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https://github.com/openfrontio/OpenFrontIO.git
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db501c68d2
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
175 lines
4.4 KiB
TypeScript
175 lines
4.4 KiB
TypeScript
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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vi.mock("../../src/core/Schemas", async () => {
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const actual = (await vi.importActual("../../src/core/Schemas")) as any;
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return {
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...actual,
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GameStartInfoSchema: {
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safeParse: (data: any) => ({ success: true, data: data }),
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},
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ServerPrestartMessageSchema: {
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safeParse: (data: any) => ({ success: true, data: data }),
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},
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ClientMessageSchema: {
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safeParse: (data: any) => ({ success: true, data: data }),
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},
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};
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});
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import { GameType } from "../../src/core/game/Game";
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import { Client } from "../../src/server/Client";
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import { GameServer } from "../../src/server/GameServer";
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function makeMockWs() {
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const handlers: Record<string, (...args: any[]) => any> = {};
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return {
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on: (event: string, handler: (...args: any[]) => any) => {
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handlers[event] = handler;
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},
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removeAllListeners: (_event: string) => {},
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send: vi.fn(),
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close: vi.fn(),
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readyState: 1,
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trigger: (event: string, ...args: any[]) => handlers[event]?.(...args),
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};
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}
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function makeClient(
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clientID: string,
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persistentID: string,
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role?: string,
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): { client: Client; ws: ReturnType<typeof makeMockWs> } {
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const ws = makeMockWs();
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const client = new Client(
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clientID,
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persistentID,
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null,
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role ?? null,
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undefined,
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"127.0.0.1",
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"TestUser",
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null,
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ws as any,
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undefined,
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undefined,
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[],
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);
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return { client, ws };
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}
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describe("GameServer - kick_player authorization", () => {
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let mockLogger: any;
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beforeEach(() => {
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vi.useFakeTimers();
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mockLogger = {
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child: vi.fn().mockReturnThis(),
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info: vi.fn(),
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warn: vi.fn(),
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error: vi.fn(),
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};
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});
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afterEach(() => {
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vi.restoreAllMocks();
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vi.clearAllTimers();
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});
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function makeGame(creatorPersistentID?: string) {
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return new GameServer(
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"test-game",
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mockLogger,
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Date.now(),
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{ gameType: GameType.Private } as any,
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creatorPersistentID,
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);
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}
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async function sendKickMessage(
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ws: ReturnType<typeof makeMockWs>,
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target: string,
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) {
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await ws.trigger(
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"message",
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JSON.stringify({
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type: "intent",
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intent: { type: "kick_player", target },
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}),
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);
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}
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it("lobby creator can kick another player with lobby_creator reason", async () => {
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const game = makeGame("creator-pid");
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const kickSpy = vi.spyOn(game, "kickClient");
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const { client: creator, ws: creatorWs } = makeClient(
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"creator-cid",
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"creator-pid",
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);
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const { client: target } = makeClient("target-cid", "target-pid");
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game.joinClient(creator);
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game.joinClient(target);
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await sendKickMessage(creatorWs, "target-cid");
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expect(kickSpy).toHaveBeenCalledOnce();
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expect(kickSpy).toHaveBeenCalledWith(
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"target-cid",
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"kick_reason.lobby_creator",
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);
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});
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it("admin-flared player can kick another player with admin reason", async () => {
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const game = makeGame();
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const kickSpy = vi.spyOn(game, "kickClient");
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const { client: admin, ws: adminWs } = makeClient(
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"admin-cid",
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"admin-pid",
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"admin",
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);
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const { client: target } = makeClient("target-cid", "target-pid");
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game.joinClient(admin);
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game.joinClient(target);
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await sendKickMessage(adminWs, "target-cid");
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expect(kickSpy).toHaveBeenCalledOnce();
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expect(kickSpy).toHaveBeenCalledWith("target-cid", "kick_reason.admin");
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});
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it("non-creator non-admin cannot kick", async () => {
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const game = makeGame("creator-pid");
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const kickSpy = vi.spyOn(game, "kickClient");
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const { client: creator } = makeClient("creator-cid", "creator-pid");
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const { client: rando, ws: randoWs } = makeClient("rando-cid", "rando-pid");
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const { client: target } = makeClient("target-cid", "target-pid");
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game.joinClient(creator);
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game.joinClient(rando);
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game.joinClient(target);
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await sendKickMessage(randoWs, "target-cid");
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expect(kickSpy).not.toHaveBeenCalled();
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});
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it("cannot kick yourself even as lobby creator", async () => {
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const game = makeGame("creator-pid");
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const kickSpy = vi.spyOn(game, "kickClient");
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const { client: creator, ws: creatorWs } = makeClient(
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"creator-cid",
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"creator-pid",
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);
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game.joinClient(creator);
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await sendKickMessage(creatorWs, "creator-cid");
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expect(kickSpy).not.toHaveBeenCalled();
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});
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});
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