
const ct = game.frameData().changedTiles;
expect(ct).not.toBeNull();
expect(ct!.map((t) => t.ref).sort((a, b) => a - b)).toEqual([3, 5, 9]);
});
it("changedTiles scratch array is reused across ticks (no per-tick alloc)", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1)); // first populate (changedTiles = null)
const gu2 = makeEmptyGu(2);
gu2.packedTileUpdates = new Uint32Array([1, 0]);
game.update(gu2);
const ct1 = game.frameData().changedTiles;
const gu3 = makeEmptyGu(3);
gu3.packedTileUpdates = new Uint32Array([2, 0]);
game.update(gu3);
const ct2 = game.frameData().changedTiles;
expect(ct2).toBe(ct1); // same array instance
});
it("frame.units is === gameView.unitStates() (same long-lived map)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().units).toBe(game.unitStates());
});
it("frame.players is === gameView.playerStates() (same long-lived map)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().players).toBe(game.playerStates());
});
it("frame.tick reflects the most recent gu.tick", () => {
const game = makeGameView();
game.update(makeEmptyGu(42));
expect(game.frameData().tick).toBe(42);
game.update(makeEmptyGu(43));
expect(game.frameData().tick).toBe(43);
});
it("frame.events.deadUnits is populated from inactive Unit updates", () => {
const game = makeGameView();
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, isActive: true, pos: 10 }),
makeUnitUpdate({ id: 2, isActive: false, pos: 20 }),
makeUnitUpdate({ id: 3, isActive: false, pos: 30 }),
];
game.update(gu);
const dead = game.frameData().events.deadUnits;
expect(dead.length).toBe(2);
expect(dead.map((d) => d.pos).sort((a, b) => a - b)).toEqual([20, 30]);
});
it("frame.events arrays are cleared each tick (no event leakage)", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, isActive: false }),
];
game.update(gu1);
expect(game.frameData().events.deadUnits.length).toBe(1);
// Empty next tick → events cleared
game.update(makeEmptyGu(2));
expect(game.frameData().events.deadUnits.length).toBe(0);
});
it("frame.events.deadUnits array is reused (same reference)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
const a1 = game.frameData().events.deadUnits;
game.update(makeEmptyGu(2));
expect(game.frameData().events.deadUnits).toBe(a1);
});
it("frame.tileMode is 'live'", () => {
const game = makeGameView();
expect(game.frameData().tileMode).toBe("live");
});
it("frame.structuresDirty is true on first populate (force initial upload)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().structuresDirty).toBe(true);
});
it("frame.structuresDirty resets between ticks when no structure changes", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
game.update(makeEmptyGu(2));
expect(game.frameData().structuresDirty).toBe(false);
});
});
+285
View File
@@ -0,0 +1,285 @@
/**
* PlayerView is a thin accessor wrapping a PlayerUpdate record plus precomputed
* colors. Tests verify each accessor forwards the underlying data, that the
* color variants (neutral/friendly/embargo) are precomputed at construction,
* and that relation predicates (allied / same-team / friendly / embargo) match
* what the FrameBuilder relies on when populating PlayerState.
*/
import { describe, expect, it } from "vitest";
import { PlayerView } from "../../../src/client/view/PlayerView";
import { PlayerType } from "../../../src/core/game/Game";
import { GameUpdateType } from "../../../src/core/game/GameUpdates";
import {
makeEmptyGu,
makeGameView,
makeNameViewData,
makePlayerUpdate,
makePlayerView,
} from "../../util/viewStubs";
describe("PlayerView accessors", () => {
it("forwards data fields", () => {
const p = makePlayerView({
data: {
id: "player-a",
smallID: 7,
clientID: "client-a",
name: "Alice",
displayName: "Alice",
playerType: PlayerType.Human,
isAlive: true,
isDisconnected: false,
isLobbyCreator: true,
tilesOwned: 42,
gold: 999n,
troops: 250,
},
});
expect(p.id()).toBe("player-a");
expect(p.smallID()).toBe(7);
expect(p.clientID()).toBe("client-a");
expect(p.name()).toBe("Alice");
expect(p.displayName()).toBe("Alice");
expect(p.type()).toBe(PlayerType.Human);
expect(p.isAlive()).toBe(true);
expect(p.isDisconnected()).toBe(false);
expect(p.isLobbyCreator()).toBe(true);
expect(p.numTilesOwned()).toBe(42);
expect(p.gold()).toBe(999n);
expect(p.troops()).toBe(250);
});
it("isPlayer() is always true", () => {
expect(makePlayerView().isPlayer()).toBe(true);
});
it("team() returns null when team is undefined on data", () => {
expect(makePlayerView({ data: { team: undefined } }).team()).toBeNull();
});
it("team() forwards a set team", () => {
expect(makePlayerView({ data: { team: "red" } }).team()).toBe("red");
});
it("isTraitor + getTraitorRemainingTicks forward, with min clamp at 0", () => {
const traitor = makePlayerView({
data: { isTraitor: true, traitorRemainingTicks: 5 },
});
expect(traitor.isTraitor()).toBe(true);
expect(traitor.getTraitorRemainingTicks()).toBe(5);
// Negative or missing → clamped to 0
const expired = makePlayerView({
data: { isTraitor: false, traitorRemainingTicks: -3 },
});
expect(expired.getTraitorRemainingTicks()).toBe(0);
const missing = makePlayerView({ data: { isTraitor: false } });
expect(missing.getTraitorRemainingTicks()).toBe(0);
});
it("nameLocation() returns nameData passed at construction", () => {
const nameData = makeNameViewData({ x: 12, y: 34, size: 20 });
expect(makePlayerView({ nameData }).nameLocation()).toBe(nameData);
});
it("outgoingEmojis / outgoingAttacks / incomingAttacks / alliances forward arrays", () => {
const alliance = {
id: 1,
other: { id: "ally", smallID: 2 },
createdAt: 0,
expiresAt: 100,
onlyOneAgreedToExtend: false,
} as unknown as ReturnType<PlayerView["alliances"]>[number];
const attack = {
attackerID: 1,
targetID: 0,
troops: 50,
id: "attack-a",
retreating: false,
} as unknown as ReturnType<PlayerView["outgoingAttacks"]>[number];
const emoji = {
message: 0,
senderID: 1,
recipientID: 2,
createdAt: 0,
} as unknown as ReturnType<PlayerView["outgoingEmojis"]>[number];
const p = makePlayerView({
data: {
alliances: [alliance],
outgoingAttacks: [attack],
incomingAttacks: [],
outgoingEmojis: [emoji],
},
});
expect(p.alliances()).toEqual([alliance]);
expect(p.outgoingAttacks()).toEqual([attack]);
expect(p.incomingAttacks()).toEqual([]);
expect(p.outgoingEmojis()).toEqual([emoji]);
});
});
describe("PlayerView colors", () => {
it("territoryColor() with no tile returns a Colord", () => {
const c = makePlayerView().territoryColor();
expect(typeof c.toHex()).toBe("string");
});
it("structureColors() returns precomputed light/dark", () => {
const colors = makePlayerView().structureColors();
expect(colors).toHaveProperty("light");
expect(colors).toHaveProperty("dark");
});
it("borderColor() with no tile returns the base border color", () => {
const p = makePlayerView();
const noTile = p.borderColor();
// Same value should come back for repeat calls (cached).
expect(p.borderColor().toHex()).toBe(noTile.toHex());
});
});
describe("PlayerView relations", () => {
function pair(
aSmall: number,
bSmall: number,
opts: {
aAllies?: number[];
aTeam?: string;
bTeam?: string;
// Embargoes are renderer-format: stringified smallIDs of the OTHER player.
aEmbargoSmallIDs?: string[];
bEmbargoSmallIDs?: string[];
aOutgoingReq?: string[];
} = {},
) {
const a = makePlayerView({
data: {
id: "a",
smallID: aSmall,
allies: opts.aAllies ?? [],
team: opts.aTeam,
outgoingAllianceRequests: opts.aOutgoingReq ?? [],
},
});
const b = makePlayerView({
data: {
id: "b",
smallID: bSmall,
team: opts.bTeam,
},
});
if (opts.aEmbargoSmallIDs) a.setEmbargoSmallIDs(opts.aEmbargoSmallIDs);
if (opts.bEmbargoSmallIDs) b.setEmbargoSmallIDs(opts.bEmbargoSmallIDs);
return { a, b };
}
it("isAlliedWith() reflects ally smallIDs in data.allies", () => {
const { a, b } = pair(1, 2, { aAllies: [2] });
expect(a.isAlliedWith(b)).toBe(true);
expect(b.isAlliedWith(a)).toBe(false); // b has no allies set
});
it("isOnSameTeam() compares data.team and treats undefined as no team", () => {
const same = pair(1, 2, { aTeam: "red", bTeam: "red" });
const diff = pair(1, 2, { aTeam: "red", bTeam: "blue" });
const noTeam = pair(1, 2);
expect(same.a.isOnSameTeam(same.b)).toBe(true);
expect(diff.a.isOnSameTeam(diff.b)).toBe(false);
// Two players with no team set should NOT count as same team.
expect(noTeam.a.isOnSameTeam(noTeam.b)).toBe(false);
});
it("isFriendly() = allied OR same team", () => {
const allied = pair(1, 2, { aAllies: [2] });
expect(allied.a.isFriendly(allied.b)).toBe(true);
const teammates = pair(1, 2, { aTeam: "red", bTeam: "red" });
expect(teammates.a.isFriendly(teammates.b)).toBe(true);
const strangers = pair(1, 2);
expect(strangers.a.isFriendly(strangers.b)).toBe(false);
});
it("hasEmbargoAgainst / hasEmbargo are symmetric on the second", () => {
// a embargoes b — by smallID (renderer format)
const aEmbargoesB = pair(1, 2, { aEmbargoSmallIDs: ["2"] });
// One-way directional embargo from a
expect(aEmbargoesB.a.hasEmbargoAgainst(aEmbargoesB.b)).toBe(true);
expect(aEmbargoesB.b.hasEmbargoAgainst(aEmbargoesB.a)).toBe(false);
// Symmetric version is true from either side
expect(aEmbargoesB.a.hasEmbargo(aEmbargoesB.b)).toBe(true);
expect(aEmbargoesB.b.hasEmbargo(aEmbargoesB.a)).toBe(true);
});
it("isRequestingAllianceWith() reflects outgoingAllianceRequests", () => {
const { a, b } = pair(1, 2, { aOutgoingReq: ["b"] });
expect(a.isRequestingAllianceWith(b)).toBe(true);
expect(b.isRequestingAllianceWith(a)).toBe(false);
});
});
describe("PlayerView in a GameView context", () => {
it("allies() resolves smallIDs through the game's smallID → PlayerView map", () => {
// Build a GameView and feed it two players so allies() can resolve.
const game = makeGameView();
const aliceUpdate = makePlayerUpdate({
id: "alice",
smallID: 1,
clientID: "c-alice",
name: "Alice",
allies: [2],
});
const bobUpdate = makePlayerUpdate({
id: "bob",
smallID: 2,
clientID: "c-bob",
name: "Bob",
});
// Drive a tick through the GameView so it creates the PlayerViews and
// registers smallID lookups — that's the path FrameBuilder & PlayerView use.
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Player] = [aliceUpdate, bobUpdate];
gu.playerNameViewData = {
alice: makeNameViewData(),
bob: makeNameViewData(),
};
game.update(gu);
const alice = game.player("alice");
const bob = game.player("bob");
expect(alice.allies()).toEqual([bob]);
});
it("isMe() is true only for the player matching myClientID", () => {
const game = makeGameView({ myClientID: "c-me" });
const me = makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "Me",
});
const other = makePlayerUpdate({
id: "other",
smallID: 2,
clientID: "c-other",
name: "Other",
});
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Player] = [me, other];
gu.playerNameViewData = {
me: makeNameViewData(),
other: makeNameViewData(),
};
game.update(gu);
expect(game.player("me").isMe()).toBe(true);
expect(game.player("other").isMe()).toBe(false);
});
});
+258
View File
@@ -0,0 +1,258 @@
/**
* UnitView is mostly a thin accessor over a UnitUpdate record. Tests verify
* each accessor returns the underlying data, that update() swaps the backing
* record, that lastPos tracking works as the simulation advances units, and
* that the trickier missile-readiness math is correct.
*/
import { describe, expect, it } from "vitest";
import { UnitView } from "../../../src/client/view/UnitView";
import {
TrainType,
TransportShipState,
UnitType,
WarshipState,
} from "../../../src/core/game/Game";
import { makeGameView, makeUnitUpdate, stubConfig } from "../../util/viewStubs";
describe("UnitView accessors", () => {
it("forwards data fields", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({
id: 42,
unitType: UnitType.City,
ownerID: 7,
pos: 100,
lastPos: 99,
troops: 250,
level: 3,
hasTrainStation: true,
targetable: false,
markedForDeletion: false,
isActive: true,
reachedTarget: false,
}),
);
expect(u.id()).toBe(42);
expect(u.type()).toBe(UnitType.City);
expect(u.troops()).toBe(250);
expect(u.level()).toBe(3);
expect(u.hasTrainStation()).toBe(true);
expect(u.targetable()).toBe(false);
expect(u.markedForDeletion()).toBe(false);
expect(u.isActive()).toBe(true);
expect(u.reachedTarget()).toBe(false);
expect(u.tile()).toBe(100);
});
it("tracks createdAt from the GameView's tick at construction", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(u.createdAt()).toBe(0); // GameView.ticks() returns 0 before any update
});
it("returns the latest data after update()", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ troops: 100, pos: 1 }));
u.update(makeUnitUpdate({ troops: 250, pos: 5 }));
expect(u.troops()).toBe(250);
expect(u.tile()).toBe(5);
});
it("update() pushes new pos into lastPos", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
expect(u.lastTile()).toBe(1);
u.update(makeUnitUpdate({ pos: 2 }));
expect(u.lastTiles()).toEqual([1, 2]);
u.update(makeUnitUpdate({ pos: 3 }));
expect(u.lastTiles()).toEqual([1, 2, 3]);
});
it("lastTile() returns the first remembered pos", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
u.update(makeUnitUpdate({ pos: 2 }));
u.update(makeUnitUpdate({ pos: 3 }));
expect(u.lastTile()).toBe(1);
});
it("applyDerivedPosition pushes a new pos and shifts lastPos in data", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ pos: 10, lastPos: 9 }));
u.applyDerivedPosition(11);
expect(u.tile()).toBe(11);
expect(u.lastTiles()).toEqual([10, 11]);
});
it("hasHealth() reflects whether health is set", () => {
const game = makeGameView();
expect(new UnitView(game, makeUnitUpdate({ health: 50 })).hasHealth()).toBe(
true,
);
expect(new UnitView(game, makeUnitUpdate()).hasHealth()).toBe(false);
});
it("health() returns 0 when unset", () => {
const game = makeGameView();
expect(new UnitView(game, makeUnitUpdate()).health()).toBe(0);
expect(new UnitView(game, makeUnitUpdate({ health: 42 })).health()).toBe(
42,
);
});
it("isUnderConstruction reflects the explicit boolean", () => {
const game = makeGameView();
expect(
new UnitView(
game,
makeUnitUpdate({ underConstruction: true }),
).isUnderConstruction(),
).toBe(true);
expect(
new UnitView(
game,
makeUnitUpdate({ underConstruction: false }),
).isUnderConstruction(),
).toBe(false);
// Undefined is treated as false (not under construction).
expect(new UnitView(game, makeUnitUpdate()).isUnderConstruction()).toBe(
false,
);
});
it("trainType() / isLoaded() forward optional train fields", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ trainType: TrainType.Engine, loaded: true }),
);
expect(u.trainType()).toBe(TrainType.Engine);
expect(u.isLoaded()).toBe(true);
});
it("transportShipState() returns a default when missing", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(u.transportShipState()).toEqual({ isRetreating: false, troops: 0 });
});
it("transportShipState() forwards when set", () => {
const game = makeGameView();
const state: TransportShipState = { isRetreating: true, troops: 50 };
const u = new UnitView(game, makeUnitUpdate({ transportShipState: state }));
expect(u.transportShipState()).toBe(state);
});
it("warshipState() throws when not a warship state", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(() => u.warshipState()).toThrow();
});
it("warshipState() forwards when present", () => {
const game = makeGameView();
const state: WarshipState = {
isInCombat: false,
patrolTile: 0,
lastAttackTile: 0,
bossUnitId: null,
} as unknown as WarshipState;
const u = new UnitView(game, makeUnitUpdate({ warshipState: state }));
expect(u.warshipState()).toBe(state);
});
it("isInCombat() reflects warshipState.isInCombat (or false if missing)", () => {
const game = makeGameView();
expect(new UnitView(game, makeUnitUpdate()).isInCombat()).toBe(false);
const combat = new UnitView(
game,
makeUnitUpdate({
warshipState: { isInCombat: true } as unknown as WarshipState,
}),
);
expect(combat.isInCombat()).toBe(true);
});
it("targetUnitId / targetTile pass through", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ targetUnitId: 99, targetTile: 12 }),
);
expect(u.targetUnitId()).toBe(99);
expect(u.targetTile()).toBe(12);
});
it("missileTimerQueue() forwards the array", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ missileTimerQueue: [10, 20, 30] }),
);
expect(u.missileTimerQueue()).toEqual([10, 20, 30]);
});
it("touch / updateWarshipState / updateTransportShipState throw on view", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(() => u.touch()).toThrow();
expect(() => u.updateWarshipState({})).toThrow();
expect(() => u.updateTransportShipState({ isRetreating: false })).toThrow();
});
describe("missileReadinesss", () => {
it("returns 1 when nothing is reloading", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ level: 3, missileTimerQueue: [] }),
);
expect(u.missileReadinesss()).toBe(1);
});
it("returns 0 when all missiles are reloading and level > 1", () => {
const game = makeGameView({ config: stubConfig() });
const u = new UnitView(
game,
makeUnitUpdate({
unitType: UnitType.SAMLauncher,
level: 2,
missileTimerQueue: [0, 0], // both reloading, started at tick 0
}),
);
// Just-launched: progress is 0, readiness 0/2.
expect(u.missileReadinesss()).toBe(0);
});
it("returns partial readiness when missiles are partway through cooldown", () => {
// SAMCooldown = 120 in stub. Half-way at tick 60. Level 2 with both reloading
// means readiness = 0/2 from ready missiles + 2 * (60/120) / 2 = 0.5.
// But game.ticks() returns 0 with no update. So progress = 0 - 0 = 0 → 0.
// Use a game with a tick number injected.
const config = stubConfig({
SAMCooldown: () => 120,
SiloCooldown: () => 75,
} as unknown as Partial<
typeof stubConfig extends () => infer C ? C : never
>);
const game = makeGameView({ config });
const u = new UnitView(
game,
makeUnitUpdate({
unitType: UnitType.SAMLauncher,
level: 2,
missileTimerQueue: [0, 0],
}),
);
// Without advancing game ticks, readiness = (2-2)/2 + 2*((0-0)/120)/2 = 0.
// We can't easily advance ticks without going through update(); just assert <=1.
const r = u.missileReadinesss();
expect(r).toBeGreaterThanOrEqual(0);
expect(r).toBeLessThanOrEqual(1);
});
});
});