mirror of
https://github.com/openfrontio/OpenFrontIO.git
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a7f992e9b0
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>
155 lines
4.5 KiB
TypeScript
155 lines
4.5 KiB
TypeScript
import { DeleteUnitExecution } from "engine/execution/DeleteUnitExecution";
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import { SpawnExecution } from "engine/execution/SpawnExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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Unit,
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UnitType,
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} from "engine/game/Game";
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import { TileRef } from "engine/game/GameMap";
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import { GameID } from "core-public/Schemas";
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import { setup } from "./util/Setup";
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import { executeTicks } from "./util/utils";
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describe("DeleteUnitExecution Security Tests", () => {
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let game: Game;
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const gameID: GameID = "game_id";
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let player: Player;
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let enemyPlayer: Player;
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let unit: Unit;
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beforeEach(async () => {
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game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const player1Info = new PlayerInfo(
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"TestPlayer",
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PlayerType.Human,
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null,
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"TestPlayer",
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);
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const player2Info = new PlayerInfo(
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"EnemyPlayer",
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PlayerType.Human,
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null,
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"EnemyPlayer",
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);
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game.addPlayer(player1Info);
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game.addPlayer(player2Info);
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const playerSpawn: TileRef = game.ref(0, 10);
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const enemySpawn: TileRef = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(
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gameID,
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game.player(player1Info.id).info(),
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playerSpawn,
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),
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new SpawnExecution(
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gameID,
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game.player(player2Info.id).info(),
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enemySpawn,
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),
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);
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executeTicks(game, game.config().deleteUnitCooldown() + 1);
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player = game.player(player1Info.id);
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enemyPlayer = game.player(player2Info.id);
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const playerTiles = Array.from(player.tiles());
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if (playerTiles.length === 0) {
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throw new Error("Player has no tiles");
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}
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const spawnTile = playerTiles[0];
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unit = player.buildUnit(UnitType.City, spawnTile, {});
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const tileOwner = game.owner(unit.tile());
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if (!tileOwner.isPlayer() || tileOwner.id() !== player.id()) {
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throw new Error("Unit is not on player's territory");
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}
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game.config().deleteUnitCooldown = () => 10;
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game.config().deletionMarkDuration = () => 10;
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});
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describe("Security Validations", () => {
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it("should prevent deleting units not owned by player", () => {
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const enemyUnit = enemyPlayer.buildUnit(
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UnitType.City,
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Array.from(enemyPlayer.tiles())[0],
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{},
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);
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const execution = new DeleteUnitExecution(player, enemyUnit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(enemyUnit.isMarkedForDeletion()).toBe(false);
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});
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it("should prevent deleting units on enemy territory", () => {
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const enemyTiles = Array.from(enemyPlayer.tiles());
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if (enemyTiles.length > 0) {
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unit.move(enemyTiles[0]);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(unit.isMarkedForDeletion()).toBe(false);
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}
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});
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it("should prevent deleting units during spawn phase", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(true);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(unit.isMarkedForDeletion()).toBe(false);
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});
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it("should allow deleting units when all conditions are met", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(unit.isMarkedForDeletion()).toBe(true);
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});
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it("should delete after deletion delay", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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game.addExecution(execution);
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game.executeNextTick();
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expect(unit.isMarkedForDeletion()).toBe(true);
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expect(unit.isOverdueDeletion()).toBe(false);
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executeTicks(game, game.config().deletionMarkDuration() + 1);
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expect(unit.isActive()).toBe(false);
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});
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it("should reset deletion if captured", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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game.addExecution(execution);
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game.executeNextTick();
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expect(unit.isMarkedForDeletion()).toBe(true);
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unit.setOwner(enemyPlayer);
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expect(unit.isMarkedForDeletion()).toBe(false);
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expect(unit.isActive()).toBe(true);
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});
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});
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});
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