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## 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>
54 lines
1.7 KiB
TypeScript
54 lines
1.7 KiB
TypeScript
import { describe, expect, it, vi } from "vitest";
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import { GameType } from "../../src/core/game/Game";
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import { registerAdminBotRoutes } from "../../src/server/AdminBotRoutes";
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function mockRes() {
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const res: any = {
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statusCode: 200,
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body: undefined,
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status(code: number) {
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this.statusCode = code;
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return this;
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},
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json(body: unknown) {
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this.body = body;
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return this;
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},
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};
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return res;
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}
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// Capture the route handlers registered on a fake Express app so we can invoke
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// the create_game handler directly. requireAdminBotKey is registered as the
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// preceding middleware (tested separately); we call the final handler.
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function captureCreateHandler() {
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const routes: Record<string, (req: any, res: any) => void> = {};
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const app: any = {
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post(path: string, ...handlers: ((req: any, res: any) => void)[]) {
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routes[path] = handlers[handlers.length - 1];
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},
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get() {},
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};
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const log: any = { info: vi.fn(), warn: vi.fn(), error: vi.fn() };
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registerAdminBotRoutes({ app, gm: {} as any, workerId: 0, log });
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return routes["/api/adminbot/create_game"];
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}
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describe("admin bot create_game gameType guard", () => {
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it("rejects a Singleplayer game with 400", () => {
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const handler = captureCreateHandler();
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const res = mockRes();
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handler({ body: { gameType: GameType.Singleplayer } }, res);
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expect(res.statusCode).toBe(400);
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expect(res.body.error).toMatch(/private games/);
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});
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it("rejects a Public game with 400", () => {
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const handler = captureCreateHandler();
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const res = mockRes();
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handler({ body: { gameType: GameType.Public } }, res);
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expect(res.statusCode).toBe(400);
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expect(res.body.error).toMatch(/private games/);
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});
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});
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