Files
factorio-expcluster/exp_server_list/test/instance.test.js
T
bbassieandClaude Opus 5.5 c0289ed8a7 Address review on exp_server_list
The controller and instance plugins are init functions with closures.
The controller batches refreshes with setMany and deleteMany, and the
instance gates updates on its status instead of a started flag.

short_name is now display_name. New always_on_top field sorts servers
first in get_servers. The record carries has_password from the game
password in factorio.settings, never the password itself, and the
description falls back to the one in factorio.settings. A controller
welcome is used when the instance has none, and the readme falls back
to a default welcome from the locale.

Lua gets is_synced for connect.lua. The readme passes an empty detail
instead of nil to the join tooltip so the player count stays in __2__,
restores the Password status, shows the welcome title as a centered
label and shortens long descriptions with the full text as a tooltip.

The Lua tests assert the lookups they index, which fixes the lint.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 21:35:33 +00:00

140 lines
4.7 KiB
JavaScript

import t from "tap";
import * as lib from "@clusterio/lib";
import { Instance } from "@clusterio/host";
import entrypoint from "../dist/node/instance.js";
import { plugin as pluginDeclaration } from "../dist/node/index.js";
import * as messages from "../dist/node/messages.js";
// The instance validates message classes against the link registry
for (const Message of pluginDeclaration.messages) {
lib.Link.register(Message);
}
const logger = { child: () => logger, info: () => {}, warn: () => {}, error: () => {}, verbose: () => {} };
class TestConnector extends lib.BaseConnector {
constructor() {
super(lib.Address.fromShorthand({ instanceId: 1 }), lib.Address.fromShorthand({ hostId: 1 }));
this.valid = true;
this.connected = true;
this.hasSession = true;
}
send() {}
}
function server(id, name = `instance-${id}`) {
return new messages.ServerRecord(
id, name, name, "", "", "", false, false, false, "Base", "2.1.14", 0, "running", "",
);
}
/** Run the plugin on a real instance with spies on what leaves it. */
async function startPlugin(t2, servers = [server(1), server(2)]) {
const instanceConfig = new lib.InstanceConfig("host");
instanceConfig.set("instance.id", 1);
instanceConfig.set("instance.name", "test");
const instance = new Instance(
{ assignGamePort: () => 1 }, new TestConnector(), t2.testdir(), "factorioDir", instanceConfig
);
const state = { sent: [], rcons: [] };
instance.server = {
handle: () => {},
sendRcon: async command => {
state.rcons.push(command);
return "";
},
};
instance.sendTo = async (dst, request) => {
if (request instanceof lib.InstanceStatusChangedEvent) {
return undefined;
}
state.sent.push(request);
return request instanceof messages.ServerListRequest ? servers : undefined;
};
const handlers = new Map();
instance.handle = (Class, handler) => handlers.set(Class, handler);
await entrypoint({ plugin: { name: "exp_server_list" }, instance, host: {}, logger });
return {
instance,
state,
/** What the host does once rcon is up */
start: async () => {
instance.notifyStatus("starting");
await instance.hooks.start.invoke();
instance.notifyStatus("running");
},
update: event => handlers.get(messages.ServerUpdatesEvent)(event),
connection: event => instance.hooks.controllerConnectionEvent.invoke(event),
clear: () => {
state.sent.length = 0;
state.rcons.length = 0;
},
};
}
/** The payload of a recorded rcon command. */
function decodeRcon(command) {
const match = command.match(/^\/sc exp_server_list\.receive_update\(helpers\.json_to_table\[(=+)\[(.*)\]\1\]\)$/s);
return JSON.parse(match[2]);
}
t.test("start subscribes and replaces the list in lua", async t2 => {
const { start, state } = await startPlugin(t2);
await start();
t2.ok(state.sent[0] instanceof lib.SubscriptionRequest, "subscribes to updates first");
t2.ok(state.sent[1] instanceof messages.ServerListRequest, "then lists the servers");
const payload = decodeRcon(state.rcons[0]);
t2.equal(payload.current_id, 1, "tells lua which server it is");
t2.equal(payload.replace, true);
t2.strictSame(payload.servers.map(entry => entry.display_name), ["instance-1", "instance-2"]);
});
t.test("updates are only sent while the game is up", async t2 => {
const { instance, start, update, clear, state } = await startPlugin(t2);
const event = new messages.ServerUpdatesEvent([server(2, "renamed")]);
await update(event);
t2.strictSame(state.rcons, [], "nothing is sent before start");
await start();
clear();
await update(event);
const payload = decodeRcon(state.rcons[0]);
t2.equal(payload.replace, false, "updates are merged");
t2.strictSame(payload.servers.map(entry => entry.name), ["renamed"]);
instance.notifyStatus("stopped");
clear();
await update(event);
t2.strictSame(state.rcons, [], "nothing is sent after the game stopped");
});
t.test("syncs again after the controller restarts", async t2 => {
const { start, connection, clear, state } = await startPlugin(t2);
await connection("connect");
t2.strictSame(state.sent, [], "nothing happens before start");
await start();
clear();
await connection("resume");
t2.strictSame(state.sent, [], "a resumed session keeps its subscription");
await connection("connect");
t2.ok(state.sent[0] instanceof lib.SubscriptionRequest, "subscribes again");
t2.equal(decodeRcon(state.rcons[0]).replace, true, "and replaces the list");
});
t.test("picks a long bracket the values do not close", async t2 => {
const name = "a]=]b]==]c";
const { start, state } = await startPlugin(t2, [server(3, name)]);
await start();
t2.match(state.rcons[0], "json_to_table[===[", "uses a level not found in the json");
t2.equal(decodeRcon(state.rcons[0]).servers[0].name, name);
});