Files
OpenFrontIO/tests/DeleteUnitExecution.test.ts
T
Evan Pelle a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
Restructure the single src/ tree into an npm-workspaces monorepo under
packages/, rename core -> engine, extract a types-only core-public layer,
and break the pre-existing engine -> client dependency cycle.

Structure (packages/):
  core-public  public API/wire schemas + shared enums (clean leaf)
  shared       framework-agnostic helpers (clean leaf)
  engine       deterministic simulation (was src/core)
  client       rendering/UI (was src/client)
  server       coordination (was src/server)

Dependency DAG: engine -> {core-public, shared}; client -> {core-public,
shared, engine}; server -> {core-public, engine}.

- npm workspaces: root package.json workspaces + per-package package.json;
  tsconfig.base.json holds shared options + path aliases
  (core-public/* shared/* engine/* client/* server/*) resolved uniformly by
  tsc, Vite (resolve.tsconfigPaths), Vitest, and tsx. Lockfile regenerated.
- core-public: moved Schemas/ApiSchemas/CosmeticSchemas/StatsSchemas/
  ClanApiSchemas/WorkerSchemas/Base64/PatternDecoder; extracted the enums
  (GameTypes), GameEvent type, emoji table, and GraphicsOverrides schema.
  Engine re-exports the moved enums/types so existing imports keep working.
- Broke engine -> client cycle:
  - renderNumber/renderTroops -> shared/format
  - NameBoxCalculator moved into engine
  - username validation returns translation key + params; client translates
  - applyStateUpdate moved to client (operates on the render-only PlayerState)
  - Config/UnitGrid/execution-Util/GameImpl now use structural read
    interfaces (engine/game/ReadViews: PlayerLike/UnitLike/GameLike) instead
    of importing client view classes; client imports view classes from a new
    client/view barrel; deleted the engine/game/GameView re-export shim.
- Build/deploy updated: vite.config, index.html, eslint, Dockerfile
  (copies packages/ + tsconfig.base.json before npm ci), .vscode, tests.

Verified: tsc --noEmit clean; 1364 + 65 tests pass; production vite build
succeeds; engine has zero client/server imports; core-public and shared are
dependency leaves.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:51:03 +00:00

155 lines
4.5 KiB
TypeScript

import { DeleteUnitExecution } from "engine/execution/DeleteUnitExecution";
import { SpawnExecution } from "engine/execution/SpawnExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
Unit,
UnitType,
} from "engine/game/Game";
import { TileRef } from "engine/game/GameMap";
import { GameID } from "core-public/Schemas";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
describe("DeleteUnitExecution Security Tests", () => {
let game: Game;
const gameID: GameID = "game_id";
let player: Player;
let enemyPlayer: Player;
let unit: Unit;
beforeEach(async () => {
game = await setup("plains", {
infiniteGold: true,
instantBuild: true,
infiniteTroops: true,
});
const player1Info = new PlayerInfo(
"TestPlayer",
PlayerType.Human,
null,
"TestPlayer",
);
const player2Info = new PlayerInfo(
"EnemyPlayer",
PlayerType.Human,
null,
"EnemyPlayer",
);
game.addPlayer(player1Info);
game.addPlayer(player2Info);
const playerSpawn: TileRef = game.ref(0, 10);
const enemySpawn: TileRef = game.ref(0, 15);
game.addExecution(
new SpawnExecution(
gameID,
game.player(player1Info.id).info(),
playerSpawn,
),
new SpawnExecution(
gameID,
game.player(player2Info.id).info(),
enemySpawn,
),
);
executeTicks(game, game.config().deleteUnitCooldown() + 1);
player = game.player(player1Info.id);
enemyPlayer = game.player(player2Info.id);
const playerTiles = Array.from(player.tiles());
if (playerTiles.length === 0) {
throw new Error("Player has no tiles");
}
const spawnTile = playerTiles[0];
unit = player.buildUnit(UnitType.City, spawnTile, {});
const tileOwner = game.owner(unit.tile());
if (!tileOwner.isPlayer() || tileOwner.id() !== player.id()) {
throw new Error("Unit is not on player's territory");
}
game.config().deleteUnitCooldown = () => 10;
game.config().deletionMarkDuration = () => 10;
});
describe("Security Validations", () => {
it("should prevent deleting units not owned by player", () => {
const enemyUnit = enemyPlayer.buildUnit(
UnitType.City,
Array.from(enemyPlayer.tiles())[0],
{},
);
const execution = new DeleteUnitExecution(player, enemyUnit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(enemyUnit.isMarkedForDeletion()).toBe(false);
});
it("should prevent deleting units on enemy territory", () => {
const enemyTiles = Array.from(enemyPlayer.tiles());
if (enemyTiles.length > 0) {
unit.move(enemyTiles[0]);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
}
});
it("should prevent deleting units during spawn phase", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(true);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
});
it("should allow deleting units when all conditions are met", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(unit.isMarkedForDeletion()).toBe(true);
});
it("should delete after deletion delay", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
expect(unit.isOverdueDeletion()).toBe(false);
executeTicks(game, game.config().deletionMarkDuration() + 1);
expect(unit.isActive()).toBe(false);
});
it("should reset deletion if captured", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
unit.setOwner(enemyPlayer);
expect(unit.isMarkedForDeletion()).toBe(false);
expect(unit.isActive()).toBe(true);
});
});
});