Files
Werewolf/spec/unit/server/modules/singletons/GameManager_Spec.js
Copilot 7b6da37ef5 Refactor timer system from child processes to main thread (#216)
* Initial plan

* Refactor timer system to run on main thread instead of child processes

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Remove obsolete GameProcess.js and simplify TimerManager to stub

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Address code review feedback: add comments and reduce duplication

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Remove comments, delete TimerManager, and simplify SOURCE_TIMER_EVENT

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Fix cross-instance timer communication and expired timer handling

- GET_TIME_REMAINING now publishes response through Redis for cross-instance communication
- SOURCE_TIMER_EVENT handles GET_TIME_REMAINING even when timer is not running locally
- Returns 0 time remaining when timer has expired or timerParams is null
- Updated test to expect Redis publish instead of direct method call

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Simplify GET_TIME_REMAINING flow and add ended flag

- Add ended: true flag to timerParams when timer completes
- Simplify TIMER_EVENT to check ended flag first, then local timer, then publish SOURCE_TIMER_EVENT
- SOURCE_TIMER_EVENT only publishes GET_TIME_REMAINING if it has the timer
- Remove GET_TIME_REMAINING from handleTimerCommand helper
- Direct socket emission for local timers instead of Redis publish
- Updated test to verify socket emission

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Refactor GET_TIME_REMAINING into handleTimerCommand switch case

- Moved GET_TIME_REMAINING logic from TIMER_EVENT handler into handleTimerCommand function
- Simplified TIMER_EVENT to just call handleTimerCommand for all timer operations
- Maintains same flow: check ended flag, check local timer, publish SOURCE_TIMER_EVENT if needed
- All tests passing

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Remove unused getTimeRemaining function from GameManager

- Function is no longer called after refactoring GET_TIME_REMAINING into handleTimerCommand
- All timer time remaining logic now handled in Events.js handleTimerCommand switch case
- Tests still passing

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* Reset timerParams.ended flag when restarting game

- Added reset of ended flag to false in restartGame function
- Ensures restarted games don't have timer marked as already ended
- Placed right after timer cleanup for logical grouping

Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>

* remuse unused constant

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: AlecM33 <24642328+AlecM33@users.noreply.github.com>
Co-authored-by: AlecM33 <leohfx@gmail.com>
2026-01-24 11:58:51 -05:00

125 lines
5.4 KiB
JavaScript

// 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 STATUS = globals.STATUS;
const GameManager = require('../../../../../server/modules/singletons/GameManager.js');
const EventManager = require('../../../../../server/modules/singletons/EventManager.js');
const logger = require('../../../../../server/modules/Logger.js')(false);
describe('GameManager', () => {
let gameManager, eventManager, namespace, socket, game;
beforeAll(() => {
spyOn(logger, 'debug');
spyOn(logger, 'error');
const inObj = { emit: () => {} };
namespace = { in: () => { return inObj; }, to: () => { return inObj; } };
socket = { id: '123', emit: () => {}, to: () => { return { emit: () => {} }; } };
gameManager = GameManager.instance ? GameManager.instance : new GameManager(logger, globals.ENVIRONMENTS.PRODUCTION, 'test');
eventManager = EventManager.instance ? EventManager.instance : new EventManager(logger, 'test');
eventManager.publisher = { publish: async (...a) => {} };
gameManager.eventManager = eventManager;
gameManager.setGameSocketNamespace(namespace);
spyOn(gameManager, 'refreshGame').and.callFake(async () => {});
spyOn(eventManager.publisher, 'publish').and.callFake(async () => {});
});
beforeEach(() => {
spyOn(namespace, 'to').and.callThrough();
spyOn(socket, 'to').and.callThrough();
gameManager.timers = {};
game = new Game(
'ABCD',
STATUS.LOBBY,
[{ id: 'a', name: 'person1', assigned: true, out: true, killed: false, userType: USER_TYPES.MODERATOR },
{ id: 'b', name: 'person2', gameRole: 'Villager', alignment: 'good', assigned: true, out: false, killed: false, userType: USER_TYPES.PLAYER }],
[{ quantity: 1 }, { quantity: 1 }],
false,
'a',
true,
'a',
new Date().toJSON(),
null
);
game.currentModeratorId = 'a';
});
describe('#joinGame', () => {
it('should mark the game as startable when the number of players equals the game size', async () => {
await gameManager.joinGame(game, 'Jill', 'x');
expect(game.isStartable).toEqual(true);
});
it('should create a spectator if the game is already startable and broadcast it to the room', async () => {
await gameManager.joinGame(game, 'Jill', 'x');
game.isStartable = true;
spyOn(gameManager.namespace.in(), 'emit');
await gameManager.joinGame(game, 'Jane', 'x');
expect(game.isStartable).toEqual(true);
expect(game.people.filter(p => p.userType === USER_TYPES.SPECTATOR).length).toEqual(1);
});
});
describe('#restartGame', () => {
beforeEach(() => {});
it('should reset all relevant game parameters', async () => {
game.status = STATUS.ENDED;
const player = game.people.find(p => p.id === 'b');
player.userType = USER_TYPES.KILLED_PLAYER;
player.killed = true;
player.out = true;
const emitSpy = spyOn(namespace.in(), 'emit');
await gameManager.restartGame(game, namespace);
expect(game.status).toEqual(STATUS.LOBBY);
expect(player.userType).toEqual(USER_TYPES.PLAYER);
expect(player.out).toBeFalse();
expect(player.killed).toBeFalse();
expect(emitSpy).toHaveBeenCalledWith(globals.EVENT_IDS.RESTART_GAME);
});
it('should reset all relevant game parameters, including when the game has a timer', async () => {
game.timerParams = { hours: 2, minutes: 2, paused: false };
game.hasTimer = true;
const mockTimer = { stopTimer: () => {} };
gameManager.timers = { ABCD: mockTimer };
game.status = STATUS.ENDED;
const stopTimerSpy = spyOn(gameManager.timers.ABCD, 'stopTimer');
const emitSpy = spyOn(namespace.in(), 'emit');
await gameManager.restartGame(game, namespace);
expect(game.status).toEqual(STATUS.LOBBY);
expect(stopTimerSpy).toHaveBeenCalled();
expect(emitSpy).toHaveBeenCalledWith(globals.EVENT_IDS.RESTART_GAME);
});
it('should reset all relevant game parameters and create a temporary moderator', async () => {
const emitSpy = spyOn(namespace.in(), 'emit');
game.currentModeratorId = 'b';
game.people.find(p => p.id === 'a').userType = USER_TYPES.SPECTATOR;
game.moderator = game.people[0];
game.people.find(p => p.id === 'b').userType = USER_TYPES.MODERATOR;
game.hasDedicatedModerator = false;
// Add a mock timer
const mockTimer = { stopTimer: () => {} };
gameManager.timers = { ABCD: mockTimer };
await gameManager.restartGame(game, namespace);
expect(game.status).toEqual(STATUS.LOBBY);
expect(game.currentModeratorId).toEqual('b');
expect(game.people.find(p => p.id === 'b').userType).toEqual(USER_TYPES.TEMPORARY_MODERATOR);
expect(emitSpy).toHaveBeenCalledWith(globals.EVENT_IDS.RESTART_GAME);
});
});
});