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0a6ab07d2e
## Description: This PR fixes a critical race condition bug where players could unintentionally receive the traitor debuff when alliance requests were accepted mid-attack. Critical Bug Fixes #1866 **Root Cause:** Players could bypass UI alliance checks ( isFriendly() ) by accepting alliances and immediately attacking after that, causing the server to treat the attack as betrayal Solution: Added server-side alliance validation in AttackExecution.init() This ensures attacks on allies are blocked at the server level. - Once Bots and Nations decide to attack, they breaks the alliance. I added maybeConsiderBetrayal(), which currently always returns true. I’ll add proper logic for alliance-breaking soon on another PR; this didn’t exist in the code before. ## 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: abodcraft1 --------- Co-authored-by: evanpelle <evanpelle@gmail.com>
137 lines
4.0 KiB
TypeScript
137 lines
4.0 KiB
TypeScript
import { AttackExecution } from "../../../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
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//import { TransportShipExecution } from "../../../src/core/execution/TransportShipExecution";
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import { AllianceRequestExecution } from "../../../src/core/execution/alliance/AllianceRequestExecution";
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import { AllianceRequestReplyExecution } from "../../../src/core/execution/alliance/AllianceRequestReplyExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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} from "../../../src/core/game/Game";
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import { TileRef } from "../../../src/core/game/GameMap";
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import { setup } from "../../util/Setup";
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let game: Game;
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let attacker: Player;
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let defender: Player;
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let defenderSpawn: TileRef;
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let attackerSpawn: TileRef;
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describe("GameImpl", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const attackerInfo = new PlayerInfo(
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"attacker dude",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attackerInfo);
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const defenderInfo = new PlayerInfo(
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"defender dude",
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PlayerType.Human,
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null,
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"defender_id",
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);
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game.addPlayer(defenderInfo);
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defenderSpawn = game.ref(0, 15);
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attackerSpawn = game.ref(0, 14);
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game.addExecution(
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new SpawnExecution(game.player(attackerInfo.id).info(), attackerSpawn),
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new SpawnExecution(game.player(defenderInfo.id).info(), defenderSpawn),
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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attacker = game.player(attackerInfo.id);
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defender = game.player(defenderInfo.id);
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});
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test("Don't become traitor when betraying inactive player", async () => {
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jest.spyOn(attacker, "canSendAllianceRequest").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(attacker, defender.id()));
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game.executeNextTick();
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game.executeNextTick();
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game.addExecution(
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new AllianceRequestReplyExecution(attacker.id(), defender, true),
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);
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game.executeNextTick();
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game.executeNextTick();
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expect(attacker.allianceWith(defender)).toBeTruthy();
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expect(defender.allianceWith(attacker)).toBeTruthy();
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//Defender is marked disconnected
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defender.markDisconnected(true);
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game.executeNextTick();
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game.executeNextTick();
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// STEP 1: First betray (manually break alliance)
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const alliance = attacker.allianceWith(defender);
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expect(alliance).toBeTruthy();
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attacker.breakAlliance(alliance!);
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// STEP 2: Then attack after betrayal
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game.addExecution(new AttackExecution(100, attacker, defender.id()));
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do {
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game.executeNextTick();
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} while (attacker.outgoingAttacks().length > 0);
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expect(attacker.isTraitor()).toBe(false);
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expect(attacker.allianceWith(defender)).toBeFalsy();
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});
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test("Do become traitor when betraying active player", async () => {
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jest.spyOn(attacker, "canSendAllianceRequest").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(attacker, defender.id()));
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game.executeNextTick();
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game.executeNextTick();
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game.addExecution(
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new AllianceRequestReplyExecution(attacker.id(), defender, true),
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);
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game.executeNextTick();
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game.executeNextTick();
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expect(attacker.allianceWith(defender)).toBeTruthy();
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expect(defender.allianceWith(attacker)).toBeTruthy();
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//Defender is NOT marked disconnected
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game.executeNextTick();
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game.executeNextTick();
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// First betray (manually break alliance)
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const alliance = attacker.allianceWith(defender);
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expect(alliance).toBeTruthy();
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attacker.breakAlliance(alliance!);
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game.executeNextTick();
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game.addExecution(new AttackExecution(100, attacker, defender.id()));
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do {
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game.executeNextTick();
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} while (attacker.outgoingAttacks().length > 0);
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expect(attacker.isTraitor()).toBe(true);
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expect(attacker.allianceWith(defender)).toBeFalsy();
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});
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});
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