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exp_legacy recorded each player's locale in PlayerData statistics which nothing read. The lua side now sends one ipc event with the player's locale when they join and when they change language, the instance forwards it, and the controller stores it on the player record. The Scenario section of the user page shows the language by name with a flag made from regional indicator symbols. Locales with a region use it directly, the rest map to a country through a small table covering Factorio's locale list. Arabic, Catalan, Basque, and Esperanto have no single country and get no flag. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
218 lines
8.8 KiB
JavaScript
218 lines
8.8 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("player settings", 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 with a locale 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:locale", { player_name: "Alice", locale: "de" });
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const [event] = state.sent.filter(request => request instanceof messages.PlayerLocaleEvent);
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t3.strictSame([event.playerName, event.locale], ["Alice", "de"]);
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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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