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fix: lobby fail lock up (#550)
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npaton authored Apr 18, 2024
1 parent b3ec173 commit 97c6837
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10 changes: 10 additions & 0 deletions .changeset/lobby-fail.md
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@@ -0,0 +1,10 @@
---
"@empirica/core": patch
---

Fix lobby fail strategy and similar straight to exit steps cases.

There was a check for the presence of the `player.game` object in front of the
exit steps. If the game never starts, the `player.game` object is never
created, and the exit steps are never executed. This also addresses the case
where the player is never assigned a game at all (custom assignment).
10 changes: 10 additions & 0 deletions lib/@empirica/core/src/player/classic/react/EmpiricaContext.tsx
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Expand Up @@ -258,6 +258,16 @@ function useGameReady() {
const players = usePlayers();
const game = useGame();

// Player was never even assigned to a game, so no game.
if (player && !player.get("gameID")) {
return true;
}

// Game never started, so no player.game.
if (player && game && !game.get("start")) {
return true;
}

if (!player || !players || !game || !player.game) {
return false;
}
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2 changes: 1 addition & 1 deletion package-lock.json

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7 changes: 5 additions & 2 deletions tests/stress/experiment/client/package.json
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Expand Up @@ -26,7 +26,10 @@
},
"version": "0.0.0",
"volta": {
"node": "20.10.0",
"npm": "10.2.3"
"node": "20.12.0",
"npm": "10.5.0"
},
"engines": {
"node": ">= 20.12.0"
}
}
7 changes: 5 additions & 2 deletions tests/stress/experiment/server/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,10 @@
"serve": "node --trace-warnings --enable-source-maps --unhandled-rejections=warn-with-error-code index.js"
},
"volta": {
"node": "20.10.0",
"npm": "10.2.3"
"node": "20.12.0",
"npm": "10.5.0"
},
"engines": {
"node": ">= 20.12.0"
}
}
43 changes: 41 additions & 2 deletions tests/stress/tests/lobby.spec.js
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Expand Up @@ -2,9 +2,10 @@
/// <reference path="./index.d.ts" />

const { test } = require("@playwright/test");
import { Context } from "./context";
import { adminNewBatch, quickGame } from "./admin";
import { Context } from "./context";
import {
playerSignIn,
playerStart,
submitStage,
waitGameFinished,
Expand Down Expand Up @@ -42,7 +43,7 @@ test("lobby shared ignore", async ({ browser }) => {
lobbyConfig: {
name: "Fast shared ignore",
kind: "shared",
duration: 5_000_000_000,
duration: 2_000_000_000,
strategy: "ignore",
},
})
Expand All @@ -67,3 +68,41 @@ test("lobby shared ignore", async ({ browser }) => {

await ctx.close();
});

// This test is a test for the lobby with configuration shared/fail, which
// means that all players share a timer and we fail the game if not enough
// players to start the game.
// To test this, we set a very short duration for the lobby.
test("lobby shared fail", async ({ browser }) => {
const ctx = new Context(browser);

const playerCount = 2;
const roundCount = 1;
const stageCount = 2;

await ctx.start();
await ctx.addPlayers(playerCount);
ctx.players[0].logWS();
ctx.players[0].listenScope("game");
ctx.logMatching(/HERE/);

await ctx.applyAdmin(
adminNewBatch({
treatmentConfig: quickGame(playerCount, roundCount, stageCount),
lobbyConfig: {
name: "Fast shared fail",
kind: "shared",
duration: 2_000_000_000, // 2s, in ns...
strategy: "fail",
},
})
);

await ctx.players[0].apply(playerSignIn);
await ctx.players[0].screenshot("start-game");
await sleep(2500);
await ctx.players[0].screenshot("end-maybe");
await ctx.players[0].apply(waitGameFinished);

await ctx.close();
});
1 change: 1 addition & 0 deletions tests/stress/tests/player.js
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Expand Up @@ -490,6 +490,7 @@ function playerReceivedPrinter(actor) {
console.log(receive, "UNKNOWN", change["__typename"], change);
}
} catch (e) {
console.error(e);
console.log(receive, "FAIL", payload);
}
};
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