Merge branch 'm8/mafia' into codex/owner/grp_discord_joke-app
# Conflicts: # apps/server/src/rooms/room.ts # apps/web/src/games/registry.ts # apps/web/src/lib/catalog-ui.ts # e2e/games.e2e.ts # packages/engine/src/types.ts # packages/games/src/index.ts # packages/shared/src/catalog.ts
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70
apps/server/src/rooms/mafia.room.test.ts
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70
apps/server/src/rooms/mafia.room.test.ts
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/** 마피아 through a real Room: room chat closed while playing, filtered game chat per connection, server-run phases. */
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import { describe, expect, test } from 'bun:test';
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import type { ServerMessage } from '@bg/shared';
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import { GAMES } from '@bg/games';
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import type { MafiaState, MafiaView } from '@bg/games/mafia';
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import { openDb } from '../db';
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import { Room, type Conn, type RoomConfig } from './room';
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import { RoomStore } from './store';
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function harness(players: string[]) {
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const db = openDb(':memory:');
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const store = new RoomStore(db);
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let now = 1_000_000;
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const clock = { now: () => now, advance: (ms: number) => (now += ms) };
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const games = { mafia: GAMES.mafia! };
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const deps = { store, games, users: { publicUser: (id: string) => ({ id, nickname: id, avatar: null, kind: 'guest' as const }) }, now: clock.now };
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const config: RoomConfig = {
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gameId: 'mafia',
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options: { ...games.mafia.defaultOptions, firstPhase: 'night' },
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maxPlayers: players.length,
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visibility: 'private',
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allowSpectators: true,
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chatEnabled: true,
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chatFilter: true,
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graceSec: 60,
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};
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const room = new Room('room1', '482913', config, players[0]!, deps);
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store.insertRoom({ id: 'room1', code: '482913', hostId: players[0]!, gameId: 'mafia', status: 'lobby', visibility: 'private', config, stateJson: '{}', now });
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const conns: Record<string, Conn & { msgs: ServerMessage[] }> = {};
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for (const p of players) {
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const msgs: ServerMessage[] = [];
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conns[p] = { userId: p, msgs, send: (m) => msgs.push(m), close: () => {} };
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room.join(conns[p], 'player');
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}
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const state = () => room.game!.state as MafiaState;
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const lastView = (p: string) => (conns[p]!.msgs.filter((m) => m.t === 'state').at(-1) as Extract<ServerMessage, { t: 'state' }>).view as MafiaView;
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return { room, clock, conns, state, lastView };
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}
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describe('마피아 room flow', () => {
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test('게임 중 방 채팅·반응은 닫히고, 게임 채팅은 연결마다 채널 권한대로만 간다', () => {
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const { room, clock, conns, state, lastView } = harness(['A', 'B', 'C', 'D']);
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expect(room.chat('A', '대기실 인사')).toBeNull();
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expect(room.start('A')).toBeNull();
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expect(room.chat('A', '몰래 말하기')).toBe('게임 중에는 게임 화면의 채팅을 써 주세요.');
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// Role reveal → night on the server clock.
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clock.advance(8_000);
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room.onTimer();
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expect(state().phase.kind).toBe('night');
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const mafia = state().players.find((p) => p.role === 'mafia')!.id;
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const town = state().players.filter((p) => p.role !== 'mafia').map((p) => p.id);
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room.act(mafia, 1, { type: 'chat', channel: 'mafia', text: 'ROOM-MAFIA-SECRET' });
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expect(lastView(mafia).chat.map((c) => c.text)).toContain('ROOM-MAFIA-SECRET');
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for (const t of town) {
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const all = JSON.stringify(conns[t]!.msgs);
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expect(all).not.toContain('ROOM-MAFIA-SECRET');
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expect(all).not.toContain(`"role":"mafia"`);
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}
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// Rate limit (validate gets the server clock), and the system-only phase timer cannot be sent by clients.
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room.act(mafia, 2, { type: 'chat', channel: 'mafia', text: '또' });
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expect(conns[mafia]!.msgs.at(-1)).toEqual({ t: 'reject', cs: 2, reason: '조금 천천히 보내 주세요.' });
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room.act(town[0]!, 3, { type: 'phaseTimeout' });
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expect(conns[town[0]!]!.msgs.at(-1)).toEqual({ t: 'reject', cs: 3, reason: '잘못된 요청이에요.' });
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expect(state().phase.kind).toBe('night');
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clock.advance(30_000);
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room.onTimer();
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expect(state().phase.kind).toBe('discussion');
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expect(state().day).toBe(2);
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});
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});
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@@ -564,6 +564,7 @@ export class Room {
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chat(userId: string, text: string): string | null {
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if (!this.config.chatEnabled) return '이 방은 채팅을 쓰지 않아요.';
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if (!this.isParticipant(userId)) return '방에 들어와야 채팅할 수 있어요.';
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if (this.gameChatOnly()) return '게임 중에는 게임 화면의 채팅을 써 주세요.';
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const now = this.now();
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if (now - (this.lastChatAt.get(userId) ?? 0) < 500) return '조금 천천히 보내 주세요.';
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this.lastChatAt.set(userId, now);
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@@ -581,8 +582,13 @@ export class Room {
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return null;
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}
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/** Games with their own chat channels (마피아) close the room chat while playing, so nothing leaks around them. */
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private gameChatOnly(): boolean {
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return (this.status === 'playing' || this.status === 'paused') && !!this.def.ownChat;
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}
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emote(userId: string, id: string): void {
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if (!this.isParticipant(userId)) return;
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if (!this.isParticipant(userId) || this.gameChatOnly()) return;
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const now = this.now();
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if (now - (this.lastChatAt.get(`e:${userId}`) ?? 0) < 500) return;
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this.lastChatAt.set(`e:${userId}`, now);
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