Files
wownerogue/test/matchReconnect.test.js
T
jwinterm 0f68eec26b feat: real-time multiplayer race mode (free, prestige, crypto)
Adds a complete block-cadence multiplayer race mode alongside solo and tavern.
  Disabled by default; enable with MATCH_ENABLED=true.

  Highlights:
  - New shared engine: MatchRoom, MatchEngine, MatchState (transport-agnostic, unit-tested).
  - Per-economy queues: free, credits_prestige, crypto_race with atomic escrow/refund.
  - MatchScheduler drains queues on every new block and starts 2–32 player races.
  - MatchManager handles Socket.IO lifecycle, server-authoritative movement, reconnect grace,
    forfeit/AFK handling, and end-of-match persistence.
  - Crypto races use race-entry tickets (grants.race_entries) to avoid on-chain refunds; winner
    payout is queued through the existing batch payout/retry service.
  - Leaderboard integration: free → Pleb, prestige → /api/leaderboard?board=prestige,
    crypto → Hall of Champions.
  - Tavern integration: Queue for Race panel, active race list, and live spectator rendering.
  - Dedicated /match.html client with economy selector, race HUD, and post-match scoreboard.
  - Migration 022 adds matches, match_entrants, match_events, match_queue_entries,
    race_entry_transactions, users.race_entries, and payouts.match_id.

  Docs:
  - New docs/MATCH_MODE.md with full architecture, config, events, and operational notes.
  - Updated README.md, docs/TAVERN_AND_MULTIPLAYER.md, docs/TODO.md, src/.env.example,
    and src/.env.

  Tests: 40 new unit tests across 7 suites, all passing.

  Known follow-ups for real-world validation:
  - Full integration test with Postgres + Socket.IO.
  - Server boot check with MATCH_ENABLED=false (default) to ensure solo/tavern remain unaffected.
  - Browser render-kit verification in /match.html and tavern spectator.
  - Crypto-race payout end-to-end with real wallet-rpc.
2026-07-09 13:26:52 -04:00

29 lines
1.1 KiB
JavaScript

const MatchRoom = require('../src/multiplayer/MatchRoom');
describe('MatchRoom reconnect safety', () => {
test('disconnect grace does not remove player state', () => {
const room = new MatchRoom({
entrants: { a: { userId: 1 }, b: { userId: 2 } },
seed: '0000000000000000000000000000000000000000000000000000000000000000'
});
room.start();
expect(room.playerStates.get('a').alive).toBe(true);
// Simulate a forfeit / AFK kill.
room._killPlayer('a', 'afk');
expect(room.playerStates.get('a').alive).toBe(false);
expect(room.activePlayerCount).toBe(1);
});
test('all players dying ends match', () => {
const room = new MatchRoom({
entrants: { a: { userId: 1 }, b: { userId: 2 } },
seed: '0000000000000000000000000000000000000000000000000000000000000000'
});
room.start();
room._killPlayer('a', 'monster');
room._killPlayer('b', 'monster');
expect(room.status).toBe('finished');
expect(room.endReason).toBe('all_dead');
});
});