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024285389a
Resolves #2448 Hi team, I've implemented and locally tested the alliance-related changes (including unit tests and some manual simulation with multiple browser profiles). Unfortunately I wasn't able to perform full end-to-end testing on the live game server with two separate machines/accounts. If someone on the team (or another contributor) can verify the alliance flow with two real players, that would be greatly appreciated before merging. Happy to hop on a call or provide any clarification needed. Thanks! ## Description: Fixed a race condition bug where donations (troops/gold) between human players failed after forming an alliance. The issue was caused by a one-tick delay in `AllianceRequestReplyExecution`: the alliance acceptance logic ran in `tick()` instead of `init()`, meaning the alliance wasn't created until the tick after the execution was added. If a donation execution was added in the same turn as the alliance acceptance, it would fail the `isFriendly()` check because the alliance didn't exist yet. **Root cause:** When human players formed alliances via reply, the execution model delayed alliance creation by one tick, while bots called `accept()` directly without this delay. **Solution:** Moved alliance acceptance logic from `tick()` to `init()` in `AllianceRequestReplyExecution.ts`, ensuring immediate alliance creation and eliminating race conditions with donations. **Changes:** - Modified `src/core/execution/alliance/AllianceRequestReplyExecution.ts` to process alliance replies in `init()` instead of `tick()` - Added comprehensive test suite `tests/AllianceDonation.test.ts` with 5 test cases covering donation scenarios after alliance formation (reply and mutual request flows) - All existing tests pass (323 total) ## Please complete the following: - [x] I have added screenshots for all UI updates (N/A - backend logic fix only) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file (N/A - no user-facing text changes) - [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 Discord: loacky GitHub: @LoackyBit --------- Co-authored-by: Evan <evanpelle@gmail.com>
54 lines
1.3 KiB
TypeScript
54 lines
1.3 KiB
TypeScript
import { Execution, Game, Player, PlayerID } from "../../game/Game";
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export class AllianceRequestReplyExecution implements Execution {
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private active = true;
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private requestor: Player | null = null;
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constructor(
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private requestorID: PlayerID,
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private recipient: Player,
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private accept: boolean,
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) {}
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init(mg: Game, ticks: number): void {
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if (!mg.hasPlayer(this.requestorID)) {
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console.warn(
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`AllianceRequestReplyExecution requester ${this.requestorID} not found`,
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);
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this.active = false;
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return;
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}
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this.requestor = mg.player(this.requestorID);
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if (this.requestor.isFriendly(this.recipient)) {
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console.warn("already allied");
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} else {
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const request = this.requestor
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.outgoingAllianceRequests()
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.find((ar) => ar.recipient() === this.recipient);
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if (request === undefined) {
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console.warn("no alliance request found");
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} else {
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if (this.accept) {
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request.accept();
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this.requestor.updateRelation(this.recipient, 100);
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this.recipient.updateRelation(this.requestor, 100);
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} else {
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request.reject();
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}
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}
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}
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this.active = false;
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}
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tick(ticks: number): void {}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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