/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */ /* eslint-disable max-lines -- Test suites naturally have many cases */ /* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */ import { beforeEach, describe, expect, it, vi } from "vitest"; import { Hono } from "hono"; import type { GameState } from "@elysium/types"; vi.mock("../../src/db/client.js", () => ({ prisma: { gameState: { findUnique: vi.fn(), update: vi.fn(), upsert: vi.fn() }, player: { findUnique: vi.fn() }, }, })); vi.mock("../../src/middleware/auth.js", () => ({ authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise) => { c.set("discordId", "test_discord_id"); await next(); }), })); vi.mock("../../src/services/logger.js", () => ({ logger: { error: vi.fn().mockResolvedValue(undefined), log: vi.fn().mockResolvedValue(undefined), }, })); const DISCORD_ID = "test_discord_id"; const makeExploration = (areas: GameState["exploration"]["areas"] = []): GameState["exploration"] => ({ areas: areas, craftedCombatMultiplier: 1, craftedClickMultiplier: 1, craftedEssenceMultiplier: 1, craftedGoldMultiplier: 1, craftedRecipeIds: [], materials: [], }); const makeState = (overrides: Partial = {}): GameState => ({ achievements: [], adventurers: [], baseClickPower: 1, bosses: [], companions: { activeCompanionId: null, unlockedCompanionIds: [] }, equipment: [], exploration: makeExploration(), lastTickAt: 0, player: { avatar: null, characterName: "T", discordId: DISCORD_ID, discriminator: "0", totalClicks: 0, totalGoldEarned: 0, username: "u" }, prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 }, quests: [], resources: { crystals: 0, essence: 0, gold: 0, runestones: 0 }, schemaVersion: 1, upgrades: [], zones: [], ...overrides, } as GameState); const makePlayer = (overrides: Record = {}) => ({ avatar: null, characterName: "TestChar", createdAt: 0, discordId: DISCORD_ID, discriminator: "0", lifetimeAchievementsUnlocked: 0, lifetimeAdventurersRecruited: 0, lifetimeBossesDefeated: 0, lifetimeClicks: 0, lifetimeGoldEarned: 0, lifetimeQuestsCompleted: 0, loginStreak: 1, username: "test_user", ...overrides, }); describe("debug route", () => { let app: Hono; let prisma: { gameState: { findUnique: ReturnType; update: ReturnType; upsert: ReturnType; }; player: { findUnique: ReturnType }; }; beforeEach(async () => { vi.clearAllMocks(); const { debugRouter } = await import("../../src/routes/debug.js"); const { prisma: p } = await import("../../src/db/client.js"); prisma = p as typeof prisma; app = new Hono(); app.route("/debug", debugRouter); }); const forceUnlocks = () => app.fetch(new Request("http://localhost/debug/force-unlocks", { method: "POST" })); const hardReset = () => app.fetch(new Request("http://localhost/debug/hard-reset", { method: "POST" })); describe("POST /force-unlocks", () => { it("returns 404 when no game state found", async () => { vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null); const res = await forceUnlocks(); expect(res.status).toBe(404); }); it("returns 200 with all zeros when no stale locks exist", async () => { const state = makeState({ zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); expect(res.status).toBe(200); const body = await res.json() as { bossesUnlocked: number; explorationUnlocked: number; questsUnlocked: number; zonesUnlocked: number; }; expect(body.zonesUnlocked).toBe(0); expect(body.explorationUnlocked).toBe(0); }); it("unlocks verdant_vale when it is locked and has no requirements", async () => { const state = makeState({ zones: [{ id: "verdant_vale", status: "locked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); expect(res.status).toBe(200); const body = await res.json() as { zonesUnlocked: number }; expect(body.zonesUnlocked).toBe(1); }); it("does not unlock zone when boss condition is not met", async () => { const state = makeState({ bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"], quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"], zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { zonesUnlocked: number }; expect(body.zonesUnlocked).toBe(0); }); it("does not unlock zone when quest condition is not met", async () => { const state = makeState({ bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"], quests: [{ id: "ancient_ruins", status: "active" }] as GameState["quests"], zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { zonesUnlocked: number }; expect(body.zonesUnlocked).toBe(0); }); it("unlocks zone when both boss and quest conditions are met", async () => { const state = makeState({ bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"], quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"], zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { zonesUnlocked: number }; expect(body.zonesUnlocked).toBe(1); }); it("unlocks a quest when zone is unlocked and prerequisites are met", async () => { const state = makeState({ quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"], zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { questsUnlocked: number }; expect(body.questsUnlocked).toBe(1); }); it("does not unlock quest when zone is locked", async () => { /* * Use shattered_ruins (requires forest_giant defeated) so applyZoneUnlocks * cannot auto-unlock it, keeping it locked when applyQuestUnlocks runs. */ const state = makeState({ bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"], quests: [{ id: "necromancer_tower", status: "locked" }] as GameState["quests"], zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { questsUnlocked: number }; expect(body.questsUnlocked).toBe(0); }); it("does not unlock quest when zone is not in state", async () => { const state = makeState({ quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"], zones: [] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { questsUnlocked: number }; expect(body.questsUnlocked).toBe(0); }); it("does not unlock quest when it is already available", async () => { const state = makeState({ quests: [{ id: "first_steps", status: "available" }] as GameState["quests"], zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { questsUnlocked: number }; expect(body.questsUnlocked).toBe(0); }); it("does not unlock quest when prerequisites are not completed", async () => { const state = makeState({ quests: [{ id: "goblin_camp", status: "locked" }] as GameState["quests"], zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { questsUnlocked: number }; expect(body.questsUnlocked).toBe(0); }); it("unlocks the first boss in a zone when the zone is unlocked", async () => { const state = makeState({ bosses: [{ id: "troll_king", status: "locked" }] as GameState["bosses"], prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 }, zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { bossesUnlocked: number }; expect(body.bossesUnlocked).toBe(1); }); it("does not unlock boss when prestige requirement is not met", async () => { const state = makeState({ bosses: [{ id: "the_first_light", status: "locked" }] as GameState["bosses"], prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 }, zones: [{ id: "celestial_reaches", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { bossesUnlocked: number }; expect(body.bossesUnlocked).toBe(0); }); it("does not unlock boss when previous boss is not defeated", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "available" }, { id: "lich_queen", status: "locked" }, ] as GameState["bosses"], prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 }, zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { bossesUnlocked: number }; expect(body.bossesUnlocked).toBe(0); }); it("does not unlock boss when previous boss is not in state", async () => { const state = makeState({ bosses: [{ id: "lich_queen", status: "locked" }] as GameState["bosses"], prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 }, zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { bossesUnlocked: number }; expect(body.bossesUnlocked).toBe(0); }); it("unlocks next boss when previous boss is defeated", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "defeated" }, { id: "lich_queen", status: "locked" }, ] as GameState["bosses"], prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 }, zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { bossesUnlocked: number }; expect(body.bossesUnlocked).toBe(1); }); it("returns explorationUnlocked=0 when exploration is undefined", async () => { const state = makeState({ exploration: undefined as unknown as GameState["exploration"], zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { explorationUnlocked: number }; expect(body.explorationUnlocked).toBe(0); }); it("unlocks exploration area when its zone is unlocked", async () => { const state = makeState({ exploration: makeExploration([ { id: "verdant_meadow", status: "locked" } as GameState["exploration"]["areas"][0], ]), zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { explorationUnlocked: number }; expect(body.explorationUnlocked).toBe(1); }); it("does not unlock exploration area when zone is not unlocked", async () => { const state = makeState({ exploration: makeExploration([ { id: "vm_e1", status: "locked" } as GameState["exploration"]["areas"][0], ]), zones: [] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { explorationUnlocked: number }; expect(body.explorationUnlocked).toBe(0); }); it("does not unlock exploration area when it is already available", async () => { const state = makeState({ exploration: makeExploration([ { id: "verdant_meadow", status: "available" } as GameState["exploration"]["areas"][0], ]), zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { explorationUnlocked: number }; expect(body.explorationUnlocked).toBe(0); }); it("unlocks adventurer tier when its quest has been completed", async () => { const state = makeState({ adventurers: [ { id: "scout", unlocked: false } ] as GameState["adventurers"], quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { adventurersUnlocked: number }; expect(body.adventurersUnlocked).toBe(1); }); it("does not unlock adventurer tier when it is already unlocked", async () => { const state = makeState({ adventurers: [ { id: "scout", unlocked: true } ] as GameState["adventurers"], quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { adventurersUnlocked: number }; expect(body.adventurersUnlocked).toBe(0); }); it("unlocks upgrade when its boss has been defeated", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"], upgrades: [ { id: "click_2", unlocked: false } ] as GameState["upgrades"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { upgradesUnlocked: number }; expect(body.upgradesUnlocked).toBe(1); }); it("does not unlock upgrade when boss is not defeated", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "available" } ] as GameState["bosses"], upgrades: [ { id: "click_2", unlocked: false } ] as GameState["upgrades"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { upgradesUnlocked: number }; expect(body.upgradesUnlocked).toBe(0); }); it("does not unlock upgrade when it is already unlocked", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"], upgrades: [ { id: "click_2", unlocked: true } ] as GameState["upgrades"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { upgradesUnlocked: number }; expect(body.upgradesUnlocked).toBe(0); }); it("unlocks upgrade granted as a quest reward", async () => { const state = makeState({ quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"], upgrades: [ { id: "global_1", unlocked: false } ] as GameState["upgrades"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { upgradesUnlocked: number }; expect(body.upgradesUnlocked).toBe(1); }); it("marks equipment as owned when its boss has been defeated", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"], equipment: [ { id: "iron_sword", owned: false } ] as GameState["equipment"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { equipmentUnlocked: number }; expect(body.equipmentUnlocked).toBe(1); }); it("does not mark equipment as owned when boss is not defeated", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "available" } ] as GameState["bosses"], equipment: [ { id: "iron_sword", owned: false } ] as GameState["equipment"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { equipmentUnlocked: number }; expect(body.equipmentUnlocked).toBe(0); }); it("does not mark equipment as owned when it is already owned", async () => { const state = makeState({ bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"], equipment: [ { id: "iron_sword", owned: true } ] as GameState["equipment"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { equipmentUnlocked: number }; expect(body.equipmentUnlocked).toBe(0); }); it("returns storyUnlocked=0 when story is undefined", async () => { const state = makeState({ story: undefined as unknown as GameState["story"], }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { storyUnlocked: number }; expect(body.storyUnlocked).toBe(0); }); it("unlocks story chapter when its boss has been defeated", async () => { const state = makeState({ bosses: [ { id: "forest_giant", status: "defeated" } ] as GameState["bosses"], story: { completedChapters: [], unlockedChapterIds: [] }, }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { storyUnlocked: number }; expect(body.storyUnlocked).toBe(1); }); it("does not unlock story chapter when boss is not defeated", async () => { const state = makeState({ bosses: [ { id: "forest_giant", status: "available" } ] as GameState["bosses"], story: { completedChapters: [], unlockedChapterIds: [] }, }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { storyUnlocked: number }; expect(body.storyUnlocked).toBe(0); }); it("does not unlock story chapter when it is already unlocked", async () => { const state = makeState({ bosses: [ { id: "forest_giant", status: "defeated" } ] as GameState["bosses"], story: { completedChapters: [], unlockedChapterIds: [ "story_ch_01" ] }, }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); const body = await res.json() as { storyUnlocked: number }; expect(body.storyUnlocked).toBe(0); }); it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => { process.env.ANTI_CHEAT_SECRET = "test_secret"; const state = makeState(); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); expect(res.status).toBe(200); const body = await res.json() as { signature: string | undefined }; expect(body.signature).toBeDefined(); delete process.env.ANTI_CHEAT_SECRET; }); it("omits signature when ANTI_CHEAT_SECRET is not set", async () => { delete process.env.ANTI_CHEAT_SECRET; const state = makeState(); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await forceUnlocks(); expect(res.status).toBe(200); const body = await res.json() as { signature: string | undefined }; expect(body.signature).toBeUndefined(); }); it("returns 500 when DB throws an Error", async () => { vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error")); const res = await forceUnlocks(); expect(res.status).toBe(500); }); it("returns 500 when DB throws a non-Error value", async () => { vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw error"); const res = await forceUnlocks(); expect(res.status).toBe(500); }); }); describe("POST /hard-reset", () => { it("returns 404 when no player found", async () => { vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(null); const res = await hardReset(); expect(res.status).toBe(404); }); it("returns 200 with a fresh state on success", async () => { vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never); vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never); const res = await hardReset(); expect(res.status).toBe(200); const body = await res.json() as { loginBonus: null; loginStreak: number; schemaOutdated: boolean; }; expect(body.loginBonus).toBeNull(); expect(body.schemaOutdated).toBe(false); expect(body.loginStreak).toBe(1); }); it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => { process.env.ANTI_CHEAT_SECRET = "test_secret"; vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never); vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never); const res = await hardReset(); expect(res.status).toBe(200); const body = await res.json() as { signature: string | undefined }; expect(body.signature).toBeDefined(); delete process.env.ANTI_CHEAT_SECRET; }); it("returns 500 when DB throws an Error", async () => { vi.mocked(prisma.player.findUnique).mockRejectedValueOnce(new Error("DB error")); const res = await hardReset(); expect(res.status).toBe(500); }); it("returns 500 when DB throws a non-Error value", async () => { vi.mocked(prisma.player.findUnique).mockRejectedValueOnce("raw error"); const res = await hardReset(); expect(res.status).toBe(500); }); }); });