feat: add block player feature. I should not have to form ally partnerships to…#3389
feat: add block player feature. I should not have to form ally partnerships to…#3389rtaylorgarlock wants to merge 1 commit intoopenfrontio:mainfrom
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… avoid bad allies
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WalkthroughThis pull request adds player blocking functionality across the application. It introduces new UI controls to block/unblock players, stores blocked player lists locally, transmits blocking intents through a new event class, and enforces blocking rules throughout game logic including alliance requests, trades, and messaging. Changes
Sequence DiagramsequenceDiagram
actor User
participant UI as PlayerPanel
participant Handler as PlayerActionHandler
participant Transport
participant Game as GameRunner
participant Player as PlayerImpl
participant Display as EventsDisplay
User->>UI: Click Block Button
UI->>UI: handleBlockPlayerClick
activate UI
UI->>UI: UserSettings.blockPlayer
UI->>Handler: handleBlockPlayer(recipient, "block")
deactivate UI
Handler->>Handler: emit SendBlockPlayerIntentEvent
Handler->>Transport: onSendBlockPlayerIntent
Transport->>Game: BlockPlayerIntent received
activate Game
Game->>Player: blockPlayer(other)
activate Player
Player->>Player: add to blockedPlayers set
Player->>Player: break alliances
Player->>Player: reject pending requests
deactivate Player
Game->>Game: update interaction data (isBlocked, blockedPlayers)
deactivate Game
Note over Display: Subsequent events from blocked player
Display->>Display: onDisplayChatEvent
Display->>Display: Check UserSettings.isPlayerBlocked
Display->>Display: Filter & skip event creation
Estimated code review effort🎯 4 (Complex) | ⏱️ ~45 minutes Poem
🚥 Pre-merge checks | ✅ 3✅ Passed checks (3 passed)
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Actionable comments posted: 3
🧹 Nitpick comments (4)
src/client/graphics/layers/PlayerActionHandler.ts (1)
97-102: Handler follows existing patterns.The implementation mirrors
handleEmbargo(). Small nitpick:recipient.id()already returnsstring(PlayerID), soString()wrapper is redundant.✨ Optional simplification
handleBlockPlayer(recipient: PlayerView, action: "block" | "unblock") { this.eventBus.emit( - new SendBlockPlayerIntentEvent(String(recipient.id()), action), + new SendBlockPlayerIntentEvent(recipient.id(), action), ); }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/client/graphics/layers/PlayerActionHandler.ts` around lines 97 - 102, The SendBlockPlayerIntentEvent is being constructed with String(recipient.id()) but recipient.id() already returns a string (PlayerID); remove the redundant String(...) wrapper in handleBlockPlayer so it calls new SendBlockPlayerIntentEvent(recipient.id(), action) to match the pattern used by handleEmbargo and avoid unnecessary conversions.src/client/graphics/layers/EventsDisplay.ts (3)
420-427: Redundant server-side block check.The condition
myPlayer.isBlockedBy(player) || player.hasBlocked(myPlayer)is redundant. Looking atPlayerImpl.isBlockedBy():isBlockedBy(other: Player): boolean { return other.hasBlocked(this); }So
myPlayer.isBlockedBy(player)is equivalent toplayer.hasBlocked(myPlayer). You can simplify to just one check.♻️ Simplify redundant condition
- if (myPlayer.isBlockedBy(player) || player.hasBlocked(myPlayer)) { + if (player.hasBlocked(myPlayer)) { return; }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/client/graphics/layers/EventsDisplay.ts` around lines 420 - 427, The condition redundantly checks server-side blocking twice; remove one of the equivalent calls and keep a single check (either myPlayer.isBlockedBy(player) or player.hasBlocked(myPlayer)) to filter blocked players. Update the block in EventsDisplay.ts to only evaluate one of the methods (e.g., use player.hasBlocked(myPlayer)) and leave the client-side user setting check with UserSettings.isPlayerBlocked(player.displayName()) unchanged; ensure references to myPlayer.isBlockedBy and player.hasBlocked are updated accordingly to avoid duplicate logic.
474-481: Same redundant pattern here.The condition
myPlayer.isBlockedBy(requestor) || requestor.hasBlocked(myPlayer)is also redundant for the same reason.♻️ Simplify redundant condition
- if (myPlayer.isBlockedBy(requestor) || requestor.hasBlocked(myPlayer)) { + if (requestor.hasBlocked(myPlayer)) { return; }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/client/graphics/layers/EventsDisplay.ts` around lines 474 - 481, The blocked-player check in EventsDisplay.ts redundantly tests both myPlayer.isBlockedBy(requestor) and requestor.hasBlocked(myPlayer); simplify by leaving the single canonical check (use requestor.hasBlocked(myPlayer)) and remove the redundant myPlayer.isBlockedBy(...) part, keeping the UserSettings.isPlayerBlocked(requestor.displayName()) check unchanged; update the conditional around requestor and myPlayer accordingly so behavior remains the same but without the duplicate test.
698-705: Same redundant pattern for emoji filtering.♻️ Simplify redundant condition
- if (myPlayer.isBlockedBy(sender) || sender.hasBlocked(myPlayer)) { + if (sender.hasBlocked(myPlayer)) { return; }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/client/graphics/layers/EventsDisplay.ts` around lines 698 - 705, Duplicate blocked-player checks are being performed (myPlayer.isBlockedBy(sender), sender.hasBlocked(myPlayer), and userSettings.isPlayerBlocked(sender.displayName())); consolidate them into a single check to avoid redundancy and reuse the same UserSettings instance. Create or use a helper (e.g., isBlockedBetween(myPlayer, sender) or a method on UserSettings) that returns true if any of myPlayer.isBlockedBy(sender), sender.hasBlocked(myPlayer), or userSettings.isPlayerBlocked(sender.displayName()) are true, then replace the three separate checks with one call to that helper wherever emoji/player filtering occurs (reference myPlayer.isBlockedBy, sender.hasBlocked, UserSettings, and isPlayerBlocked).
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@src/client/graphics/layers/PlayerPanel.ts`:
- Around line 266-292: handleBlockPlayerClick and handleUnblockPlayerClick
currently mutate UserSettings immediately before sending the intent, causing
potential desync if the server rejects the request; change both handlers to
follow the embargo/alliance pattern: remove the immediate
userSettings.blockPlayer/unblockPlayer calls, only emit
SendBlockPlayerIntentEvent(String(other.id()), "block"|"unblock") and call
this.hide(), and instead update UserSettings in the server-confirmation handler
(the existing success callback that processes server responses for block
intents) so local state is only changed after confirmation.
In `@src/core/game/PlayerImpl.ts`:
- Around line 489-492: The current call to this.breakAlliance(alliance) in
PlayerImpl (after allianceWith) routes to mg.breakAlliance(this, alliance),
which will call markTraitor() unless the other player is already traitor or
disconnected; to avoid penalizing the ally when blocking should be a silent
separation, change this code to use a removal path that doesn't trigger
markTraitor — e.g., add and call a new method like
PlayerImpl.separateAlliance(alliance) or Game.separateAlliance(breaker,
alliance) that removes/unlinks the alliance state on both players without
invoking mg.breakAlliance(...) logic (avoid the branch that checks
other.isTraitor()/isDisconnected() and calls breaker.markTraitor()), or reuse an
existing low-level alliance removal method if one exists; update references so
blocking uses this silent removal instead of breakAlliance.
In `@tests/BlockPlayer.test.ts`:
- Around line 150-157: The test calls p2.createAllianceRequest(p1) while p1
already has p2 blocked, so the request is never created and the subsequent
p1.blockPlayer(p2) is a no-op; modify the test to first unblock p2 from p1 (call
p1.unblockPlayer(p2) or the project-specific equivalent), then call
p2.createAllianceRequest(p1), assert p1.incomingAllianceRequests() is 1, then
call p1.blockPlayer(p2) again and assert p1.incomingAllianceRequests() is 0;
update references to p1.blockPlayer, p1.unblockPlayer (or the correct unblock
method), p2.createAllianceRequest, and p1.incomingAllianceRequests accordingly.
---
Nitpick comments:
In `@src/client/graphics/layers/EventsDisplay.ts`:
- Around line 420-427: The condition redundantly checks server-side blocking
twice; remove one of the equivalent calls and keep a single check (either
myPlayer.isBlockedBy(player) or player.hasBlocked(myPlayer)) to filter blocked
players. Update the block in EventsDisplay.ts to only evaluate one of the
methods (e.g., use player.hasBlocked(myPlayer)) and leave the client-side user
setting check with UserSettings.isPlayerBlocked(player.displayName()) unchanged;
ensure references to myPlayer.isBlockedBy and player.hasBlocked are updated
accordingly to avoid duplicate logic.
- Around line 474-481: The blocked-player check in EventsDisplay.ts redundantly
tests both myPlayer.isBlockedBy(requestor) and requestor.hasBlocked(myPlayer);
simplify by leaving the single canonical check (use
requestor.hasBlocked(myPlayer)) and remove the redundant
myPlayer.isBlockedBy(...) part, keeping the
UserSettings.isPlayerBlocked(requestor.displayName()) check unchanged; update
the conditional around requestor and myPlayer accordingly so behavior remains
the same but without the duplicate test.
- Around line 698-705: Duplicate blocked-player checks are being performed
(myPlayer.isBlockedBy(sender), sender.hasBlocked(myPlayer), and
userSettings.isPlayerBlocked(sender.displayName())); consolidate them into a
single check to avoid redundancy and reuse the same UserSettings instance.
Create or use a helper (e.g., isBlockedBetween(myPlayer, sender) or a method on
UserSettings) that returns true if any of myPlayer.isBlockedBy(sender),
sender.hasBlocked(myPlayer), or
userSettings.isPlayerBlocked(sender.displayName()) are true, then replace the
three separate checks with one call to that helper wherever emoji/player
filtering occurs (reference myPlayer.isBlockedBy, sender.hasBlocked,
UserSettings, and isPlayerBlocked).
In `@src/client/graphics/layers/PlayerActionHandler.ts`:
- Around line 97-102: The SendBlockPlayerIntentEvent is being constructed with
String(recipient.id()) but recipient.id() already returns a string (PlayerID);
remove the redundant String(...) wrapper in handleBlockPlayer so it calls new
SendBlockPlayerIntentEvent(recipient.id(), action) to match the pattern used by
handleEmbargo and avoid unnecessary conversions.
ℹ️ Review info
⚙️ Run configuration
Configuration used: Organization UI
Review profile: CHILL
Plan: Pro
Run ID: 7c99c516-d8cf-4201-ad5d-088e2fd13560
📒 Files selected for processing (13)
resources/lang/en.jsonsrc/client/Transport.tssrc/client/graphics/layers/EventsDisplay.tssrc/client/graphics/layers/PlayerActionHandler.tssrc/client/graphics/layers/PlayerPanel.tssrc/core/GameRunner.tssrc/core/Schemas.tssrc/core/game/Game.tssrc/core/game/GameUpdates.tssrc/core/game/GameView.tssrc/core/game/PlayerImpl.tssrc/core/game/UserSettings.tstests/BlockPlayer.test.ts
| private handleBlockPlayerClick( | ||
| e: Event, | ||
| myPlayer: PlayerView, | ||
| other: PlayerView, | ||
| ) { | ||
| e.stopPropagation(); | ||
| const userSettings = new UserSettings(); | ||
| userSettings.blockPlayer(other.displayName()); | ||
| this.eventBus.emit( | ||
| new SendBlockPlayerIntentEvent(String(other.id()), "block"), | ||
| ); | ||
| this.hide(); | ||
| } | ||
|
|
||
| private handleUnblockPlayerClick( | ||
| e: Event, | ||
| myPlayer: PlayerView, | ||
| other: PlayerView, | ||
| ) { | ||
| e.stopPropagation(); | ||
| const userSettings = new UserSettings(); | ||
| userSettings.unblockPlayer(other.displayName()); | ||
| this.eventBus.emit( | ||
| new SendBlockPlayerIntentEvent(String(other.id()), "unblock"), | ||
| ); | ||
| this.hide(); | ||
| } |
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🧩 Analysis chain
🏁 Script executed:
#!/bin/bash
# Check if other intent patterns (embargo, alliance) also mutate local state before server confirmation
rg -n -A5 "handleEmbargoClick|handleAllianceClick" src/client/graphics/layers/PlayerPanel.tsRepository: openfrontio/OpenFrontIO
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sed -n '246,265p' src/client/graphics/layers/PlayerPanel.tsRepository: openfrontio/OpenFrontIO
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sed -n '184,210p' src/client/graphics/layers/PlayerPanel.tsRepository: openfrontio/OpenFrontIO
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rg -n "blockPlayer|unblockPlayer" src/client --type ts | head -20Repository: openfrontio/OpenFrontIO
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rg -n "SendBlockPlayerIntentEvent\|block-player" src/client --type ts -A3 | head -30Repository: openfrontio/OpenFrontIO
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Block handlers mutate local state before server confirmation, inconsistent with embargo/alliance patterns.
handleBlockPlayerClick and handleUnblockPlayerClick mutate UserSettings immediately, then emit the intent event. This differs from handleEmbargoClick and handleAllianceClick, which emit the event directly without touching local state.
If the server rejects the block intent, the client's block list will be out of sync with server state, with no rollback mechanism.
Consider following the embargo/alliance pattern: emit the intent event and only update UserSettings if the server confirms success. Alternatively, document why block state mutation differs from these other operations.
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@src/client/graphics/layers/PlayerPanel.ts` around lines 266 - 292,
handleBlockPlayerClick and handleUnblockPlayerClick currently mutate
UserSettings immediately before sending the intent, causing potential desync if
the server rejects the request; change both handlers to follow the
embargo/alliance pattern: remove the immediate
userSettings.blockPlayer/unblockPlayer calls, only emit
SendBlockPlayerIntentEvent(String(other.id()), "block"|"unblock") and call
this.hide(), and instead update UserSettings in the server-confirmation handler
(the existing success callback that processes server responses for block
intents) so local state is only changed after confirmation.
| const alliance = this.allianceWith(other); | ||
| if (alliance) { | ||
| this.breakAlliance(alliance); | ||
| } |
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🧩 Analysis chain
🏁 Script executed:
#!/bin/bash
# Check breakAlliance implementation to confirm traitor marking
ast-grep --pattern $'breakAlliance($_, $_) {
$$$
markTraitor()
$$$
}'Repository: openfrontio/OpenFrontIO
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rg -t ts -A 30 "public breakAlliance\(breaker: Player, alliance: MutableAlliance\)" src/core/game/GameImpl.tsRepository: openfrontio/OpenFrontIO
Length of output: 960
Blocking an ally marks the player as a traitor (unless the ally is already a traitor or disconnected).
Calling this.breakAlliance(alliance) chains to mg.breakAlliance(this, alliance), which executes:
if (!other.isTraitor() && !other.isDisconnected()) {
breaker.markTraitor();
}
This means blocking an ally incurs the traitor penalty unless the ally is already a traitor or disconnected. Is this the intended behavior? If blocking is meant to be a silent separation, consider using a different code path that does not trigger breakAlliance().
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@src/core/game/PlayerImpl.ts` around lines 489 - 492, The current call to
this.breakAlliance(alliance) in PlayerImpl (after allianceWith) routes to
mg.breakAlliance(this, alliance), which will call markTraitor() unless the other
player is already traitor or disconnected; to avoid penalizing the ally when
blocking should be a silent separation, change this code to use a removal path
that doesn't trigger markTraitor — e.g., add and call a new method like
PlayerImpl.separateAlliance(alliance) or Game.separateAlliance(breaker,
alliance) that removes/unlinks the alliance state on both players without
invoking mg.breakAlliance(...) logic (avoid the branch that checks
other.isTraitor()/isDisconnected() and calls breaker.markTraitor()), or reuse an
existing low-level alliance removal method if one exists; update references so
blocking uses this silent removal instead of breakAlliance.
| p1.blockPlayer(p2); | ||
| expect(p1.outgoingAllianceRequests().length).toBe(0); | ||
|
|
||
| p2.createAllianceRequest(p1); | ||
| expect(p1.incomingAllianceRequests().length).toBe(1); | ||
|
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||
| p1.blockPlayer(p2); | ||
| expect(p1.incomingAllianceRequests().length).toBe(0); |
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Test logic error causing pipeline failure.
After line 150, p1 already has p2 blocked. Based on test 1 (line 46), p2.canSendAllianceRequest(p1) should be false when p1 has p2 blocked. Yet line 153 calls p2.createAllianceRequest(p1) without checking if it's allowed.
Then line 156 tries to block p2 again (already blocked), which is a no-op. The request created in line 153 is not cleared because blocking only processes on state change.
🐛 Proposed fix - unblock before creating new request
p1.blockPlayer(p2);
expect(p1.outgoingAllianceRequests().length).toBe(0);
- p2.createAllianceRequest(p1);
- expect(p1.incomingAllianceRequests().length).toBe(1);
-
- p1.blockPlayer(p2);
+ // Unblock first to reset state, then test incoming request clearing
+ p1.unblockPlayer(p2);
+ for (let i = 0; i < 100; i++) game.executeNextTick(); // Clear cooldowns
+
+ p2.createAllianceRequest(p1);
+ expect(p1.incomingAllianceRequests().length).toBe(1);
+
+ p1.blockPlayer(p2);
expect(p1.incomingAllianceRequests().length).toBe(0);📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| p1.blockPlayer(p2); | |
| expect(p1.outgoingAllianceRequests().length).toBe(0); | |
| p2.createAllianceRequest(p1); | |
| expect(p1.incomingAllianceRequests().length).toBe(1); | |
| p1.blockPlayer(p2); | |
| expect(p1.incomingAllianceRequests().length).toBe(0); | |
| p1.blockPlayer(p2); | |
| expect(p1.outgoingAllianceRequests().length).toBe(0); | |
| // Unblock first to reset state, then test incoming request clearing | |
| p1.unblockPlayer(p2); | |
| for (let i = 0; i < 100; i++) game.executeNextTick(); // Clear cooldowns | |
| p2.createAllianceRequest(p1); | |
| expect(p1.incomingAllianceRequests().length).toBe(1); | |
| p1.blockPlayer(p2); | |
| expect(p1.incomingAllianceRequests().length).toBe(0); |
🧰 Tools
🪛 GitHub Actions: 🧪 CI
[error] 157-157: Test failed: expected incomingAllianceRequests length to be 0 after blocking, but was 1.
🪛 GitHub Check: 🔬 Test
[failure] 157-157: tests/BlockPlayer.test.ts > Block Player Feature > Should reject pending alliance requests when blocking
AssertionError: expected 1 to be +0 // Object.is equality
- Expected
- Received
- 0
- 1
❯ tests/BlockPlayer.test.ts:157:50
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@tests/BlockPlayer.test.ts` around lines 150 - 157, The test calls
p2.createAllianceRequest(p1) while p1 already has p2 blocked, so the request is
never created and the subsequent p1.blockPlayer(p2) is a no-op; modify the test
to first unblock p2 from p1 (call p1.unblockPlayer(p2) or the project-specific
equivalent), then call p2.createAllianceRequest(p1), assert
p1.incomingAllianceRequests() is 1, then call p1.blockPlayer(p2) again and
assert p1.incomingAllianceRequests() is 0; update references to p1.blockPlayer,
p1.unblockPlayer (or the correct unblock method), p2.createAllianceRequest, and
p1.incomingAllianceRequests accordingly.
…compensate for bad teammates.
I became frustrated enough with playing this game that I decided to improve it. Local tests pass, which means I'm ready to offer this as a 'goodbye.' May the lobbies continue to be flooded with negative emojis. I hope >50% of players block each other.
Changes:
--Added BlockPlayerIntentSchema in src/core/Schemas.ts.
--Added blockedPlayersSet to PlayerImpl, with standard blockPlayer(), unblockPlayer(), hasBlocked(), and isBlockedBy() accessors. Handled side effects like clearing alliances and requests automatically when blocking.
--Created BlockPlayerExecution.ts to apply the intent and registered it in ExecutionManager.ts.
--Wired up SendBlockPlayerIntentEvent in Transport.ts and PlayerActionHandler.ts.
--Exposed blockedPlayers via PlayerInteraction inside GameRunner.ts to easily show if a player is blocked from the UI without polling UserSettings. Updated translations (en.json) to include "Block" and "Unblock". Modified PlayerPanel.ts to show "Block" (in red) / "Unblock" (in green) instead of trading actions (if user is clicking on a human player).
--Modified UserSettings.ts to manage the local storage array blocked-players that persists blocks across games.
--EventsDisplay.ts has been modified to discard emoji messages, chat messages, and alliance requests silently if they come from someone on the block list (either server-side game block or client-side UserSettings block).
--Refined canSendAllianceRequest, canDonateGold, and canDonateTroops to instantly return false if isBlocked is true for either party.
Please complete the following:
DISCORD_USERNAME: > N/A - I am stepping away from this project and will not be available for ongoing maintenance or bug fixes.