Commit Graph
3 Commits
Author SHA1 Message Date
Zixer1andevanpelle 92a0801298 feat(livestats): per-player killedBy + deathPosition + winner for live standings (#4593)
Enriches the admin-bot live-stats snapshot
(`/api/adminbot/game/:id/stats`) with the per-player fields a semi-live
standings board needs, so it can score kills + placement live instead of
waiting for the post-game record.

Per player in `liveStats.players[]`:
- **`killedBy`** — the eliminator's clientID (null while alive /
non-client killer). Invert → live kill points.
- **`deathPosition`** — finishing place at elimination = non-bot players
still standing + 1 (frozen at "last of the then-standing"). Null while
alive → live placement.

The **full roster** is reported (dead players are retained in the client
view), plus top-level **`winner`** (the decided winner's clientID, else
null).

Deterministic / consensus-safe: `killedBy` (stamped at `recordKill`) and
`deathPosition` (stamped in `PlayerExecution`) are pure sim values, so
in-sync clients agree on the majority vote; `winner` is added
server-side in `GameServer.liveStats()` from the winner vote (like the
existing publicID/username/connected enrichment).

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
2026-07-16 10:39:55 -07:00
Zixer1andevanpelle 21cf870613 feat: include publicID in admin-bot live stats players (#4404)
## Description:

The live stats endpoint enriches each player with username/connected but
not publicId, so an account-keyed caller (e.g. an admin bot, which knows
players by account, not per-session clientID) can't map a stats row back
to a player directly. Add publicId from the same activeClients source —
mirrors the kick_player targetPublicID path.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

zixer._
2026-06-25 11:37:11 -07:00
EvanandClaude Opus 4.8 8049ebcc7a 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>
2026-06-25 11:37:05 -07:00