diablo2-web/tests/net-scene-integration.test.ts

135 lines
5.2 KiB
TypeScript

import { describe, it, expect } from 'vitest'
import { createNetSimulation } from '../src/scene/net-scene.ts'
import { createWorld, addPlayer } from '../src/game/combat.ts'
import { LockstepSession } from '../src/net/lockstep.ts'
describe('net-scene lockstep integration', () => {
it('detects inventory desyncs when one peer picks up an item', () => {
// Setup identical honest and tampered simulations
const worldA = createWorld(0, 0)
addPlayer(worldA, 10, 0)
// Create worldB identical to worldA
const worldB = createWorld(0, 0)
addPlayer(worldB, 10, 0)
const options = {
playerSpeed: 100, playerReach: 20, playerCooldownTicks: 10,
playerDamage: 10, playerManaPerAttack: 0, respawnTicks: 10,
}
const terrain = { overlap: () => 0 }
const simA = createNetSimulation(worldA, options, terrain, [0, 100], 2)
const simB = createNetSimulation(worldB, options, terrain, [0, 100], 2)
// BOTH have an item at the same coordinate.
// However, A has Gold, B has a Potion.
simA.ground.push({ x: 0, y: 0, item: { name: 'Gold', stack: 100, value: 100, base: {} as unknown as import('../src/game/items.ts').ItemBase, prefix: null, suffix: null, level: 1, invWidth: 1, invHeight: 1, stats: {} } })
simB.ground.push({ x: 0, y: 0, item: { name: 'Potion', stack: 1, value: 5, base: {} as unknown as import('../src/game/items.ts').ItemBase, prefix: null, suffix: null, level: 1, invWidth: 1, invHeight: 1, stats: {} } })
const sessionA = new LockstepSession({ peers: 2, inputDelayTicks: 0 }, simA.simulation)
const sessionB = new LockstepSession({ peers: 2, inputDelayTicks: 0 }, simB.simulation)
// Tick 0: BOTH pick up!
// At the end of the tick, both grounds are empty. But inventories differ.
sessionA.submit(0, { tick: 0, movement: {x:0, y:0}, attack: false, pickup: true, talk: false, skill: 0 })
sessionA.submit(1, { tick: 0, movement: {x:0, y:0}, attack: false, pickup: false, talk: false, skill: 0 })
sessionB.submit(0, { tick: 0, movement: {x:0, y:0}, attack: false, pickup: true, talk: false, skill: 0 })
sessionB.submit(1, { tick: 0, movement: {x:0, y:0}, attack: false, pickup: false, talk: false, skill: 0 })
const outA = sessionA.step()
const outB = sessionB.step()
expect(outA.kind).toBe('stepped')
expect(outB.kind).toBe('stepped')
if (outA.kind === 'stepped' && outB.kind === 'stepped') { expect(outA.hash).not.toBe(outB.hash) }
})
it('produces identical ground drops and lockstep hashes across peers when monsters die (Issue #427)', () => {
const worldA = createWorld(0, 0)
addPlayer(worldA, 10, 0)
const worldB = createWorld(0, 0)
addPlayer(worldB, 10, 0)
const sharedMonsterSeed = 0x1337beef
const zombieStats = {
id: 'zombie',
name: 'Zombie',
hp: 5,
damage: 1,
speed: 0,
reach: 10,
aggroRadius: 100,
cooldownTicks: 20,
xp: 50,
level: 5,
}
worldA.monsters.push({
index: 0,
stats: zombieStats,
x: 5,
y: 0,
hp: 5,
cooldown: 0,
state: 'idle',
facing: 0,
hitFlash: 0,
corpseTicks: 0,
dwInitSeed: sharedMonsterSeed,
})
worldB.monsters.push({
index: 0,
stats: zombieStats,
x: 5,
y: 0,
hp: 5,
cooldown: 0,
state: 'idle',
facing: 0,
hitFlash: 0,
corpseTicks: 0,
dwInitSeed: sharedMonsterSeed,
})
const options = {
playerSpeed: 100,
playerReach: 30,
playerCooldownTicks: 5,
playerDamage: 25,
playerManaPerAttack: 0,
respawnTicks: 100,
}
const terrain = { overlap: () => 0 }
const simA = createNetSimulation(worldA, options, terrain, [0, 100], 2, 0xc0ffee)
const simB = createNetSimulation(worldB, options, terrain, [0, 100], 2, 0xc0ffee)
const sessionA = new LockstepSession({ peers: 2, inputDelayTicks: 0 }, simA.simulation)
const sessionB = new LockstepSession({ peers: 2, inputDelayTicks: 0 }, simB.simulation)
// Peer 0 attacks and kills the zombie on both peers
sessionA.submit(0, { tick: 0, movement: { x: 0, y: 0 }, attack: true, pickup: false, talk: false, skill: 0 })
sessionA.submit(1, { tick: 0, movement: { x: 0, y: 0 }, attack: false, pickup: false, talk: false, skill: 0 })
sessionB.submit(0, { tick: 0, movement: { x: 0, y: 0 }, attack: true, pickup: false, talk: false, skill: 0 })
sessionB.submit(1, { tick: 0, movement: { x: 0, y: 0 }, attack: false, pickup: false, talk: false, skill: 0 })
const stepA = sessionA.step()
const stepB = sessionB.step()
expect(stepA.kind).toBe('stepped')
expect(stepB.kind).toBe('stepped')
if (stepA.kind === 'stepped' && stepB.kind === 'stepped') {
expect(stepA.hash).toBe(stepB.hash)
}
expect(simA.ground.length).toBe(simB.ground.length)
for (let i = 0; i < simA.ground.length; i++) {
expect(simA.ground[i]!.x).toBe(simB.ground[i]!.x)
expect(simA.ground[i]!.y).toBe(simB.ground[i]!.y)
expect(simA.ground[i]!.item.name).toBe(simB.ground[i]!.item.name)
expect(simA.ground[i]!.item.quality).toBe(simB.ground[i]!.item.quality)
expect((simA.ground[i]!.item as any).uniqueId).toBe((simB.ground[i]!.item as any).uniqueId)
}
})
})