Files
OpenFrontIO/tests/server/KickPlayerAuthorization.test.ts
Evan db501c68d2 Put friends on the same team (#3994)
Fixes #3911

## Description:

- Server captures `publicId` and `friends` from `getUserMe()` and
includes each player's in-game friend `clientID`s in `PlayerSchema` on
game start
- Team assignment treats friends as a **soft preference** (best-effort):
a non-clan player goes to the team where the most of their friends
already are; if that team is full they spill to the next-emptiest team
rather than getting kicked
- Clans remain strict (kick overflow) since clan membership is an
explicit opt-in; friends are implicit, so a friend-of-friend chain that
doesn't fit shouldn't bench anyone
- Friendship is symmetric — an edge from either direction counts, which
keeps things working when one side's `getUserMe` is stale
- Lobby preview unchanged — friend grouping only takes effect once the
game actually starts (avoids exposing friend lists in the lobby payload)


## 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
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

evan
2026-05-23 18:02:41 +01:00

175 lines
4.4 KiB
TypeScript

import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
vi.mock("../../src/core/Schemas", async () => {
const actual = (await vi.importActual("../../src/core/Schemas")) as any;
return {
...actual,
GameStartInfoSchema: {
safeParse: (data: any) => ({ success: true, data: data }),
},
ServerPrestartMessageSchema: {
safeParse: (data: any) => ({ success: true, data: data }),
},
ClientMessageSchema: {
safeParse: (data: any) => ({ success: true, data: data }),
},
};
});
import { GameType } from "../../src/core/game/Game";
import { Client } from "../../src/server/Client";
import { GameServer } from "../../src/server/GameServer";
function makeMockWs() {
const handlers: Record<string, (...args: any[]) => any> = {};
return {
on: (event: string, handler: (...args: any[]) => any) => {
handlers[event] = handler;
},
removeAllListeners: (_event: string) => {},
send: vi.fn(),
close: vi.fn(),
readyState: 1,
trigger: (event: string, ...args: any[]) => handlers[event]?.(...args),
};
}
function makeClient(
clientID: string,
persistentID: string,
role?: string,
): { client: Client; ws: ReturnType<typeof makeMockWs> } {
const ws = makeMockWs();
const client = new Client(
clientID,
persistentID,
null,
role ?? null,
undefined,
"127.0.0.1",
"TestUser",
null,
ws as any,
undefined,
undefined,
[],
);
return { client, ws };
}
describe("GameServer - kick_player authorization", () => {
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 makeGame(creatorPersistentID?: string) {
return new GameServer(
"test-game",
mockLogger,
Date.now(),
{ gameType: GameType.Private } as any,
creatorPersistentID,
);
}
async function sendKickMessage(
ws: ReturnType<typeof makeMockWs>,
target: string,
) {
await ws.trigger(
"message",
JSON.stringify({
type: "intent",
intent: { type: "kick_player", target },
}),
);
}
it("lobby creator can kick another player with lobby_creator reason", async () => {
const game = makeGame("creator-pid");
const kickSpy = vi.spyOn(game, "kickClient");
const { client: creator, ws: creatorWs } = makeClient(
"creator-cid",
"creator-pid",
);
const { client: target } = makeClient("target-cid", "target-pid");
game.joinClient(creator);
game.joinClient(target);
await sendKickMessage(creatorWs, "target-cid");
expect(kickSpy).toHaveBeenCalledOnce();
expect(kickSpy).toHaveBeenCalledWith(
"target-cid",
"kick_reason.lobby_creator",
);
});
it("admin-flared player can kick another player with admin reason", async () => {
const game = makeGame();
const kickSpy = vi.spyOn(game, "kickClient");
const { client: admin, ws: adminWs } = makeClient(
"admin-cid",
"admin-pid",
"admin",
);
const { client: target } = makeClient("target-cid", "target-pid");
game.joinClient(admin);
game.joinClient(target);
await sendKickMessage(adminWs, "target-cid");
expect(kickSpy).toHaveBeenCalledOnce();
expect(kickSpy).toHaveBeenCalledWith("target-cid", "kick_reason.admin");
});
it("non-creator non-admin cannot kick", async () => {
const game = makeGame("creator-pid");
const kickSpy = vi.spyOn(game, "kickClient");
const { client: creator } = makeClient("creator-cid", "creator-pid");
const { client: rando, ws: randoWs } = makeClient("rando-cid", "rando-pid");
const { client: target } = makeClient("target-cid", "target-pid");
game.joinClient(creator);
game.joinClient(rando);
game.joinClient(target);
await sendKickMessage(randoWs, "target-cid");
expect(kickSpy).not.toHaveBeenCalled();
});
it("cannot kick yourself even as lobby creator", async () => {
const game = makeGame("creator-pid");
const kickSpy = vi.spyOn(game, "kickClient");
const { client: creator, ws: creatorWs } = makeClient(
"creator-cid",
"creator-pid",
);
game.joinClient(creator);
await sendKickMessage(creatorWs, "creator-cid");
expect(kickSpy).not.toHaveBeenCalled();
});
});