fix(game-ui): 도시정보 예약 명령 요약을 복원

도시정보 API가 앞 5턴의 action과 args를 함께 투영하고 공용 Ref식 brief formatter로 표시한다. 인증과 NPC 공개 경계, desktop/mobile Chromium 회귀를 함께 검증한다.
This commit is contained in:
2026-08-21 16:33:53 +00:00
parent 36f732d920
commit 80f77c75cb
4 changed files with 240 additions and 8 deletions
+3 -2
View File
@@ -175,13 +175,14 @@ export const worldRouter = router({
const turns = generalIds.length
? await ctx.db.generalTurn.findMany({
where: { generalId: { in: generalIds }, turnIdx: { lt: 5 } },
select: { generalId: true, turnIdx: true, actionCode: true, arg: true },
orderBy: [{ generalId: 'asc' }, { turnIdx: 'asc' }],
})
: [];
const turnMap = new Map<number, string[]>();
const turnMap = new Map<number, Array<{ action: string; args: unknown }>>();
for (const turn of turns) {
const list = turnMap.get(turn.generalId) ?? [];
list[turn.turnIdx] = turn.actionCode;
list[turn.turnIdx] = { action: turn.actionCode, args: turn.arg };
turnMap.set(turn.generalId, list);
}
const nationMap = new Map(nations.map((item) => [item.id, item]));
@@ -0,0 +1,175 @@
import { describe, expect, it, vi } from 'vitest';
import type { GameSessionTokenPayload } from '@sammo-ts/common/auth/gameToken';
import type { RedisConnector } from '@sammo-ts/infra';
import { RedisAccessTokenStore } from '../src/auth/accessTokenStore.js';
import { InMemoryFlushStore } from '../src/auth/flushStore.js';
import type { DatabaseClient, GameApiContext, GeneralRow } from '../src/context.js';
import { appRouter } from '../src/router.js';
vi.mock('../src/maps/mapLayout.js', () => ({
loadMapLayout: vi.fn(async () => ({
mapName: 'che',
cityList: [{ id: 1, name: '업', level: 8, region: 1, x: 0, y: 0, path: [] }],
regionMap: { 1: '하북' },
levelMap: { 8: '특' },
})),
}));
vi.mock('@sammo-ts/game-engine/scenario/unitSetLoader.js', () => ({
loadUnitSetDefinitionByName: vi.fn(async () => ({ crewTypes: [{ id: 1, name: '보병' }] })),
}));
const now = new Date('2026-01-01T01:02:00Z');
const general = (overrides: Partial<GeneralRow> = {}): GeneralRow => ({
id: 1,
userId: 'u1',
name: '장수',
nationId: 1,
cityId: 1,
troopId: 0,
npcState: 0,
affinity: null,
bornYear: 180,
deadYear: 300,
picture: null,
imageServer: 0,
leadership: 70,
strength: 60,
intel: 50,
injury: 0,
experience: 900,
dedication: 100,
officerLevel: 1,
gold: 1000,
rice: 2000,
crew: 300,
crewTypeId: 1,
train: 90,
atmos: 90,
weaponCode: 'None',
bookCode: 'None',
horseCode: 'None',
itemCode: 'None',
turnTime: now,
recentWarTime: null,
age: 20,
startAge: 20,
personalCode: 'None',
specialCode: 'None',
special2Code: 'None',
lastTurn: {},
meta: { defence_train: 80 },
penalty: {},
createdAt: now,
updatedAt: now,
...overrides,
});
const token = (): GameSessionTokenPayload => ({
version: 1,
profile: 'che:default',
issuedAt: now.toISOString(),
expiresAt: new Date(now.getTime() + 86_400_000).toISOString(),
sessionId: 'session-1',
user: { id: 'u1', username: 'u1', displayName: '장수', roles: [] },
sanctions: {},
});
const fixture = (authenticated = true) => {
const actor = general();
const npc = general({ id: 2, userId: null, name: 'NPC', npcState: 2 });
const city = {
id: 1,
name: '업',
nationId: 1,
level: 8,
region: 1,
population: 150_000,
populationMax: 620_500,
agriculture: 1_000,
agricultureMax: 12_500,
commerce: 1_000,
commerceMax: 11_300,
security: 1_000,
securityMax: 10_000,
trust: 80,
trade: 100,
defence: 5_000,
defenceMax: 11_700,
wall: 5_000,
wallMax: 12_200,
};
const db = {
general: {
findFirst: vi.fn(async () => actor),
findMany: vi.fn(async ({ where }: { where: Record<string, unknown> }) => {
if ('cityId' in where) return [actor, npc];
if ('officerLevel' in where) return [];
if ('nationId' in where) return [actor, npc];
return [];
}),
},
nation: {
findUnique: vi.fn(async () => ({ id: 1, name: '위', color: '#008000', level: 1, meta: {} })),
findMany: vi.fn(async () => [{ id: 1, name: '위', color: '#008000', level: 1, meta: {} }]),
},
city: { findMany: vi.fn(async () => [city]) },
worldState: {
findFirst: vi.fn(async () => ({ config: {}, meta: { turntime: '2026-01-01 10:02:00' } })),
},
generalTurn: {
findMany: vi.fn(async () => [
{
generalId: 1,
turnIdx: 0,
actionCode: 'che_징병',
arg: { crewType: 1, amount: 300 },
},
]),
},
};
const redis = { get: vi.fn(async () => null), set: vi.fn(async () => null) } as unknown as RedisConnector['client'];
const context: GameApiContext = {
db: db as unknown as DatabaseClient,
redis,
turnDaemon: {} as GameApiContext['turnDaemon'],
battleSim: {} as GameApiContext['battleSim'],
profile: { id: 'che', scenario: 'default', name: 'che:default' },
auth: authenticated ? token() : null,
uploadDir: 'uploads',
uploadPath: '/uploads',
uploadPublicUrl: null,
accessTokenStore: new RedisAccessTokenStore(redis, 'che:default'),
flushStore: new InMemoryFlushStore(),
gameTokenSecret: 'secret',
};
return { caller: appRouter.createCaller(context), db };
};
describe('world current-city command projection', () => {
it('returns the first five own-user turns as canonical action and args while redacting NPC turns', async () => {
const { caller, db } = fixture();
const result = await caller.world.getCurrentCity();
expect(result.generals.find((entry) => entry.id === 1)?.turns).toEqual([
{ action: 'che_징병', args: { crewType: 1, amount: 300 } },
]);
expect(result.generals.find((entry) => entry.id === 2)?.turns).toEqual([]);
expect(db.generalTurn.findMany).toHaveBeenCalledWith(
expect.objectContaining({
where: { generalId: { in: [1] }, turnIdx: { lt: 5 } },
select: { generalId: true, turnIdx: true, actionCode: true, arg: true },
})
);
});
it('keeps authentication and input validation in front of the city read model', async () => {
await expect(fixture(false).caller.world.getCurrentCity()).rejects.toMatchObject({ code: 'UNAUTHORIZED' });
await expect(fixture().caller.world.getCurrentCity({ cityId: 0 })).rejects.toMatchObject({
code: 'BAD_REQUEST',
});
});
});