generated from nhcarrigan/template
6e573bea14
## Summary - Fix `NaN` displayed in Sync New Content / Force Unlock notifications by guarding against undefined counts - Poll server for exploration claimability before showing Collect button to prevent client/server desync - Return authoritative materials list from craft API to prevent client desync causing false affordability - Add test coverage for `sync-new-content` and `explore/claimable` endpoints Closes #125 Closes #127 Closes #128 ## Test plan - [ ] Trigger a sync with new content and verify the notification shows a real count instead of `NaN` - [ ] Start an exploration, wait for it to complete, and verify the Collect button only appears after the server confirms claimable - [ ] Attempt to craft a recipe and verify the material counts in the UI update to match the server's authoritative values ✨ This issue was created with help from Hikari~ 🌸 Reviewed-on: #129 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
792 lines
37 KiB
TypeScript
792 lines
37 KiB
TypeScript
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
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/* eslint-disable max-lines -- Test suites naturally have many cases */
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/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
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import { beforeEach, describe, expect, it, vi } from "vitest";
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import { Hono } from "hono";
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import type { GameState } from "@elysium/types";
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vi.mock("../../src/db/client.js", () => ({
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prisma: {
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gameState: { findUnique: vi.fn(), update: vi.fn(), upsert: vi.fn() },
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player: { findUnique: vi.fn() },
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},
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}));
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vi.mock("../../src/middleware/auth.js", () => ({
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authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
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c.set("discordId", "test_discord_id");
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await next();
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}),
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}));
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vi.mock("../../src/services/logger.js", () => ({
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logger: {
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error: vi.fn().mockResolvedValue(undefined),
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log: vi.fn().mockResolvedValue(undefined),
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},
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}));
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const DISCORD_ID = "test_discord_id";
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const makeExploration = (areas: GameState["exploration"]["areas"] = []): GameState["exploration"] => ({
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areas: areas,
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craftedCombatMultiplier: 1,
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craftedClickMultiplier: 1,
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craftedEssenceMultiplier: 1,
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craftedGoldMultiplier: 1,
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craftedRecipeIds: [],
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materials: [],
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});
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const makeState = (overrides: Partial<GameState> = {}): GameState => ({
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achievements: [],
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adventurers: [],
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baseClickPower: 1,
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bosses: [],
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companions: { activeCompanionId: null, unlockedCompanionIds: [] },
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equipment: [],
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exploration: makeExploration(),
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lastTickAt: 0,
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player: { avatar: null, characterName: "T", discordId: DISCORD_ID, discriminator: "0", totalClicks: 0, totalGoldEarned: 0, username: "u" },
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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quests: [],
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resources: { crystals: 0, essence: 0, gold: 0, runestones: 0 },
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schemaVersion: 1,
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upgrades: [],
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zones: [],
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...overrides,
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} as GameState);
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const makePlayer = (overrides: Record<string, unknown> = {}) => ({
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avatar: null,
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characterName: "TestChar",
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createdAt: 0,
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discordId: DISCORD_ID,
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discriminator: "0",
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lifetimeAchievementsUnlocked: 0,
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lifetimeAdventurersRecruited: 0,
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lifetimeBossesDefeated: 0,
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lifetimeClicks: 0,
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lifetimeGoldEarned: 0,
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lifetimeQuestsCompleted: 0,
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loginStreak: 1,
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username: "test_user",
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...overrides,
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});
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describe("debug route", () => {
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let app: Hono;
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let prisma: {
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gameState: {
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findUnique: ReturnType<typeof vi.fn>;
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update: ReturnType<typeof vi.fn>;
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upsert: ReturnType<typeof vi.fn>;
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};
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player: { findUnique: ReturnType<typeof vi.fn> };
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};
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beforeEach(async () => {
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vi.clearAllMocks();
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const { debugRouter } = await import("../../src/routes/debug.js");
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const { prisma: p } = await import("../../src/db/client.js");
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prisma = p as typeof prisma;
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app = new Hono();
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app.route("/debug", debugRouter);
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});
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const forceUnlocks = () =>
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app.fetch(new Request("http://localhost/debug/force-unlocks", { method: "POST" }));
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const hardReset = () =>
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app.fetch(new Request("http://localhost/debug/hard-reset", { method: "POST" }));
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describe("POST /force-unlocks", () => {
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it("returns 404 when no game state found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await forceUnlocks();
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expect(res.status).toBe(404);
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});
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it("returns 200 with all zeros when no stale locks exist", async () => {
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const state = makeState({
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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expect(res.status).toBe(200);
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const body = await res.json() as {
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bossesUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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zonesUnlocked: number;
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};
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expect(body.zonesUnlocked).toBe(0);
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expect(body.explorationUnlocked).toBe(0);
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});
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it("unlocks verdant_vale when it is locked and has no requirements", async () => {
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const state = makeState({
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zones: [{ id: "verdant_vale", status: "locked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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expect(res.status).toBe(200);
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(1);
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});
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it("does not unlock zone when boss condition is not met", async () => {
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
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quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(0);
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});
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it("does not unlock zone when quest condition is not met", async () => {
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
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quests: [{ id: "ancient_ruins", status: "active" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(0);
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});
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it("unlocks zone when both boss and quest conditions are met", async () => {
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
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quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(1);
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});
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it("unlocks a quest when zone is unlocked and prerequisites are met", async () => {
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const state = makeState({
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quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(1);
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});
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it("does not unlock quest when zone is locked", async () => {
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/*
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* Use shattered_ruins (requires forest_giant defeated) so applyZoneUnlocks
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* cannot auto-unlock it, keeping it locked when applyQuestUnlocks runs.
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*/
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
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quests: [{ id: "necromancer_tower", status: "locked" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("does not unlock quest when zone is not in state", async () => {
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const state = makeState({
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quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
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zones: [] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("does not unlock quest when it is already available", async () => {
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const state = makeState({
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quests: [{ id: "first_steps", status: "available" }] as GameState["quests"],
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("does not unlock quest when prerequisites are not completed", async () => {
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const state = makeState({
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quests: [{ id: "goblin_camp", status: "locked" }] as GameState["quests"],
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("unlocks the first boss in a zone when the zone is unlocked", async () => {
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const state = makeState({
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bosses: [{ id: "troll_king", status: "locked" }] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(1);
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});
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it("does not unlock boss when prestige requirement is not met", async () => {
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const state = makeState({
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bosses: [{ id: "the_first_light", status: "locked" }] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "celestial_reaches", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(0);
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});
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it("does not unlock boss when previous boss is not defeated", async () => {
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const state = makeState({
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bosses: [
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{ id: "troll_king", status: "available" },
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{ id: "lich_queen", status: "locked" },
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] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(0);
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});
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it("does not unlock boss when previous boss is not in state", async () => {
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const state = makeState({
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bosses: [{ id: "lich_queen", status: "locked" }] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(0);
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});
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it("unlocks next boss when previous boss is defeated", async () => {
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const state = makeState({
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bosses: [
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{ id: "troll_king", status: "defeated" },
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{ id: "lich_queen", status: "locked" },
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] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(1);
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});
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it("returns explorationUnlocked=0 when exploration is undefined", async () => {
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const state = makeState({
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exploration: undefined as unknown as GameState["exploration"],
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { explorationUnlocked: number };
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expect(body.explorationUnlocked).toBe(0);
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});
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it("unlocks exploration area when its zone is unlocked", async () => {
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const state = makeState({
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exploration: makeExploration([
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{ id: "verdant_meadow", status: "locked" } as GameState["exploration"]["areas"][0],
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]),
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { explorationUnlocked: number };
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expect(body.explorationUnlocked).toBe(1);
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});
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it("does not unlock exploration area when zone is not unlocked", async () => {
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const state = makeState({
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exploration: makeExploration([
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{ id: "vm_e1", status: "locked" } as GameState["exploration"]["areas"][0],
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]),
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zones: [] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { explorationUnlocked: number };
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expect(body.explorationUnlocked).toBe(0);
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});
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it("does not unlock exploration area when it is already available", async () => {
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const state = makeState({
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exploration: makeExploration([
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{ id: "verdant_meadow", status: "available" } as GameState["exploration"]["areas"][0],
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]),
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { explorationUnlocked: number };
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expect(body.explorationUnlocked).toBe(0);
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});
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it("unlocks adventurer tier when its quest has been completed", async () => {
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const state = makeState({
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adventurers: [ { id: "scout", unlocked: false } ] as GameState["adventurers"],
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quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { adventurersUnlocked: number };
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expect(body.adventurersUnlocked).toBe(1);
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});
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it("does not unlock adventurer tier when it is already unlocked", async () => {
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const state = makeState({
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adventurers: [ { id: "scout", unlocked: true } ] as GameState["adventurers"],
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quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await forceUnlocks();
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const body = await res.json() as { adventurersUnlocked: number };
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expect(body.adventurersUnlocked).toBe(0);
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});
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it("unlocks upgrade when its boss has been defeated", async () => {
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|
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);
|
|
});
|
|
});
|
|
|
|
const syncNewContent = () =>
|
|
app.fetch(new Request("http://localhost/debug/sync-new-content", { method: "POST" }));
|
|
|
|
describe("POST /sync-new-content", () => {
|
|
it("returns 404 when no game state found", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(404);
|
|
});
|
|
|
|
it("returns 200 with zero counts when state already has all content", async () => {
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
});
|
|
|
|
it("injects missing entries when arrays are empty", async () => {
|
|
const state = makeState({ adventurers: [], bosses: [], quests: [], upgrades: [], achievements: [], equipment: [], zones: [] });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { adventurersAdded: number; bossesAdded: number };
|
|
expect(body.adventurersAdded).toBeGreaterThan(0);
|
|
expect(body.bossesAdded).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("injects missing exploration areas when exploration has no areas", async () => {
|
|
const state = makeState({ exploration: makeExploration([]) });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { explorationAreasAdded: number };
|
|
expect(body.explorationAreasAdded).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("skips existing exploration areas when building the id set", async () => {
|
|
const state = makeState({ exploration: makeExploration([
|
|
{ id: "verdant_meadow", status: "available", completedOnce: false } as GameState["exploration"]["areas"][0],
|
|
]) });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { explorationAreasAdded: number };
|
|
// One area already existed so total injected is one less than full count
|
|
expect(body.explorationAreasAdded).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("returns explorationAreasAdded=0 when exploration state is undefined", async () => {
|
|
const state = makeState({ exploration: undefined as unknown as GameState["exploration"] });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { explorationAreasAdded: number };
|
|
expect(body.explorationAreasAdded).toBe(0);
|
|
});
|
|
|
|
it("patches quest rewards when saved quest has fewer rewards than default", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "first_steps", status: "available", rewards: [] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const quest = body.state.quests.find((q) => q.id === "first_steps");
|
|
expect(quest?.rewards.length).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("skips quest reward patching for quests not in defaults", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "nonexistent_quest", status: "available", rewards: [] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const quest = body.state.quests.find((q) => q.id === "nonexistent_quest");
|
|
expect(quest?.rewards).toStrictEqual([]);
|
|
});
|
|
|
|
it("does not re-add rewards that are already present in the saved quest", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "first_steps", status: "available", rewards: [{ type: "adventurer", targetId: "militia" }] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const quest = body.state.quests.find((q) => q.id === "first_steps");
|
|
// Reward already present so count stays the same
|
|
expect(quest?.rewards.filter((r) => r.targetId === "militia").length).toBe(1);
|
|
});
|
|
|
|
it("patches boss upgrade rewards when saved boss has fewer rewards than default", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "troll_king", status: "available", upgradeRewards: [] }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const boss = body.state.bosses.find((b) => b.id === "troll_king");
|
|
expect(boss?.upgradeRewards.length).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("skips boss reward patching for bosses not in defaults", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "nonexistent_boss", status: "available", upgradeRewards: [] }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const boss = body.state.bosses.find((b) => b.id === "nonexistent_boss");
|
|
expect(boss?.upgradeRewards).toStrictEqual([]);
|
|
});
|
|
|
|
it("sorts multiple legacy items to the end when their ids are not in the defaults", async () => {
|
|
const state = makeState({
|
|
achievements: [
|
|
{ id: "legacy_achievement_a", status: "locked" },
|
|
{ id: "legacy_achievement_b", status: "locked" },
|
|
] as GameState["achievements"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
});
|
|
|
|
it("uses amount field when building the reward key for quests with amount-based rewards", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "dragon_lair", status: "available", rewards: [{ type: "gold", amount: 500 }] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
});
|
|
|
|
it("falls back to empty string when reward has neither targetId nor amount", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "first_steps", status: "available", rewards: [{ type: "unknown" }] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
});
|
|
|
|
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 syncNewContent();
|
|
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.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
|
const res = await syncNewContent();
|
|
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 syncNewContent();
|
|
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);
|
|
});
|
|
});
|
|
});
|