test critical parts of game manager

This commit is contained in:
AlecM33
2021-12-30 01:40:37 -05:00
parent 522411e177
commit 2cdd40ba27
5 changed files with 407 additions and 147 deletions

5
jsconfig.json Normal file
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@@ -0,0 +1,5 @@
{
"compilerOptions": {
"baseUrl": "."
}
}

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@@ -11,9 +11,7 @@
"start:dev:windows": "SET NODE_ENV=development && nodemon server/main.js",
"start": "NODE_ENV=production node server/main.js -- loglevel=debug port=8080",
"start:windows": "SET NODE_ENV=production && node server/main.js -- loglevel=warn port=8080",
"test": "jasmine && node browsertest.js openBrowser socket",
"test:unit": "jasmine",
"test:e2e": "node browsertest.js"
"test": "jasmine"
},
"engines": {
"node": ">=14.0.0"

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@@ -2,7 +2,7 @@ const express = require('express');
const path = require('path');
const app = express();
const bodyParser = require('body-parser');
const GameManager = require('./modules/GameManager.js');
const GameManager = require('./modules/GameManager.js');
const globals = require('./config/globals');
const ServerBootstrapper = require('./modules/ServerBootstrapper');

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@@ -18,7 +18,7 @@ class GameManager {
this.namespace = namespace;
socket.on(globals.CLIENT_COMMANDS.FETCH_GAME_STATE, (accessCode, personId, ackFn) => {
this.logger.trace('request for game state for accessCode ' + accessCode + ', person ' + personId);
handleRequestForGameState(
this.handleRequestForGameState(
this.namespace,
this.logger,
this.activeGameRunner,
@@ -100,18 +100,7 @@ class GameManager {
let game = this.activeGameRunner.activeGames[accessCode];
if (game) {
let person = game.people.find((person) => person.id === personId)
if (person && !person.out) {
this.logger.debug('game ' + accessCode + ': killing player ' + person.name);
if (person.userType !== globals.USER_TYPES.TEMPORARY_MODERATOR) {
person.userType = globals.USER_TYPES.KILLED_PLAYER;
}
person.out = true;
namespace.in(accessCode).emit(globals.CLIENT_COMMANDS.KILL_PLAYER, person.id);
// temporary moderators will transfer their powers automatically to the first person they kill.
if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
transferModeratorPowers(game, person, namespace, this.logger);
}
}
this.killPlayer(game, person, namespace, this.logger);
}
});
@@ -140,7 +129,7 @@ class GameManager {
if (!person) {
person = game.spectators.find((spectator) => spectator.id === personId)
}
transferModeratorPowers(game, person, namespace, this.logger);
this.transferModeratorPowers(game, person, namespace, this.logger);
}
});
@@ -226,6 +215,131 @@ class GameManager {
return codeDigits.join('');
}
transferModeratorPowers = (game, person, namespace, logger) => {
if (person && (person.out || person.userType === globals.USER_TYPES.SPECTATOR)) {
logger.debug('game ' + game.accessCode + ': transferring mod powers to ' + person.name);
if (game.moderator === person) {
logger.debug('temp mod killed themselves');
person.userType = globals.USER_TYPES.MODERATOR;
} else {
if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
game.moderator.userType = globals.USER_TYPES.PLAYER;
} else if (game.moderator.gameRole) { // the current moderator was at one point a dealt-in player.
game.moderator.userType = globals.USER_TYPES.KILLED_PLAYER; // restore their state from before being made mod.
} else if (game.moderator.userType === globals.USER_TYPES.MODERATOR) {
game.moderator.userType = globals.USER_TYPES.SPECTATOR;
if (!game.spectators.includes(game.moderator)) {
game.spectators.push(game.moderator);
}
if (game.spectators.includes(person)) {
game.spectators.splice(game.spectators.indexOf(person), 1);
}
}
person.userType = globals.USER_TYPES.MODERATOR;
game.moderator = person;
}
namespace.in(game.accessCode).emit(globals.EVENTS.SYNC_GAME_STATE);
}
}
killPlayer = (game, person, namespace, logger) => {
if (person && !person.out) {
logger.debug('game ' + game.accessCode + ': killing player ' + person.name);
if (person.userType !== globals.USER_TYPES.TEMPORARY_MODERATOR) {
person.userType = globals.USER_TYPES.KILLED_PLAYER;
}
person.out = true;
namespace.in(game.accessCode).emit(globals.CLIENT_COMMANDS.KILL_PLAYER, person.id);
// temporary moderators will transfer their powers automatically to the first person they kill.
if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
this.transferModeratorPowers(game, person, namespace, logger);
}
}
}
/* Since clients are anonymous, we have to rely to some extent on a cookie to identify them. Socket ids
are unique to a client, but they are re-generated if a client disconnects and then reconnects.
Thus, to have the most resilient identification i.e. to let them refresh, navigate away and come back,
get disconnected and reconnect, etc. we should have a combination of the socket id and the cookie.
My philosophy is to make it exceptionally difficult for clients to _accidentally_ break their experience.
*/
handleRequestForGameState = (namespace, logger, gameRunner, accessCode, personCookie, ackFn, socket) => {
const game = gameRunner.activeGames[accessCode];
if (game) {
let matchingPerson = game.people.find((person) => person.cookie === personCookie);
if (!matchingPerson) {
matchingPerson = game.spectators.find((spectator) => spectator.cookie === personCookie);
}
if (game.moderator.cookie === personCookie) {
matchingPerson = game.moderator;
}
if (matchingPerson) {
if (matchingPerson.socketId === socket.id) {
logger.trace("matching person found with an established connection to the room: " + matchingPerson.name);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
} else {
if (!this.roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode)) {
logger.trace("matching person found with a new connection to the room: " + matchingPerson.name);
socket.join(accessCode);
matchingPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
} else {
logger.trace('this person is already associated with a socket connection');
this.handleRequestFromNonMatchingPerson(game, socket, gameRunner, ackFn, logger);
}
}
} else {
this.handleRequestFromNonMatchingPerson(game, socket, gameRunner, ackFn, logger);
}
} else {
rejectClientRequestForGameState(ackFn);
logger.trace('the game ' + accessCode + ' was not found');
}
}
handleRequestFromNonMatchingPerson = (game, socket, gameRunner, ackFn, logger) => {
let personWithMatchingSocketId = findPersonWithMatchingSocketId(game.people, socket.id);
if (personWithMatchingSocketId) {
logger.trace("matching person found whose cookie got cleared after establishing a connection to the room: " + personWithMatchingSocketId.name);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, personWithMatchingSocketId, gameRunner, socket, logger));
} else {
let unassignedPerson = game.moderator.assigned === false
? game.moderator
: game.people.find((person) => person.assigned === false);
if (unassignedPerson) {
logger.trace("completely new person with a first connection to the room: " + unassignedPerson.name);
unassignedPerson.assigned = true;
unassignedPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, unassignedPerson, gameRunner, socket, logger));
let isFull = isGameFull(game);
game.isFull = isFull;
socket.to(game.accessCode).emit(
globals.EVENTS.PLAYER_JOINED,
{name: unassignedPerson.name, userType: unassignedPerson.userType},
isFull
);
} else { // if the game is full, make them a spectator.
let spectator = new Person(
createRandomId(),
createRandomId(),
UsernameGenerator.generate(),
globals.USER_TYPES.SPECTATOR
);
logger.trace("new spectator: " + spectator.name);
game.spectators.push(spectator);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, spectator, gameRunner, socket, logger));
}
socket.join(game.accessCode);
}
}
// starting with socket.io 4.x, the rooms object is a Map, and its values a Set.
roomContainsSocketOfMatchingPerson = (namespace, matchingPerson, logger, accessCode) => {
return namespace.adapter
&& namespace.adapter.rooms.get(accessCode)
&& namespace.adapter.rooms.get(accessCode).has(matchingPerson.socketId);
}
}
@@ -237,8 +351,7 @@ function initializeModerator(name, hasDedicatedModerator) {
const userType = hasDedicatedModerator
? globals.USER_TYPES.MODERATOR
: globals.USER_TYPES.TEMPORARY_MODERATOR;
let moderator = new Person(createRandomId(), createRandomId(), name, userType);
return moderator;
return new Person(createRandomId(), createRandomId(), name, userType);;
}
function initializePeopleForGame(uniqueCards, moderator) {
@@ -299,133 +412,6 @@ function createRandomId () {
return id;
}
class Singleton {
constructor (logger, environment) {
if (!Singleton.instance) {
logger.log('CREATING SINGLETON GAME MANAGER');
Singleton.instance = new GameManager(logger, environment);
}
}
getInstance () {
return Singleton.instance;
}
}
function transferModeratorPowers(game, person, namespace, logger) {
if (person && (person.out || person.userType === globals.USER_TYPES.SPECTATOR)) {
logger.debug('game ' + game.accessCode + ': transferring mod powers to ' + person.name);
if (game.moderator === person) {
logger.debug('temp mod killed themselves');
person.userType = globals.USER_TYPES.MODERATOR;
} else {
if (game.moderator.userType === globals.USER_TYPES.TEMPORARY_MODERATOR) {
game.moderator.userType = globals.USER_TYPES.PLAYER;
} else if (game.moderator.gameRole) { // the current moderator was at one point a dealt-in player.
game.moderator.userType = globals.USER_TYPES.KILLED_PLAYER; // restore their state from before being made mod.
} else if (game.moderator.userType === globals.USER_TYPES.MODERATOR) {
game.moderator.userType = globals.USER_TYPES.SPECTATOR;
if (!game.spectators.includes(game.moderator)) {
game.spectators.push(game.moderator);
}
if (game.spectators.includes(person)) {
game.spectators.splice(game.spectators.indexOf(person), 1);
}
}
person.userType = globals.USER_TYPES.MODERATOR;
game.moderator = person;
}
namespace.in(game.accessCode).emit(globals.EVENTS.SYNC_GAME_STATE);
}
}
/* Since clients are anonymous, we have to rely to some extent on a cookie to identify them. Socket ids
are unique to a client, but they are re-generated if a client disconnects and then reconnects.
Thus, to have the most resilient identification i.e. to let them refresh, navigate away and come back,
get disconnected and reconnect, etc. we should have a combination of the socket id and the cookie.
My philosophy is to make it exceptionally difficult for clients to _accidentally_ break their experience.
*/
function handleRequestForGameState(namespace, logger, gameRunner, accessCode, personCookie, ackFn, socket) {
const game = gameRunner.activeGames[accessCode];
if (game) {
let matchingPerson = game.people.find((person) => person.cookie === personCookie);
if (!matchingPerson) {
matchingPerson = game.spectators.find((spectator) => spectator.cookie === personCookie);
}
if (game.moderator.cookie === personCookie) {
matchingPerson = game.moderator;
}
if (matchingPerson) {
if (matchingPerson.socketId === socket.id) {
logger.trace("matching person found with an established connection to the room: " + matchingPerson.name);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
} else {
if (!roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode)) {
logger.trace("matching person found with a new connection to the room: " + matchingPerson.name);
socket.join(accessCode);
matchingPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
} else {
logger.trace('this person is already associated with a socket connection');
let alreadyConnectedSocket = namespace.connected[matchingPerson.socketId];
if (alreadyConnectedSocket && alreadyConnectedSocket.leave) {
alreadyConnectedSocket.leave(accessCode);
logger.trace('kicked existing connection out of room ' + accessCode);
socket.join(accessCode);
matchingPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, matchingPerson, gameRunner, socket, logger));
}
}
}
} else {
let personWithMatchingSocketId = findPersonWithMatchingSocketId(game.people, socket.id);
if (personWithMatchingSocketId) {
logger.trace("matching person found whose cookie got cleared after establishing a connection to the room: " + personWithMatchingSocketId.name);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, personWithMatchingSocketId, gameRunner, socket, logger));
} else {
let unassignedPerson = game.moderator.assigned === false
? game.moderator
: game.people.find((person) => person.assigned === false);
if (unassignedPerson) {
logger.trace("completely new person with a first connection to the room: " + unassignedPerson.name);
unassignedPerson.assigned = true;
unassignedPerson.socketId = socket.id;
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, unassignedPerson, gameRunner, socket, logger));
let isFull = isGameFull(game);
game.isFull = isFull;
socket.to(accessCode).emit(
globals.EVENTS.PLAYER_JOINED,
{name: unassignedPerson.name, userType: unassignedPerson.userType},
isFull
);
} else { // if the game is full, make them a spectator.
let spectator = new Person(
createRandomId(),
createRandomId(),
UsernameGenerator.generate(),
globals.USER_TYPES.SPECTATOR
);
logger.trace("new spectator: " + spectator.name);
game.spectators.push(spectator);
ackFn(GameStateCurator.getGameStateFromPerspectiveOfPerson(game, spectator, gameRunner, socket, logger));
}
socket.join(accessCode);
}
}
} else {
rejectClientRequestForGameState(ackFn);
logger.trace('the game ' + accessCode + ' was not found');
}
}
// in socket.io 2.x , the rooms property is an object. in 3.x and 4.x, it is a javascript Set.
function roomContainsSocketOfMatchingPerson(namespace, matchingPerson, logger, accessCode) {
return namespace.adapter
&& namespace.adapter.rooms[accessCode]
&& namespace.adapter.rooms[accessCode].sockets[matchingPerson.socketId];
}
function rejectClientRequestForGameState(acknowledgementFunction) {
return acknowledgementFunction(null);
}
@@ -476,4 +462,18 @@ function pruneStaleGames(activeGames, timerThreads, logger) {
}
}
class Singleton {
constructor (logger, environment) {
if (!Singleton.instance) {
logger.log('CREATING SINGLETON GAME MANAGER');
Singleton.instance = new GameManager(logger, environment);
}
}
getInstance () {
return Singleton.instance;
}
}
module.exports = Singleton;

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@@ -0,0 +1,257 @@
// TODO: clean up these deep relative paths? jsconfig.json is not working...
const Game = require("../../../../server/model/Game");
const globals = require("../../../../server/config/globals");
const USER_TYPES = globals.USER_TYPES;
const Person = require("../../../../server/model/Person");
const GameManager = require('../../../../server/modules/GameManager.js');
const GameStateCurator = require("../../../../server/modules/GameStateCurator");
const logger = require('../../../../server/modules/Logger.js')(false);
describe('GameManager', function () {
let gameManager, namespace;
beforeAll(function () {
spyOn(logger, 'debug');
spyOn(logger, 'error');
gameManager = new GameManager(logger, globals.ENVIRONMENT.PRODUCTION).getInstance();
let inObj = { emit: () => {} }
namespace = { in: () => { return inObj }};
});
beforeEach(function () {
});
describe('#transferModerator', function () {
it('Should transfer successfully from a dedicated moderator to a killed player', () => {
let personToTransferTo = new Person("1", "123", "Joe", USER_TYPES.KILLED_PLAYER);
personToTransferTo.out = true;
let moderator = new Person("3", "789", "Jack", USER_TYPES.MODERATOR)
let game = new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ personToTransferTo, new Person("2", "456", "Jane", USER_TYPES.PLAYER)],
[],
false,
moderator
);
gameManager.transferModeratorPowers(game, personToTransferTo, namespace, logger);
expect(game.moderator).toEqual(personToTransferTo);
expect(personToTransferTo.userType).toEqual(USER_TYPES.MODERATOR);
expect(moderator.userType).toEqual(USER_TYPES.SPECTATOR);
});
it('Should transfer successfully from a dedicated moderator to a spectator', () => {
let personToTransferTo = new Person("1", "123", "Joe", USER_TYPES.SPECTATOR);
let moderator = new Person("3", "789", "Jack", USER_TYPES.MODERATOR)
let game = new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ new Person("2", "456", "Jane", USER_TYPES.PLAYER)],
[],
false,
moderator
);
game.spectators.push(personToTransferTo)
gameManager.transferModeratorPowers(game, personToTransferTo, namespace, logger);
expect(game.moderator).toEqual(personToTransferTo);
expect(personToTransferTo.userType).toEqual(USER_TYPES.MODERATOR);
expect(moderator.userType).toEqual(USER_TYPES.SPECTATOR);
});
it('Should transfer successfully from a temporary moderator to a killed player', () => {
let personToTransferTo = new Person("1", "123", "Joe", USER_TYPES.KILLED_PLAYER);
personToTransferTo.out = true;
let tempMod = new Person("3", "789", "Jack", USER_TYPES.TEMPORARY_MODERATOR)
let game = new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ personToTransferTo, tempMod, new Person("2", "456", "Jane", USER_TYPES.PLAYER)],
[],
false,
tempMod
);
gameManager.transferModeratorPowers(game, personToTransferTo, namespace, logger);
expect(game.moderator).toEqual(personToTransferTo);
expect(personToTransferTo.userType).toEqual(USER_TYPES.MODERATOR);
expect(tempMod.userType).toEqual(USER_TYPES.PLAYER);
});
it('Should make the temporary moderator a dedicated moderator when they take themselves out of the game', () => {
let tempMod = new Person("3", "789", "Jack", USER_TYPES.TEMPORARY_MODERATOR);
let personToTransferTo = tempMod;
tempMod.out = true;
let game = new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ personToTransferTo, tempMod, new Person("2", "456", "Jane", USER_TYPES.PLAYER)],
[],
false,
tempMod
);
gameManager.transferModeratorPowers(game, personToTransferTo, namespace, logger);
expect(game.moderator).toEqual(personToTransferTo);
expect(personToTransferTo.userType).toEqual(USER_TYPES.MODERATOR);
expect(tempMod.userType).toEqual(USER_TYPES.MODERATOR);
});
});
describe('#killPlayer', function () {
it('Should mark a player as out and broadcast it, and should not transfer moderators if the moderator is a dedicated mod.', () => {
spyOn(namespace.in(), 'emit');
spyOn(gameManager, 'transferModeratorPowers');
let player = new Person("1", "123", "Joe", USER_TYPES.PLAYER);
let game = new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ player ],
[],
false,
new Person("2", "456", "Jane", USER_TYPES.MODERATOR)
);
gameManager.killPlayer(game, player, namespace, logger);
expect(player.out).toEqual(true);
expect(player.userType).toEqual(USER_TYPES.KILLED_PLAYER);
expect(namespace.in().emit).toHaveBeenCalled();
expect(gameManager.transferModeratorPowers).not.toHaveBeenCalled();
});
it('Should mark a temporary moderator as out but preserve their user type, and call the transfer mod function', () => {
spyOn(namespace.in(), 'emit');
spyOn(gameManager, 'transferModeratorPowers');
let tempMod = new Person("1", "123", "Joe", USER_TYPES.TEMPORARY_MODERATOR);
let game = new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ tempMod ],
[],
false,
tempMod
);
gameManager.killPlayer(game, tempMod, namespace, logger);
expect(tempMod.out).toEqual(true);
expect(tempMod.userType).toEqual(USER_TYPES.TEMPORARY_MODERATOR);
expect(namespace.in().emit).toHaveBeenCalled();
expect(gameManager.transferModeratorPowers).toHaveBeenCalled();
});
});
describe('#handleRequestForGameState', function () {
it('should send the game state to a matching person with an active connection to the room', () => {
let player = new Person("1", "123", "Joe", USER_TYPES.PLAYER);
let socket = { id: "socket1"};
spyOn(GameStateCurator, 'getGameStateFromPerspectiveOfPerson');
player.socketId = "socket1";
let gameRunner = {
activeGames: {
"abc": new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ player ],
[],
false,
new Person("2", "456", "Jane", USER_TYPES.MODERATOR)
)
}
}
spyOn(namespace.in(), 'emit');
gameManager.handleRequestForGameState(
namespace,
logger,
gameRunner,
"abc",
"123",
(arg) => {},
socket
);
expect(GameStateCurator.getGameStateFromPerspectiveOfPerson)
.toHaveBeenCalledWith(gameRunner.activeGames["abc"], player, gameRunner, socket, logger);
});
it('should send the game state to a matching person who reset their connection', () => {
let player = new Person("1", "123", "Joe", USER_TYPES.PLAYER);
let socket = { id: "socket_222222", join: () => {}};
spyOn(socket, 'join');
spyOn(GameStateCurator, 'getGameStateFromPerspectiveOfPerson');
spyOn(gameManager, 'roomContainsSocketOfMatchingPerson').and.callFake(() => { return false });
player.socketId = "socket_111111";
let gameRunner = {
activeGames: {
"abc": new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ player ],
[],
false,
new Person("2", "456", "Jane", USER_TYPES.MODERATOR)
)
}
}
spyOn(namespace.in(), 'emit');
gameManager.handleRequestForGameState(
namespace,
logger,
gameRunner,
"abc",
"123",
(arg) => {},
socket
);
expect(GameStateCurator.getGameStateFromPerspectiveOfPerson)
.toHaveBeenCalledWith(gameRunner.activeGames["abc"], player, gameRunner, socket, logger);
expect(player.socketId).toEqual(socket.id);
expect(socket.join).toHaveBeenCalled();
});
it('should seek to re-assign a socket connection should two connections match the same person', () => {
let player = new Person("1", "123", "Joe", USER_TYPES.PLAYER);
let socket = { id: "socket_222222", join: () => {}};
let ackFn = () => {};
spyOn(socket, 'join');
spyOn(GameStateCurator, 'getGameStateFromPerspectiveOfPerson');
spyOn(gameManager, 'handleRequestFromNonMatchingPerson');
spyOn(gameManager, 'roomContainsSocketOfMatchingPerson').and.callFake(() => { return true });
player.socketId = "socket_111111";
let gameRunner = {
activeGames: {
"abc": new Game(
"abc",
globals.STATUS.IN_PROGRESS,
[ player ],
[],
false,
new Person("2", "456", "Jane", USER_TYPES.MODERATOR)
)
}
}
spyOn(namespace.in(), 'emit');
gameManager.handleRequestForGameState(
namespace,
logger,
gameRunner,
"abc",
"123",
ackFn,
socket
);
expect(GameStateCurator.getGameStateFromPerspectiveOfPerson).not.toHaveBeenCalled();
expect(gameManager.handleRequestFromNonMatchingPerson).toHaveBeenCalledWith(gameRunner.activeGames["abc"], socket, gameRunner, ackFn, logger)
expect(player.socketId).not.toEqual(socket.id);
expect(socket.join).not.toHaveBeenCalled();
});
});
});