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https://github.com/PHIDIAS0303/ExpCluster.git
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- The controller tests run against a real Controller, which is side effect free while not started, with real users through its UserManager. The only fakes left are two spies which record broadcasts and permission pushes on their way through. Since any user update also applies auto assignment, the leave event is observed directly rather than through a role change. - raise_event fills in the name and tick of the event the way factorio does, rather than wrapping the payload, and game.players finds players by index as well as by name through a metatable. - names is generic over anything with a name property, so it lives on the suite; the save and load helper no longer calls on_load, the test calls the handler itself as it does for the other handlers. - Sent messages and events are compared whole with deep_eq, which pins the event shape, the tick, and that the unassign key is absent rather than empty. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
134 lines
5.8 KiB
Lua
134 lines
5.8 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].assigned == 0 and #env.events[1].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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deep_eq(env.events, {
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{
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name = env.Roles.events.on_player_roles_changed,
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tick = 1,
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player_index = 3,
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by_player_index = 0,
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assigned = { 5 },
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unassigned = {},
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},
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}, "the event carries the change with 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].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].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(Suite.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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env.Roles.on_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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