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Join messages were stored in exp_legacy's PlayerData, which nothing ever synced. The controller now keeps a players.json datastore of per-player settings keyed by player name, starting with the join message, and saves it on the save and shutdown hooks. Records with nothing set are removed. When a player joins, the instance plugin fetches their record and prints the message to everyone over rcon in the player's colour, so no lua is needed to show it. The in-game /set-join-message and /remove-join-message commands send ipc which the instance forwards to the controller; /set-join-message without a message asks the instance, which prints the stored message back to the player. Greetings is now a feature. Disabling it stops the greeting, the commands, and the printed join messages. The private greeting with the community name and Discord link is shown to every joining player, even those with a join message, since one is a welcome for the player and the other an announcement to everyone else. Two controller permissions cover the web interface: exp_scenario.join_message.set for your own message and .set_other for anyone's, checked against the requesting user the same way exp_discord_auth checks unlinking. The seed grants them to Supporter and Moderator alongside the in-game commands. The user page gets a Scenario section showing the message with an edit button for users who may change it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
211 lines
8.5 KiB
JavaScript
211 lines
8.5 KiB
JavaScript
import t from "tap";
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import * as lib from "@clusterio/lib";
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import { Instance } from "@clusterio/host";
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import entrypoint from "../dist/node/instance.js";
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import { plugin as pluginDeclaration } from "../dist/node/index.js";
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import * as messages from "../dist/node/messages.js";
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import { features } from "../dist/node/features.js";
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// The instance validates message classes against the link registry
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for (const Message of pluginDeclaration.messages) {
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lib.Link.register(Message);
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}
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const logger = { child: () => logger, info: () => {}, warn: () => {}, error: () => {}, verbose: () => {} };
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class TestConnector extends lib.BaseConnector {
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constructor() {
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super(lib.Address.fromShorthand({ instanceId: 1 }), lib.Address.fromShorthand({ hostId: 1 }));
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this.valid = true;
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this.connected = true;
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this.hasSession = true;
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}
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send() {}
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}
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/** Run the plugin on a real instance with spies on what leaves it, returns the event handler it registered. */
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async function startPlugin(
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t2, features = [new messages.FeatureRecord("death_markers", false, { show_map_markers: false })], players = [],
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) {
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const instanceConfig = new lib.InstanceConfig("host");
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instanceConfig.set("instance.id", 1);
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instanceConfig.set("instance.name", "test");
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const instance = new Instance(
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{ assignGamePort: () => 1 }, new TestConnector(), t2.testdir(), "factorioDir", instanceConfig
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);
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const state = { sent: [], rcons: [] };
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const ipcHandlers = new Map();
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instance.server = {
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handle: (channel, handler) => ipcHandlers.set(channel, handler),
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sendRcon: async command => {
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state.rcons.push(command);
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return "";
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},
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};
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instance.sendTo = async (dst, request) => {
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state.sent.push(request);
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if (request instanceof messages.PlayerGetRequest) {
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const found = players.find(record => record.id === request.playerName);
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return found ?? new messages.PlayerRecord(request.playerName);
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}
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return request instanceof messages.FeatureListRequest ? features : undefined;
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};
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const handlers = new Map();
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instance.handle = (Event, handler) => handlers.set(Event, handler);
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await entrypoint({ plugin: { name: "exp_scenario" }, instance, host: {}, logger });
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const hooks = instance.hooks;
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return {
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state,
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start: () => hooks.start.invoke(),
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exit: () => hooks.exit.invoke(),
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connectionEvent: event => hooks.controllerConnectionEvent.invoke(event),
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featureUpdated: handlers.get(messages.FeatureUpdatedEvent),
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ipc: (channel, event) => ipcHandlers.get(channel)(event),
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playerEvent: event => hooks.playerEvent.invoke(event),
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setStatus: status => { instance._status = status; },
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};
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}
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/** The payload of a recorded rcon command. */
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function decodeRcon(command) {
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const match = command.match(/^\/sc exp_scenario\.features\.receive_update\(helpers\.json_to_table\[(=+)\[(.*)\]\1\]\)$/s);
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return JSON.parse(match[2]);
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}
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/** The player data and code of a recorded rcon command made by luaWithPlayer. */
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function decodePlayerRcon(command) {
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const match = command.match(
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/^\/sc local d = helpers\.json_to_table\[(=+)\[(.*)\]\1\] local p = game\.get_player\(d\.name\) if p then (.*) end$/s,
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);
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return { data: JSON.parse(match[2]), code: match[3] };
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}
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t.test("instance plugin", t2 => {
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t2.test("start subscribes and sends every feature to lua", async t3 => {
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const { start, state } = await startPlugin(t3);
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await start();
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t3.ok(state.sent[0] instanceof lib.SubscriptionRequest, "subscribes to updates first");
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t3.ok(state.sent[1] instanceof messages.FeatureListRequest, "then lists the features");
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const [update] = decodeRcon(state.rcons[0]);
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const deathMarkers = features.find(feature => feature.name === "death_markers");
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t3.equal(update.name, "death_markers");
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t3.strictSame([update.values.enabled, update.values.show_map_markers], [false, false], "stored values are sent");
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t3.equal(update.values.collect_corpses, true, "the rest are filled with their defaults");
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t3.equal(Object.keys(update.values).length, deathMarkers.fields.length + 1, "every field and enabled");
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});
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t2.test("FeatureUpdatedEvent only sends while the game is up", async t3 => {
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const { start, exit, featureUpdated, state } = await startPlugin(t3);
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const event = new messages.FeatureUpdatedEvent([
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new messages.FeatureRecord("afk_kick", true, { afk_minutes: 5 }),
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new messages.FeatureRecord("removed", true, {}, 0, true),
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]);
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await featureUpdated(event);
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t3.strictSame(state.rcons, [], "nothing is sent before start");
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await start();
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state.rcons.length = 0;
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await featureUpdated(event);
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const updates = decodeRcon(state.rcons[0]);
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t3.strictSame(updates.map(update => update.name), ["afk_kick"], "deleted features are left out");
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t3.strictSame([updates[0].values.enabled, updates[0].values.afk_minutes], [true, 5]);
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await exit();
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state.rcons.length = 0;
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await featureUpdated(event);
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t3.strictSame(state.rcons, [], "nothing is sent after exit");
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});
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t2.test("a new controller connection syncs again after the controller restarts", async t3 => {
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const { start, connectionEvent, state } = await startPlugin(t3);
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await connectionEvent("connect");
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t3.strictSame(state.sent, [], "nothing happens before start");
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await start();
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state.sent.length = 0;
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state.rcons.length = 0;
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await connectionEvent("resume");
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t3.strictSame(state.sent, [], "a resumed session keeps its subscription");
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await connectionEvent("connect");
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t3.ok(state.sent[0] instanceof lib.SubscriptionRequest, "subscribes again");
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t3.equal(state.rcons.length, 1, "and sends every feature");
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});
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t2.test("feature updates pick a long bracket the values do not close", async t3 => {
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const { start, featureUpdated, state } = await startPlugin(t3, []);
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await start();
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const name = "a]=]b]==]c";
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await featureUpdated(new messages.FeatureUpdatedEvent([
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new messages.FeatureRecord("station_auto_name", true, { station_name: name }),
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]));
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t3.match(state.rcons[0], "json_to_table[===[", "uses a level not found in the json");
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t3.strictSame(decodeRcon(state.rcons[0])[0].values.station_name, name);
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});
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t2.end();
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});
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t.test("join messages", t2 => {
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const alice = new messages.PlayerRecord("Alice", "Alice has arrived ]=] ]==]");
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t2.test("a joining player's message is printed to everyone", async t3 => {
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const { start, playerEvent, setStatus, state } = await startPlugin(t3, [], [alice]);
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await start();
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setStatus("running");
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state.rcons.length = 0;
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await playerEvent({ type: "join", name: "Alice" });
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t3.equal(state.rcons.length, 1);
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const { data, code } = decodePlayerRcon(state.rcons[0]);
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t3.strictSame(data, { message: alice.joinMessage, name: "Alice" }, "the message survives the long bracket");
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t3.equal(code, "game.print(d.message, { color = p.color })");
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await playerEvent({ type: "join", name: "Bob" });
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await playerEvent({ type: "leave", name: "Alice" });
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t3.equal(state.rcons.length, 1, "players without a message and leaves print nothing");
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});
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t2.test("nothing is printed while the instance is not running or greetings are disabled", async t3 => {
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const { start, playerEvent, setStatus, featureUpdated, state } = await startPlugin(t3, [], [alice]);
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await start();
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state.rcons.length = 0;
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await playerEvent({ type: "join", name: "Alice" });
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t3.strictSame(state.rcons, [], "not running");
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setStatus("running");
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await featureUpdated(new messages.FeatureUpdatedEvent([new messages.FeatureRecord("greetings", false)]));
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state.rcons.length = 0;
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await playerEvent({ type: "join", name: "Alice" });
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t3.strictSame(state.rcons, [], "greetings disabled");
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});
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t2.test("ipc from the set and remove commands is forwarded to the controller", async t3 => {
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const { ipc, state } = await startPlugin(t3);
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await ipc("exp_scenario:join_message_set", { player_name: "Alice", message: "Hi" });
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await ipc("exp_scenario:join_message_set", { player_name: "Alice" });
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const sent = state.sent.filter(request => request instanceof messages.JoinMessageSetRequest);
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t3.strictSame(sent.map(request => [request.playerName, request.message]), [["Alice", "Hi"], ["Alice", null]]);
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});
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t2.test("ipc asking for the message prints it to the player", async t3 => {
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const { ipc, setStatus, state } = await startPlugin(t3, [], [alice]);
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setStatus("running");
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await ipc("exp_scenario:join_message_get", { player_name: "Alice" });
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await ipc("exp_scenario:join_message_get", { player_name: "Bob" });
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const [found, missing] = state.rcons.map(decodePlayerRcon);
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t3.equal(found.data.message, alice.joinMessage);
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t3.equal(missing.data.message, undefined, "no message key, so the lua side prints message-none");
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t3.match(found.code, "exp_greetings.message-none");
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});
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t2.end();
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});
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