mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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- The registry is a Suite, created around the environment factory it runs its tests with, so the plugin's env.lua reads as: build environments, hand the test files a suite of them. The suite returned there becomes `...` in each test file, which is now said where it happens. - pass and fail are the primitives every other check goes through. eq and deep_eq assert rather than compare, failing with both values in the detail. - Stubs are extended through extend_requires, extend_script, extend_game and extend_defines, a recursive merge which raises when a value already exists, rather than by mutating the tables. The strict labels carry the factorio class names. - The stubs record registered metatables and can save and load the script data the way factorio does: functions are refused and only registered metatables survive. env.save_load() uses it, and a new on_load test shows role methods and held roles surviving the round trip, which only passes because the module registers its metatable. - The names helper moved out of the shared framework, it is role specific. - Tests are named after the function or method they cover, on both sides: the lua tests read as "role:assign applies locally and is sent", and the javascript files wrap their tests in the class they exercise with subtests per method. module.test.js is control.test.js, after the file it covers. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
126 lines
5.7 KiB
Lua
126 lines
5.7 KiB
Lua
--- Tests for the sync entry points of module/control.lua
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local Suite = ... --- The suite this file adds its tests to, see test/lua/framework.lua
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local test, check, eq, deep_eq = Suite.test, Suite.check, Suite.eq, Suite.deep_eq
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--- alice is a moderator and carol has only the default role, both connected
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local function setup(env)
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local players = {
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alice = env.add_player("alice", 1),
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carol = env.add_player("carol", 3),
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}
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env.admin_state = {}
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env.Roles.define_permission_trigger("exp_scenario.player.admin", function(player, state)
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env.admin_state[player.name] = state
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end)
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env.initialise{
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env.assignment("alice", { 5 }),
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env.assignment("zed", { 5, 6 }), -- has never joined this map
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}
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env.Roles.set_emit_events(true)
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return players
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end
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test("initialise applies triggers and raises empty events", function(env)
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setup(env)
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deep_eq(env.admin_state, { alice = true, carol = false }, "triggers run for connected players")
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check(#env.events == 2, "the event is raised once per connected player")
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check(#env.events[1].data.assigned == 0 and #env.events[1].data.unassigned == 0, "the events are empty")
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check(#env.printed == 0 and #env.sent == 0 and #env.sounds == 0, "initialise is silent and sends nothing")
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end)
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test("initialise is authoritative for pending roles", function(env)
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local players = setup(env)
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env.R("Moderator"):assign(players.carol)
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env.R("Jail"):assign(players.carol, { silent = true, local_only = true })
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local sd = env.Roles._script_data()
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eq(sd.pending.carol, { 5 }, "the role is pending before initialise")
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env.reset_log()
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env.initialise{ env.assignment("alice", { 5 }) }
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check(sd.pending.carol == nil, "pending roles are cleared")
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check(not env.R("Moderator"):has_player(players.carol), "an unconfirmed role is given up")
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eq(sd.local_players.carol, { 7 }, "local only roles are kept")
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check(#env.sent == 0, "initialise sends nothing")
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end)
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test("receive_assignment_updates applies controller changes", function(env)
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local players = setup(env)
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env.reset_log()
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env.Roles.receive_assignment_updates{ env.assignment("carol", { 5 }) }
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check(env.R("Moderator"):has_player(players.carol), "the assignment applies")
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check(#env.events == 1, "the event is raised")
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eq(env.events[1].data.assigned, { 5 }, "the event carries the role id")
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check(env.events[1].data.by_player_index == 0, "controller changes have no by player")
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check(#env.printed == 1 and env.printed[1][4] == "<server>", "the change is announced by the server")
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check(env.admin_state.carol == true, "triggers follow the assignment")
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env.reset_log()
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env.Roles.receive_assignment_updates{ { name = "carol", role_ids = {}, is_deleted = true } }
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check(not env.R("Moderator"):has_player(players.carol), "a removal applies")
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eq(env.events[1].data.unassigned, { 5 }, "the removal raises the event")
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check(env.admin_state.carol == false, "triggers follow the removal")
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end)
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test("receive_assignment_updates for players not on this map raises nothing", function(env)
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setup(env)
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env.reset_log()
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env.Roles.receive_assignment_updates{ env.assignment("zed", { 5 }) }
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check(#env.events == 0 and #env.printed == 0, "no event and no announcement")
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end)
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test("receive_role_updates applies to the holders", function(env)
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setup(env)
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env.reset_log()
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env.Roles.receive_role_updates{
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{ id = 6, name = "Regular", permissions = { "exp_scenario.command.jail" }, meta = { id = 0, order = 3 } },
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}
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check(env.R("Regular"):has_permission("exp_scenario.command.jail"), "the permission change applies")
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check(#env.events == 2, "a role change raises for every connected player")
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check(#env.events[1].data.assigned == 0, "role change events are empty")
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env.Roles.receive_role_updates{
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{ id = 6, name = "Regular", permissions = {}, meta = { id = 0, order = 3 }, is_deleted = true },
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}
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check(env.Roles.get_role(6) == nil, "a deleted role is removed")
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end)
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test("receive_role_updates moves the default role", function(env)
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local players = setup(env)
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env.Roles.receive_role_updates{
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{ id = 1, name = "Player", permissions = {}, meta = { id = 0, order = 5 } },
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{ id = 8, name = "Guest", permissions = {}, meta = { id = 0, order = 7 }, is_default = true },
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}
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check(env.Roles.get_default_role() == env.R("Guest"), "the new default role is known")
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eq(env.names(env.Roles.get_player_roles(players.carol)), { "Guest" }, "players pick up the new default")
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end)
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test("set_emit_events gates what is sent", function(env)
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local players = setup(env)
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env.Roles.set_emit_events(false)
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env.reset_log()
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env.R("Regular"):assign(players.alice)
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check(#env.sent == 0, "the assignment is not sent")
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check(env.R("Regular"):has_player(players.alice), "the assignment still applies locally")
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end)
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test("on_load restores the state after a save and load", function(env)
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local players = setup(env)
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env.R("Jail"):assign(players.carol, { silent = true, local_only = true })
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env.save_load()
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check(env.R("Moderator"):is_higher_than(env.R("Regular")), "role methods survive through the registered metatable")
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check(env.R("Moderator"):has_player(players.alice), "synced roles survive")
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check(env.R("Jail"):has_player(players.carol), "local roles survive")
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check(env.Roles.player_has_permission(players.alice, "exp_scenario.command.kill"), "permission checks still answer")
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end)
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test("on_player_joined_game runs the triggers", function(env)
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setup(env)
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env.admin_state.alice = nil
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env.Roles.on_player_joined_game{ player_index = 1 }
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check(env.admin_state.alice ~= nil, "triggers run when a player joins")
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end)
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return Suite.run()
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