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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>
236 lines
7.2 KiB
TypeScript
236 lines
7.2 KiB
TypeScript
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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import { GameType } from "../../src/core/game/Game";
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import { PlayerLiveStats } from "../../src/core/Schemas";
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import { registerAdminBotRoutes } from "../../src/server/AdminBotRoutes";
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import { GameServer } from "../../src/server/GameServer";
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import { ServerEnv } from "../../src/server/ServerEnv";
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describe("GameServer.handleLiveStats", () => {
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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 makeClient(clientID: string, ip: string, username: string) {
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return { clientID, ip, persistentID: `pid-${clientID}`, username } as any;
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}
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// A GameServer with three distinct-IP active clients wired up.
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function gameWithClients() {
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const game = new GameServer("test-game", mockLogger, Date.now(), {
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gameType: GameType.Private,
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} as any);
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const clients = [
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makeClient("client01", "1.1.1.1", "Alice"),
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makeClient("client02", "2.2.2.2", "Bob"),
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makeClient("client03", "3.3.3.3", "Carol"),
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];
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(game as any).activeClients = clients;
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const allClients = new Map<string, unknown>();
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const disconnected = new Map<string, boolean>();
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for (const c of clients) {
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allClients.set(c.clientID, c);
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disconnected.set(c.clientID, false); // all connected
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}
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(game as any).allClients = allClients;
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(game as any).clientsDisconnectedStatus = disconnected;
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return { game, clients };
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}
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const snapshot = (tilesOwned: number): PlayerLiveStats[] => [
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{
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clientID: "client01",
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tilesOwned,
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troops: 5,
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gold: "100",
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isAlive: true,
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team: null,
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},
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];
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const report = (
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game: GameServer,
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client: any,
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turn: number,
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players: PlayerLiveStats[],
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) =>
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(game as any).handleLiveStats(client, {
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type: "live_stats",
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stats: { turn, players },
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});
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it("reaches consensus at a strict majority and enriches usernames", () => {
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const { game, clients } = gameWithClients();
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const players = snapshot(10);
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report(game, clients[0], 100, players);
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// 1 of 3 IPs -> not yet.
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expect(game.liveStats()).toBeNull();
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report(game, clients[1], 100, players);
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// 2 of 3 IPs -> consensus.
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expect(game.liveStats()).toEqual({
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turn: 100,
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players: [{ ...players[0], username: "Alice", connected: true }],
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});
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});
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it("reports server-side connection status per player", () => {
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const { game, clients } = gameWithClients();
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// client01 (the only player in the snapshot) has dropped.
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(game as any).clientsDisconnectedStatus.set("client01", true);
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const players = snapshot(10);
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report(game, clients[0], 100, players);
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report(game, clients[1], 100, players);
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expect(game.liveStats()?.players[0].connected).toBe(false);
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});
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it("does not reach consensus when clients disagree", () => {
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const { game, clients } = gameWithClients();
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report(game, clients[0], 100, snapshot(10));
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report(game, clients[1], 100, snapshot(20));
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report(game, clients[2], 100, snapshot(30));
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expect(game.liveStats()).toBeNull();
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});
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it("ignores a second vote from the same client in a turn", () => {
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const { game, clients } = gameWithClients();
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report(game, clients[0], 100, snapshot(10));
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// Same client trying to back a different snapshot is ignored, so neither
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// candidate can reach a majority from this one client.
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report(game, clients[0], 100, snapshot(20));
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report(game, clients[1], 100, snapshot(20));
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expect(game.liveStats()).toBeNull();
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});
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it("ignores stats for a turn already settled", () => {
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const { game, clients } = gameWithClients();
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const players = snapshot(10);
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report(game, clients[0], 100, players);
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report(game, clients[1], 100, players);
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expect(game.liveStats()?.turn).toBe(100);
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// Late/old turns must not overwrite the latest snapshot.
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report(game, clients[0], 50, snapshot(99));
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report(game, clients[1], 50, snapshot(99));
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expect(game.liveStats()?.turn).toBe(100);
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});
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it("advances to a newer turn once it reaches consensus", () => {
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const { game, clients } = gameWithClients();
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report(game, clients[0], 100, snapshot(10));
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report(game, clients[1], 100, snapshot(10));
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expect(game.liveStats()?.turn).toBe(100);
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report(game, clients[0], 200, snapshot(42));
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report(game, clients[1], 200, snapshot(42));
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expect(game.liveStats()).toEqual({
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turn: 200,
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players: [{ ...snapshot(42)[0], username: "Alice", connected: true }],
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});
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});
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it("ignores out-of-sync clients", () => {
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const { game, clients } = gameWithClients();
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(game as any).outOfSyncClients = new Set(["client01"]);
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report(game, clients[0], 100, snapshot(10));
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report(game, clients[1], 100, snapshot(10));
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// Only client02's vote counted (1 of 3) -> no consensus.
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expect(game.liveStats()).toBeNull();
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});
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});
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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 GET handler registered for the stats route, bypassing the
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// requireAdminBotKey middleware (tested separately).
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function captureStatsHandler(gm: unknown) {
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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() {},
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get(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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};
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const log: any = { info: vi.fn(), warn: vi.fn(), error: vi.fn() };
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registerAdminBotRoutes({ app, gm: gm as any, workerId: 0, log });
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return routes["/api/adminbot/game/:id/stats"];
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}
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describe("admin bot stats endpoint", () => {
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beforeEach(() => {
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vi.spyOn(ServerEnv, "workerIndex").mockReturnValue(0);
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});
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afterEach(() => {
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vi.restoreAllMocks();
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});
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it("returns the game's live stats", () => {
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const liveStats = {
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turn: 100,
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players: [
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{
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clientID: "client01",
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tilesOwned: 10,
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troops: 5,
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gold: "100",
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isAlive: true,
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team: null,
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username: "Alice",
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connected: true,
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},
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],
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};
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const gm = { game: () => ({ liveStats: () => liveStats }) };
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const handler = captureStatsHandler(gm);
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const res = mockRes();
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handler({ params: { id: "abcdABCD" } }, res);
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expect(res.statusCode).toBe(200);
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expect(res.body.gameID).toBe("abcdABCD");
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expect(res.body.liveStats).toEqual(liveStats);
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});
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it("404s when the game is not found", () => {
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const gm = { game: () => null };
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const handler = captureStatsHandler(gm);
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const res = mockRes();
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handler({ params: { id: "abcdABCD" } }, res);
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expect(res.statusCode).toBe(404);
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});
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it("400s on an invalid game id", () => {
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const gm = { game: () => null };
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const handler = captureStatsHandler(gm);
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const res = mockRes();
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handler({ params: { id: "bad" } }, res);
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expect(res.statusCode).toBe(400);
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});
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});
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