Files
ark-stronghold-protocol/test/match/lobby-integration.test.js
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Alsan Jayson 098b8f09b1 The co-op integration test picks a band the AI has not taken and waits for b.start (#146)
Fixes the flaky CI run reported in #144: a fixed seed, a free band from the public draft with the pick asserted, and the battle start awaited. Closes #144. Contributed by @CELLOPOI.
2026-10-05 22:34:46 +08:00

230 lines
12 KiB
JavaScript

// The real Match behind the real platform (HTTP/WS server + lobby): a solo and a co-op match driven over sockets.
// Phase timers are scaled down (timerScale) and battles use FakeBattle so the test runs in real time quickly.
// Combat is client-side (DESIGN §14): each socket client simulates its b.start specs (test/match/simClient.js) and
// reports b.progress / b.result through the platform (server/net.js routes b.* to the match). The last test runs the
// server-run fallback (SP_COMBAT=server) that still streams b.snap.
import { test, after } from 'node:test';
import assert from 'node:assert/strict';
import { startServer } from '../../server/index.js';
import { getData } from '../../server/data.js';
import { Match } from '../../server/match/Match.js';
import { TestClient } from '../helpers/wsClient.js';
import { FakeBattle } from './fakeBattle.js';
import { attachWsSimClient } from './simClient.js';
import { EMOTES } from '../../shared/constants.js';
let serverCombat = false;
class FastMatch extends Match {
constructor(o) { super({ ...o, timerScale: 0.02, BattleClass: FakeBattle, clientCombat: !serverCombat }); }
}
const log = { info() {}, warn() {}, debug() {}, error: (...a) => errors.push(a.map(String).join(' ')) };
const errors = [];
let srv = null;
const clients = [];
async function server() {
// Issue #144: in the one-human + AI draft, seed 69 makes the AI take band_bldsk first.
if (!srv) srv = await startServer({ port: 0, host: '127.0.0.1', log, MatchClass: FastMatch, seedFn: () => 69 });
return srv;
}
async function player(name, token) {
const s = await server();
const c = await TestClient.connect(`ws://127.0.0.1:${s.port}/ws`);
clients.push(c);
const w = await c.hello(name, token);
c.id = w.playerId;
c.token = w.token;
c.sim = attachWsSimClient(c, { BattleClass: FakeBattle, pace: 'instant' });
return c;
}
const ok = async (c, msg) => { const r = await c.request(msg); assert.equal(r.t, 'ok', `${msg.t}: ${JSON.stringify(r)}`); return r; };
/** Pick from the current public draft, including the AI's choices; never rely on a timeout after a refused pick. */
async function pickCoopBands(players) {
const pending = new Map(players.map((c) => [c.id, c]));
let frame;
while (pending.size) {
frame = await players[0].waitFor('m.public', (p) => p.phase === 'BAND_DRAFT' && pending.has(p.draft?.turn), 10000);
assert.equal(frame.draft.order.length, frame.players.length);
const taken = new Set(Object.values(frame.draft.picks));
const band = Object.values(getData().bands).find((b) =>
(!Array.isArray(b.modeTypeList) || b.modeTypeList.includes('MULTI')) && !taken.has(b.bandId));
assert.ok(band, 'a co-op strategy is still available');
await ok(pending.get(frame.draft.turn), { t: 'g.band', bandId: band.bandId });
pending.delete(frame.draft.turn);
}
return frame;
}
after(async () => {
for (const c of clients) await c.terminate().catch(() => {});
if (srv) await srv.close();
});
test('solo over websockets: briefing → band → prep → buy/place/ready → combat → settle → round 2 → leave', async () => {
FakeBattle.reset();
FakeBattle.script = () => ({ duration: 1 });
const c = await player('Solo');
await ok(c, { t: 'room.create', mode: 'solo', difficulty: 'FUNNY' });
await c.waitFor('room.state');
await ok(c, { t: 'room.start' });
const pub = await c.waitFor('m.public', (p) => p.phase === 'INFO_CHECK');
assert.equal(pub.modeId, 'mode_single_funny');
assert.equal(pub.lastRound, 9);
await ok(c, { t: 'g.infoReady' });
await c.waitFor('m.public', (p) => p.phase === 'BAND_DRAFT');
await ok(c, { t: 'g.band', bandId: 'band_sarkazb' });
const prep = await c.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 1, 10000);
assert.equal(prep.players[0].lp, 45);
const priv = await c.waitFor('m.private', (p) => p.funds === 4 && p.shop.slots.length > 0);
const slot = priv.shop.slots.findIndex((s) => s && s.kind === 'chess' && s.price <= 4);
await ok(c, { t: 'g.buy', slot });
const after1 = await c.waitFor('m.private', (p) => p.hand.some(Boolean));
const piece = after1.hand.find(Boolean);
// wrong-phase / bad intents come back as errors with codes
const bad = await c.request({ t: 'g.choice', idx: 0 });
assert.equal(bad.t, 'error');
assert.equal(bad.code, 'WRONG_PHASE');
const tile = [[9, 3], [9, 4], [10, 3], [12, 5]].find(() => true);
const mv = await c.request({ t: 'g.move', uid: piece.uid, to: { area: 'board', row: tile[0], col: tile[1] } });
assert.ok(mv.t === 'ok' || (mv.t === 'error' && mv.code === 'BAD_TILE'));
await ok(c, { t: 'g.ready', ready: true });
// (the client answers at once: the COMBAT phase may be shorter than the m.public throttle window)
const start = await c.waitFor('b.start', (x) => x.authoritative, 10000);
assert.equal(start.fieldId, `n:${c.id}`);
assert.equal(start.spec.kind, 'normal');
await c.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 2, 15000);
assert.ok(c.sim.log.some((x) => x.t === 'b.result' && x.battleId === start.battleId), 'the client reported its battle');
assert.equal(c.log.filter((x) => x.t === 'b.snap' || x.t === 'b.ev').length, 0, 'no combat streaming');
// (reports carry no rid: an error answering one would arrive without a rid)
assert.equal(c.log.filter((x) => x.t === 'error' && x.rid == null).length, 0, 'every report was accepted without error');
await ok(c, { t: 'g.emote', id: EMOTES[0] });
await c.waitFor('m.emote');
// leaving the only human seat ends the match; the room returns to its lobby life cycle
await ok(c, { t: 'g.leave' });
assert.deepEqual(errors, []);
});
test('co-op over websockets: two humans + AI, reconnect with the token mid-match resyncs the state', async () => {
FakeBattle.reset();
FakeBattle.script = () => ({ duration: 1 });
const a = await player('A');
const b = await player('B');
await ok(a, { t: 'room.create', mode: 'coop', difficulty: 'NORMAL' });
const st = await a.waitFor('room.state');
await ok(b, { t: 'room.join', code: st.code });
await ok(a, { t: 'room.addBot' });
await ok(b, { t: 'room.ready', ready: true });
await ok(a, { t: 'room.start' });
for (const c of [a, b]) await c.waitFor('m.public', (p) => p.phase === 'INFO_CHECK');
await ok(a, { t: 'g.infoReady' });
await ok(b, { t: 'g.infoReady' });
await pickCoopBands([a, b]);
await a.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 1, 10000);
// B drops and comes back with its token
await b.terminate();
const b2 = await player('B', b.token);
const pub = await b2.waitFor('m.public', (p) => p.phase === 'PREP');
assert.equal(pub.players.find((p) => p.playerId === b2.id).connected, true);
const priv = await b2.waitFor('m.private');
assert.equal(priv.playerId, b2.id);
await ok(a, { t: 'g.ready', ready: true });
await ok(b2, { t: 'g.ready', ready: true });
// Instant simulated battles can finish before the throttled public phase is broadcast, as in the solo test.
const start = await a.waitFor('b.start', (x) => x.authoritative, 10000);
assert.equal(start.fieldId, `n:${a.id}`);
await a.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 2, 15000);
await ok(a, { t: 'g.leave' });
await ok(b2, { t: 'g.leave' });
assert.deepEqual(errors, []);
});
// community report #26 (a remake feature): a spectator seat — server/lobby.js header, test/match/spectator.test.js
test('co-op spectator over websockets: watches the real match like an eliminated player, never a private view, cannot act, resumes', async () => {
FakeBattle.reset();
FakeBattle.script = () => ({ duration: 1 });
const watcher = async (name, token) => {
const s = await server();
const c = await TestClient.connect(`ws://127.0.0.1:${s.port}/ws`); // no simulated browser: it only watches
clients.push(c);
const w = await c.hello(name, token);
c.id = w.playerId;
c.token = w.token;
return c;
};
const a = await player('A');
await ok(a, { t: 'room.create', mode: 'coop', difficulty: 'NORMAL' });
const st = await a.waitFor('room.state');
await ok(a, { t: 'room.addBot' });
const s = await watcher('Spec');
await ok(s, { t: 'room.spectate', code: st.code });
await ok(a, { t: 'room.start' });
const info = await s.waitFor('m.public', (p) => p.phase === 'INFO_CHECK');
assert.ok(!info.players.some((p) => p.playerId === s.id), 'never a player');
for (const msg of [{ t: 'g.infoReady' }, { t: 'g.band', bandId: 'band_bldsk' }, { t: 'g.emote', id: EMOTES[0] }]) {
const r = await s.request(msg);
assert.equal(r.code, 'SPECTATOR', msg.t);
}
await ok(a, { t: 'g.infoReady' });
const draft = await pickCoopBands([a]);
assert.ok(Object.values(draft.draft.picks).includes('band_bldsk'), 'seed 69: the AI already took the default');
await a.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 1, 10000);
for (const msg of [{ t: 'g.buy', slot: 0 }, { t: 'g.ready', ready: true }, { t: 'g.refresh' }]) {
const r = await s.request(msg);
assert.equal(r.code, 'SPECTATOR', msg.t);
}
// prep: the player's board, read-only (what a teammate scouting it gets)
await ok(s, { t: 'g.watch', fieldId: `n:${a.id}` });
const scout = await s.waitFor('m.field', (f) => f.prep === true);
assert.equal(scout.fieldId, `n:${a.id}`);
await ok(a, { t: 'g.ready', ready: true });
const start = await s.waitFor('b.start', (x) => x.kind === 'normal', 10000);
assert.equal(start.watch, true);
assert.equal(start.authoritative, false);
assert.ok(!start.spec.players.some((p) => Object.hasOwn(p.contentInfo || {}, 'funds')), 'no player funds in a spectator\'s spec');
// drop and resume with the token: the seat comes back with the match state
await s.terminate();
await a.waitFor('room.state', (x) => x.spectators.some((y) => y.playerId === s.id && !y.connected));
const back = await watcher('Spec', s.token);
assert.equal(back.id, s.id);
const rs = await back.waitFor('room.state');
assert.deepEqual(rs.spectators, [{ playerId: s.id, name: 'Spec', connected: true }]);
await back.waitFor('m.public');
await a.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 2, 15000);
for (const c of [s, back]) {
assert.equal(c.log.filter((x) => x.t === 'm.private' || x.t === 'm.toast' || x.t === 'm.unitStats').length, 0, 'no private frame');
assert.ok(!c.log.some((x) => /"(funds|hand|shop|temp)":/.test(JSON.stringify(x))), 'no private player data');
}
// the last player leaves: the match ends and the room closes for its spectator
await ok(a, { t: 'g.leave' });
assert.equal((await back.waitFor('room.closed', () => true, 5000)).reason, 'empty');
assert.deepEqual(errors, []);
});
test('server-run fallback (SP_COMBAT=server): the match simulates every field and streams m.field + b.snap', async () => {
FakeBattle.reset();
FakeBattle.script = () => ({ duration: 1 });
serverCombat = true;
try {
const c = await player('Legacy');
await ok(c, { t: 'room.create', mode: 'solo', difficulty: 'FUNNY' });
await c.waitFor('room.state');
await ok(c, { t: 'room.start' });
await c.waitFor('m.public', (p) => p.phase === 'INFO_CHECK');
await ok(c, { t: 'g.infoReady' });
await c.waitFor('m.public', (p) => p.phase === 'BAND_DRAFT');
await ok(c, { t: 'g.band', bandId: 'band_sarkazb' });
await c.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 1, 10000);
await ok(c, { t: 'g.ready', ready: true });
await c.waitFor('m.field', () => true, 10000);
await c.waitFor('b.snap', (s) => typeof s.gt === 'number', 10000);
await c.waitFor('m.public', (p) => p.phase === 'PREP' && p.round === 2, 15000);
assert.equal(c.log.filter((x) => x.t === 'b.start').length, 0);
await ok(c, { t: 'g.leave' });
assert.deepEqual(errors, []);
} finally {
serverCombat = false;
}
});