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8aa3e26e70
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) #2919 In GameManager.tick(), when a game becomes active but hasn't started, a setTimeout for game.start() is scheduled with a 2-second delay. If the game finishes or is cancelled within those 2 seconds, game.end() is called, which clears the existing interval. However: 1.The 2-second timeout still fires. game.start() executes. 2. A NEW setInterval is created for turn execution. 3.Since the game is already ending/finished, it's removed from GameManager.games, but the interval continues to run forever in the background ## 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: codimo
122 lines
3.1 KiB
TypeScript
122 lines
3.1 KiB
TypeScript
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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vi.mock("../../src/core/configuration/ConfigLoader", () => ({
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getServerConfigFromServer: () => ({
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otelEnabled: () => false,
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otelAuthHeader: () => "",
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otelEndpoint: () => "",
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env: () => 0, // GameEnv.Dev
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}),
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getServerConfig: () => ({
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otelEnabled: () => false,
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}),
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}));
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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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};
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});
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import { GameEnv } from "../../src/core/configuration/Config";
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import { GameType } from "../../src/core/game/Game";
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import { GameServer } from "../../src/server/GameServer";
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describe("GameLifecycle", () => {
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let mockLogger: any;
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let mockConfig: 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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mockConfig = {
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turnIntervalMs: () => 100,
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gameCreationRate: () => 1000,
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env: () => GameEnv.Dev,
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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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it("should not start turn interval if game has ended", async () => {
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const game = new GameServer(
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"test-game",
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mockLogger,
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Date.now(),
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mockConfig,
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{ gameType: GameType.Private } as any,
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);
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// Call end() first - this should set _hasEnded
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await game.end();
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// Now call start() - this should be a no-op due to our fix
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game.start();
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// Check if the interval ID is set (it shouldn't be)
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expect((game as any).endTurnIntervalID).toBeUndefined();
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// Check if _hasStarted remained false (or at least no interval was created)
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expect(game.hasStarted()).toBe(false);
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});
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it("should clear turn interval and set _hasEnded on end()", async () => {
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// We need to initialize the game such that start() can succeed
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const game = new GameServer(
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"test-game",
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mockLogger,
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Date.now(),
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mockConfig,
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{
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gameType: GameType.Private,
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gameMap: "plains",
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gameMapSize: 100,
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} as any,
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);
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// Manually trigger prestart to fulfill some internal checks if necessary
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game.prestart();
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// start() should create the interval
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game.start();
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expect((game as any).endTurnIntervalID).toBeDefined();
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// end() should clear it
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await game.end();
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expect((game as any).endTurnIntervalID).toBeUndefined();
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expect((game as any)._hasEnded).toBe(true);
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});
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it("should be resilient to multiple end() calls", async () => {
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const game = new GameServer(
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"test-game",
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mockLogger,
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Date.now(),
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mockConfig,
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{ gameType: GameType.Private } as any,
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);
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await game.end();
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expect((game as any)._hasEnded).toBe(true);
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// Should not throw or crash
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await expect(game.end()).resolves.toBeUndefined();
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expect((game as any)._hasEnded).toBe(true);
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});
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});
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