Files
OpenFrontIO/tests/Disconnected.test.ts
2025-05-29 23:10:30 +02:00

284 lines
8.9 KiB
TypeScript

import { MarkDisconnectedExecution } from "../src/core/execution/MarkDisconnectedExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
let game: Game;
let player1: Player;
let player2: Player;
describe("Disconnected", () => {
beforeEach(async () => {
game = await setup("Plains", {
infiniteGold: true,
instantBuild: true,
});
const player1Info = new PlayerInfo(
"us",
"Active Player",
PlayerType.Human,
null,
"player1_id",
);
const player2Info = new PlayerInfo(
"fr",
"Disconnected Player",
PlayerType.Human,
null,
"player2_id",
);
player1 = game.addPlayer(player1Info);
player2 = game.addPlayer(player2Info);
game.addExecution(
new SpawnExecution(player1Info, game.ref(1, 1)),
new SpawnExecution(player2Info, game.ref(7, 7)),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
});
describe("Player disconnected state", () => {
test("should initialize players as not disconnected", () => {
expect(player1.isDisconnected()).toBe(false);
expect(player2.isDisconnected()).toBe(false);
});
test("should mark player as disconnected", () => {
player1.markDisconnected(true);
expect(player1.isDisconnected()).toBe(true);
});
test("should mark player as not disconnected", () => {
player1.markDisconnected(true);
expect(player1.isDisconnected()).toBe(true);
player1.markDisconnected(false);
expect(player1.isDisconnected()).toBe(false);
});
test("should include disconnected state in player update", () => {
player1.markDisconnected(true);
const update = player1.toUpdate();
expect(update.isDisconnected).toBe(true);
player1.markDisconnected(false);
const update2 = player1.toUpdate();
expect(update2.isDisconnected).toBe(false);
});
test("should maintain disconnected state independently for different players", () => {
player1.markDisconnected(true);
player2.markDisconnected(false);
expect(player1.isDisconnected()).toBe(true);
expect(player2.isDisconnected()).toBe(false);
});
});
describe("MarkDisconnectedExecution", () => {
test("should mark player as disconnected when executed", () => {
const execution = new MarkDisconnectedExecution(player1.id(), true);
game.addExecution(execution);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(true);
expect(execution.isActive()).toBe(false);
});
test("should mark player as not disconnected when executed", () => {
// First mark as disconnected directly
player1.markDisconnected(true);
expect(player1.isDisconnected()).toBe(true);
// Then mark as not disconnected via execution
const execution = new MarkDisconnectedExecution(player1.id(), false);
game.addExecution(execution);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(false);
expect(execution.isActive()).toBe(false);
});
test("should handle multiple players with different disconnected states", () => {
const execution1 = new MarkDisconnectedExecution(player1.id(), true);
const execution2 = new MarkDisconnectedExecution(player2.id(), false);
game.addExecution(execution1, execution2);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(true);
expect(player2.isDisconnected()).toBe(false);
expect(execution1.isActive()).toBe(false);
expect(execution2.isActive()).toBe(false);
});
test("should handle invalid player ID gracefully", () => {
const execution = new MarkDisconnectedExecution(
"invalid_player_id",
true,
);
game.addExecution(execution);
// Should not throw and should deactivate
expect(() => game.executeNextTick()).not.toThrow();
expect(execution.isActive()).toBe(false);
});
test("should not be active during spawn phase", () => {
const execution = new MarkDisconnectedExecution(player1.id(), true);
expect(execution.activeDuringSpawnPhase()).toBe(false);
});
test("should handle rapid disconnected state changes", () => {
// Mark disconnected
const execution1 = new MarkDisconnectedExecution(player1.id(), true);
game.addExecution(execution1);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(true);
// Mark not disconnected
const execution2 = new MarkDisconnectedExecution(player1.id(), false);
game.addExecution(execution2);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(false);
// Mark disconnected again
const execution3 = new MarkDisconnectedExecution(player1.id(), true);
game.addExecution(execution3);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(true);
});
test("should execute properly with other executions in same tick", () => {
const markDisconnectedExecution = new MarkDisconnectedExecution(
player1.id(),
true,
);
const markDisconnectedExecution2 = new MarkDisconnectedExecution(
player2.id(),
false,
);
game.addExecution(markDisconnectedExecution, markDisconnectedExecution2);
// Execute multiple ticks to ensure all executions complete
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(true);
expect(player2.isDisconnected()).toBe(false);
expect(markDisconnectedExecution.isActive()).toBe(false);
expect(markDisconnectedExecution2.isActive()).toBe(false);
});
});
describe("Disconnected state persistence", () => {
test("should maintain disconnected state across game ticks", () => {
player1.markDisconnected(true);
// Execute several ticks
executeTicks(game, 5);
// Disconnected state should persist
expect(player1.isDisconnected()).toBe(true);
});
test("should maintain disconnected state in player updates", () => {
player1.markDisconnected(true);
// Execute some ticks and check update still shows disconnected
executeTicks(game, 3);
const update = player1.toUpdate();
expect(update.isDisconnected).toBe(true);
});
test("should handle execution during different game phases", () => {
// Test that disconnected execution works outside spawn phase
expect(game.inSpawnPhase()).toBe(false);
const execution = new MarkDisconnectedExecution(player1.id(), true);
game.addExecution(execution);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(true);
expect(execution.isActive()).toBe(false);
});
});
describe("Edge cases", () => {
test("should handle marking same disconnected state multiple times", () => {
// Mark disconnected multiple times
player1.markDisconnected(true);
player1.markDisconnected(true);
player1.markDisconnected(true);
expect(player1.isDisconnected()).toBe(true);
// Mark not disconnected multiple times
player1.markDisconnected(false);
player1.markDisconnected(false);
player1.markDisconnected(false);
expect(player1.isDisconnected()).toBe(false);
});
test("should handle execution with same disconnected state", () => {
// Start with player disconnected
player1.markDisconnected(true);
expect(player1.isDisconnected()).toBe(true);
// Execute with same disconnected state
const execution = new MarkDisconnectedExecution(player1.id(), true);
game.addExecution(execution);
executeTicks(game, 2);
expect(player1.isDisconnected()).toBe(true);
expect(execution.isActive()).toBe(false);
});
test("should handle missing player during execution init", () => {
const execution = new MarkDisconnectedExecution(
"nonexistent_player",
true,
);
// Mock console.warn to verify it's called
const consoleSpy = jest.spyOn(console, "warn").mockImplementation();
game.addExecution(execution);
executeTicks(game, 2);
expect(execution.isActive()).toBe(false);
expect(consoleSpy).toHaveBeenCalledWith(
expect.stringContaining(
"MarkDisconnectedExecution: player nonexistent_player not found",
),
);
consoleSpy.mockRestore();
});
test("should handle multiple executions for same player", () => {
const execution1 = new MarkDisconnectedExecution(player1.id(), true);
const execution2 = new MarkDisconnectedExecution(player1.id(), false);
game.addExecution(execution1, execution2);
executeTicks(game, 2);
// Last execution should win
expect(player1.isDisconnected()).toBe(false);
expect(execution1.isActive()).toBe(false);
expect(execution2.isActive()).toBe(false);
});
});
});