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Trigger no_progress and too_many_robots even when behavior is majority
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+6
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internal/app/engine/engine.go

Lines changed: 6 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -81,9 +81,9 @@ func (e *Engine) Enqueue(change *statemachine.Change) {
8181
e.queue <- change
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}
8383

84-
func isUiOrigin(origins []string) bool {
84+
func isNonMajorityOrigin(origins []string) bool {
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for _, origin := range origins {
86-
if origin == "UI" {
86+
if origin == "UI" || origin == "Engine" || origin == "StateMachine" {
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return true
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}
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}
@@ -93,7 +93,7 @@ func isUiOrigin(origins []string) bool {
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func (e *Engine) filterGameEvent(change *statemachine.Change) *statemachine.Change {
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gameEvent := change.GetAddGameEvent().GameEvent
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behavior := e.config.GameEventBehavior[gameEvent.Type.String()]
96-
if isUiOrigin(gameEvent.Origin) {
96+
if isNonMajorityOrigin(gameEvent.Origin) {
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behavior = Config_BEHAVIOR_ACCEPT
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}
9999
switch behavior {
@@ -392,7 +392,8 @@ func (e *Engine) UpdateConfig(delta *Config) {
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}
393393
}
394394

395-
// IsGameEventEnabled returns true, if the game event type is always accepted
395+
// IsGameEventEnabled returns true, if the game event type is accept
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func (e *Engine) IsGameEventEnabled(evenType state.GameEvent_Type) bool {
397-
return e.config.GameEventBehavior[evenType.String()] == Config_BEHAVIOR_ACCEPT
397+
return e.config.GameEventBehavior[evenType.String()] == Config_BEHAVIOR_ACCEPT ||
398+
e.config.GameEventBehavior[evenType.String()] == Config_BEHAVIOR_ACCEPT_MAJORITY
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}

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